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Sorcerio

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  1. Liliah’s Sludge

    “After the tragic passing of Ellie, I decided to get another cat. This one’s name was Liliah and she was a bright orange tabby. Unfortunately, it seems that none of my pets can go a few days without somehow performing some great alchemical discovery. It appeared that Liliah had knocked over some of my test tubes again and gotten stuck in the resulting sludge. Luckily she didn’t die.”

     

    “As I was cleaning up, I found that the sludge was very good at keeping this stuck and slowing down motion of objects moving through them, albeit not keeping them completely motionless. By noting which specific test tubes Liliah knocked over, and picking apart the various other ingredients in there, I was able to isolate each of the necessary materials to recreate such sludge.”

     

    “After I recreated it, I tested it on Liliah and it worked. It’s so nice to have an experiment that doesn’t turn your pets into stone…”

     

    - From the notes of Jessira Duilaine

     

    Overview

    In essence, Liliah’s Sludge is a very simple alchemical concoction designed to slow down an opponent’s in combat, though not completely impeding their movement. The sludge in and of itself is harmless, typically used in combat to allow oneself to escape without the threat of their opponent catching up as quickly through may also be used to slow down a moving target.

     

    Effects

    Once Liliah’s Sludge makes contact with a person’s feet, it will grab onto the target’s feet, causing them to grow heavier and stick to the ground. This effectively slows down said target, depending on their physical prowess. Regardless, it makes for an excellent distraction or escape method.

     

    Effect Mechanics – Combat

    Spoiler

    LS slows and inhibits a person's movement upon contact, making whatever it touches very sticky and heavy, sticking to near anything it touches, as well as making anything it touches twice as heavy, slowing it down significantly. 

    Guidelines and Redlines:

    • LS can be applied to anywhere upon a descendant body, inflating and covering what it touches, prohibiting movement, making the target sluggish. The effects it has on various locations applied are as follows.
    • Should LS be applied to one’s legs, it will slow down the target’s movement speed by three blocks if they are a dwarf, elf, human or smaller race, meaning they can only move six blocks per emote instead of ten. If they are an orc or larger creature, their movement speed is only hindered by two, allowing them eight blocks per emote.
    • Should LS be applied to one’s arms, they will stick to nearly anything they touch, such as a sword or another descendant, making their arm rather heavy and reducing their control upon the contacted object as well.

     

    Effect Mechanics – Non-Combat

    Spoiler

    LS can be a powerful sealant and adhesive due to its glue-like properties, able to glue even the most resistant and difficult of objects back together. It is a common tool of craftsmen, allowing them to repair broken tools, objects, and even entire buildings with enough of such a powerful substance. 

    Guidelines and Redlines:

    • LS can be applied to any object in order to glue them together either in a constructive method or to repair them. Until a day has passed since the Sludge was applied, the adhesive will easily be able to be washed away by water or melted away by fire, similar to wax.

     

    Preparation

    Like any alchemical concoction, Liliah’s Sludge requires a certain method of creation and the necessary ingredients in order to be made into what they are. The process is often a lengthy one, requiring one to obtain the necessary materials and then create the concoction itself. The process and materials for such are listed below.

     

    Ingredients 

    SpoilerIngredients
    • Slug Goo x1
    • Water (Any) x1
    • Earth (Attachment) x1
    • Earth (Impediment) x2

     

    [!] Snail Goo - The Goo of any slug or snail, requiring at least two millimeters.

     

    Process

    Spoiler
    1. Take the water and boil it. Once it is finished boiling, add the Impediment symbols to it. This should make it fizz for a little bit.
    2. Mix the Attachment symbol and the Slug Goo together until they make a uniform dark grey, sticky paste.
    3. Carefully pour the Impediment Water into the sticky paste. This will make the paste become much more like putty. Quickly put this into a bottle and you’re set.

