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RaiderBlue

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Posts posted by RaiderBlue

  1. 3 hours ago, Hermit_Jack said:

    Beastspeak:

    I think Pacify is a cool idea being able to work with other player's animals. However, I'd like for Druids to still be able to entice animals to attack. It makes sense, for example, that a Druid may let at least a territorial animal know their home is threatened and gain their help (at the very least in a event scenario). 

     

    Greensight:

    So if a seeing Druid closes their eyes/blindfolds themselves and casts greensight, can they passively use it for days/weeks at time without having to recast then? Assuming their eyes stay closed.

     

    Entangle:

    So the idea of this is to be an AOE trap. Instead of actively casting surge to bind someone, with enough time you could cast entangle as a trap and it would stay there by itself without you having to actively cast to keep it up?

     

    Beastspeak:

    While I would enjoy being able to use beastspeak in such a way I think as a combative crp mechanic it is simply to much of stating you have a massive lion sized animal walking along with you without any representation of it. To which leads to very messy crp and frankly a little bit of a broken mechanic. But with that it's like you commented within events I am sure maybe with beast speak you could try to have a conversation with a group of animals maybe to help attack something should you work with the ET.

     

    Greensight:

    The answer to this was a yes, so long as it's obscured enough to be considered blind.

     

    Entangle:

    The intention of the spell is to work as a trap that can be brought up and left alone without continued casting although like stated in the descriptions after leaving it will only last for three emotes before sinking back into the ground.

  2. 5 hours ago, ItsMyWorld66 said:

    snip


    I mean it holds the durability as ferrum, so you could block with it as if it were that strong while the spell is active before it returns back to normal.
     

     

    3 hours ago, DragonofTaters said:

    I believe ungrowth needs the first redline altered, to state that ungrowth can only be used with the ooc and ic permission of the character a Fae plant or soul tree is connected to. As that is the main means of switching their location without death, and is stated in both lores as being possible with the permission of the player and ic cooperation of the character.

     

    You may also want to clarify, if that change is made, whether a non connected Fae plant can be ungrown and moved.


    I can make the change although I think it is unneeded for a Soul Tree considering they have their own form of Ungrowth within the current lore. On the matter of Fae plants I find it strange that they don't have a means to move their plant on their own aswell. I'm not well versed in the lore for epiphytes but the way its being spoken about it appears there isnt one.

     

     

  3. 6 hours ago, ColonelClassy said:

    Ungrowing can and should work on fae plants/soul trees as it's the primary way of moving these things around.

     

    Why are there so many spells listed as passive when they aren't? Passive implies it's always active without the need for emotes.

     

    First Concern:
    Sure I don't see why we can't change it, I believe it was put it place mainly to deter other druids from potentially doing it since they are living plants with druidic powers in the case for soul trees but I can understand this sentiment.

     

    Second Concern:

    I stated that passive in this case is being used for spells that are not combative or don't require a form of exhaustion to preform. Like I stated in the reply above I understand it's confusing and I'll look into changing it maybe.

     

    2 hours ago, ItsMyWorld66 said:

    Shillelagh:

     

    Stated in redlines, only blunt damage can be done with the spell. So in my opinion as long as you don't emote these sharper bits causing intense wounds I don't see and issue with you having it. As for druids that's staves are spears I'm sorry to say that they already are using a weapon so I'm not to concerned about them.

  4. 8 hours ago, Hyperdron said:

    snip

     

    Edited Response:

     

    It should be noted that majority spells were put under passive as an alternative word for denoting they do not cost the druid any exhaustion. While I can understand the confusion, I do state it within the Exhaustion System and since this question was brought up once more below I'll see about editing it to make the wording clearer.


    Communion:

    A fair criticism, I'll go through and add the spells applicable and think about the increase to 20 blocks. My concern is mainly just maintaining druids as a midline casting roll so I'm not sure if that is pushing on that description.

     

    Deep Stride:

    lol, I fixed it probably pressed finish editing before I was done with my thought last night.

