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Everything posted by squakhawk
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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Disc: squak#8441 IGN: squakhawk Skin name: Chronicle Bid: Still 300 Skin name: Mirage Bid: 230 (just to repost)
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if u missed the notification Story Disc, taking feedback on Story Minerals here.
https://forms.gle/MkyXxfMtPiCdZWyBA
As a note, mineral nodes are being automated, so don't worry about ticket-times anymore. -
Disc: squak#8441 IGN: squakhawk Skin name: Chronicle Bid: Still 200 (same as last) Skin name: Mirage Bid: 230 (Last bid of 200 was still valid, but I'll raise it for the hell of it.)
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
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[✗] [CA Creature + Playable Creature] Parva Pariunt/Tarzenians
squakhawk replied to Limo_man's topic in Denied Lore
This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. -
Discord: squak#8441 IGN: squakhawk Skin: Chronicle Bid: 200 Skin: Mythos Bid: 200 Skin: Mirage Bid: 200
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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[✗] [Magic Lore] The Mortals and Companions of Segradien
squakhawk replied to thesaintjaleel's topic in Denied Lore
This lore has been denied. As mentioned before the deity assosciated with this lorepiece has been denied, thus changing the concept. Given aswell, this lorepiece would not survive due to it's very mechanical, D&D-y aspect of not quite being set in stone on what numbers, modifiers, or anything quite means with a combat system that doesn't exist within our current serverscape, rule enforced or not. In any case thank you for your submission, have a nice day. -
This lore has been denied. As we push forward through pantheon we've decided that we aren't looking for new Deities and will be doing the updates as a team. This piece overlaps with a few currently existing deities aswell, making a redundancy to exist within the lore. In any case, Thank you for your submission however, have a good day.
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[✗] [Aengudaemon Lore] Gudohr - The Father of Ruhn
squakhawk replied to JokerLow's topic in Denied Lore
This lore has been denied. As we push forward through pantheon we've decided that we aren't looking for new Deities and will be doing the updates as a team. For this, your Runesmithing piece will require rework and un-deificising aswell and will be on hold until such changes are made. Thank you for your submission however, have a good day. -
Background/Origin Long has the Descendant sought mastery over the incomprehensible. The Void, an infinite of creation and destruction, tangible only in it’s most outwards tendrils unto the physical plane. Ever since the first spark of connection, Descendantkind’s first dream was to master The Void. Arrogance, Selfishness, Ignorance; traits of one stubborn in perceiving understanding of something so minutely tangible. The first words began to proceed throughout history; Ailer, in Elven cultures. Wizard from the halflings; Archmage, and Evoker, from Mankind. Words saved for those who sought to master what they could barely understand, Eminence, over The Void. Although, not every sorcerer was the name they wrought. The titles spread, the words commonplace- and soon anyone could call themselves a Master of The Void. Throughout history has pervaded those who excelled and proceeded beyond what any were capable of imagining- secrets spread to those who truly had excelled above all. These went by few appearances; enhanced understanding, power, and mastery, over The Void. Thus was created- Voidal Eminence, for those truly who ascended above all. Magic Explanation Eminence is a pseudo mastery of The Inner Void, an understanding of how to utilize it to one’s best advantage. It is taught through a ritual with another Voidal Magi in which one binds themselves to an Affection, which acts as a catalyst for their mastery. Voidal Eminence requires 3 slots dedicated to Voidal Magic to learn. One’s Eminence will go dormant if they lose knowledge or practice of Voidal Arts. Voidal Eminence is self-taught, initiated through ritual. Voidal Eminence is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA. Voidal Eminence is mutually exclusive with other Voidal Feats (Voidstalking, or Artificery). Augmented knowledge enables one to feel the very substance of spells, and of active mana, expediting the flow of spells and rendering one capable of passively accumulating active mana throughout spells to perform an array of feats in combat Connection Connection to Voidal Eminence is wrought from another source of Voidal Mana and The Eminent. Connection is sparked and maintained through an Affection. An Affection is some form of Voidal manifestation which one may physically hold or feel; something close to one’s self, resonating with their identity. Requiring another source of mana greater than one’s self, a to-be Voidal Eminent would prepare to infuse mana within the to-be Affection. Alongside another source (By three additional voidal mages, a mana obelisk, a voidal tear, or a Voidstalker), they would infuse mana unto the Affection- similar but not quite as exhausting as Arcanium Creation, aswell potentially (willingly) afflicting things Arcanium could not such as flesh. Examples may be as simple as a specific managem one may bind to themselves, or perhaps utilizing Focus Crystals within one’s self, using instruments of Arcanium or Magegold, or as severe as implementing tattoos or using limbs (should they be applicable) of the materials mentioned above. Without one’s specific Affection, one may not find the benefits of or progress in Voidal Eminence. Should one’s Affection be lost or destroyed, a new one must be created through the same ritual requiring another mage above; binding one’s self to the Affection. Hence, why more severe solutions physically placed upon one’s body, may be more beneficial in such respects. If one were to lose their Affection for two year’s (two week IC) time, not only would the knowledge, but the practice of Voidal Eminence would fade rapidly into obscurity. Physical Effects A mage following the path of Voidal Eminence would notice no discernable changes that a normal magi is not already accustomed to, save their affection. An Affection may be implanted upon one’s self in the form of a limb, tattoo, or otherwise permanent alteration of one’s body to “Mark” upon themselves- eligible to utilize The Void and Active Mana in a much more fluent and continuous way. As stated before however, this Affection would require being made of Focus Crystals, Arcanium, or Magegold- although Atronach Limbs would aswell suffice. Mental Effects Those warped by Eminence will undergo a variety of possible mental changes, and may suffer from the following: Selfishness! It is something all users will develop. Susceptible to taking advantage, using, and manipulating others for your own advantage. Sometimes others can have use in your pursuit for more. Constant craving for power. It’s in best interest to seek it through any means necessary. (Political, personal, etc..) Most Eminence users develop Megalomania. Various “negative” complexes are common. Someone may develop a “hero complex” which makes them tackle harder work that they later brag about in search of recognition. Other complexes may include: God complex Superiority complex Martyr complex Ignorance, and arrogance. Opinions aren’t swayed easily. Descendants with this feat value their personal views, and take little consideration in hearing the opinions of others. Disregard for the feelings of others. Indifference! Impulsive decisions are made at times, often when proven wrong. Users may feel intense urges to perform daring acts out of the blue. Narcissism, and Nihilism may develop. Sociopathic tendencies. Descendants affected by Eminence lack the ability to notice/understand the feelings of others. Urges to show off, or gloat about the “best parts” of one’s self. The delusion that your top qualities are the best of the best. Substance abuse for a “greater” feeling. Perfectionism An extreme sense of pride. Different triggers, or events may cause ego trips (an event where you may feel admired, or noticed for something and your only goal is to increase this feeling.) Various mental disorders may develop as well: Minor, to extreme cases of Depression Bipolar Disorder Binge eating disorders OCD Abilities and Spells [Passive] [Noncombat] - Aura Sensory An affinity for their sect, one may find themselves sensing mana in a more literal form. As once when first connected, mana and voidal presence was a new feeling which faded with time - a magi may find themselves once more, feeling the same way. Unlike the product of amateurism before, the feeling becomes deeper and more profound, enabling the magi to understand the presence and concentration of mana, perhaps even giving insight to its origin. A Voidal Magi possessing this feat may sense voidal energies and it’s concentration, within a given area of item to determine potential information required for further understanding. This may manifest in finding ones Aura Colour, detecting if the area had been recently cast in; and if so, what type of casting, and so on. Eminents are further evolved in their understanding of arcane and thus perceive its flow with greater clarity, allowing them to become visibly aware of one's own (or another's) exhaustion when it comes to voidal spellcasting. This is to say that an Eminent will be able to distinguish the slightest flicker in their own or another's aura as spells are cast, which implies that they may tell when an arcane mage is more or less drained by the act of mustering a spell. This effect is wholly aesthetic and cannot provide one any sort of combative advantage (or disadvantage) in any capacity, including but not limited to relaying information about another's spellcasting exhaustion. It is but a harmless, vain tool to allow Eminents another storytelling resource and all that one may see when another (or even oneself) starts becoming exhausted due to over-exertion is a decrease in light arouund the caster's aura. Redlines - Aura Sensory and all applications of Voidal Eminence do not apply to Kani’s passive mana, or other magics unless they are Voidal in nature. - Aura Sensory may not “Detect” if