     

    Creation Mechanics

    Spoiler

    Typically each step will require 1-2 emotes. It is possible to make in the middle of combat so long as you can find a suitable and effective way to boil the water.

     

    Distribution Mechanics

    Spoiler

    LH will always take the form of a grey putty, that is until thrown. Once it escapes its container, it will become more like a sticky foam which sticks to the target’s feet. The effects of this concoction are near immediate if the substance makes proper contact.

    Redlines and Guidelines:

    • LH is distributed in the form of a putty, put inside a bottle though escaping once the bottle is thrown and likely shattered. 
    • LH cannot be ingested and will simply be vomited back up, preventing it from being used to suffocate someone. 

     

    OOC Explanation

    More alchemical submissions are fun, especially combat ones which don’t cause direct harm to the target, making more dynamic and unique roleplay other than simply killing them in a few emotes. Also I was bored… again.

     

    Spoiler

    Credit for this Lore

    Pundimonium - Author

     

  2. Mending Tonic

    “I often find it surprising how easily people acquire their wounds. I don’t think I myself have gone longer than a week without finding someone who’s broken an arm or lost a leg. Sometimes it can be amusing, though other times quite gruesome. Fortunately for them, I’m a great problem solver when it comes to simple fixes.”

     

    “This has lead me to develop my next concoction. This lovely brew is the perfect thing for resetting fractured and broken bones quickly, albeit  a bit more painfully. I call it Mending Tonic and I have little doubt it will do wonders for the more -- chaotic members of my village.”

     

    - From the notes of Jessira Duilaine

     

    Overview 

    Mending Tonic is a simpler potion of medical alchemy, designed to reset fractured and broken bones at a much faster and more unnatural rate. It is a useful brew for any medic or alchemist to hold on their person.

     

    Effects

    Once one consumes Mending Tonic, any broken bones in the body will begin to mend at a much faster pace than any typical descendant. However, in exchange for such a fast recovery, one must undergo an excruciating amount of pain in the mending area. This process, despite being faster, is not instantaneous, requiring time for the bones to reset and mend.

     

    Effect Mechanics

    Spoiler

    As soon as MT is consumed, any broken or fractured bones within the consumers body will begin to mend themselves at a much quicker pace. This process is not instantaneous, taking place over the course of a few OOC hours. The process is also quite painful. 

     

    Minor Fractures - Consists minor fractures and breaks such as fingers, toes, and other ligaments. Can typically take anywhere from one OOC hours to two.

    Major Fractures - Consists major fractures and breaks such as arms, legs, and ribs. Typically takes twelve OOC hours to completely mend these bones. 

    Extreme Fractures - Consists of extreme bone fractures and breaks, such as spines. This typically takes forty-eight OOC hours, assuming they’re even savable.

     

    Redlines and Guidelines:

    • MT only mends bones, nothing else. Extreme Fractures are only possible to heal if the person could live with such an injury otherwise.
    • The healing of bones must adhere to the times listed above. These fixes are not quick, meaning one cannot simply heal themselves in the middle of combat and be ready for battle again.
    • During most of the healing process, the consumer will feel extremely achy pains. Even if one should provide some form of pain reliever, the pain will still be quite prevalent.
    • MT does not make bones stronger, only mends them to their original state.
    • While the bones are mending, one cannot move should their mending limb provide movement for them. For example, if one is repairing their spine, they cannot move at all until it is completed. 
    • All mended bones will require at least an additional one days of non-strained activities, les they break again. Non-strained refers to any harsh physical labor/force and combat. Casts are recommended in this stage.

     

    Preparation

    Like any alchemical concoction, Mending Tonic requires a certain method of creation and the necessary ingredients in order to be made into what it is. The process is often a lengthy one, requiring one to obtain the necessary materials and then create the concoction itself. The process and materials for such are listed below.

