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GDPR 014

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  1. Varron lifts his sword, digging the tip into the missive. "I am strife to be unleashed upon the Gods. My former brothers must have their mettle tested; they must be worthy of Xan's grace."
  2. You should probably read on before you make assumptions. It takes on all magic slots, don't know how that can't empower a character of mine nor is this a rewrite catered for myself. Really good meme, Sandk1ng.
  3. I WANT TO BE F-REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  4. Iconoclasts: Breaker of Connections Introduction “Magic, a tool to be governed.” After the Ascended and the Watchman removed fi mage’s abilities, they found themselves without their power, and woe be to that. The void, the gods, they are what must be dealt with. Those vile maleficar and pious followers must have a counter. Research was required, and through seeking such - they found their answer; Mana, the source of all magical power. By twisting and manipulating the mana, the once Fi were once more able to gather their abilities. These magi able to regain their magic cancelling prowess, this time without another’s soul nor the division of their own. Yet, the once Fi were not alone in their research; another sought to bring this power back; a goal set in place to remove the foul magi that plagued his land. While he was unable to discard his original knowledge, he would write a tome that would allow others to learn, and even showed such to the former Fi. With these new discoveries, they were no longer bound to their old stigma. No longer are they soulstealers, but true antimages; Iconoclasts. Mechanics The Iconoclast, in partaking in a ritual, will be given a barrier that will shroud their soul. Unlike the one that they inflict on their targets, the blockage is rather thick and incomplete to say the least. The mana that shrouds their soul is filled with highly receptive patches that allow for the user to utilize Iconoclast magic; in doing so, this receptive mana takes an odd turn on the psyche however - the Iconoclasts are drawn towards high magical power - wanting to indulge the magical energy in some capacity; this can turn into a mere interest for the arcane, or a large and sinister plot to entrap magic, and indulge it. The antimage, once the barrier is formed about their soul, will be able to call upon a mana seeking mana, receptive and wanting to attach to high magical signatures; souls and energy itself - from there, the antimage will learn to control their mana and perform their abilities. Iconoclast magic functions similar to previous iterations of antimagic, requiring the user to conjure up distorted gas; however, this gas can be shaped, yet there will always be an indication that their magic is being used: A viscous, creeping fog which will either fume off their shapes, or stay low to the ground. By the Iconoclast drawing from the barrier upon their own soul they would access their mana, turn it into the receptive batch, and channel it through the body. Once they channel, the iconoclast will be able to trickle it from their being; it taking the shape of viscous fog. The fog can then be shaped into ethereal images that fume the fog, or perhaps remain as creeping mist. When it finds its target, it will reach into their beings, and form a barrier around their soul. This stops the usage of connections, operating under the premise of the farthest connections being the easiest to bar, and the closest perhaps being the most difficult. Should a mage aim to cast when there is a barrier on their soul, they will find that they will be unable to - and their mana might be used to give others a boost. Yet, that is not all -- for the Iconoclast can learn to bind the barrier on a soul and stop them from casting. There is much to be learned in this magic cancelling field. Chart for affecting magics: Slightly softens drop 1 tier Softens drops 2 tiers Nullifies means it is utterly removed Long Connection Magics (I.E. Voidal, Deity, etc.) T1 Iconoclast will nullify a T1 & T2 spell and slightly soften a T3’s spell. No effect on T4 & T5. T2 Iconoclast will nullify a T1-T3 and slightly soften a T4’s spell to T3. No effect on T5. T3 Iconoclast will nullify a T1-T4 and slightly soften a T5 to T4. T4 Iconoclast will nullify T1-T4 and soften a T5 spell to the strength of a T3-T2 mage. T5’s Iconoclast will nullify T1-T5 Closer Connection/Primal Magics (I.E. Shades, Mysticism) A T1 can nullify T1’s spells. A T2 can nullify a T1 and slightly soften a T2’s spells. A T3 can slightly soften a T2 and T3’s spells and nullify a T1’s spells. A