someone is a mage. It is more of a hook-tell system, in which were a magi recently casting, one would be able to discern the specifics from their in accordance to opponen emotes of the magi being examined. This only applies to Voidal magi unless otherwise specified in lore, and any other type of mage may not be "detectable". - Aura Sensory may only detect casting as recent as one OOC, or if agreed upon, narrative hour since the spell was cast. - Aura Sensory has a range of ten blocks and requires line of sight. - Aura Sensory examining Aura Colour does not discern who is a magi and who is not. Aswell, one does not have to be a magi to possess a latent aura colour. - Active spellcasting or Active Enchantment would be much more vibrant and easily visible to The Voidal Eminent. Enchantments and spells unactivated or non-voidal in nature would be observed no differently than normal. [Passive] [Non-combat] Magister Magnificus It is woven into the fibre of their bearing, that these casters are certain of their ability, and by all means the very gesture of weaving spells is proven as close to them as flesh and blood. Hard pressed are they to conceive of limitations that would hamper their influence. Empowered by this ideology, only their hand can extend just a bit further than others into the depths of the unknown. Archetypical geniuses of Voidal Magic, some claim. Others deem them power hungry and covetous. Nonetheless, an Eminent seated at the pinnacle of control over the Inner Void is a proven master in every right. The precision of their influence over Mana, inherent tether to Void, and indominable focus all serves the Eminent rightly; so much that these magi may envision and compose two total Magnum Opuses over their lifetime. The first of which is the inherent claim of any mastered Mage, and the second of which replaces the opportunity to learn one. Solely a skill of those archons who take hold of Magic and mold it to their Material desires. -An Eminent may choose to replace their ‘learned’ Magnum Opus slot for a second ‘Created’ one. Note: Created Magnum Opuses cannot be dropped. -An active Eminent Affection is required to access this ability and the subsequent created Magnum Opus. -All Magnum Opus and Spell Forging redlines must be observed. -The player is required to post their Eminence [FA] when applying for the second Magnum Opus. -Magister Magnificus is a tier 3 Eminence ability. [Active] [Noncombat/Combat] - Expulsion Expulsion is the act of temporarily becoming a focus - withdrawing the mana around one’s self and condensing it, before firing it in a metaphorical, metaphysical “ring” outwards. In doing so, no matter the circumstance - a Magi would be significantly hindered, if not outright knocked out from sheer mental strain; let alone killed outright, upon the unlikely case of overexertion. Expulsion would require the mage take two emotes, outside of any other casting - one emote for “Condensing” mana, all of which may be around them, and a second emote for “Expulsing”, or pushing out all the mana they had condensed. Expulsion would reach up to ten-metres outward from the mage in every direction, causing a knockback effect of at least three meters upon targets. Extremely heavy (Golem or heavier) targets may only be staggered, while those below such a threshold would be put to the floor - requiring an emote to get up once more. This forceful movement would encourage unnatural body movements and likely dealing damage with the colliding environment. Due to “Active” mana being the main focus of the magi, it may be that of a familiar magic- outside of just pure force. This may manifest in the form of different evocation, although ineffective with other forms of voidal magic. Fire Evocation may send out an incinerating plume of flame- alongside the knockback and knockdown effect, may inflict light (first degree) burns along exposed areas of the target. This may aswell manifest to smoke, which may temporarily blind or choke opponents. Water Evocation may manifest into water or ice, bearing the force of such aswell - enough to knock even the heaviest opponents to the ground, or expulsing objects akin to hail, ranging from mostly harmless or lightly irritating pebbles to larger shapes and sizes to golfballs or rock-like objects with harmful edges which may bruise and give minor cuts. Earth Evocation may manifest as rocks or sand, the prior bearing the force to knock down the heaviest opponents and even dent armour; the latter, sand, which may temporarily impair an opponent's vision and graze exposed skin. Air Evocation would be more difficult to utilize, but potentially far more effective - knocking down opponents with much more force, and twice as far. An opponent may be sent flying a direction up to six meters away, and down much harder; enough to knock the wind out of someone, encouraging exhaustion and still requiring one emote to stand once more. Other forms of voidal magic would bear an aesthetic affect representative of that magic - Translocation perhaps an intermittently-disappearing-and-reappearing ring, illusion potentially taking on an appearance as a reflection of light or someother, etc.. Each of these effects would be strictly aesthetic however, do not provide any harmful advantage in combat. Expulsion would at the least disable a mage from casting further, and put them at a high level of exhaustion - optionally, a mage may be outright knocked out from the amount of force conjured. Redlines - After Expulsion, a caster may not utilize any spells, and may not provide any meaningful combat; barely able to pick up any form of weapon, and inable to complete any physically-arduous task, despite prior-strength or stamina. Unless magically rejuvenated, the recovery process a full day in narrative time. - After casting Expulsion, the magi physically acts objectively worse in all forms of movement and combat than a standard, normal descendant of any class, and is easily outperformed and outmaneuvered. - Expulsion may not be used to damage (or by side product damage) the environment unless with RO consent. [Passive] [Noncombat/Combat] - Incanter’s Flow Incanter’s Flow, or “Spellweaving”, is the practice of understanding a rhythm of casting, and becoming in tune with evoking. With so, one may, following certain feats of spellcasting - perform spells of incredible power or varied versatility. Incanter’s flow is a light “rhythm” or progression while casting. As one casts and remains connected, it becomes significantly easier to cast and continue so- manifesting within passive, and more active, effects. Passive After remaining connected for X amount of spellcasts (connect(or charge)-> cast, X counts for it being “completed”), one would have effects based on the dedication to their casting. If using noncombat spells, X counts for every emote spent. 1 Completed Spellcasts (or 1 emotes noncombat) - After the threshold reached, one would have their fatigue reduced- enough to feel as if they had not come under the effects of standard casting-exhaustion - this effect becoming more prevalent should the chain be continued. This is visualized in any strictly aesthetic manner of a magi entering “Their Element”, but a tell must be given that a mage has entered their flow. 2 Completed Spellcasts (or 2 emotes noncombat) - After the threshold reached, one would have their aura manifest more physically - brighter, denser, or far more prevalent in general. Should the caster be unable, they would be able to manifest their aura colour into their spells. Aswell, the Spellcaster may utilize Expulsion through range, allowing the focalpoint of knockback to be focused wherever a spell may land. 3 Completed Spellcasts (or 3 emotes noncombat) - After this threshold is reached, it would be incredibly difficult to lose connection or focus unless intentional. Unless magically disrupted, further wounded beyond small cuts or a bruises(requiring a single solid blow or cut upon their person, be it a limb or their main body), or outright knocked to the ground, one would remain connected to the void until the end of combat, or for a narrative hour noncombat. Additionally, their intensive focus allows them to more swiftly cast their spells at the cost of half of their physical might, allowing them to remove [1] emote from the casting time of any voidal magic(or in non-combat, perform rituals twice as fast). In combat, the minimum this may reduce a spell to is [1 connect+2 cast] for its requirements, and may only effect spells up to Tier 4 in nature. Redlines: - When Transferring noncombat to combat, one may not transfer over their level of Incanting flow. Upon transition, it reverts to 0. This as well applies to if one does 3 noncombat emotes to achieve the “Narrative Hour Noncombat”. - Reduced casting time still requires all usual instances of a spell to be emoted, essentially allowing you to mix two of the emotes together as your character performs their magic more swiftly than usual. This can only bring a spell down to 2 emotes of casting after connection, NO less. - Reduced casting time only applies to spells of Tier 1-4, and cannot be used to lower the casting time of Tier 5 spells. - Each emote while in Incanter’s Flow (regardless of stage) requires a tell of some kind to show the mage has entered a heightened state of casting. Examples include a much more vibrant aura alongside an emotionless, concentrated expression. Other things work, so long as there is a change in both the aura and physical demeanor of the caster. - When physically acting (movement, dodging, withstanding, so on) or physically fighting (parrying, blocking, swinging, so on) in combat, a magi with unbreaking focus would be objectively worse than any average descendant, and not capable of overpowering, outmaneuvering, or outperforming any other descendant successfully in these fields. Considered to be at half of their usual strength. - 3 Completed Spellcasts applies the “Narrative Hour” rule, usable in subsequent combat scenarios, but only within an Event. - “Unbreakable Focus” only applies to effects such as deafening sound, pain, or so on. Things such as casting while armoured or sprinting would still completely disable one from casting. Things that break connection normally on the mages behalf (Ex. armored, sprinting, losing line of sight (by blindness or normally), would still break connection or cease casting). - An Eminent can sustain light-injuries without losing their