     

    Ingredients

    Spoiler
    • Distilled Water x1
    • Goat’s Milk x1
    • Air (Swiftness) x2
    • Earth (Resilience) x2
    • Earth (Connection) x1
    • Crushed Bone Marrow x1

     

    [!] Goat’s Milk - refers to a single cup of pure goat’s milk. Any other milk type will not suffice.

     

    [!] Crushed Bone Marrow – refers to a small handful of crushed bone marrow. Can come from any animal or descendant.

     

    Process

    Spoiler
    1. Take the Vigor symbols and mix them into the distilled water. This should turn the water a faint brown color.
    2. Once the water is uniform throughout, add in the two Speed symbols to the water. Let this sit for five OOC minutes.
      1. Make sure you are completely ready to do all of your next steps within a shortened time frame, as it is necessary that from this point on all of the following steps be done with great haste.
    3. Quickly mx the Structure symbols into the goat’s milk and let it boil. As it boils, it should slowly acquire a rust-like tint to the brown color. You will know it is done when it becomes a fully rusted color.
    4. After the previous step is completely , simply add the Solidarity symbol. This will cause it to harden like a rock within the next few seconds.
    5. Once it is completely hardened, your water solution should be ready by now. Simply pour it onto the hardened goats milk, which will begin to dissolve into a white, bubbly solution. It is now ready for use.

     

    Creation Mechanics

    Spoiler

    Typically each step will require 1-2 emotes. One of the steps passively takes five OOC minutes, though this does not usually hinger one’s creation of the brew in a quick scenario. Creating MT in the middle of combat is possible, though there is little point in doing such.

     

    One batch of these materials can make about three bottles worth of MT.

     

    Distribution Mechanics

    Spoiler

    MT will always be distributed in the form of a drinkable white liquid, almost like milk. It cannot be administered in any other form. If taken in excess or if a broken bone is in the body, there will be no effects. 

     

    Redlines and Guidelines:

    • MT can only be distributed in the form of a drinkable liquid.
    • MT grants no additional effects if taken in excess or if there aren’t any broken bones.

     

    OOC Explanation

    I really just want to make more alchemical lore and I believe that some medical alchemical lore seemed like a good addition. It’s a simple alchemical piece which could provide good medical roleplay as well. Also I got bored.

     

    Spoiler

    Credit for this Lore

    Pundimonium - Author

     

  3. Oh my god, you’re all acting like ******* children. I can’t believe we’ve gotten to the point where we’re on a second page of ******* arguing. This isn’t a debate. Make your points and let me fix it. Stop arguing with others because ‘oooh toxic tey hurt me feelings’. Grow up please. I’m trying to do what I can to satisfy the community and literally none of you are helping. Thank you for coming to my TED talk.

     

    EDIT: Unless your comment actually contributes to the lore, it will be deleted once I am done.

  4. Just now, Aethling said:

    Is this meant to refer to one inch or one foot of metal?

     

    I also understand the purpose of LW in how it relates to Haelun’orian culture, but reasonably it would eat through different substances at different rates, correct?


    For the first statement, I corrected it. It’s supposed to be one inch. For the second statement, yes, it will eat through different substances at different races, only unable to consume aurum. Obviously it wouldn’t be as quickly as any organic matter we throw in there, likely taking several OOC days for any real change to be noticed.

  5. Larihei’s Wrath and Larihei’s Fury

    “Every day another impure is born, another low-life destined to bring further corruption to our pure realm. Many scholarly ‘thill have tried and failed to find a solution to end the impurities which plague the world. I myself have dabbled in such theories, but to no avail - or so I thought until recently.”

     

    “It was a fever dream in which I was bestowed this incredible knowledge, gifting me the formula for the most pure and powerful substance known to ‘thill, a substance so pure it could cleanse impurity itself. I immediately pursued my colleagues with my findings, at which they all scoffed and laughed. A mad man, they called me, but I would not let that stop me from pursuing my goal and the goal of my father.”