     

    Singing, Twilight's Shroud, Gleaning:

    Fine enough catch for a redline, each of the druid is center of the radius. Although it should be stated I'm not really sure it needs to be redlined to heavily as they are not combative in the slightest aside from Shroud. I'll also note the redline change for should a spell be interrupted the chords will be lost.

     

    On the difference in sizes of radius, Singing is too spells put together the previous version of singing and empathy. One is meant to be a guided presence while the other is an outburst that imposes itself. It's a very minor thing that doesn't really need to be different but i see no harm in a radial difference.

     

    Greensight:

    Fair concerns, I'll talk to the Glassy about it, as he handled the reworking of this spell.

     

    Shillelagh:

    To me infusions are permanent effects put in place on an item or entity and Shillelagh isn't. It's a temporary effect just like entlings, so I put it within control.

     

    Entangle & Bramble Wall:

    I'm not really concerned as its just going to be an alternative form of casting the exact spell while having the same restraints.


    Entling Creation:

    Same with Greensight I did not handle this spell, although I can fix this one on my own. It'll just become 2 strikes. while swords/ spears will be made into 3.

     

    Tree Stride:

    Ethereal is quite literally just meant to be a word describing it gets bright and the druid appears at the next tree. I have serious doubts you could metagame between 1 emote aswell.


    Druidic Limbs:

    I also did not handle the writing of Druidic Limbs although I feel this one might be self explanitory with yes Thanium and Azhl will effect the limbs. But it will likely be changed to causing to shut off or get blighted as opposed to destroyed.

     

    Druidic Infusion:

    Yes they will, which to be honest comes after if this rewrite is the one that is passed.

     

    Tier Progression:

    These are just the currently in place terms of connection for Druidism. While yes it is a long while I honestly don't have much issue with it since a big part of druid rp is the character growing into what eventually is a elder druid. But it's as you said I believe its mainly in place to give players time to catch up with the subsections of the magic.

  5. 14 minutes ago, ItsMyWorld66 said:

    Snip

     

    Deep Stride:

     To speak in truth I limited it like this to make it more dynamic for potential event scenario's or flavor trial rp. Where a druid only has two chances or they may be stuck deep underwater in some cave.
     

    Entangle & Bramble Wall:

    The Idea I had conjured in my mind was the spell was pulling together stray roots and granting them a sudden burst of energy before dissapating again. I can add seeds being used as a flavor form in casting though, don't see any harm in it.

  6. 1 hour ago, ItsMyWorld66 said:

    snip

     

    Sure thing I can go over your questions and concerns.

    Chord Concerns:

     As it sits currently chords are designed to a valuable but limited source of energy for druids to call upon should they be in need of a spell. I purposely made them in a scarcity to act as a drawback. To use them effectively you have to be smart as to when to attempt using them. I'll mull over increasing them but so far I haven't seen a strong enough argument for it.

     

    Deep Stride:

     The druids won't sink, it is simply meant to be wording describing they can move freely within the water. That being said on the brought up question of what occurs if they are knocked unconcious or something happens to the water. I've settled on the decision that the effect would simply go away like most forms of druidic casting unless they were using an infused item and be effect as if they were in the water without Deep Stride. Good for looking out I'll make some edits.

    Singing:

      You can achieve the perminance within an area by creating a infused item if you wish to continue after a single interaction. Which in my opinion is more realistic of a druids influence upon nature.

     

    Shillelagh:

     It's a type of club or staff. So It was given the same name as something that is used for the exact thing described.

     

    Entangle & Bramble Wall:

     Perhaps I did not state it clearly enough but Bramble Wall & Entangle function strickly as something that can be placed and then forgotten before they disappear naturally. Where in contrast surge requires constant casting to do what was suggested by you. In addition to this Surge must have a mechanical representation nearby, where Bramble Wall & Entangle can be preformed without a mechanical representation. Looking over it though I realize it should be specified where the acceptable areas maybe so I will be sure to do such.