connection at full stacks. Able to be broken by anything more than a light cut/bruise, or alternatively a direct hit - such as a punch square to the torso, head, etc. Being pushed over/tripped would break focus. Common sense applies here. Loud noises also will not break focus. - Ranged-Expulsion applies all normal effects and designs of normal Expulsion, to both the Caster and Targets. [Passive] [Noncombat/”Combat”] - Clarity of Mind Able to completely separate one’s minds into sections of thought, one could focus upon multiple tasks at once. Physically separating pieces of thought is not easy, though a Voidal Eminent would be highly proficient in splitting their thoughts. This may manifest in superb multitasking, high situational-awareness, or generally high cognitive function. The mind cleared of obstructions one may harness their voidal connection to sever themselves from emotional or impaired thought to think completely clear. A Voidal Magi possessing this feat may find themselves incredibly apt at situations which would require intense, split, or generally heavy thought. This may be a fight from multiple angles, performing multiple tasks at once, or finding themselves generally more able to process thoughts and logic significantly quicker than before. Redlines Clarity of mind is not a metagaming tool. It is strictly a flavourful way to intensely focus on tasks, situations, or scenarios which require good thought or intuition. General Redlines - Performing the connection of Voidal Eminence does not give any indication, idea, or process of how to make Arcanium. It is strictly separate from an Affection. - Affections must be immediately visible and in open air when in use. - An Affection may only be as small as a brooch, regardless of place upon skin or in the form of an item. It may be as large as something one could physically carry. - An Affection unless otherwise given other reason (ex. Enchanted) does not provide combative advantage or affect. - Affections are unique to The Eminent. In the hands of other magi, they would not give them the effects (nor method of how to learn) Voidal Eminence. - After being destroyed or a period of inert dormancy (one week from the creating-eminent), an Affection would no longer carry any form of use or power - allowing creation of a new Affection. Once this new Affection is made, the old Affection, regardless of it were to spontaneously rematerialize or were regained once more, would be unusable. Tier Progression Tier 1 A Magi familiar with Voidal Eminence would begin to feel the physical and mental changes rather rapidly onset, likely causing some mental instability and physical confusion; resulting in cold or fever-like symptoms as the body adjusts to changes. As well, the magi is plagued by periodic headaches and miasmic visions of errant Mana as they grow accustomed to Aura Sensory. This Tier lasts two weeks. Tier 2 A Magi familiar with Voidal Eminence would have the physical and mental changes apply in full at this point, becoming more solid and far less afflictive. They would begin to understand the basic core of what they are capable of; finding themselves able to use Aura Sensory and Expulsion. This Tier lasts two weeks. Tier 3 A Magi familiar with Voidal Eminence would be much more controlled and understanding of their abilities, grasping at the finer edges of their practice; able to utilize Incanter’s Flow and Clarity of Mind in their casting. Purpose The Archmage, Sorcerer, and Wizard aesthetic is one Voidal Magic is often overlooking given how minimal a bare magic can seem. Hopefully, with this write given, those aesthetics are covered and serviced with unique interactions, changes, and mindsets of culture added within this piece which may round out that sect of Voidal Mages to have more behind their roleplay. Credits Squak (Write) Witchlore (Review & Consultation) Johann (Review & Consultation) Zarsies (Review & Consultation) Auric_Saint (Review)
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Background/Origin Fear is a potent and insidious pain. A pain which encompasses all things- the living, the dead- demons and gods alike. An ephemeral pain which arises from doubts, persists in our thoughts and eats at our dreams. Fear is the oldest pain- perhaps because it preceded the first of it. Yet, there is one fear- shared by the aforementioned, which effects all things. Deific, mundane, unholy, righteous. The unknown. The Void remains the most mysterious, unmastered force that exists within The Creator’s universe. Something that likely even precedes it’s making. Filled with insurmountable horrors, behemoths, monstrosities and nightmares, The Void discriminates not the host of the primal fear it inspires. No being is safe from it, no being immune. Our pale disc immune to the cosmic entities which creep upon it’s outskirts. It is but by their fortune so often they are invited in. Voidal Magi, though many claim to be the first between elves and men, it is undoubted so many claim to be a master of their craft. It is but our nature afterall. It is those truly enlightened- those so few outcasted for speaking a forbidden truth, who with certainty understand one thing. That gods, beasts, men - they pale in their insignificance to The Void. That despite short tricks and magical wonder wrought of The Void by these spellweavers - we know nothing. Magic Explanation Voidstalking is a more permanent apparition of the void upon Aos and Eos by Descendants. A Voidstalker is ‘created’ when a more permanent manifestation of the void upon the physical plane becomes embedded into one’s soul and psyche- showing upon one’s person or not depending upon their fortitude mentally and physically. “The Gift” is this envoy or representation of the void which clings upon a descendant’s mortal soul. Tearing a gate within, in effect the descendant becomes a physical voidal anchor; slowly twisting the fleshed gates which had cause it to manifest, aswell as continuously drinking and draining the life around it’s vessel so rich in quantity. “The Gift” would at first manifest as mental effect- the inner architecture of one’s psyche and persona eaten away by this infallible host. As a Voidstalker continues upon their forsaken path, they would find themselves physically eaten away- the price being paid of a flawed form to host such intangible, infinite power. Voidstalking is the more permanent, objective “spillage” of The Void onto the physical world, using it’s host as a vessel to spread it’s corruption. Voidstalking requires 4 slots dedicated to Voidal Magic to learn. One’s Voidstalking will go dormant if they lose knowledge or practice of Voidal Arts. Voidstalking is self-taught, initiated through ritual. Voidstalking is a Feat and one would make an app for so. This app requires aiding-magi to place their approval on the FA. Voidstalking is mutually exclusive with other Voidal Feats (Eminence, Scion, or Artificery) Augmented knowledge and understanding of the void’s workings allows Voidstalkers to perform rituals and maintain a deeper connection and knowledge to the void than any other. Connection A Voidstalker dedicates themselves to the more finer workings of the outer void- acting as an emissary of the dark beyond. A fanatic of the cold, infinite void, a Voidstalker would effectively act as a barrier between planes- a bridge between either side of The Veil. A fortress of one’s body- the invitation of a guest into one’s living. A Voidstalker’s soul to be a corrupted and twisted thing shared with The Void. In essence- an anchor, an everlasting presence upon the physical, by their ritual of dedication. Becoming a Voidstalker is not too dissimilar from creating a more permanent anchor upon the material. Requiring another Voidstalker or a greater source of mana (An Obelisk, Tear, or Voidal Hollow), the initial mana channeled would wither and wear the soul as it lays open and defenseless - the secondary source fueling a more artificial presence. A tear itself within one’s soul, acting then as this aforementioned gateway. Once the soul has been tainted, the new Voidstalker may tread their own path. Redlines -A Voidstalker, while bearing a "tainted" soul, is one ineligible to be purged due to the knowledge-based power, over inherent or gifted power. Purging would yield no pain, but perhaps an abnormality if one were to suffer under so. This stacks with other affects- should one bear a purge-able being upon ones person or soul, it would yield the effect (granted by the purge-able being or soul), aswell the clear abnormality and oddity. -A Voidstalker requires connection from another Voidstalker or a greater source of mana. This ritual is considered 'open knowledge'. -Due to their instability and blend of voidal and material, Voidstalkers disable the ability to prime potions within a [5] block radius, unlike more anchored mana obelisks. This effect does not apply to potions already primed entering the 5m radius. Physical Effects A Voidstalker, in effect acting as a living, breathing Mana Anchor- is not without it’s detriments. As a much more pure and clear source of The Void, a Voidstalker would be much more susceptible to Voidal Poisoning. This enhanced poisoning would effectively be twice as effective than upon any normal magi, certainly making any Voidstalker lithe and sickly. This low constitution would lead to The Void potentially manifesting upon the user itself as their body withers from their unnatural stain. Small-to-large portions of the body may have Voidal Taint physically manifest upon themselves, the flesh softening and weakening due to the amount of corruption draining and eating away at the body. Given this demand by the body to keep up, a Voidstalker would likely be a being constantly starved for energy. High intakes of food, a constant weariness and a never-restful sleep, leaving the tortured mortal form of a Voidstalker frequently physically exhausted- on top of the pre-existing voidal poisoning. This comes with two important "Side-Effects". When Connected, a Voidstalker's spells may be more unstable and corrupted depending upon how far along they are in their progression - Not quite affecting strength of the spell, but denoting to the interference of the beyond within their spells. Despite unlimited casting-stamina, the Voidstalker's mortal form is still at risk. Overwhelming ones self by far-exceeding a normal casting limit would brutalize the form of the Voidstalker, causing them to be