     

    “It was not until many years worth of work later that I perfected the formula, though it cost me greatly. Nonetheless, it was a simple price to pay for such a great step in Elven History. Finally, the elves possessed the power to cleanse impurity to the best of their ability. It will be a daunting task, yet we elves have ages to perform such duties…”

     

    - From the journal of an ancient elven alchemist, rediscovered by Dimaethor Elevathar

     

    Overview

    Larihei’s Wrath and Larihei’s Fury are some of the most advanced alchemical formulas in the realm, perfected over many long years of research, trial, and error. Its true formula, however, had been lost to time, only recently rediscovered by the high elves. The substances themselves are powerful acids in which the elves use to melt and dissolve the impurities of any they deem impure. No other alchemists have been able to even come close its recreation, making it all the more valuable to the elves. While at at first there was only the pure acid used for execution, elven scientists soon were able to connect a less severe form of the acid for branding or torture, as simple death did not always satisfy their needs of cleansing. 

     

    Effects

    Both of the acids are designed to burn the skin, the former being used for torture methods and branding, while the latter is used as a chief method of branding. Both the acids are designed to eat away at flesh, slowly dissolving nearly any form of organic matter that makes contact with it. Typically it is a slow and painful process, not killing them instantly but ensuring they have a painful death should the more deadly and potent be used. 

     

    Mechanics

    Spoiler

    Larihei’s Wrath 

    LW is the less potent acid, able to do enough damage to brand, mark, or burn someone, though not enough to kill someone. The acid itself provides no light, heat, and is actually cold. It holds a light silver tint to it as well, though is rather thin in concentration.

     

    Guidelines and Redlines:

    • LW is administered by physical touch only. Its effects are slow, only able to burn up to the dermis of the skin (or any LotC equivalent). 
    • It feels like fire on the skin, leading one to writhe in extreme agony and pain as it is administered to their skin.
    • LW cannot burn through anything, save small amounts of a material. Thing glass layers, wood, and cloth can easily be burned through in order to get to the target skin.
    • LW holds no heat, no light, and does not light things aflame.
    • LW has a silver tint to it, though is not see-through.
    • No matter how much is used, LW cannot kill a person, only cause extreme pain and burns.

     

    Larihei’s Fury

    LW’s effects are near instantaneous upon touch, slowly eating away at any organic matter that touches it. The acid itself does not light anything aflame and has no heat. It is thin in terms of concentration and holds a silver tint to it akin to that of Larihei’s Wrath, though it does have a more noticeable silver glow as well. 

     

    Guidelines and Redlines:

    • LF is administered by physical touch only. Its effects are slow, though excruciating painful and will entirely burn through skin and bone in order to kill its target. 
    • The pain administered is equivalent to that of being burned in lava, being one of the most painful physical experiences one can experience.
    • LF can burn through non-organic materials albeit at a slower pace than organic, though this typically takes several OOC days to occur. 
    • LF has no heat nor temperature, though it does provide a faint silver glow. LF also  has a silver tint to it, though is not see-through.
    • LF is likely to kill people over the course of several emotes, typically at least 10 for the acid to finally reach their bones.

     

    As Larihei’s Fury is a more potent acid, time must be taken to refresh it after a while or after too much organic matter has been thrown into it. If it is not refreshed periodically, the acid will turn a murkey grey and begin to dilute.

     

    Guidelines and Redlines:

    • LF only lasts four OOC months before requiring a refresh, meaning that a fresh batch of acid must be made and the old acid must be drained. Alternatively, should fifty organic bodies be thrown into the acid, it will also begin to dilute – requiring a refresh.

     

    Preparation of Larihei’s Wrath

    Larihei’s Wrath, while a less complex formula, is still a heavily guarded secret. Its abilities of corrosion are less extreme than that of Larihei’s Fury, but nonetheless are quite effective methods of torture. The time and recipe for it are much simpler, though still require time and a clean environment to perform.