     

    Tree Stride:

     While I agree with the concern posed for Tree Stride I set such a limit ability to mainly be a unique means of travel that allow druids to potentially sorround enemies or escape to an unknown location quickly if in a dense forest. To which I'm aware is large departure from the capabilities of what druids on LoTC have been able to do. Along with that it was mainly put in place to give it less of a scrutenized eye from the LT during review. That being said I'll see about perhaps extending it to 20 blocks to make up for the concern of just being able to use your movement.

     

    24 minutes ago, Laeonathan said:

    another rewrite?

     

    Indeed, I suggest reading over the purpose for some explanation.

  7. MC Name:

             Raisinful

     

    Character's Name:

             Spore

     

    Character's Age:

             224

     

    Character's Race:

             Wooden Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/201908-herblore-ma-raiderblue/ - Grandfathered

     

    What magic(s) will you be teaching?

             Herblore

     

    Describe this magic or a creature as a whole:

             

    Grandfathered - Wrote the lore.

     

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

             

    N/A

     

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

             

    N/A

     

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

             

    N/A

     

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

             

    If it were to take place during a lesson I’d explain to my student that it wasn’t the correct usage of the spell and inform them on how to change it.

    If it took place outside of a lesson depending on what happened when they used the spell, I’d inform them the correct usage and tell them to reach out to the players they reached out to and explain the situation.

    Although if it becomes a repeating issue of the student repeating to power game numerous times after correcting I would reach out to a story team member with the issue.

     

     

    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

  8. 3 minutes ago, ClassyBells said:

    Alter potency should have more redlines on what it works on specifically or how much, before you get people dousing themselves in oil which makes them completely immune to pain.


    Sure I can add something, the previous guide quite literally had no restrictions like this as anyone who did attempt something like this would likely get shot immediatly. The intention is to have almost no combative use.

  9. Druidic Herblore

     

    A5BRXIeBOlygMOnKzIMBfYJUjZARA2L3FygpUKPhU37uZUW0Z6UZI8wJNkRY43o_RLP1ZV9qVZ_N6XnKQlj3YL9X12rSpc7IifAf4qRaRTsOhJaeeB2H2xb45wE7zMA_90J5gwKLY69ECahxytwjwM4

     

    Background/Origin

     

    Long throughout folklore, stories tell of stray hermits & sages surrounding themselves with the very world around them. Producing herbal brews that are said to grant its consumer strange dreams or lucid visions within their mind. While carrying a thin veil of natural healers, though holding some truth to these claims these Drudic Herbalists are often a rare sight as the art is often tokened as useless.

     

    The true origin of this plant altering set of abilities is lost within the ages, its true history likely lying within the grave of ancient druids of the Aspects. Herblore gave way to influencing the properties of many varieties of flora and fungi. Used in a majority as a cultural guise of worship while also giving way to forms of ritualistic healers to those of the forest.


     

     



     

    Magic Explanation

     

    Herblore is a druidic feat that allows for a druid to extend out their gifts, before altering the form of various plants to grant them additional or different abilities. This can be seen through the increasing and decreasing potency of herbs, allowing for shifts in its raw form or the creation of powerful psychedelics used in ritualistic manners. 

     

    Primarily used for cultural means and healing, Herblore is exchanged from one druid to another through standard teachings. Not requiring as heavy a burden as many other druidic trees of learning. While in tune with many of the various druidic abilities still taking its fair share of time to master.

     

    • Herblore is the modification of plants in a number of different facets mainly as a means of flavor roleplay.

    • Herblore is a Druidic Feat that requires one to be a druid of at least Tier 3.

    • Herblore is taught via a teacher that must hold a approved [TA].

     

     


     

    Abilities

     

    Spell [Non-Combative] T1 - Alter Flora:

    The most basic and commonly used form of the ancient art, in which a druid is capable of altering various different properties of plants.

    Spoiler

    Over the course of [3] emotes the druid slowly alters the early-stage plant into a new form taking on one of three primary changes. druids may only alter 3 plants an IRL day before they must take time to rest.