T4 can slightly soften a T4 and T3 (drops by two tiers) spells and nullify T1 and T2’s spells. A T5 can slightly soften a T5 (drops by a tier), and soften t4 (drops by two tiers) can nullify T1-T3’s spells. Abilities Reaching/Blocking 2-3 emotes to have the fog reach out towards the mage, and an additional emote to make the barrier. First for calling upon the barrier and having faint mists well up around or in the user’s hand, second to have the mists pour from the body, and third to have it move towards the target. Focusing on their target, an antimage will be able to conjure their receptive fog, and have it slink towards their opponent; with every five meters (five MC blocks), it will take additional time to reach the mana out, until finding its limit. When the fog finds the victim, it will trickle into their beings, and stimulate an uncomfortable sensation as the barrier forms over their soul. The receptive mana can be halted by mana gems and even magical items for a moment-- distracted by the mana -- allowing the affected mage some time in scrambling from the fog with the extra action the mist takes to reach them. Draining Draining is one emote after the fog is up; one emote if the barrier is formed over the soul as well. When the barrier forms around the soul or when spells and magical objects are taken by the fog, the user can use their mana to pull on the magical energy, and bring it to them. While it is able to fully devour the mana in spells and magical items, the drain will have difficulty with the soul - requiring for the barrier soul to try to produce mana at the moment of the drain. When taking mana from the soul, only fifty percent of the user’s mana can be pulled, this taking the span of two emotes to fully take. Distort By channeling their mana into their hands or item in their hand, the Iconoclast will be able to saturate the area around them -- a maximum ten meter (block) radius -- with receptive mana should they connect their item with the ground; receptive mana programmed to hamper and weaken any spells, and any magical items that come into this field of effect. Long distance connection spells (Voidal, Deific) will be softened, dropped down by two tiers when they enter the field, and Primal spells (Necromancy, shade) will have their power dropped by a singular tier. Any magical item will also suffer a similar effect, with Long Distance Connection items being significantly weaker than originally made, and primal items being simply weaker. An example of this would be a Fireball staff being weakened to shoot a small fireball, or even clumped up embers, where as a tainted weapon will only take an action longer to drain quintessence. This field lasts for eight actions max, and takes two to three actions to cast. T1 - AOE radius is two blocks, lasting for two actions. T2 - AOE radius is four blocks, lasting for four actions. T3 - AOE radius is six blocks, lasting for four actions. T4 - AOE radius is eight blocks, lasting for six actions. T5 - AOE radius is ten blocks, lasting for eight actions. Redirecting When the Iconoclast draws the mana from the drain, they have the ability to allocate it to them, magic items, or their allies. Should it be to them, it will be used to fuel their spell, allowing them to keep it up for longer, and even absorb more spells. Magic items and mana using constructs (Atronachs) will simply be given more fuel; allies will have the mana draw into their spells, feeding the stolen mana into the weaved spell. Redirecting takes two actions to use after the drain, and is touch based, save for fueling their own spell. The mana, unless it is to constructs that do not have a soul or can take mana, does not go into any manapool; it is used to bolster active mana. The use of drawing this mana in, however, can only be used a certain amount of time -- more on that in tier progression. Silencing The target must remain still for the most part to allow this spell to work. Minor movements are allowed but block by block movements would stop the spell. This takes 5 emotes to cast after manifestation, to allow the shield to be put around the soul, after time it would eventually shatter at a set amount of time (dictated by the caster, it cannot be for longer than four days without consent. Once consent is given it cannot be revoked. After the silencing is over, the victim is safe for three IRL days.) Shielding Scales between one-three emotes to make after making the tell and summoning the mist, making it four to five emotes to make. Manifesting an ethereal shield like dome over the iconoclast and their allies, they will be able to create a defense against magic, causing any spells to be absorbed when it hits the barrier, this depending on the affected spell chart. Depending on the caster, it can be up for a certain amount of time, as well as take up a certain amount of space. T2 would have a 2 block wide Barrier, able to last for four emotes. This will take 2-3 emotes. T3 would have a 4 block wide Barrier, able to last for six emotes. This takes 3 emotes, anything under takes 2 emotes. T4 would have a 6 block wide Barrier, able to last for eight emotes. 