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BonesOfTheEarth

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Posts posted by BonesOfTheEarth

  1. MC Name:

             BonesOfTheEarth

     

    Character's Name:

             Lefkos Amethil

     

    Character's Age:

             488

     

    Character's Race:

             High Elf

     

    What magic(s) will you be learning?

             Necromancy

     

    Teacher's MC Name:

             Uchihagirl332

     

    Teacher's RP Name:

             Nefertiti

     

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

             https://www.lordofthecraft.net/forums/topic/213847-fire-evocation-ma-bonesoftheearth/ https://www.lordofthecraft.net/forums/topic/213846-transfiguration-ma-bonesoftheearth/ https://www.lordofthecraft.net/forums/topic/218533-life-evocation-ma-bonesoftheea

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

  2. MC Name:

             BonesOfTheEarth

     

    Character's Name:

             Lefkos Amethil

     

    Character's Age:

             465

     

    Character's Race:

             High Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/215701-sorvian-crafting-fa-bonesoftheearth/

     

    What magic(s) will you be teaching?

             Sorvian Sculpting

     

    Describe this magic or a creature as a whole:

             

    Sorvian Sculpting as a magic is the act of scultping and granting life to Sorvians. This is done through two main parts: Incanting, and Awakening. Though there exists also the Revival aspect, used for both reviving destroyed Sorvians and healing injured ones. These sections will be described in greater detail below, alongside the actual strengths/weaknesses/personalities of the Sorvian's themselves.

     

    - A Sorvian Sculpter may only sculpt up to 3 Sorvians per 3 month period. There is no limit on non-playable Sorvian Newts however, on the premise that their existence is for aesthetic function/flavor.

    - A Sorvian may learn Sorvian Sculpting as well(though no other magic requiring a soul), but is only capable of crafting 1 Sorvian per 3 month period instead of 3.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Incanting:

    Incanting is the process wherein the Sculptor creates the mask of the Sorvian, requiring it to be made of porcelain with necessary holes for both eyes and a mouth. The sculptor must inscribe on the inside of the mask with their blood, infusing with it a small portion of their soul that leaves them feeling weak and vulnerable for a short time. The incantation itself is nonsense, constantly changing yeehaw runes. Once crafted, the Mask remains inanimate until placed on a suitable husk(Awakening). The Mask may change once the Sorvian is created, altering itself aesthetically to align with the ideals and behaviors of the Sorvian. The mask is also fairly durable, requiring 3 solid hits(regardless of weapon) in order to break. If it is damaged, it will mend itself automatically over 1 IRL Day.

     

    Awakening:

    Awakening is the process where the Sculptor places the incanted mask onto a suitable husk. This is what turns the husk into a sorvian as light envelops them. The wood within the husk turning to a brittle bone-like substance, and the clay into flesh. The mask becomes part of them now, unable to be removed.

     

    The husk, prior to awakening, must meet certain criteria:

    - 1 to 2 feet tall(if an unplayable Newt).

    - 2 to 3 feet tall(if a playable Newt).

    - 3-6 feet tall(if playable normal Sorvian)

    - Humanoid/Halfling in terms of proportions.

    - Wood as bones.

    - Clay as flesh.

     

    Husks are difficult to make for budding Sculptors as they require anatomical correctness, which takes time to learn. Skilled Sculptors may add additional appendages to their Sorvian's however, such as four arms instead of two - though this divides the strength within them. A Sorvian, once made, may never have new additions to their body; only repairs.

     

    Revival:

    This section talks about how to revive a dead Sorvian, or heal an injured one. Sorvians do not have blood and thus do not bleed when injured, but they do not heal from injuries either and thus require assistance in mending themselves. If in the form of a severed limb, a new one can be crafted and put into place with a new incantation of blood placed at the stub. Wet clay mixed with the sculptor's blood can patch other injuries. Either way, scars are left behind - permanent marks that do not fade upon the Sorvian, remaining even if they are destroyed and reformed outright. A Sorvian who knows Sorvian Sculpting may heal themselves but will require someone else's blood.

     

    A Sorvian may perish by:

    - Having its head removed[They survive 1 emote before surely perishing]

    - Having its mask destroyed[Instantaneous death]

    - Having its chest pierced[5 emotes before death] - This may be 'patched' temporarily, requiring proper healing via the Revival aspect.

     

     

    SORVIANS CANT HAVE SEX. NO FTB. NONE. ZERO. AAAA.