     

    Alter Form - A herbalist is able to shift the various different physical appearances of a plant. For example, changing its natural color like a tree’s fruits appearing a constant golden color or possibly taking on a prickly appearance like cacti. 

    • Allows for modified plants to take on different esthetic apperances in the form of what the player wishes.

    • The toughest a plant can be made is as strong as a thin layer of bark.

    • The sharpest a plant is able to be is as sharp as a quill from a cactus.

    • ST signed herbs and materials forms cannot be changed.

    • Cannot be used in any combative way, the strength and texture of the plant is purely for esthetics.

     

    Alter Potency - Should a specific herb or plant hold a certain effect a herbalist may choose to increase or decrease its effectiveness in a raw form. For example, should a druid wish to increase the numbing effects of blissfoil in its raw application they could. The same could be said in reverse should the practitioner wish to dampen how strong a herb's effect is. This altering can go as far as making the herb completely ineffective or double as potent as it previously was.

    • A modified plant cannot be used to directly cause more harm than a base herb would to someone, following the same ruling as poisons currently.

    • Cannot be used to modify a plant to instantly knock someone unconcious.

    • Modified herbs can only be utilized in raw forms, a salve or liquid expelled from it for example. Holding no additional benefit if used in alchemy.

    • All alterations done to a plant are indefinate and will not go away unless a Herbalist undoes the process.

    • A herbs potency can only be doubled or made completely ineffective, this must be listed within an item description or told to the player in OOC.

    • Herbs that are altered in potency cannot be used in combat of any form, for example no entering a state of feeling no pain due to a enchanced herb.

    • Should drugs be amplified the player that uses it must be consulted via OOC or via an item description showcasing the change.

     

    Alter Duration - Held effects can be amplified or decreased in time at a herbalist's wish, causing a numbing effect to last hours longer than it should or for it to last but a minute.

    • The applied effects can be extended by only 1 IRL hour while being able to be decreased to 15 IRL minutes.

     

    Redlines:

    • Required to be tier 1 in Herblore to be taught.

    • The altering process must take over the course of [3] emotes including one's connection to the voices of nature.

    • Only 3 altered herbs can be made within a single IRL day.

    • All herbs created must be player signed and must outline their effects within the item description.

    • An altered plant cannot be made so that it is more effective in combat against another player.

    • Does not require an ST signature for items created.

     

    Spell [Non-Combative] T2 - Granted Vision:

    An ability mainly created for the use of ritualistic trials and visions, a druid with herblore may create a psychedelic plant or drink that grants its consumer with a otherworldly vision.

    Spoiler

    Over the course of [4] emotes a herbalist may create a concoction that causes its consumer to fall into a deep vision. The reality of what occurs within those visions is greatly up to the one who undertakes it. In general, the visions that one would experience would be greatly aligned with the world at large and the nature that connects it all together.

     

    Redlines:

    • Acts as a flavor spell that allows a player to run a personal vision for another player, that has a general druidic theme to it.

    • What occurs in the vision should have an underlying theme of nature present within it to keep in line with the theme of the spell.

    • Any allusions to the Aspects or the Fae Realm must be vague and otherwise undefined, not acting as a way to showcase the knowledge about the realm and its deities.

    • Vision's cannot be used to metagame anything about other personas.

    • Requires OOC consent from the player that will be consuming the substance to take effect as optional roleplay.

    • Required to be tier 2 in Herblore to be taught.

    • The creation process must take at least [4] emotes to alter the plants including connection to the voices of nature.

    • Does not require an ST signature for items created.

     

    Spell [Combative] T2 - Sealing Moss:

    Often used in the heat of the moment a druid may quickly gather together various plants to morph together in a scabbing material to stop excessive blood loss.