more lithe, weak, vulnerable to fainting and even sudden death should they continue past their normal limit. This means the Voidstalker, no matter when casting, during post or prior (connection), The Voidstalker would be much more exhaustible and weak physically than any other magi. Redlines -There is no defined limit for either listed side effect of Connection and Casting-Stamina, and it is both up to the player to roleplay adequately and correctly as unique side effects to make a character visibly different and significantly more susceptible to weakness. Mental Effects The mind of a Voidstalker is one traditionally considered tortured. Infatuated with misconception and prophecy- a Voidstalker of any standard capacity would like suffer of any of the following isolated conditions or symptoms- unique to each experience and with certainty afflicting their daily life. Most fuel a sense of impending doom, almost as if “Marked for death”. Any Voidstalker could carry a multitude of these- but always displaying it as a core of their personality change, taking a forefront to their mind and character. -Delusions, varying of any kind - Delusions of Grandeur, Non-bizarre delusions, or Mood-Congruent Delusions. -Paranoia -Minor hallucinations (hearing voices or sounds which are not there, seeing things from the corners of ones eye which are aswell not there) -Frequent nightmares, if not nightly -Intrusive thoughts come far more frequently, and of much more unnerving topics -Impulsivity, and a lack of self control -Sleep Paralysis -Plummeting self confidence, no self esteem -Self loathing -Intense, unending anxiety -Inability to concentrate, focus, or think -Mood swings However, should one unfortunate Voidstalker decide to take the path of ascension and invite a second consciousness within their mind- they would open themselves to extended mental effects. Expanding upon the old, one would, in addition to an intensifying and increasing of old symptoms, begin to develop new issues relating to their condition. The Second Mind Inviting another consciousness within one’s own is without-doubt lifechanging. One would be under constant judgement and scrutiny of this second consciousness, completely alien to the material. This foreign-psyche would, without fail, be judgemental and intrusive. Weighing in on ones thoughts and feelings, toying with them and berating the Voidstalker. Perhaps praise for wrong or evil actions committed, it would be impossible to control. Impulses would grow stronger, intrusive thoughts would always be the first to one’s mind. One would never feel alone or unwatched, which would without doubt weigh heavily and toll upon one’s mind and well-being. This foreign entity is different for each user- some bearing names, some not. They carry no opinion, no affiliation, simply a disdain for what they are and everything they see- aswell a deep-rooted hatred and anger of which they cannot act on, and may attempt to use The Voidstalker as vessel for. This Second Mind would simply act as an unwilling observer- a watcher unwanting to fulfill such a role as they are trapped within the mind of a Voidstalker. As time goes on, it’s influence over the mind of The Voidstalker would strengthen and gain deeper roots- making it far more difficult to discern one consciousness from another. A Voidstalker hosting a second consciousness would have the original mental effects multiply and deeply intensify. Aswell, the effects of the second mind listed above. Redlines -The Second Mind does not host knowledge which it would offer to a Voidstalker or any other. -The Second Mind would only take over the body under the condition it would immediately kill itself, PKing the character. The absolute closest it could do would be to “Compulse” the user to say or do something. -The Second Mind will never merge or become one with a users own psyche. When the Voidstalkers psyche would surrender or become less present than the second mind’s, the second mind would immediately act for The Voidstalker’s body to commit suicide. -The Second Mind may not be “tamed” or “befriended”, and may not be manifested in any other way but one’s mind. -The Second Mind may be purged by three shamans at a tier 2 pacted shrine or by three clerics utilizing Purity's Sanction. Doing so would leave the mental effects previously-present permanently a stain upon one’s persona. Should one gain a Second Mind again, the effects would even further intensify- likely to a debilitating point. This would be marked upon the FA. -The Second Mind would force far-greater mental distress and strain upon the persona of a Voidstalker, causing them to be generally unpleasant and unnerving to be within the presence of. Spells and Abilities [Passive] [Noncombat] - Aura Sensory Understanding the inner workings and machinations of The Outer Void, a Voidstalker would be able to discern the fine-tunings and interactions of mana within or around an object. “Blessed” with knowledge of the infinite, a Voidstalker would effortlessly understand the greater method of the object’s creation. A Voidal Magi possessing this feat may be able to discern whether an object was of origin of The Outer Void or The Material. Effectively able to discern whether something is of make of some Voidal Being (and if so, which type specifically), or if it is wrought from artificial presence of the void by Enchantment, or other methods crafted by descendants. Redlines -To sense something, a Voidstalker requires in being touch-range of it, but does not need to necessarily touch so. -A Voidstalker cannot decipher what an item particularly is, only if it is wrought of Descendant Creation, or something greater. [Passive] [Noncombat] - Drain Acting as a living portal beyond The Veil is not without it’s drawbacks. As an acting representative of The Outer Void, the immense amount of mana radiating from the Voidstalker would rapidly and gradually corrupt life around it- just as if an Obelisk, Tear, or Hollow had been there for some time. A Voidstalker would, within a five meter radius, gradually wither life surrounding it. Ranging from seconds to hours, small natural life surrounding the magi would wither and suffer as the intense voidal presence nearby corrupted and drained it. Redlines -Any life surrounding the Voidstalker for prolonged time (a narrative hour) would begin to wither and suffer. It would return to normal slowly afterward unless otherwise specified by the Voidstalker, requiring Blight Healing’s [Cleansing] to remove blight. -A Voidstalker’s Drain does not affect anything with more than a lesser soul. This means only things like Flora may be effected. [Passive] [Noncombat] - Living Tether A portal to the Beyond, a living tether. A Voidstalker has torn apart their soul to allow this connection to the black beyond the veil to stay- with so, a Voidstalker may reap the benefits of a sowed dedicancy to the void by it’s manipulation for creation. An infinite supply, such far beyond what any mortal would be able to conjure. A Voidstalker acts as a walking mana-anchor, allowing them to act as a mobile mana-obelisk for things such as MArt Creation, Arcanium Creation, Recharging, and so on. Aswell, a Voidstalker would face no fatigue in their casting whatsoever. Redlines -A Voidstalker always gives the effects listed above. -A Voidstalker would count for a -4 modifier when creating Arcanium. -Abjuration, Auric Oil, or any form of anti-mana creations would bring incredible harm to a Voidstalker, akin to a searing-hot blade passing fully through the spot struck. This stuns them for [1] whole emote and disconnects them from the Void if they are connected. For the purposes of Lore Interaction, any mana consumption caused under this effect is considered to be T3 for how effective it is. -Just because a Voidstalker faces no casting fatigue, does not mean they are not still greatly physically hindered or exhaustible. -Despite a lack of casting fatigue, overexerting onesself would deeply harm and potentially even destroy their form- uncertain of their limits, a Voidstalker is highly prone to killing ones self by overexerting their own body's capability by voidal corruption. This is up to the Voidstalker to roleplay and interpret, and the ST to rule on legality should it come to question. [Passive] [Noncombat] - Heightened Understanding To be a Voidstalker is to have a greater knowledge of the Void - its nature, machinations, everything of that paradox of nought. Even if one does not have the vernacular to translate such into words or even their own thoughts, they still possess such an innate understanding. The understanding of such esoterics inadvertently translates to an increased aptitude and ability to retain knowledge of voidal magic practices. A Voidstalker, owing to their understanding of the Void which surpasses that average mage, is capable of freely taking ONE extra slot in any appropriate voidal magic which has allowances for multiple slots to optionally be taken. This will not consume any additional slots from the base number of slots possessed by the character. Redlines - This is NOT a general purpose extra magic slot. You CANNOT use this to possess six 1-slot voidal MAs, or five 1-slot voidal MAs plus any other single slot MA. You may still only possess at most five unique MAs, you are just now granted the ability to take a second slot in an appropriate voidal one of them without occupying any of your base slots. - If one becomes a Voidstalker while already having opted into an optional slot, this passive will only come into effect once the Voidstalker will still be capable of meeting the 4-slot requirement for becoming a Voidstalker - A Voidstalker must still meet the requirement of having 4 of their base magic slots taken by voidal MAs, and cannot take any non-voidal magics that would take one of these required base slots and cause the extra slot to be used. As such, something like the following: 2 slot BM, 2 slot air, Life evo, Fire evo, is NOT possible. - Example: This would allow one to possess Fire Evocation, Translocation, Transfiguration, Two-Slot Air Evocation, and 1 Slot Blood Magic. It would NOT allow one to possess Fire Evocation, Translocation, Transfiguration, Water Evocation, Earth Evocation, and 1 Slot Blood Magic. [Spell] [Combat] - Arcane Replenishment A Voidstalker can utilize their ability of supplying their own mana to benefit a stronger/more-skilled mage in times of distress. They may choose a mage in order