     

    Ingredients 

    SpoilerIngredients
    • Distilled Water x1
    • Descendant Blood x1
    • Fire (Corrosion) x2
    • Fire (Burning) x2
    • Water (Fluidity) x1

     

    [!] Distilled Water - the amount of this correlates to however much acid the creator intends to make. Typically one block of water equals one block of acid.

     

    [!] High Elven Blood - Refers to one pint of blood of any form of the original four descendant races/subraces.

     

    Process

    Spoiler

    This process must be performed in a room temperature environment. While not as sensitive as Larihei’s Fury, one should still take caution not to contiminate it.

    1. Take the blood and mix it in with the distilled water using any clean bowl and stirring tool. Mix until uniform throughout.
    2. Mix in the Corrosion symbols with the base. This should turn it a vivid light green at the puff of green smoke. Let this sit for thirty OOC minutes.
      1. This step must be done in a thick container, lest the acid bleed through before it is even ready.
    3. Add the Burning symbols to the connection, mixing it in very slowly. This will turn the ‘acid’ into a thick orange gelatinous substance. Let this also sit for another thirty OOC minutes.
    4. Take some clean water and mix it in with the Fluidity symbol. Pour it onto the gelatinous substance. As this is done, the fellow will slowly melt away into a faint silver liquid.

    [!] Applying this formula without being taught in roleplay is explicit meta-gaming. 

     

    Creation Mechanics

    Spoiler

    The amount of emotes required for each step typically ranging from 2-4, though the time in between is much longer. This obviously prevents it from being made in combat and by no means makes it a quick concoction for any hasty alchemist.

     

    [!] For every six blocks of acid, one pint of descendant blood must be used, along with all the necessary symbols. For example, should one choose to make a twelve block pit of Larihei’s Wrath, they would require twice as much blood and twice as many symbols as a regular six blocks.

     

    Distribution Mechanics

    Spoiler

    LW will always take the form of a thin, light silver liquid if made correctly. It’s only able to be administered by physical contact, slowly consuming anything organic it touches. It cannot corrode non-organic substances so long as it is not a thin layer (i.e. cloth, glass). 

     

    It should also be noted, that once the acid is made, it cannot be moved due to the fact that it can only exist in large quantities with plenty of space. Should one try to remove a small portion of it, the acid will simply evaporate.

     

    Redlines and Guidelines:

    • LW cannot be moved or carried beyond its original creation point, despite not being able to burn through other substances as quickly as LF.
    • LW can only be sustained in a large room in a large quantity, meaning that if any small portion of it is taken away, the removed portion will evaporate into thin air.

     

    Preparation of Larihei’s Fury

    While Larihei’s Wrath is a relatively quick process in comparison to other alchemical acids, Larihei’s Wrath is truly a test of patience when it comes to its creation. Often times the acid will fail in its creation if the environment is disrupted in even the slightest way. The process and ingredients for such a substance are listed below. 

     

    Ingredients

    SpoilerIngredients
    • Distilled Water x1
    • High Elven Blood x1
    • Fire (Consumption) x3
    • Fire (Corrosion) x3
    • Fire (Burning) x3
    • Water (Fluidity) x2
    • Air (Grace) x1

     

    [!] Distilled Water - the amount of this correlates to however much acid the creator intends to make. Typically one block of water equals one block of acid.

     

    [!] High Elven Blood - Refers to one pint of blood of a pure and unblemished high elven male. Even the slightest imperfect in the specimen will cause the acid to become faulty. 

     

    Process

    Spoiler

    This process must be performed in a room temperature environment. Should any other substance make contact with the solution before it is completed, it will be ruined.