    Spoiler

    Over the course of [3] emotes a herbalist may gather various plants within the area and infuse them into one moss growth covering over a wound and then hardening into a thick scab-like piece of flora. Effectively ceasing the loss of blood from the open wound before slowly breaking away as the wound heals over time. Only being able to cover over a wound 3 inches in length and 2 inches in width. A temporary fix for the moment, while the wounded is still subject to internal bleeding. Although should one be in a less hectic environment a herbalist will be able to assist with more serious wounds. Throughout [4] emotes, the druid may gather together various plants and herbs to create a sturdier seal for the likes of lost limbs, serious cuts against areas like the throat, and with the benefit of less risk of internal bleeding. This thick floral seal similar to it's lesser form will remain until the skin has fully healed over the wound as if it were a scab.

     

    Redlines:

    • Required to be tier 2 in Herblore to be taught.

    • Should the casting be interrupted halfway through the process the wound will not be covered at all, and the moss falling to the ground.

    • The sealing moss only covers a base surface level of wounds for the caster, effectively only useful in a pinch to stop excessive blood loss.

    • Within combat only surface level wounds can be closed such akin to a bandage. More fatal wounds like the loss of a limb, serious internal bleeding, or serious slash to a location like the throat must be healed outside of combat.

    • Fatal wounds will require more time then surface level holding a minimum time of 2 OOC days until the would is completely healed.

    • A herbalist may only cast the outside of combat version of the spell should all parties agree that conflict is over or they have completely left the encounter.

    • The moss will act as if it were part of the skin not hindering the movement within a fight, only flaking off once the skin has fully healed once more.

     

    Enchantment [Non-Combative] T3 - Sproutling:

    At the pinnacle of manipulating the very nature of plants the most experienced of herbalist druids are able to create small companions to help complete tasks for them.

    Spoiler

    A creation made within the center of a fairy ring, a sproutling is a small druidic ent-like creature that can act as a workshop assistant for the herbalist. These little creations are often only found with the most experienced of herblore users. 

     

    Requiring the art of druidic infusion to be performed on a piece of flora or fungi. Created over course of [6] emotes infusion to bring them into being slowly developing into a creature comprised of pure nature standing only 2 feet tall at a maximum. Allowing them to hold any form of natural appearance to be made of fungi, wood, or vines and flowers. These small semi-sentient beings come in numerous customizable forms up to their creator's choice.

     

    Redlines:

    • Required to be tier 3 in Herblore to be taught.

    • Required to be tier 5 in Communion & Control with the spell Druidic Infusion.

    • Sproutlings require [6] emotes within a fae ring at a minimum to infuse, granting them semi-sentient life.

    • A player is only able to roleplay having 3 Sproutlings moving about at a time, only acting in an assisting manner.

    • Cannot be used to send letters via message or an aviary of any kind.

    • Sproutlings cannot be more than 2 feet tall.

    • Sproutlings must take on a naturesque appearance, being made of any form of mundane Flora or Fungi that the player may choose.

    • Sproutlings cannot be used in combat at all, at the first sight of any form of confrontation they’ll either run away or burrow into the ground.

    • Sproutlings mechanically function the same as Housemagery Living Doll, only being able to communicate through physical movements and incoherent noises. Capable of only doing mundane tasks as instructed.

    • Does not require ST signature over the enchantment, in addition to this only the creator of the Sproutling may roleplay the creature's actions. (ie, If someone were to make an item for the sproutling only they can use it. No granting a Sproutling to another player.)

     


     

    Tier Progression

     

    Tier 1: The beginning stages of learning a Herbalist would learn the most basic of abilities, acquiring the ability to alter base plants. Lasting 1 week until reaching the intermediate stage.

     

    Tier 2: An intermediate stage in which a Herbalist will have acquired all essential abilities to alter various forms of flora and fungi. Lasting 3 weeks until reaching the mastered stage.

     

    Tier 3: The mastered stage of a Herbalist, acquiring a final ability to showcase their mastery in both Herblore and base Druidism. In total it will take 4 weeks since starting to master Herblore.

     

     


     

    Purpose
     

    Spoiler

    In general, within the druid community and during my time within it, I’ve heard pretty constant talk when herblore is brought up about its lack of use. So as someone who currently has herblore and finds some interest in it, I decided to give it an official write and perhaps get some more players interested to take up the previous extra slot. This will act as the new write for the subsect should it be accepted as currently Herblore only has the guide.