to utilize some of their mana and providing it to them, where the mage that is being targeted will not be fatigued at all for the duration of the spell they casted as if they have not casted in the first place. However, with every benefit there must be a downfall. The Voidstalkers are vulnerable during this stage due to the curse of the horrors binding with the Voidstalker's movement ability, leading to their inability to react nor move during the time of casting, and the supplying must not be interrupted in order for the ally to utilize all the mana supplied efficiently. The 'spell' depends on the type of emote the one benefiting from the mana supply to 'cast.' The tier you're on depends on how many times you may supply an ally. For example, If the allying mage decides to perform a spell for 5 consecutive emotes, the Voidstalker must not be interrupted for the time being. Once the allying mage casts their spell, the Voidstalker has successfully utilized their mana supply once out of the slots available depending on your tier, as if the mage has not casted in the first place, negating the fatigue effects for that type of spell. Redlines - You may only supply for only one mage at a time, as the Voidstalker does not have the ability to divide the supply among a group. - Due to the Voidal horror's curse, loud noises cannot disconnect them as the curse's voice overlaps the loud noise that may lose a mage's connection usually. However, being knocked out or physically affected during combat will lose the utilization of the mana supply, however this may only be for T3 Voidstalkers who underwent the ascension ritual and only applies to the mage they are supplying mana for. This effect lasts for as many emotes as it takes for the Voidstalker to supply the mana. - A Voidstalker may still be able to cast their own spells once using up all slots, however their strength and speed will be much lower than it is normally, as some measure of fatigue will set in, reducing them to [3] block movement ([6] when sprinting) until the OOC cooldown ends. - A Voidstalker is completely unable to move or react to anything during the casting time, however they may cancel it if they see threat. - A Voidstalker may only supply their mana from a 10-15 radius maximum - A Voidstalker draws upon their ability as a walking mana anchor, in essence supplying mana for the spell that is being casted. [Spell] [Combat] - Wither A harrowing messenger of the infinite, one’s burden of weakness is not one unmeant to be shared. Twisting the tumultuous gateway one had ripped within their soul, one may extend their gift to another. Unfortunately not all bodies are meant to receive such blessing. The Voidstalker is eligible after [1 Connect + 1 Charge + 1 Cast] emotes to afflict someone with physical weakness and exhaustion similar to their own, lasting until the end of combat or for a narrative hour; Causing the target to be greatly hindered in all physical capabilities. This exhaustion is fleeting and brief - as an unsuitable host for corruption would quickly recover after Two [2] emotes of exhaustion, then returned as if they were "Winded" but not physically or endurance-wise hindered by Voidal Poisoning. Redlines -A target affected by Wither would have the effects last for two emotes, recovering on the third, or for one narrative hour noncombat. -A target affected by Wither would suffer voidal weakness and exhaustion akin to the Voidstalker, listed in the physical effects above for Two emotes after the spell has cast. Afterward, they would merely be "Winded" - strength and stamina for the most part restored to what it was pre-withering. -A target may not have the effects of Withering stacked upon them, or reapplied while they are withered. -Only one target may be withered at a time. -A Voidstalker may move and react at half-pace while casting Wither. This includes on a connect and disconnect emote- should the Voidstalker stop casting or be interrupted, they will still move and react half-pace upon that emote. -Requires line of sight and has a maximum range of [20] blocks. - A target may only be withered once per combat encounter. - When casting this spell, violent arcane energies in the color of the Voidstalker's aura will begin to collect around their hands or arcane focus, appearing similar to electric energies, as well as manifesting upon the target for the duration of the abilit. [Spell] [Combat] - Invasion Fool’s tales make believe that one always invites an esteemed guest within their home- intent aside, they could never break in by force. Benevolent is the beyond to grant one such capabilities to breach into the veil of one’s mind- an uninvited benefactor to enlighten the unknowing. A Voidstalker may, upon a target bearing an intelligent mind, after [1 Connect + 1 Charge + 1 Cast] emotes, afflict them with whispers, thoughts, hallucinations, or impulses considered intrusive and unwelcome - Interrupting any focus one may have held with certainty. Redlines -Invasion would interrupt any form of focus-intensive activity (Spellcasting, bow-archery, concentration/channels, etc) -Invasion may only target creatures bearing more-than-lesser souls. This means any creature other than plants and animals. - This spell constitutes a disconnection from connection-based magics such as Druidism, Naztherak, and voidal magic. The target will have to reconnect before they are able to resume using / casting magic. -Invasion’s impulses and thoughts would not be compulsory, but would be akin to an incredible “want”, or “tug” to do something. -Any effects of this spell are up to the target upon how they would react. -The voices invading one's mind are either coherent or incoherent by choice of the target. It is an uncontrolled, temporary-invasion by the secondary consciousness upon another foreign psyche and not the voidstalker projecting to another. -Invasion would last for one emote in combat, or a minute in non-combat narrative. -A Voidstalker may move and react at half-pace while casting Invasion. -Invasion is only accessible and castable by one with a Secondary Consciousness. - When a Voidstalker casts "invasion", the target of the spell will begin to hear harmless, alien whispers. In addition, violent energies in the color of the Voidstalker's aura will begin to collect around their hands or arcane focus as though conjuring a hazy cloud, as well as appearing manifesting above or around the head of the target. -Requires line of sight and has a maximum range of [20] blocks. [Ritual] [Noncombat] - Ascension of Consciousness Understanding the inferiority of one’s mind, a more intelligent and enlightened presence is welcome within the head of one suffering delusion. With the use of a “Unwilling Beneficiary”, a Voidstalker may invite this greater conscious within a more permanent manifestation and residence within one’s own psyche. Doing so, altering one’s persona greatly- thinning the line between The Voidstalker and The Void. Using a living offering, a Voidstalker would “Invite” a greater being of The Void into their mind and conscious. Effectively sharing it, one would suffer then from the “Greater Mental Effects” mentioned above. With Ascension of Consciousness, one would be eligible than for Escape to The Infinite and Invasion. Redlines -Ascension of Consciousness does not have a defined emote count as it is meant to be explored and roleplayed as one would semi-permanently affect their character. -Having less than 3 slots dedicated to a Voidal Magic would have the secondary consciousness leave akin to a shade, permanently damaging the mind. The same goes for if one drops Voidstalking. -The secondary consciousness is strictly there for flavor and does not provide any mechanical or meaningful benefit outside of flavor. -The Secondary Consciousness acts as a mental barrier, absorbing any affects which may invade ones mind (Mental Magic and Illusion) for one (total, not each) spell per combative encounter, or 8 narrative hours. -The secondary consciousness enables the “Greater Mental Effects”, mandating them. -A living descendant sacrifice is required to perform Ascension of Consciousness. They may either be killed or suffer a mental wipe of at least the last 24 narrative hours. Optionally more if agreed upon. These memories lost would be irrecoverable by any means. - A caster of a mental magic which is blocked by the Second mind would not inherently know such has occurred nor the mechanisms behind it, but would likely be able to deduce such based on the targets lack of response - A Voidstalker whose second mind blocks such a spell would be aware that such occurred, but not know what was blocked or who it was cast by. [Ritual] [Noncombat] - Escape to The Infinite A twisted priest of the stars, a Voidstalker would dream of being amongst them. The fleshed prison which has held their greater mind too weak and brittle for their ambition. The only path forward is escape. From within the veil to out, body and soul forever lost. A Voidstalker performing this rite would ascend beyond their mortal form, their soul twisted and ripped as their consciousness moves beyond and manifests in The Outer Void as a horror, or some other Voidal Being- immortalized amongst the stars they had once worshipped. Redlines -Escape to The Infinite is irreversible. -Escape to The Infinite does not have a defined emote-count and is meant to be explored and roleplayed as one would want as it is an end to their character. -Escape to The Infinite is a hard-pk. One may not shunt or anything similar out of so. -Escape to The Infinite acts as an endgame storywise, and does not provide any benefit other than for roleplay purposes. -One may have creative freedom using “Escape to The Infinite”. As example - would could have their consciousness manifest into something of a spell, or trapped within some form of item alternative to the ritual succeeding. Both require MArt, and should explicitly be described as a cause of so. -Escape to The Infinite is only accessible and castable by one with a Secondary Consciousness. -Escape to The Infinite shreds the soul and makes it completely irrecoverable. This means one cannot experience any form of afterlife or be involved in any other magic or CA. [Ritual] [Noncombat] - Consumption The nefarious presence that the most dedicated of Voidstalkers have manifested within themselves does not just constantly berate and belittle, prod and provoke, and otherwise try and bring misery upon