6-5 blocks takes three emotes, 4-3 takes two, and 2-1 takes one. T5 would have a 10 block wide Barrier, able to last for ten emotes. 10-7 blocks takes three, 6-4 blocks take two, 3-1 takes one. Connection Ritual The teacher would take the new Iconoclast and by casting their magic they would create a barrier around their soul, this would be different from the other barriers as it would be a mana receptive barrier. Once this is put around it would be extremely uncomfortable for the new mage until they understood how to tap into it and use their soul barrier. This would take a small bit of time to understand however it would eventually be easily done. This blocks other magics from being learned, until the barrier is removed. If taught with the tome the student would have to form the barrier around their soul themselves. This would be an intense job of focusing around their soul and drawing out mana before forming a hard shell around it. The steps themselves would be in the tome; explaining in detail. Pros/Cons + Pros No longer considered a dark art rather a neutral magic Able to silence magic for five days maximum without ooc consent. Able to redirect mana into their own spells, enchantments, or the spells of allies No longer requires a PK / second Soul - Cons Because of the manipulation of mana into a shielding of their own soul, they find themselves inept at utilizing this in any other manner. They are incapable of establishing any voidal or deific connection, thus taking up all one's magic slots in the process. Should one get disconnected, they shall have to wait a month before their soul is ready to establish voidal or deific connection. The main casting drawback is fatigue, quite similar to that of void magi. The amount of fatigue dependant on both Tier and the intensity of use. Antimagic, part from the Shielding ability, can only be used on a single target at a time. Can be mentally overwhelmed due to high magical value, with incapacitation and or death caused by areas of extremely high arcane. In terms of physical prowess, an Iconoclast is equivalent to a void mage. Focus is required to cast and affect spells, creatures, and magic users. The ‘fog’ is visual and doesn’t carry any physical force. However, the fog appears to have some weight and shall find itself creeping across the floor. It can climb hillsides and rocks, though at a slower pace. Magical items can be used as a means to block the mana for an action, buying the mage more time. The drainage of Mana from a target cannot take more than 50% of the Souls Mana. Tier Progression: T1 - Only able to summon a small orb of mist. This max size at end of the tier would be up to three feet in size. Unable to grip someone's soul properly, there is only a 50% chance this would be successful. Draining at this state is impossible as is silencing, shielding, or redirecting. T2 - Able to create fog 4 meters total this would be a viscous fog that would lay upon the ground, after being formed by the hand, it would move when you walk with it however it would be able to only reach around souls of those inside it’s range. You’d be able to block, and at this point however you are still unable to silence. Shields at this range would be 2 blocks wide. Their shields would stay up 5 emotes. Redirecting could only be used 1 time. T3 - Able to create fog 6 blocks wide, the shield would be 4 blocks. You’re able to drain, silence (late T3), and of course block. Silencing could only be done to someone T4 if with a long range connection, or T3 with a primal connection. Their shield would stay up 6 emotes. Redirecting could be done 2 times. T4 - Able to create fog 10 blocks wide whereas the shield would be 6 blocks wide. Draining would be normal, as would blocking and redirecting. Silencing would work on a T5 Long range, and a T4 Primal connection. Their shield would stay up 8 emotes. Redirecting could be used 3 times. T5 - Able to create fog 15 blocks wide, as the shield would expand to 10 blocks, staying for 10 emotes. This would allow the caster to silence someone T5 of Long range connections, and T5 of Primal connections. Draining, Silencing, Shielding, Redirecting, Blocking, would all be mastered. Redirecting