     

    Should this lore be accepted I’ll likely ask for all existing MAs to be considered as FAs going forward simply not taking up a magic slot anymore. While also asking for three injections to be given out to three of the druidic communities to create circulation once more.


     

     


     

    Credits

     

    RaiderBlue (Writing)

    Delmodan (Previous Guide Spells)

    Art - Chris Rahn

  10. 4 minutes ago, Amayonnaise said:

    We can most definitely simply state our characters had a child, without any of the accompanying RP, but then what about same-sex couples who cannot physically reproduce?


    I know the child being a physical reproduction might matter to some people being able to do "blood of my blood rp", but this also can just play into what I said previously. A priestess of bolomormaa some how finds a child that is the spitting image of both parents, making them believe it's their blood child.

    Intentions aside I believe you could still gather the type of rp you are looking for without the inclusion of the mani directly being put into players hands, even if for such a small thing.

  11. I'm going to come in with a bit of a hot take on this post.

    While I do find the added option is nice for players to have more avenues of getting a child I feel like the explanation or insertion of a mani being able to create a descendant is a bit weak. I understand that the Wild Faith culture sees the Mani as pretty much dieties themselves but it's hardly the case realistically. Personally I think this could simply be a cultural thing where a priestess of Bolomormaa sees a couple wishing for a child and they give them a orphan infant or something without the couple knowing.

    On the whole FTB topic, no one forces players to do that rp. If someone wants to simply spawn in a child almost no one will stop them.

  12. MC Name:

             Raisinful

     

    Character's Name:

             Spore

     

    Character's Age:

             201

     

    Character's Original Race (N/A if not applicable):

             Wood Elf

     

    Transformed form:

             Tree Lord

     

    Creator's MC Name:

             Faewilds(Tree Lord), Junoix, GlassySkies, marsloll

     

    Creator's RP Name:

             Eryn Sirame, Sonna, Ventys, Arcelia

     

    Briefly explain the lore behind this construct or creature:

             

    A tree lord is an endgame CA for druidism, in which a group of druids at the height of their abilities and another soul tree may infuse a druid's soul with that of a sapling. This is only possible within the light of a full moon through an ancient ritual known to the tree lord present. This process is mainly held together by the combined powers of the druids present fueling the sapling until it is a full-grown tree. Binding the druid's soul within the tree forever, only allowing for a husk to function separately from the tree, like a remote-controlled body so that the druid may move about the world.

     

    This husk comes with its own strengths and weaknesses. The druid is able to see the world and utilize the gifts of the Aspects. Along with being made of wood no longer needing food to fuel itself or be more durable than a standard descendant body. In addition, should this husk be destroyed the tree will break itself apart before being consumed by the ground or some other form of decaying before the tree enters a cool-down period before producing another husk. This essentially grants them a form of immortality, as the tree itself acts as the true anchor of the druid’s soul within the main realm. That being said soul tree’s have innate weaknesses to fire, forms of anti-magical material, and any form of blight-enducing materials that would affect fae creatures (i.e. azhl, thanium, and necromantic blight).

     

    The tree itself holds many of the same weaknesses as the husk. Though is locked stationary within one location. Relying heavily upon other druids to take care of damages or to take saplings from it to replant the tree. Should a tree be destroyed and a sapling is not planted or present within 1 OOC week the druid will be forced to pk. That being said the tree is not completely defenseless, it is much like the husk that can utilize druidism and moves its limbs to bash attackers.

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    A soul tree’s husk is able to take on minor changes, such as one similar in characteristics to its own tree. Taking on a wooden exterior or maybe having leaves growing off of them. Things like coloration, height, and changes in body shape can be changed in minor ways as well. That being said some druids choose to take on additional features like antlers to better match their path or removal of scars or lost limbs. Though that being said they may also choose to hold that same appearance as before. Should they wish to undergo a large change the husk must return to its tree to reform.

     

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

             No

     

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

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yep

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             No

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