    A Sorvian who has fully died may either have their original mask placed on a new husk, causing their new body to shape into their old down to the last microscopic detail. Alternatively, if their mask is destroyed, any Sorvian Sculptor may reform their mask and incantation in order to conjure them again with all their memories intact, as well as their body yet matching their old(they do not retain memories of them dying, following all death-recap rules). A sculptor may only revive 1 Sorvian per IRL Day.

     

    Sorvians:

    Sorvian's themselves are not incredibly durable. They are tolerant to pain, known to see pain as dull long-term aches rather than sharp agony. They have flesh and bone but no muscle or tendons, and thus are easy to cut through. In return however, they are agile and nimble - ambidextrous. They are smooth and hairless. They have average hearing/eyesight. Sorvians start their life with a neutral range for their voice, though are fast learners and over a year will become a social chameleon in terms of their accent/pitch to whatever culture they spend their time with. Sorvians have no need to breath.

     

    Sorvians will always have a deep set respect geared towards their Sculptor, incapable of doing anything to intentionally harm them. They have wills of their own however, and are capable of disagreeing with their Sculptor; though are yet bound to obey so long as the command is not directly suicide(more specifically, relinquishing their mask). Past this, a Sorvian is naturally a curious entity that, due to the empty mind they are born with, is easily impressionable within their first years of life; able to become madly obsessed with any facet of life that they wish to be. This can be pursued at their leisure when not under orders from their Sculptor. Additionally, in the case of the death of their Sculptor, they are considered free to do as they please without restraint. In general, they are not considered dependent on their Sculptor.

     

    If a Sorvian's chosen ideology is challenged, they will either go through impossible loops to maintain their viewpoints, or they will have a psyche break - a mental reset where they consider themselves a new person, albeit with memories of an old, and start anew.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Lefkos moved throughout his workshop, busy as he added the finishing touches to a mask - a plain white mask with no discernible features beyond its eyes and mouth. With a thin paintbrush, one end fitted with a small blade, he slices a cut into his arm. And with blood as his ink he wrote upon the back of the mask, silently pouring his heart into the words he wrote - for the Sorvian that would be born of him. To any onlooker, it was nonsense; words that would shift and change constantly, unreadable and unknowable. But that was the nature of his intentions and the creature he made as he moved to a clay doll he had prepared earlier. One that looked like a human in every right, only quite short at four feet tall. Made of clay, and bones of carved wood. Lefkos set the mask down upon its face as a bright flash of light overtook it and the room for but an instant - and when it fades there lay a Sorvian. Clay turned flesh, and the mask now fused onto its head. Unmoving yet as it became accustomed to its new life. From this, Lefkos sat himself down at his prepared chair, a weak smile offered as he watches his creation begin to stir. He was tired now.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Lefkos kneels down next to James over the injured Sorvian, surveying the damage. A missing arm. He gives a nod to James, "I would like you to prepare a limb. Exactly as you would a fresh husk. Take your time, make sure it is correct - and try to match the other limb as much as possible."

    James gives a small nod of his head and begins to work. In the workshop he found his tools and began to sculpt, first carving what would become the bones. A simple shape for the larger bones, but suddenly slowing down when it came to the hands; taking to his many small pieces. They would be here for a while, working.

     

    [!]Considering that IRP this is quite a long process, there would likely be just filler here. Discussions related to the theoretical roleplay that caused the injuries, etc, while James works at sculpting the limb. Then the clay around the bones. Any mistakes caught and pointed out during this, though in truth there isn't really a lot of room for error here - you'd have to really get this wrong.

     

    James finishes the limb and makes his way to the pair, holding it quite carefully. The clay freshly molded around the wooden bones, looking for all intents and purposes as though a human limb made of clay. "It's ready. Do I just... Shove it on?"

    Lefkos chuckles and shakes his head. "Not quite. You'll be adding an inscription to it, the exact same way that you initially create a mask. When you do that, it will create a scene.. Similar, to what happens when you place a mask on. Only centralized to the arm. It will then shift to become exactly like the original limb."

    James then proceeds to, using his own blood produced with a quick cut against the back of his arm, scribble an inscription upon the stump of the arm where it would connect with the remaining nub on the Sorvian. With the contact, he would flinch back as a flash of light engulfs the arm. It was connected!

    Sorvian would look down at the arm as the light fades, watching as its previous gained scars would reappear. Small shifts in the arm occurring to ensure it was a perfect replica of the lost one, with one new addition; a circular scar where it connected to the nub. A new story upon its skin, never to fade.