its host. It also hungers. It hungers for more of that which brought about its existence in the first place. It hungers for the memories of further victims, in much the same way the Voidstalker took from such a victim when they initially brought about their Second Mind. A Voidstalker who has ‘invited’ a greater being of The Void into their consciousness may find that it sometimes - if not frequently - hungers for further memories. In a ritual very similar to the Ascension of Consciousness, a Voidstalker with a Second Mind would allow it to go and ‘feast’ upon that of some living offering, perhaps temporarily placating its hunger. Redlines -This is a generally free-form ritual, with no combative uses. -Performing this ritual should generally take at least 4 emotes, including connection. -Performing this ritual may have some effects on the Second Mind of the Voidstalker. Its personality may alter to incorporate some elements of the victim which it consumed from, it may be somewhat satisfied and thus slightly less belligerent to its host for some time, etc. However, any change is purely for flavor, offers no advantages or benefits, and is solely up to the discretion of the Voidstalker player. -Under no circumstance can memories and related information consumed from a player ever be 'shared' by the Second Mind with its Voidstalker host. At most, the Second Mind could develop some 'personality quirks' related to the memories which it has consumed. In no case can any meaningful and specific information, knowledge, etc. be gleaned by the Voidstalker based on such things. -Just as in the Ascension of Consciousness ritual, a living descendant 'sacrifice' is required to perform Consumption. Once again, they do not need to be killed, or even physically harmed, but they must suffer a memory wipe. By default, this is limited to the memories of whatever led to the encounter that resulted in the ritual being performed. The amount of time wiped from memory can be expanded with OOC consent from the victim. -A memory wipe will remove rare knowledge from a character (alchemical recipes, magic lessons, etc.), but ONLY if such was learned in the events directly leading up to the wipe. A memory wipe cannot remove such knowledge from a character that comes from past events, unless OOC consent for such events being wiped is provided. Tier Progression Tier 1 A Voidstalker would have mental and physical changes immediately take shape, albeit in a minor form. They would be eligible to cast Aura Sensory and Arcane Replenishment. This Tier lasts two weeks. Tier 2 A Voidstalker would have mental and physical changes fully set in. They would passively begin to Drain and act as a Living Tether, and may share their curse by using Wither. This Tier lasts two weeks. Tier 3 A Voidstalker would be at the height of their corruption, although optionally worsening as time goes on flavorwise. They would passively learn Heightened Understanding, They are eligible to perform the rite Ascension of Consciousness, and afterward may cast Invasion and perform the rite Escape to The Infinite. References https://www.lordofthecraft.net/forums/topic/152537-✓-magic-cognatism-rewrite/ https://www.lordofthecraft.net/forums/topic/170429-✗-voidal-domains-cognatism-addition-voidal-feat/ https://www.lordofthecraft.net/forums/topic/187962-shelved✓-magic-lore-unsound-mages-eyes-of-oshoggdos/ https://www.lordofthecraft.net/forums/topic/194507-feat-magic-lore-the-keepers-of-knowledge/ Purpose There are a dozen different ways people rp voidal magic. Servitude fills the niche of a sort of horrific, lovecraftian unknown aesthetic which some believe Voidal Magic to, or should, be under. Focusing on delusion, the unknown, horror and anxieties, Servitude fills a cult-like aesthetic Voidal Magic has long since needed. Credits Squak (Write) Johann (Inspiration) Witchlore (Review & Consultation) Zidoax (Review & Consultation) Zarsies (Review & Consultation) Auric_Saint (Review)
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Background/Origin It was since the beginning of Descendants that they sought to wield the world to their whim. Raging uncontrolled flame lightly tamed to fires to warm them. The animals which once lived in order disrupted when they became hunted and farmed, their skins and meats used for clothing and food, the sport of the hunt taken out when they were caged. One would think the beyond would perhaps be distant from one’s initial wishes to tame- and yet so attempts happened. It was with the first Transfigurationists that they brought more permanent forms of The Void unto the earth. Some for good, albeit mostly bringing harm to the land they lived upon further. However, there were alternate goals to this bold attempt. One solution was wrought- much more mechanically based than it’s flagrant counterpart. Artificery, was born. Eligible of using locked-away sects of magic from Celestials, Transfigurationists, and so on - kept away for more secretive use until it split to the realm widely. Though regardless of intent, Descendants morality is but a deep shade of gray. For every whimsical Artificer made to benefit those they’d cared for - there was aswell those who twisted their gift and craft to a more ill intent. Binding unknown consciousness to their items, summoning creatures- bestowing and even undoing creatures which had never asked to be given life to begin. Such is the fine line a Voidal Artificer may walk upon. Magic Explanation Voidal Artificery is the mastery and practice of enchantment, and binding remnants of the void unto physical manifestations and counterparts- for benefit or detriment. Voidal Artificery requires 3 slots dedicated to Voidal Magic to learn. One’s Artificery will go dormant if they lose knowledge or practice of Voidal Arts. Voidal Artificery is self-taught, initiated through ritual. Voidal Artificery is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA. Voidal Artificery is mutually exclusive with other Voidal Feats (Voidstalking, or Eminence). Augmented knowledge and understanding of the void’s workings allows them to perform more complex and understanding enchantments and uses for so upon the material world surrounding them. Connection A Voidal Artificer to-be would find themselves requiring another two Void-touched Descendants to work alongside. No matter the background or magical-affinity, The Voidal Artificer would work upon a Mastercraft, or some form of creation that finds itself bound to the Artificer- using the mana supply of these three descendants, alongside a greater source of Mana (An Obelisk, Tear, or Voidstalker.) A Mastercraft is an item of some creation which would behave enigmatic and magically - A piece of mechanical or magical tech which would perform feats such as moving upon it’s own, behaving mysteriously or bizarre, or perhaps even unexplainable. Examples could be a box which tells ones fate - A ring of ever-turning, unpowered gears, or perhaps a pendulum-necklace which never ceases to have a swing. A Mastercraft is unique to an Artificer, and typically symbolically important. Easy to make, yet delicate - Never exceeding a 1x1m size, the Mastercraft would be bonded to it’s Artificer. Should they not have it directly upon their person, it would cease functioning- and break down given a few minutes time. Should it be disabled and not recreated for two-year’s time (two weeks OOC), the Artificer would find their abilities of creation waned, and completely ineffective. Redlines -A Mastercraft requires a Story Team signature. -A Mastercraft is strictly aesthetic and provides no combative advantage unless enchanted by transfiguration to do so. -A Voidal Artificer does not need Transfiguration to perform Voidal Feeling or making Mastercrafts. -A Voidal Artificer may not make magic, invention, or otherwise similar-things that would otherwise require lore to do (Ex. cannot make limbs, cannot create new enchants, etc). Mental Effects Voidal Artificery generally falls under two paths, perhaps even blurring between. There are those who are rather positive and careful- using the Void to fill gaps where the real world cannot, creating tech and enchantment to convenience lives. Upon the other hand, there are those who would bind wills of ethereal beings for use or entertainment - Enchantment for harm or for mischief. This generally is spread and most Artificers find themselves in an inbetween - there is no true light or dark, for this path, as the power of creation is often enough to drive men mad. The following traits are common among Voidal Artificers, albeit not standard. The urge to care for others by any means necessary. (E.g. preparing delicious feasts to care for family, dressing a strangers wound, tending to a stray animal, etc.) An overwhelming feeling to give people things like presents, and little trinkets crafted by themselves. This may make the mage prone to manipulation by other people coaxing items from them. The belief that everyone is your friend, or a potential friend. They are usually prone to ignoring red flags. The belief that you can heal or mend anybody or anything, no matter how large the wound. Spells and Abilities [Passive] [Non-Combat] - Weavers of Arcanium The means to create has always been the purest pursuit that an artificer can take on. To this end, some arcane smiths have developed means of more easily imbuing the mundane metals with magic to create arcanium. Their predilection for transforming the world aiding them greatly in this endeavor. Voidal Artificers gain the ability to more easily forge arcanium, decreasing the threshold for a successful fabrication of the material by -4. This can stack with other modifiers as outlined in Arcanium's current lore. Unlocks at tier 3 in progression. Redlines - Does not teach the artificer how to create Arcanium, merely making it easier for an artificer to forge it - Still incurs the voidal exhaustion upon creation - Follows all redlines of Arcanium - Gift of the Void [Passive] [Noncombat] - Aura Sensory An affinity for their sect, one may find themselves capable of understanding any and every working of the inner void, and descendant-touched mana. Remarkably, they would be able to understand objects created and given as if it was something they crafted, and were very personal with, themselves. A Voidal Magi possessing this feat may sense items enchanted or afflicted by The Void in any capacity, and are capable of detailing what it is, what it was (if