can be done 4 times total. Acquisition: To learn this one must have a soul and a willing teacher, or alternatively the tome. From there, the barrier will be placed on their souls cut off connections to other magics, only allowing them to use Iconoclastism. Redlines Cannot silence a moving target. Can only Drain/Silence one person at a time. Must touch the person you redirect too. If a mana gem or magical item is in play, it takes 1 move to get past it. After being silenced, the victim cannot be silenced for three days. The shield cannot block physical attacks/motion. Redirecting cannot be used to fill up passive mana pools. It only aids active mana. What Iconoclast’s Magic effects (Will be subjected to updates) Creatures effects for T4’s and T5’s. Note: T3s take an extra emote to affect these creatures Ghosts/Gravens: Immense pain on contact, most likely demanifesting within 2 to 3 emotes. Wight: Unaffected when husked. When unhusked, they are slowed, and filled with pain, unable to move in a total of five emotes. Keepers: Begins to slow their movements, starting at the limbs and moving to their center over 6 emotes. Completely paralyzed at the 6th emote. Augers: Bodies kept sustained in an unnatural state from an enchantment lain by Yeu Rthulu. This enchantment can be easily severed and undone by an Anti Mage, causing the entities to be immobilised and in immense pain between 4-5 emotes, being paralyzed at the 5th emote. Atronachs: Begins to slow movements and functions over the course of 4-6 emotes, shut down/paralyzed at 6th emote. This is dependent on the fuel source being used as well, so it might be shorter or longer to shut an Atroanch down - though after six emotes they will be unable to move. Golems: Begins to slow their movements upon contact, over the course of three emotes they shut down or get paralyzed. Muyakelgs: These shamanistic constructs will have their abilities weakened, and their movements slowed as as the fog swarms over the spirit’s connection to the mortal world. Over the course of 4-5 emotes, they will be unable to move due to the interference with their connection. Archons: When their spells are drained in their mortal form, they feel a minor pain. As the barrier is formed around their soul however, they will be cut off from their boons, and feel some semblance of pain. In their transcendent form, the pain intensifies when they cast, able to put an Archon in excruciating pain after two emotes of their spells being drained. In addition, by blocking their connection, the Archon will be put in immense pain, and within four to five emotes of being in the fog, they will be incapacitated. Horrors: The avatar of the voidal horror will be put under immense pain, and within four to five emotes of being in the drain - they will vanish, demanifested. Paleknights: Movements slow over the course of 4 emotes, practically freezing at 5th emote. Wraiths: Increased pain over the course of 4 emotes, 5th emote intense pain and partial paralyzation. Husked form: Reduced pain and slowed movements. Liches/Darkstalkers: Increased pain over the course of 4 emotes, intense pain at 5th emote. They will be unable to drain. Daeva: Painfully immobilised and forced back into their Descendant Form as they are unable to maintain their Amber augmentation without active mana guiding it. Soul Trees - Slowly paralyzes them over the course of 5 emotes, starting at the limbs and moving towards their center. Paralyzed at 6th emote. Izkuthii - Masked - After 1 emote the illusions binding them would snap. Leaving them in their masked state which would instantly begin to break, after the 3rd emote the mask would break leaving them in their Unmasked state, incapable of utilizing any of their abilities. Spectral - Should the Izkuthii be caught in their spectral form, they will begin to be immobilized over the course of 4 emotes, along with being subjected to pain. Upon the 5th emote, they will be rendered unconscious Frost Witches - This will prevent them from donning or removing their disguise, but will not remove it on its own. Will remove their active control of the ice, but will not affect its velocity or form. Credits: Arcanicfable, writer. Rella101, writer.
  5. how do i mineman

    1. Show previous comments  2 more
    2. Wytchrose

      Wytchrose

      you have to be very patient with the cancer

    3. CaptainSheepy
    4. TeaLulu

      TeaLulu

      (´◉◞౪◟◉) pbbbbblttt

  6. Fair enough. I'd allow someone who actually practiced the magic to be able to enchant it's effects as well. It's feasible as they can still have the technical know how to enchant its effects, and can easily be moderated via dropped apps.