    1. Take the High Elven blood and mix it with the Grace symbol in a pure aurum bowl using a pure aurum mixing tool. This should turn the blood a vibrant gold color - yielding Graced Elven Blood. 
    2. Pour the Graced Elven Blood into the water. The blood will spread throughout the liquid until it becomes a clear gold. This forms the base. The base must sit for twenty-four OOC hours before the next step can be performed.
    3. Take the Consumption symbols and pour it into the base. This will turn the liquid a pure violet color. The substance must now sit for another twenty-four OOC hours before the next step can be performed.
    4. Next, mix in the Corrosion symbols with the former substance. This should turn it into a rose gold color. The substance must now sit forty-eight OOC hours before the next step can be performed.
    5. Once the previous step has been completed, add in the Burning symbols. This will make the liquid turn gelatinous over the next few days. The jello acid must now sit for yet another twenty-four OOC hours before the final step is able to be performed.
    6. Finally, mix in the fluidity symbols with another aurum bowl of distilled water. As soon as it touches the gelatinous acid, it will explode into a poof of silver smoke - turning the jello into a pure silver, bubbling liquid.

    [!] Knowing this formula without being taught in roleplay is explicit meta-gaming. 

     

    Creation Mechanics

    Spoiler

    The amount of emotes required for each step typically ranging from 4-6, though the time in between is much longer. This obviously prevents it from being made in combat and by no means makes it a quick concoction for any hasty alchemist.

     

    [!] For every twenty-four blocks of acid, one pint of elven blood must be used, along with all the necessary symbols. For example, should one choose to make a forty-eight block pit, they would require twice as much blood and twice as many symbols as a regular twenty-four blocks.

     

    Distribution Mechanics

    Spoiler

    LF will always take the form of a thin, light silver liquid if made correctly. It’s only able to be administered by physical contact, consuming anything it touches. It can corrode near any material over time, save aurum which it strangely cannot burn through. This is the only way to hold it without it burning through the container. Signs of corrosion in most non-organic substances, however, will not usually take place for several OOC days depending on the material.

     

    It should also be noted, that once the acid is made, it cannot be moved due to the fact that it can only exist in large quantities with plenty of space. Should one try to remove a small portion of it, the acid will simply evaporate.

     

    Redlines and Guidelines:

    • LF cannot be moved or carried beyond its original creation point, even then only able to be held by pure aurum. Any other substance attempting to hold it will be slowly burned through
    • LF can only be sustained in a large room in a large quantity, meaning that if any small portion of it is taken away, the removed portion will evaporate into thin air.

     

     

    OOC Explanation

    Haelun’or’s use of acid is one of the most unique roleplay circumstances out there, creating a unique experience for that culture. Acid itself has played a part in their culture for many maps now, embodying their pursuit of purity in all living things. Due to such, it would be shameful for such a necessary substance be rendered null due to the fact that it did not have lore - hence why I wrote my own. Also, Haelun’or will always use acid anyway. Might as well have substantial lore for it.

     

    Spoiler

    Credit for this Lore

    Pundimonium - Author

    Ankan - Consultation

     

  6. Wyvurn's Gift

    “The powers of flame are mighty, ranging anywhere from providing heat to a frozen caravan to burning an entire city to the ground. I myself have encountered it many times in very unpleasant situations, leading me to pursue a potential means of protection from its flaming fury.”

     

    “As I was traveling, searching for a solution, I came across the old tome of an ancient alchemist who had long since passed. He didn’t seem to need it anymore, so I took it from him. Unfortunately, most of what was written had either been destroyed or stolen. Luckily for me, I was able to salvage some information from the lost book, and one particular page had just the solution I was looking for – no pun intended. By piecing together a certain alchemical formula from the book, I discovered a way to lower one’s external body temperature just enough to make them more resistant to fire without freezing them to death. Soon I found that my finding were indeed true, at the expense of the mice in my garden. They do make lovely testing subjects, I’ll admit.”

     

    However, while I’ve only tested my formula on animal matter, I have no doubt it should have the same effect on descendants. Obviously I didn’t try it on myself, no. It’s far too risky. But I managed to find a local boy in town and pay him money to be my guinea pig. The tests went splendidly, and the boy lived. I guess there is a such thing as a win-win situation.” 