applicable), what it is capable of, how to use it, and even the magics involved with physical touch-contact of them or a familiar. However, if the item is of The Outer Void (ET), they are only able to determine some information regarding the item (up to their discretion). [Active] [Noncombat] - Familiars Loneliness is a terrible thing, and bearing such great knowledge of the terror which lay just beyond the veil; perhaps, in a sickening way, it may be twisted to find solace. Through act of minor conjuration and better understanding of how to manipulate mana, one may create a reflection of themselves unto a manifestation. A Voidal Artificer may create familiars. These familiars may act upon their own volition or not, and are given a core personality trait which defines their actions; given from their creator. Familiars may look however their creator would like within limits defined, and may act as Casting Implements should one wish; effectively casting a spell in place of one’s previous choice. However, due to being made of a lesser form of Conjuration; these beings are not entirely physical, and may not cause physical harm to someone in any fashion. Another notable facet of Familiars is that they take upon their creators aura; being a permanent conjuration and extension of their creator, and appearing to be formed of energy; ethereal and spectral. Familiars are bound to an item of the Artificer’s make. Redlines -A Familiar or Manifestation requires a Story Team signature. -A Manifestation or Familiar may provide no combative advantage, strictly - a Manifestation or Familiar may not act upon its own, neither may an item in general in combat. -A Familiar or Manifestation may only be something eligible to be held in the palm of one’s hand, or a piece of weaponry or armour. -Should a manifested or familiar’s bound-item be destroyed, so too would the consciousness of said thing. -A Consciousness imbued to a Manifestation or Familiar may not be ripped out by anything short of Event Means. -A Voidal Artificer may make a Familiar or Manifestation once a week. They may make Familiars or Manifestations for others should they wish. -A Familiar or Manifestation would hold a consciousness on par of their creator. Capable and cognizant of all five senses aswell as speaking and potentially even holding a personality. They would not be fully sentient, moreso a soundboard or image of their creator or with aspects of their creator at the time of creation. -A Familiar or Manifestation would react uniquely to each “user”. A Familiar or Manifestation would not share information attained from one user to another. A Familiar or Manifestation cannot and will not be used to metagame information. -A Familiar or Manifestation functions equivalently to an Arcane Focus in its bolstering of a magi's abilities. -Any form of harm brought to a Familiar would render them destroyed, returning back to their bound-item. This could be a simple strike, the jab of an elbow, the grazing of a spell. -A Familiar is nimble, eligible to move 4 blocks/emote. Should one be casting, the tells would show upon their familiar- the Familiar would sit still while casting, and is completely inable to dodge oncoming attacks without breaking the spell. -A Familiar is not a wholly physical being, instead being comprised of energy and appearing spectral or ethereal in nature. -A Familiar aswell follows all redlines of a relevant casting spell, including requiring Line of Sight- from both the Familiar and it’s controller. -While casting through a familiar, a caster is limited to half-movement (2blocks/emote in the current combat system) and cannot dodge oncoming attacks without breaking the spell. -One may only use one Familiar at a time in combat. If the Familiar is to cast a spell, it is just as telegraphed as if the caster was casting it. -A Familiar may only go up to 20 blocks away from their caster (#rp range) before beginning to consume too much mana. This is to allow any further emotes done by the familiar to those farther than it to be reached by (#s) shout range. Anything further than shout range would be ineffective from a familiar. [Passive] [Noncombat] - Imbue Masters of the intertwining of Void and Physical, Voidal Artificers may manipulate and to a lesser extent, “Enchant” the physical world around them. This may be a passive effect, or something they actively manipulate- each Artificer different from the next. Perhaps unity between creation and destruction, is the ideal that plagues the mind of The Artificer. A Voidal Artificer may imbue voidal-effects upon the world around them. This is fully passive, with no harm capable of being wrought from so. Merely, Imbuing only enhances the effects of the world around them. A torch being a bit brighter, the grass greener, a pond clearer. Manipulating the latent mana surrounding one’s environment would allow them to fully realise and see the effects it has upon the world surrounding- aswell able to perhaps colour things differently, make them brighter or altered minorly by any descriptive means. Redlines -Imbuement may not alter ones environment for combative advantage. -One may imbue things living such as plants or inorganic matter of willing people, but such would make them lithe as if afflicted by voidal weakness/exhaustion. -Using imbue upon something would mark it as “Blighted” and would require the “Purging” blighthealing spell to return to natural state. -Imbue has a size limit of 5x5m. Anything larger than a handheld object Imbued would sustain itself off of the active mana of a nearby Mana Obelisk, Voidal Tear, or the creating-voidal mage- returning slowly to normal once free of so. One may only imbue 3-4 handheld things actively at a time, any further bleeding into one’s active manapool. -One may imbue an object of inorganic or dead-organic matter- such as hair and nails of one, but strictly not living matter. -An imbued plant would actively suffer under the effects of Imbuement, and would be strictly clear to any communing druid. -As animals are creatures of lesser souls and not able to conduct mana, they could not be imbued. -Imbuement is strictly aesthetic and may provide no combat advantage whatsoever. [Active] [Noncombat] - Manifestation A twisted mind, or a beautiful one? The Artificer knows no limits; creation at their fingertips, they may find themselves able to manifest the same consciousness of a Familiar unto a physical item; not giving it the form shaped by it’s creator. Perhaps a prison to torment them, or a new life given to show. The Artificer’s goals are not known; but their craft is. A Voidal Artificer may manifest the same consciousness and craft given to Familiars unto items, rather than allowing them a created form. Instead of a given form; that usually of a creature; one would be permanently manifested unto an item. Such would follow the lines of bearing traits similar to their creator, as well as the same reaction to being trapped within until the spell was broken. Redlines -A Familiar or Manifestation requires a Story Team signature. -A Manifestation or Familiar may provide no combative advantage, strictly - a Manifestation or Familiar may not act upon its own, neither may an item in general in combat. -A Manifested item may act as a casting implement. A Manifested item may only be something eligible to be held in the palm of one’s hand, or a piece of weaponry or armour. -Should a manifested or familiar’s bound-item be destroyed, so too would the consciousness of said thing. -A Consciousness imbued to a Manifestation or Familiar may not be ripped out by anything short of Event Means. -Manifestations may be applied to any other voidal enchantment, and do not require MArt to be applied to an already existing one unlike other enchantments. -A Voidal Artificer may make a Familiar or Manifestation once a week. They may make Familiars or Manifestations for others should they wish. -A Familiar or Manifestation would hold a consciousness on par of their creator. Capable and cognizant of all five senses aswell as speaking and potentially even holding a personality. They would not be fully sentient, moreso a soundboard or image of their creator or with aspects of their creator at the time of creation. -A Familiar or Manifestation would react uniquely to each “user”. A Familiar or Manifestation would not share information attained from one user to another. A Familiar or Manifestation cannot and will not be used to metagame information. -A Familiar or Manifestation functions equivalently to an Arcane Focus in its bolstering of a magi's abilities. -If an object is made with this and is meant to be an object in the world - a window or a door for example - and it is broken, moderators are permitted to track the item and destroy it. [Active] [Noncombat] - Wondrous Object Regardless of their variety, all artificers hold the love of creation between them. Such is the legacy proved by the many masterworks and artifacts wrought by their hands. This love inspires their very works, causing toys to leap up to dance, false flaming weapons to swindle the unsuspecting, and ornaments to bedazzle with their opulent majesty. A voidal artificer may create a wondrous object, or objects similar to mastercrafts which are instilled with a harmless voidal effect. Akin to a minor variant of a mastercraft, this efficient voidal artifice has a consistent, persistent effect upon itself. What is more, wondrous objects can incorporate multiple voidal magics the artificer possesses into one, such as having a lantern that floats beneath a handle and an ever burning flame within it, a toy horse that hums musically with air evocation and rolls around on it's own, or a fireplace that constantly keeps itself well-aerated and lit. Redlines - Nothing larger than what could fit in a 3 by 3 block area can be made into a wondrous object. This means any handheld object or something moderately large like a door could be transformed, but an entire cart or building would not be possible. Things to large to be made into an item should be denoted with signs as to their effects. -This effect is limited to harmless effects upon only the object itself, not extending to its surroundings to the extent possible with a lesser enchantment, nor capable of doing things such as lifting or otherwise manipulating other things. The effects of a wondrous object do not provide combative advantage or harm a person even outside a combative situation, with effects