  7. You could think of it as using the void to reach towards the mind, rather than take advantage of that minor connection. That's what I'm assuming. It's a neat weakness though
  8. I want to blow my brains out i love this lore
  9. Added some in. Anything else I missed?
  10. Earth Evocation Introduction: Since the dawn of magic, the art of evoking stone was always there, much like fire, water, and wind. The uses of earth are far and wide, limited to the caster’s creativity. From Granite Spikes to glowstone lights. It can evoke various stones and rocks for offense, defense, even utility purposes. Description: Earth Evocation is the process of evocating rocks the mage studies. To do so, one tears the very stones from the void, most of the times making the items one evokes rigid and jagged; though, one can evoke smooth rocks from the infinite potential. Once evoked from the void, the user can decide to grow and shape their stones, or crumble them rather than doing so in the void; however, when one decides to crumble rock, they cannot clump it back together, or fuse small pieces of stone together. In addition, when trying to evoke ores and gems, there is a lot of energy used to do so, which makes evoking refined ores and metals impossible. In addition, when evoking gold - its properties do not come with it, unable to deal harm to spectral entities. Sand is an interesting entity in Earth Evocation, conjuring the plethora of grains will be taxing for the beginners, only able to be feasibly done when the user has a fair bit of time and experience under their belt, roughly at novice (1 month). Making refined shapes of the evocation is also a difficult feat, requiring a conjurationist to be able to make refined and intricate stones; the same goes for quicksand, requiring knowledge of water evocation to use. The evocation provides many uses with what it can evoke, and especially with what the user can make with it. Application: There are many uses for Earth Evocation, from combat, to defense, and utility. While there a mass of abilities one can create, here are a few of the most known uses: Pebbles (1-2 emotes): Conjuring pebbles from the void, these jagged items can be used to harass and daze opponents, if not provide knockouts, should they be flung with enough force. The user is able to summon several pebbles at once, with seven being the maximum - requiring full two actions to reach the limit. Rocks (2-3): A larger pebble, the caster can summon a singular rock the size of a softball; however they are able to conjure more with one per additional action, or even enlarge the pebbles one conjured to make multiple rocks. These stones will cause blunt force damage, having the potential to knock opponents back and break bones with enough force. Spikes (2-3): The magister shapes the rock they conjure into an arrow sized spike, able to summon multiple with additional actions. These can be used for penetration purposes, able to dig into unarmored targets, and being able to dent in armor ever so slightly. Shields/Barriers (3-4): By enlarging and shaping rocks, one is able to create a shield roughly the size of a scutum, able to defend oneself from various forms of damage, as much as a hunk of rock generally would protect someone. WIth more time, the barrier can grow thicker and tougher. Boulders (5-6): By growing stone to a large size, perhaps the size of five or six feet and rather thick, one is able to make a boulder, able to deal great damage to its foes, easily knocking folk over, perhaps ending them. Usually, these boulders are slow acting, abe to be hurled slower than a crossbow bolt, but with more mana the caster can fire it swiftly. Sand(varies): The user is able to evoke sand, able to be used for blinding opponents and causing mass nuisances. Small sand blasts will generally take two actions. Examples: Evoking a rock: Jim tenses his arm, staring at a brick wall. As he does so, a pebble tears itself into existence. Reeling his arm back and taking aim, the pebble seems to enlarge, now the size of a softball. With a flourish, the rock hurls at the brick. Making a shield: Jim tenses his arm, a jagged pebble manifesting into existence. Curling his hand in, the rock becomes larger - now becoming fist sized; though it does not stop, continuing to expand to larger heights. The stone continues to reach out until it reaches its climax; now at the size of a scutum shield, with the same width accompanying it. Tier Progression: Tier 1: The user has just begun, this is the stage where they must study the element; through their work, and with all effort, they will be able to evoke a singular pebble. Tier 2: With knowledge at their hand, the user can now use their mana better than before, allowing them to evoke various pebbles with much effort; in addition, they can begin evoking rocks, and with much effort - evoke spikes. Tier 3: Now a novice, the evoker can manifest rock and spikes with less effort, able to evoke multiple spikes and stones from their persons. By this stage, the user can maker barriers and sand. The evoker might begin to experiment here with some of their expendable mana. Tier 4: An adept in their field, this magister can cast the magic with some ease, able to evoke various rocks, shards, and sand. It is likely here, the evoker has delved into crafting boulders, and will likely be able to make a few large ones before becoming exhausted. Tier 5: Mastery. Spells require far less fuel, and a majority of the standard spells, save for very large spells. A mage can evoke spells far away with moderate difficulty, though such takes additional time to do. Redlines: Cannot evoke ‘Earth’ Cannot evoke refined metal. Requires line of sight. You aren't immune to your own element. Cannot manipulate real earth.