     

    Teaching of course mixed with private messages ensuring the understanding of the technical OOC aspect of things

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If it's a minor issue that can be resolved within the parties present - then that. Followed by a re-teaching of the issue at hand. If its an issue with the ST's involvement, let that play out and again re-teach. Then of course if there is repeated issues and the student hasn't been blacklisted or anything they'd simply be dropped.

     

    If this happens repeatedly over multiple students, the issue might be me.

     

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

             no

     

    Do you agree to keep the ST updated on the status of your magic app?:

             yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             no

  3. https://cdn.discordapp.com/attachments/1078489702836994100/1080853477632253962/text-1677765938166.png

    https://cdn.discordapp.com/attachments/1019071201018138716/1080572081575575612/smol.png

     

    The Arcane Wardens exists as an Order of Wizards known as Arcane Scions, combining physical might with magical prowess in order to better serve their cause. At a base level existing on the principle of upholding balance in all things voidal; serving as a force to stand against the occult entities of the realm. Each and every member, bar those who explicitly chose not to make a connection, bear some form of voidal prowess; most commonly in the form of the Arcane Scion.

     

    https://cdn.discordapp.com/attachments/1078489702836994100/1080853989630943232/text-1677765991860.png

    Spoiler

    I. Place your allegiance against the dark and occult, in both the void and abyss, to aid in maintaining balance to the void. Dark magics and creatures, voidal tears, and those who use or aid them are not to be tolerated.

    II. Seek out knowledge where it is hidden, be it in the hearts of mortals or in the darkest depths of ancient ruins. But in doing so, do not risk a disruption to the balance, in either the world or yourself; no knowledge is worth placing others in harms way.

    III. As a member of Ankor'mar, you must be willing to accept the ideals of those determined as your superiors - With the ability to follow orders where given by those above you, while not abusing the authority granted over those beneath.

    IV. Though Ankor'mar does not exist on the main principle of acting as a defense for descendant kind, it is important still to respect and act within national law wherever one finds themself; Do not break the law to hunt the occult. Do not act the part of vigilante; push against the resistance within reason to uphold your duties.

     

    https://cdn.discordapp.com/attachments/1078489702836994100/1080853990729850890/text-1677766045727.png

    Spoiler

    The hierarchy of the Arcane Wardens follows a simple chain of command from top to bottom. The Arcane Wardens are lead by a council of four Overseers, each in charge of a key part of the Order's functions.

     

    Overseers:

    Lefkos Amethil, in charge of any field work performed by the Order. Sarrion Divadri, in charge of castle operations. Tuzic Mossborn, in charge of diplomacy. And Allona Solaira, in charge of internal affairs. These four serve as the given heads of the Order, making any necessary decisions. Each and every member, beyond their given rank, will answer to one of these four directly depending on their skills and expertise.

     

    Warden Captains:

    These are members of the guild who have risen above their status through trials, proving their skill both as a warrior and a teacher. Any newly-made Wardens will be taught by a Warden Captain, with each Captain responsible for attending to a number of Wardens designated to them.

     

     

    Wardens:

    The rank and file members of the Order. Wardens are nevertheless capable warriors who have passed their trials, sworn into the order and undergoing lessons in the Arcane Practices necessary to become an Arcane Scion.

     

    Wizards:

    Those who are not Arcane Scions, but still have passed as recruits and become full fledged magic-wielding members of the Order. Though considered to be of the same rank as Wardens, Wizards are notably far fewer in number; as only a small number of them are required within the Order at any given period of time.

     

    Watchers:

    This rank is one only achievable by those who purposefully opt for it after being promoted from a Recruit; those who chose to join the Arcane Wardens explicitly without the use of magic to assist them in any capacity.

     

    Recruits:

    Fresh faces to the guild, recruits are those accepted into the basic position via Internal Affairs. Recruits do not yet know of the Arcane, and spend their time performing four trials - granted one by each Overseer. On completion, they make their oath and begin the process towards becoming an Arcane Scion.

     

    https://media.discordapp.net/attachments/1078489702836994100/1080853990050385980/text-1677766058609.png

    Spoiler

    Joining the Order is as simple as arriving at our gates and asking to speak to our head of internal affairs - Allona Solaira. You will be judged, and if deemed worthy, you are accepted in as a recruit. From there, each Council Member, including Allona herself, will grant you a single trial to prove your worth; in the meantime being taught in the art of combat, as well as any other necessary life skills. When you have finished your training, you are then assigned to one of the Overseers or Warden Captains, where you are taught all that is necessary to become a Scion.