     

    - From the notes of Jessira Duilaine

     

    Overview

    The Wyvurn's Gift is a simpler alchemical concoction, allowing oneself to become more resistant to heat and flame upon consumption. Often this is used when one wishes to protect themselves in a battle involving flames, or simply to show off to friends. Regardless, it’s a useful tool for any alchemist to have in their arsenal.

     

    Effects

    Once ingested, the Wyvurn's Gift typically takes a little while before taking full effect, meaning that one cannot simply drink and gain resistance instantly. Time is needed for the substance to circulate through ones blood, chilling the skin just enough to make it more resistant to fire and heat. By no means does this make one immune to fire completely, though it does permit oneself greater protection when in contact with such elements for a brief amount of time. 

     

    A common side effect is that the consumer’s skin will become cold and chilled to the touch, along with making the drinker themselves uncomfortably cold. Overconsumption will yield frostbite and eventual death as well. 

     

    Effect Mechanics

    Spoiler

    WG grants a person temporary resistance from heat and flame, though does not grant permanent immunity. It will make the consumer’s skin cold to the touch, making them uncomfortably cold in return. Overconsumption of this substance will lead to frostbite and eventual death.

     

    Guidelines and Redlines:

    • WG does not grant complete immunity to fire, only protecting one against minor forms of burns. First degree burns are nullified while second degree burns become first.
      • WG does not protect from disintegration, third degree burns, and charring.
      • Those who make contact with fire while under the effects of WG will still feel the amount of pain a normal person would feel from fire, albeit lower in severity.
    • The effects of this potion only protect one against physical flame and voidal flame.
    • WG protects against flame and heat, nothing else. It does not make one’s skin tougher in any way, only cooler.
    • WG does not grant one any boons against cold itself, only against heat and flame.
    • Anyone who consumes WG will have very cold skin so long as the effects are applied. They will also feel uncomfortably cold.
    • Drinking more than two of these connections in the span of three OOC hours will cause one to die of frostbite. 

     

    Preparation

    Like any alchemical concoction, Wyvurn's Gift requires a certain method of creation and the necessary ingredients in order to be made into what it is. The process is often a lengthy one, requiring one to obtain the necessary materials and then create the concoction itself. The process and materials for such are listed below.

     

    Ingredients

    Spoiler

    Distilled Water x1

    Water (Adaptability) x2

    Water (Cold) x2

    Earth (Resilience) x1

    Frozen Hair x1

     

    [!] Frozen hair - refers to a single thread of completely frozen hair without any blemishes or disformations.

     

    [!] The distilled water should be cold. If it is room temperature, lukewarm, or warm, the recipe will not work. 

     

    Process

    Spoiler

    This entire process must take place in a cold or frozen environment in order for it to work.

    1. Take the distilled water and slowly mix it in with with Cold symbols until it is uniform all throughout. Both the container and mixing tool must be completely cleaned to avoid contamination of the concoction. The water should have a teal - light blue tint to it after.
    2. Mix in the Resilience symbol with a cold metal stirring tool. This should turn the liquid a somewhat violet color.
    3. Let the brew sit packed in the snow for at least thirty OOC minutes. By the time this is finished, the brew should be a dull grey color.
    4. After the former step is finished, mix in the Adaptability symbols and the Frozen Hair at the same time. How quickly they are done within each other is key, having them done at the same time providing the best outcome. This will turn the brew back to its light blue color, making it now ready for use.

     

    Creation Mechanics

    Spoiler

    Typically each step will require 1-2 emotes, excluding the third step, which requires thirty OOC minutes. Due to the amount of time and the environment required for such a concoction, it is impossible to make in the middle of combat even with a long preparation time.

     

    Distribution Mechanics

    Spoiler

    WG will always take the form of a light blue liquid, should it have been made correctly. To apply its effects to a person, it must be willingly consumed. The effects themselves do not occur immediately, taking a minimum of five minutes before the effects are of any use. WG will also only last for up to twenty OOC minutes before the effects disperse. Applying WG to the skin or forcibly applying it to another will not yield any effects. 