  11. It is not the case. All you need is to know how to imprint the knowledge on the paper. It isn't as finite and flexible as enchanting.
  12. Nope can't mess with that lifeforce
  13. I'll add it in! I was initially scared to add it because I thought it wouldn't work and didn't want to piss Ascended players off. Thank you for your reply!
  14. Oh, I figured that since everything uses mana (energy used for manipulating void, deific energies, etc), a druid or cleric could possibly inscribe information in it, holy mages needing to put their light on the script, and druids just needing to put the information down. Speaking to Delmo, I was told that it would be wise to make it so druids can only use those scrolls as well
  15. Hurts more than just dark creatures. When I asked the Lore Member most knowledgeable if those creatures would be affected (because auric oil was initially meant to fight voidal creatures and golems) he told me they would. It's easy to see someone whip out a scroll and start chanting and then destroy the paper fast; don't think they require a limit. Ah well, I respect your opinion nonetheless.
  16. Eh? I think you're mistaken. It can act as a managem for enchantments.
  17. Mana has many uses as the tool necessary for magic. It fuels the program that is the spell, but what if mana can be turned into a form that allows a magi to write purpose into them? Or as another means of fuel for magical items and arcane engineering; perhaps a new potion? Such is a new form of mana, known as Liquid Essence. Bottled Liquid Essence (Credit to ArtLanding) Liquid Essence is mana in a raw and liquefied form, hidden within all, and sometimes generated in the world through an irregularity of magic in some areas, or generated through any form of mage via a ritual. This ritual involves a mage to meditate, focusing on their mana and eventually pulling it in a liquid form. The liquid can either be somewhat viscous or similar to water and most other fluids. It is up to the maker. This liquid-- found throughout areas with decent magical value, or through a magic user -- has a fair amount of applications, with the potential to be used for more studies and ritual. It can be used in various potions, able to be made as a new potion, and a base for interesting alchemical concoctions, a newfound fuel for arcane enchantments, and finally - means for crafting odd scrolls and inks with magical properties. Misc On its own, Liquid Essence has few properties. The liquefied and potent mana is something of nurture to creatures tainted and twisted by magical means, be they unnatural, void corrupted beings, voidal horrors, or even the transcendent Archons. While some may not require food or some form of nutrients, it still feels filling; to those that do, it can substitute normal food. It might be common for twisted and corrupted creatures to linger about pools of liquid essence, and perhaps develop an ecosystem about it. Some of the natural pools are known to carry some voidal taint, twisting the earth about it. Those legendary pools have eldritch power, perhaps providing insight to those that drink it, or twisting the creatures-- mentally and physically-- that dare to sip from the ambrosia. If one was to sip standard liquid essence, from either a mage or a natural occurring pool, they would find that it is tasteless, doing nothing but inducing a surreal sensation as the energy courses through their bodies. Two Travelers sailing over an Essence Lake (Credit to ellidh) An artist’s depiction of one of the void tainted pools, teeming with focal crystals and voidal corruption. (Credit to BruceMashBatArt) Redlines: Twisted creatures and the rarer voidal pools must be roleplayed by an ET, MT, or LM. Sipping Liquid Essence provides no combat advantage. An essence pool must be represented through water, requiring a sign that denotes it being odd and seemingly unnatural in some sense. When making liquid essence from one's self, it will siphon mana from the person, meaning it will require an hour's recharge to fully recharge. Alchemical Properties Liquid Essence has a wide range of uses, especially in the alchemical arts. The liquefied mana can be applied to multiple potions, be it as a base for continuity and the magical, able to create potions and creatures that may