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GDPR 014

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Everything posted by GDPR 014

  1. Relationship with @Malocchio? Confirmed.

  2. A lone contractor cracks open a bottle of rum, giving the parchment a good long stare before taking off.
  3. tl;dr: Taint = a certain type of Immaterialism, Immortals are sad men as well. Did I get that right?
  4. ------------------------------------------------------------------------------------------------------------------------------------------------- Requests on Hold. Must do all of these.
  5. Alright folks, I'm coming out of skinning retirement for a short while. Full-bodied skins are 1k minas, outfits are 800 minas come while it's open. Obviously, I reserve the right to deny a request if it isn’t something that I’d feel up for doing. Send Payment to the my second Persona; this is the tailor that will mail you your threads) =[Past Projects]= [some of these skins are old but whatever]: (In Progress) MJ Jentos Gypsy Yuln Finished: Tahmas Assassin Sugarblind Rammer Guck Laethis =[Request Form]= Username- Outfit or fullbody? - Description- Ref- Proof of Payment [I will put your skin on my agenda as soon as I get payment.]-
  6. no, b0ss. just need to have some kind of magic
  7. just need to be a mage. no app required
  8. 3 void magics, generally fairly high up, adept or mastery. @Gargled
  9. Still physically weaker than your mineman warrior, the strength boost is very minor. Fair point, i just really liked the idea of consumables. I'll get rid of it!
  10. Fair enough! I respect your opinion, and if it comes to it, I will gladly keep them as weak as before. Not really. Using it for enchantments and Arcane engineering is still viable; if you actually channel a spell into it, then it'll break!
  11. Depends on the item. If it gets damaged and or destroyed, then the casting will fizzle out of existence.
  12. I'd argue most of the server has the strength of a dude in peak condition, but I will gladly edit it to make them remain weaker!
  13. I'd like to clarify that the mage is still weak in comparison to your standard mineman warrior, this is only a slight boost!
  14. Casting Implements Mana, it is useful energy - able to grant magi of all kinds their powers. To some, the energy might be difficult to control, causing it to fizzle out or become incredibly inaccurate. To remedy this, there will always be something that can aid the magi in casting and channeling their energies to forge a spell or coax beings. Enter the implement, an item imbued by the magi to act as a receiver for their archaic power. Attuned Items Examples: Staff (Quarterstaff, Stick, Scepter) Book (Grimoire, Tome, Volume) Scrolls (Texts, Pages, Papyrus) Crystal ball (Gems, Crystals, Stones, Jewelry) Wand (Rod, Sprig, Twig) Idol (Fetish, Statue, Carvings) Gloves (Gauntlets, Mitts) Tools (Hammers, Spades, Shears) Weapons (Swords, axes, mace, so on) Body augmentations (Redstone tattoos, tattoos, piercings, carvings, scars) Miscellaneous Items (musical instruments, so on) This instrument acts as a focal point for the magic users, channeling the chaos of the void, orderly deific power, or dark and primal energy, similar to the focus crystals one might find on a mage's wand or staff. It would not be uncommon for apprentices of each wake to use their attuning power as a means to aid their casting, making sense of the archaic power, if they themselves are unable to. For those who can make sense of their power, and wish to use their implement, will find that their focus point allows them a slightly easier time casting, akin to a fellow that is calm and collected. Truly, those who master and understand the manipulation of magical energies gain very little benefit, only really gaining some if they have an unsound and troubled mind. To make these implements, one must take an item and perform a ritual to imbue the item with its receiving power. This process is fairly open-ended, revolving around the mage for how the item is imbued -- it is their own personal instrument after all; once the instrument is done, the maker will fin themselves physically strained and groggy for a short duration -- but they would find themselves unable to make another implement for the next three IRL days. Along with this, the item will take on an aesthetic change, occurring due to the magical energies influencing the item; this change will always be present, be it subtle or obviously apparent -- should the item not be obscured by some magical means, and due to the magical power within, the mage can only hold two of their own make on them, lest they wish for the others to overlap and shut one another off. Should one be devious enough, they will find that warding, abjuration, and even other magic disabling practices will turn off the item's receiving ability, even removing the aesthetic changes. While some magic users can benefit from this, others are unaffected, as they do not require a focus like the others; an implement for them would simply be there for aesthetic purposes. These practices are: List of Outliers (more to be added): Cognatism Frost Witch Golemancy Atronach Forging Shade Thallassos Pros and Cons: A new way for mages to cast. Creativity in the implements they use. A minor focus, allowing a mage a slightly easier time in casting. Using a focus, a skilled mage would have the focus of someone in a calm and collected state; however, should anything occur to them that can break such a connection (a migraine, harsh physical damage), their casting will cease. Every mage has the ability to make these. The Implements need only be destroyed or removed from the mage to thwart any boons. These items can be warded or disrupted. Looking at an instrument, should it not be obscured in some mannerism, will show some magical change on it, be it something subtle like occasional gleaming, to something huge like giving of a faint aura and change in being. A mage using implements can only have so many of their own make, as the receiving signals, should there be too many, will confuse one another and render them inert. A mage can only make one instrument every three OOC days. More than likely unable to be made in combat, unless a lot of time is given. Redlines: The focal boon is unable to keep a magi focused, should they gain harsh physical and mental harm, meaning that while a slap to the cheek, or a groggy feeling might not influence their cast - a hard punch to the stomach, migraines, or a stab will remove their spell. All instruments, untampered, must show some visual magical influence. You can only make one implement per 3 OOC days. Outliers gain no advantages, besides having aesthetic. Credits: KnghtArtorias Zarsies - advice, helper, and assisted with writing the item list! Changelog: - Removed Strength Boons. + Added focus
  15. Good lore, though you may want to dial down the range for a few of the abilities, for example, Lions roar being 20 blocks. While i understand its simply a calming spell, that range is pretty far. I think it'd be a little more reasonable to make it 5-10. Ave Malchediael
  16. I don't think the infinite void gem makes much sense. Once the node goes poof, there's that infinite potential. Perhaps you could work around that and make the crystals found within hollows (perhaps found in large formations or on the Galvanized) simply more potent for mana gems? Just a thought.
  17. As a druid that practices Herblore, I am loving it! Really gets that druidic botanist feel going on. Kudos, fam.
  18. "QUICK QUICK QUICK." A mass of papers are flung in the air, and a metal legion starts to furiously write on papers, casting parchment aside and burning them as they seek to make a perfected and well written paper.
  19. An angered Artificer screeches. "Kalameet Izalith mooched off the work of others!"
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