going inert for the duration of combat. -Regardless of the effect of a wondrous object it is considered a T1 enchanted item and is treated as a voidal enchantment for interactions. Creating one expends mana equivalent to casting a T3 spell and as such can be made as frequently as a lesser enchantment could be made for their highest tier in voidal magic. -The artificer may use at most [3] voidal magics they possess to achieve the effect they desire. They may only use voidal magics they do not possess in the creation if they are a transfigurationist with Co-Enchant or a Trapped Spell, though still to the same limit of [3]. -Cannot be used to break mechanical rules like creating a flying carpet and then OOCly demanding someone let you into their city because you "flew over the wall." -You cannot recreate modern technologies with this ability in accordance with the rules of Tech-Lock. Be creative. -Being struck by abjuration or antimagic will cause the enchantment to cease permanently. - Cannot be used to magically store information, nor for replacement limbs/organs/anything non-cosmetic. -Wondrous objects may be enchanted with a voidal enchantment or manifestation in addition to their effects, though it must be ST SIGNED should the effect applied require it. Other magics cannot apply their enchantment equivalents onto the object. - Wondrous objects are playersigned. [Passive] [Noncombat] - Voidal Feeling Mastery is built upon an understanding- experience and expertise gained over a lifetime. If a magi is inexperienced in Transfiguration, they may too find themselves gifted with Voidal Feeling, able to understand an object’s composition, make, and properties with relative ease. A Voidal Artificer achieves Voidal Feeling, if not already known, at a Tier-5 Level as-per it’s current lore (Transfiguration). Redlines -A Voidal Artificer does not need Transfiguration to perform Voidal Feeling or making Mastercrafts. [Passive] [Noncombat] - Creation The mind of an artificer is enigmatic- filled with jovial ideas of creation and destruction, to create things which behave oddly, practically, harmfully - The Voidal Artificer would find themselves thinking more creatively of physical and mechanical solutions, and able to meld magic within those solutions for an excellent outcome. A Voidal Artificer, with a prerequisite understanding of Transfiguration, is capable of creating much more wondrous things - Allowing for much more easy creation of MArts melding The Void and practical mechanics. Alongside this, Enchantment becomes significantly easier upon a magi- not tolling them nearly to the extent it normally would. Additionally, this would allow Artificers to create enchantment traps or fixtures powered by Voidal Obelisks. Redlines -Creation does not modify one's daily-enchanting-limit, still capped at 3 signed items per day, 3 potent encahants or 1 grand enchantment. -Artificers may place a Potent or Grand Enchantment in an item frame within the radius of a Voidal Obelisk. This would allow their activation to be triggered remotely and powered wholly by the Obelisk. -Per combative encounter, a total of [1] Grand Enchantment OR [2] Potent Enchantment casts can be activated per Obelisk. These enchantments otherwise follow redlines regarding activation, emotecount and effects. Note that these enchantments are stationary fixtures and will only fire spells in the cardinal direction the item frame is facing. -When emplacing an enchantment, the item description and RP (freeform in the manner of Artificery) should be sent to ST in an sreq. An ST sign with the name of the enchanted spell nearby is required for operation. Tier Progression Tier 1 A Magi practiced in Voidal Artificery would have the mental changes begin to faintly take shape. They would be able to craft their own Mastercrafts should they wish to change or replace theirs, and are capable of using Imbuement. This Tier lasts two weeks. Tier 2 A Magi practiced in Voidal Artificery would have the mental changes apply in full at this point, becoming more solid and far less afflictive. They would begin to understand the basic core of what they are capable of; finding themselves able to use Aura Sensory and Familiars. This Tier lasts two weeks. Tier 3 A Magi practiced in Voidal Artificery would be much more controlled and understanding of their abilities, grasping at the finer edges of their practice; able to utilize Manifestation and Voidal Feeling, alongside Creation and Wondrous Objects. Purpose Voidal Magic is incredibly versatile and untamed. There are a lot of ways one can roleplay it, and this fills the enchanter/tinkerer aesthetic- at least I would hope it does. It adds in things morally gray and questionable of ones character and mindset, aswell as allowing and enhancing roleplay to be more interesting when utilizing things like enchantment in different ways. Credits Squak (Write) Witchlore (Review & Consultation) Zarsies (Review & Consultation) Auric_Saint (Review)
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i apologize in advance to the magic community and anyone wanting to look at interesting threads on the forums
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[Shelved][✓] [Magic Lore] Malchediael's Radiant Templars
squakhawk replied to Chase's topic in Recently Outdated Lore
This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. -
11th of The Deep Cold, 5 SE Mali'thill of our good republic, We oncemore find ourselves within trying times. Our appointed Maheral Galanthil Elibar'acal has turned-tail and fled when challenged illegaly. Yet, it is not for us the people to dwell on so- With the discussion of who the purest may be between Malauriran, we must ask ourselves - How had we gotten here? Stagnancy has been the moon upon the horizon. The Sun-Set upon Haelun'or and our silvered bastion, we faced the darkages of night with nobody at our - The People's, side. It is for this, I call to you- Mali'thill, Remain Awake! The Sun has not set upon you just yet. We face hard decisions in the coming times. Corruption within purity. Ignoring the blessed citizenry and the outside world. We face imminent destruction should we not accept change soon enough. It is for this reason I must oncemore exert the authority given to any son or daughter of Larihei. A Call of Purity, oncemore. We, as Citizenry - Must decide what we are to do in the coming future. Stay the course? Revert to the ways of old? Older? It is the voice of the people which will be the guiding hand of our bastion - Never again the voice of the few to represent the many. Malit'hill of Elcihi, Mali'thill of Almaris, and Mali'thill of The World, we must meet soon. Within Iylanae'tir we will meet oncemore. Given the urgency of the matter we will meet even before the debate of Elazdrazi. Come with your grievances, your concerns, your words of wisdom and your curiosities - we may have a new age upon us soon enough. Soon good Mali'thill. We will make amendments which may change the history of Elcihi to what they once were. To a vision of the people. Until then, -A concerned citizen, your Sulii'ceru
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13th of Sun's Smile, 5 SE Too long, good Mali'thill, has discontent arisen. Too long have we been inert in our true ruling. Our true action - Word of mouth holds but so much sway in the land of politic, and our courts are oh-so divided behind pulled curtains. Long has it been in my observance in Sulii'ceru - every individual of the state. Every individual Crime of Elcihi and Sin of Purity. It is but now we see something which has truly cause the public to call for crises. Elazdrazi have long been divisive within Elcihi's politic. Some view them as a militaristic ally. Some a worthy deity of praise. Others despise them - an affront to Purity, Maehr'sae which has been so long left behind and defiled. It is why I finally call not for a trial of purity- but a Call for Purity. We must, as the most educated of races upon Almaris and every continent preceding- Call for discussion, in our republican fashion, to finally call vote on whether or not Azdrazi are pure - To further extent, if they have place in Elcihi. We have seen many give-way. We will not see ourselves further surrender without answers. With official decree superseding any who claim themselves pure, we are to gather in the coming year at Iylanae'tir, upon it's third floor auditorium. Signs will be there so that any good, pure 'thill may be in attendance. Be there, Mali of Larihei, Children of Silver and Purest of All. -A concerned citizen, your Sulii'ceru
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Generally it's a "Feel" for it. We've had a lot of CAs submitting. A lot denied because of their own reasons, but one or two which have not made it through admin approval or full story approval because we feel it's niche is already covered by something else, or just contributes to lore-bloat. Here's the current list of CAs, pre-shelf. https://prnt.sc/wfmc3u And here's post. https://prnt.sc/wfmfzg it's hard to say things have changed much- Hou were inactive, Wonks were inactive, other lores are aswell looking to be shelved. But considering how for nearly a year both have had sparing - if any, CAs, it really calls to question if such lore is still necessary to have. Lorepieces in submission have the potential to be much more interesting- Open CAs with much more flavour to them- Culture, something more interesting than what they are. Even since Snelves people have been wanting Wonks shelved because they figured such was so inactive that it might outdo the flopping race. Administration agreed unanimously, and Story Team agreed nearly unanimously. It's just something we figure will take us in a better direction. Speaking with players of both we came up with the solution and discussed what they thought, learning our lesson from the Snelf-Shelf. Does that answer your question? Please lmk take it easy, have a good night
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[Shelved][✓] [Magic Lore + Playable CA] -- Shade
squakhawk replied to Lukariatias's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator. -
[Shelved][✓] [LORE] The Hou-Zi 2.0
squakhawk replied to WuHanXianShi14's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator. -
[Shelved][✓] [CA Race Lore + Event Creature Lore] - Wonks
squakhawk replied to Archipelego's topic in Recently Outdated Lore
Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.