defy what alchemist previously assumed was possible; or as added into concoctions and oils for different effects. Two ways most alchemist use this liquefied essence is through the Mana Potion, and Auric Oil. A mana potion is made with the same way as a normal potion of mending, though this time, one must add in one vial of liquid mana for a lesser, two for a greater, and so on so forth. This concoction will entice the soul to produce mana at a rapid pace; a lesser able to fill a quarter of a mage’s mana, a greater able to fill half, and a superior being able to fill a mage’s entire mana pool. While this proves to be useful, the potion drinker will also suffer fatigue; the stress the soul had to face will manifest in the caster, be it through feeling out of breath and tired, or suffering from weakened magic - a tier, or multiple below full potential, making spells difficult to cast and consume more mana. Time chart for potion after-effects: Lesser: 5 emotes of weakened Magics (Down by a tier) and tire. Greater: 7 emotes of weakened magics (Down by two tiers) and tire. Superior: 9 emotes of weakened magics (down by two-three tiers) and tire. The other substance is auric oil. Auric Oil is something perhaps more sought out by Hexers and Mage Slayers; the oil, made akin to an oil, but with a few vials of auric oil poured in as well a regent that represents harming in one way or another (a regent that represents death, or destruction), as well as some fatty substances - provides an item dipped in the substance to take on arcane harming properties - allowing the mana coated sword to hurt magical beings easier than normal steel; due to the item being coated in the oil, it will take on an odd hue, indicating what it’s covered in. The coating oil will likely only last for thirty minutes (irl) at best, and the exact damage varies with each creature that is affected by the auric oil clad weapon. Affected (more can be added): Ghosts/Gravens: Auric Oil will disrupt their frame and cause them demanifest if they sustain enough hits, shots to the head and chest proving the most lethal, similar to gold. Wights: Auric Oil will disrupt their frame and cause them demanifest if they sustain enough hits, shots to the head and chest proving the most lethal, similar to gold Archons: Will act similar to enchanted items against an Archon. Should it carve into the arcane form, it will act as though it was carving into flesh and bone. Izkuthii: Hitting an Izkuthii's true form is like hitting it with gold. Daeva: Akin to gold. Horrors: Having Auric Oil enter them is agonizing and will will separate and destroy the mana that binds them; if a weapon coated in the oil was to carve into them, slicing it would be like cutting through parchment paper with a sharpened knife. Golems/Runes: Hitting golem’s runes will cause said runes to react violently, causing tremors along the affected areas, ultimately causing cracks and damage to the stone - with more force, more damage to the stone and runes is afflicted. A runesmith’s runes suffers the same effect. Other magically made creatures (ET Creatures that involve some sort of magical creation/any other creatures whose creation involves mana): Can be discussed, but typically it will deal more damage than steel, acting as a weakness against these creatures. Redlines: All potions that have liquid essence in it must be submitted through the potion index, save for the Mana Potion and the Auric Oil. Must follow the guidelines for Mana Potion and Auric Oil. Auric Oil lasts for 30 minutes OOC. Overdosing on a mana potion may result in death due to the soul being over-stressed, effectively tearing the body apart. Enchanting Properties/Applications in other magics Liquid Essence has the capability of being used in managems, if not being the mana gem itself. For the mana gems, the essence must be injected within the the mana gems - pouring its fuel inside; alternatively, the liquid mana can be used in a gauge or be entrapped in another item - still acting as fuel for arcane items. On its own, the essence can act as a managem of medium value, though if a transfigurationist was to add more mana into it, its value can increase. While the essence can be used as fuel, it can also be used as an item to enchant, so long as there is something else