     

    (Message @Jlyoko in-game or simply show up to begin the process)

     

    Location

    Spoiler

    https://cdn.discordapp.com/attachments/1019071201018138716/1080728289364168704/8b7dc5c0683bdeb1003e8a9e7f32b76d.png

    (Coords: 575, 135, 1400)

    To find the Keep of Ankor'mar, home of the Order, begin to take the path to the dwarven capital as normal. Pass through the first of the two tunnels going to the capital, but keep right instead of going through the second. Follow the path while sticking to the right, and you will arrive at the Keep, at the edge of Linnormr territory.

     

  4. MC Name:

             BonesOfTheEarth

     

    Character's Name:

             Lefkos Amethil

     

    Character's Age:

             400+

     

    What feat(s) will you be learning?

             Alchemy

     

    Teacher's MC Name:

             DiscoLiquid

     

    Teacher's RP Name:

             Ibisa

     

    Do you agree to keep Story updated on the status of your feat app?:

             Yes

     

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

             No

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             Yes

     

  5. MC Name:

             BonesOfTheEarth

     

    Character's Name:

             Lefkos Amethil

     

    Character's Age:

             400+

     

    Character's Race:

             High Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/215721-atronach-forging-fa-bonesoftheearth/

     

    What magic(s) will you be teaching?

             Atronach Forging

     

    Describe this magic or a creature as a whole:

             

    Atronach Forging is the art of creating elemental constructs and bestowing them with sentience, living as their own being to a certain degree. These constructs are long lasting, learning over the duration of their existence - though always maintaining a more robotic/logic-based thought process, this showing in their tone of voice as well. They are bound to follow the will of their creator strictly, unable to work against them. Beyond this, Atronachs bear a weakness to Abjuration; and can be made from one of the 4 elemental evocations(some of them having multiple options). In total, an Atronach Forger can make atronachs out of: Fire, Water(Water or Ice), Earth(Earth or Sand), Air, or Telekinesis. The elemental ones require either the forger themselves to be able to cast the element needed, or to have assistance from someone who can. All of the Atronachs have certain abilities they can cast, mirroring the element of their creation; or in the case of Telekinesis, foregoing their defensive bodies for a more offensive presence.

     

    An Atronach is forged first with a core; a managem surrounded by Arcanium, and given a grand enchantment in order to apply sentience to the atronach. From there, a secondary enchantment it utilized in order to apply an element to the Atronach; requiring either a wizard who knows the element, or the forger themselves if they are aware of it. Along this, platings are made of various materials that make logical sense(no wood for fire) to grant the Atronach a defined shape. This is usually as a humanoid figure, though it could be more animal-like or unique; though any extra limbs split the atronachs strength evenly among them all. The strength/casting ability of an atronach is determined entirely by the element they are forged of. They are weak against abjuration type effects, and can be destroyed - requiring reforging - if their core is hit a few times solidly.

     

    Lastly, an Atronach requires to be recharged once every 2 OOC weeks, either by an Atronach Forger, Tier 5 Transfigurationist, or a mana obelisk if a mana ley line has been created in order to funnel mana into them. Alternatively, any wizard can move mana from an obelisk to the Atronach if one is present; requiring a Transfigurationist/Atronach Forger only if no such obelisk is present.

     

    Overall, the process to create an atronach is relatively freeform. The above are the absolute requirements, but there are no set required emote-amounts or strict requirements necessary on how one does their forging aesthetic.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Atronach Drones and Atronach Limbs;

     

    Atronach Drones: A smaller, non-sentient creation which is made specifically for non-combative and mundane day to day tasks. Their primary function, oftentimes, is to act as a mage’s assistant. They offer no direct benefit in any situation of conflict, incapable of affecting those situations in any way; including, but not limited to - blocking exits, attacking, 'spying'/listening or distracting anyone. These are not played by players, instead existing as a supplement to the roleplay of the Atronach Forger themselves(or whoever they have given one to). These require ST signed items.

     

    Atronach Limbs: Utilizing the same process as full blown Atronachs, and their minor Drones, an atronach limb is used to replace a mage’s limb. These appendages are capable of being imbued with elemental Void Magic and offer slight advantages in both day to day life as well as combat if a telekinetic limb is forged. They may be enchanted separately, akin to any other item. If a grand enchantment is used, the limb must be constructed from an Arcanium majority.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Atronach Forging:

    Spoiler

    Lefkos sat down in his forge. Set before him was a sphere of blackened metal about the size of a closed fist. His right ear gave a subtle twitch as his voidal connection formed, orange aura like harmless flame forming from his hands and wrists.