infused with the essence. This would typically be ink, or some sort of oil that wouldn’t make Auric Oil (meaning one would have to remove the regent that represents harming for it to actually be enchantable). The use of this essence is quite useful for enchanting, be it the process of making the liquid mana to fuel an enchanted item, or making enchanted ink that can create effects wherever it is written. Scrollmaking [No Longer Lore Approved, do not RP using scrolls] While making magic ink from liquid essence allows for written enchantments, it also has another function. It is able to be written on scrolls and parchment; it allows for a mage of nearly any field to write a singular spell within the arcanic in, and use it as a consumable, causing the parchment or scroll to burn up. When creating the scroll, a mage must write the magic ink on the parchment, scroll, or paper; after that, they must channel their aura into the parchment and imbue a spell they already know, bound to a specific command or phrase. Generally, this command is either written in the parchment, allowing someone to read and cast the spell, or a command shared to a user so they can use the power within the chicken scratch written scroll. Once the command is spoken, the scroll’s writing will begin to light up, and pull the information from its arcane script, taking the same time as it would to cast the spell. Once the spell is cast, that is when the parchment burns out. Emote Example: ((This made up spell takes 3 emotes to use)) Jim lifts his scroll, muttering an incantation. In doing so, the odd ink gleams, causing liquid steel to trickle out from the very words. The steel warps as it straightens itself, shaping into one pointed spike; the tip of the spike hardening. The lance sized steel surges forward with high speeds, seeking to impale its target. Once the spell hits and fades, the parchment burns up from the writing to the edge. While this can be used predominantly for the Arcane, other magics can be written for these scrolls. The list is below; keep in mind, this list can always expand. Mysticism: By imbuing ectoplasm with the arcane script, the scroll-user is able to use a few spells: Deadbreath, Feeding, Hindering, and Saturation. Saturation has an odd occurance when it is used; it requires for one to wrap the scroll on their weapon, and then utter the incantation to shroud it with the ectoplasm. When the spectral rises, they will have no master however. Necromancy: Imbuing lifeforce with the script, one is able to use a preset curse that is written in the scroll on their target, taint/corruption, and reanimation. When reanimating, the scroll will remain until the creatures that are brought back are destroyed. In addition, these reanimations are feral, attacking anyone near them; while using this spell, the scroll holder's lifeforce is siphoned to keep the reanimations alive. When too much lifeforce is added onto the scroll, the already darkened text would proceed to fester with tumors. Clericism: The clerical light must be infused with the magic ink, though Tahariae’s grace is able to used in spells, save for blessings and wards. Paladinism: Xan’s light must be imbued with the arcane ink. When this is done, everything save for blessing weapons with Xan’s might is viable, though his shield and armor will only be active for a few hits before dispelling. In addition, Sunspear is only available for Paladins to use Druidism: Only a druid can use these scrolls, and only control nature and blight healing; control nature will be limited to one action. Ascended: By infusing embers in the Arcane Script, the scroll user can conjure out holy fire. Redlines: The spells can be Warded. To make a powerful scroll, the user must be of the same tier. These types of scrolls will only last for one spell. The user has to have the magic to imbue the spell, as well as have had to done the spell. The scroll’s spell requires the same build up as the actual spell it’s doing would normally have. Mastery Spells require larger scrolls to house the power. Scrolls must be represented as mc items, requiring the spell to be documented in the description and detail it's mechanics, as well as the person who made it. It also needs to be MT signed.
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