    Lefkos brings both hands to rest over the orb. His aura flowed downwards, a spiraling ethereal flame flowing towards the orb. It absorbs inside of it, the sphere gaining a glow of his aura during the process of the casting.

    > Lefkos continues his casting. Infusing the sphere currently with its sentience, crafting inside of the artifact the baselines of a mind. Sentience, though a blank slate. Bound to his will. After some long minutes, this unchanging process came to an end with the vanishing of his aura. The elf now exhausted, breathing heavily. The first step of his crafting was done.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Atronach Limb Forging:

    Spoiler

    > Lefkos looks across to Tuzic, the duo sat down in their usual place of learning. His connection to the void already formed, orange aura like flame flowing around both hands and wrists. Before Lefkos was sat an arm forged of Arcanium, similar to armor in appearance. "Welcome. Today we'll be teaching you how to create limbs from Arcanium, in case of losing one."

    > Tuzic nods along enthusiastically. "Don't have any lost limbs, but it'll be good to know just incase. As well as for friends if they lose theirs."

    > Lefkos began his explanation then in full; "Right. So with Atronachs, you need to grant a core sentience, and then enchant everything with the element and form. In this case, a limb attaches to a person who already has sentience, so no core is needed. Just the plates need to be enchanted to produce the given element." As he spoke his magic began its work, flowing among the limb. Bits of voidal fire occasionally sparking up from within the metal. He grimaces at the process, finding it taxing - though not overly exhausting.

    > Tuzic watches curiously, leaning forward and observing the practice of magic. "Where does it stick to on the person you're applying it to?"

    > Lefkos manages a quiet chuckle during his work. It would take some time but the magic eventually finished its work. The limb enchanted, alight with a fire that constantly funneled through the arm. "That can change person to person. I saw one person once strapped it to their torso with rope. I personally will suggest they either wear a mount for it to attach to, or surgically have one implanted."

    > Tuzic never quite seemed out of questions, not waiting for further explanation and asking; "And does it being made of fire do anything? What about other elements, or limbs?"

    > Lefkos holds a hand up to stop the onslaught of questions, catching his breath still. "Relax now. For what you're asking - elements allow for artistic expression of the element to be summoned from the arm, to an adept wizard's level. You can do this with just hands, but not something small like fingers. Legs don't allow this, but can let you float passively. Telekinetic limbs can be charged up to gain greater strength. Do you follow?"

    > Tuzic, satisfied, nods. "I understand. Should I attempt with my own limb - I brought it, crafted like you said." He pulls it out.

    > Lefkos gestures to the limb, "Connect and begin. I will amend any flaws in your casting."

    Following this, corrections made to any emote flaws, an ooc clarification of redlines, that fun deal.

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    Assuming that the ST recognize the student as learning and scold me instead of the student, I would inform them that if they have failed to understand the spell, assume they do not know it any longer, and I would teach them again with much more scrutiny. If this became a repeat offender, I would drop them as a student.

     

    If this happens multiple times over multiple students, the problem is me and I probably shouldn't have a TA. I'm confident this is not the case.

     

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

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  6. 20 minutes ago, exoo said:

    Blue fire gives 3rd degrees and even charring effects, so I wanted the dry ice to give a similar damage.

    My point is that you need to explain that in this piece. Don't say "reference fire evo lore to know the damage of this water evocation spell" - that is incredibly poor planning.

     

    Explain the damage of your spell inside of the context of your spell, not by pointing the reader to have to read a different lore piece.

  7. I do not like the first spell, doesnt fit with the lore.

     

    I do like the second spell. However:

    6 hours ago, exoo said:

    upon long, constant exposure, frostbites might happen (Same effect as charring for blue fire for a Fire Evocationist)

    This doesnt make sense. You're comparing 2 unalike things. There is no defined 'charring' effect in fire evocation. Its mention there is as an aesthetic secondary to the degree of burns detailed. Additionally you mention requiring long/constant exposure, something not required to grant the initial burn of blue fire.

     

    Overall I think using fire as a comparison for the damage of ice is frankly silly. You should define the damage your dry ice does in the spell instead of making a comparison to an unrelated magic(overall you did straight up copy the idea of blue fire and reword it for ice, which is fine, but you need to bear in mind that differences exist for reasons too. One is water and ice. One is fire. They dont NEED to be the same effect.)

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