     

    Redlines and Guidelines:

    • WG is only to be distributed in the form of a drinkable liquid.
    • WG requires five OOC minutes before taking effect after consumption. Afterwards, it lasts up to twenty OOC minutes.
    • One cannot apply WG in any method other than drinking, nor force another person to drink it against their will.

     

    OOC Explanation

    As I mentioned in my other alchemical submission, I wanted to bring more alchemy into LOTC now that the system has been reworked. While my Gargoyle’s Blight submission was a bit more complex, I sought to bring a more simple addition that would allow for some more dynamic alchemist combat roleplay without causing direct harm.

     

    Spoiler

    Credit for this Lore

    Pundimonium - Author

     

  7. 6 hours ago, Jenny_Bobbs said:
    Spoiler

     

    96d4234ec119ae9443a8d70f263a2bf9.jpg

     

    :megugun:

     

     

    @Jenny_Bobbs @Demotheus Yes. Humans take long than bears due to the fact that they have superior souls rather than size.

     

    7 hours ago, Demotheus said:
    1. You say it petrifies anything it touches, but also say that it petrifies people if they inhale it. Which one is it? If I don’t inhale it would I be fine? Or does it need only touch flesh? If so, could one simply press a cloth to their nose to avoid it? Can any worn barrier block it if it petrifies upon contacting flesh? 
    2. If you inhale it, or get touched by it, how many emotes is there before it takes hold? Instantly? Or is there a period of time that it takes to take hold that’s more than just instantly?

    It usually takes 1-2 emotes for it to be inhaled in and take effect – and the effects of weariness and fatigue are near immediate. I guess you could resist it by holding your breath, though you may want to do that before you’re engulfed in the cloud.

     

    7 hours ago, Demotheus said:
    1. I’m not super versed on Alchemy lore at all. Barely touched the stuff, tbh. But could one not simply make a cure by mixing together the reverse reagents to basically balance with the Gargoyles Blight potion? 

     

    I mean... maybe? I’m not entirely sure if that works but if it is possible then yes.

  8. Gargoyle’s Blight

    “It appeared at first that my studies had lead me to yet again another dead-end, months’ worth of careful research and experimentation failing me once more. It was not until I had completely given up on my project when I made an astonishing discovery -- at the expense of my cat Ellie. In a stroke of pure luck, the poor feline cut herself on one of the testing vials, mixing in with the symbols that sat there.”

     

    “As it turns out, Ellie’s blood worked as a perfect base for such a concoction. And finally, I had it. The ability to distribute cold hard death itself within a vial. Of course, I didn’t know this right away until my cat had been turned to stone the next morning... “

     

    “After my lamenting I decided to set her outside my house in the garden, but that’s beside the point. Shortly afterwards, I went back to my experimentation. I attempted to use the substance on other creatures, only for it to take no effect. It wasn’t until many days later when I concluded that the blood must be racial specific in order for it to work. And with that, I finally had my Gargoyle’s Blight. Now I simply have to see if it functions as well with descendant flesh....”

     

    - From the notes of Jessira Duilaine

     

    Overview 

    The effects of Gargoyle’s Blight are unlike that of many other alchemical substances; transforming organic matter completely into that of stone. From animals to entire people, this concoction patrifies its target slowly and painfully over a matter of time. It can often be used as a method of torture, or simply to have statues of one’s most hated enemies.

     

    Effects

    As soon as one inhales Gargoyle’s Blight, they will begin to feel sluggish and tired. While urges to sleep can be resisted, it is a telltale sign of inhalation. After half their petrification time has expired, the consumer will begin to notice that their feet have turned to stone and become increasingly heavier, the stone slowly moving upwards over the course of time until it completely consumes its host.

     

    Effect Mechanics

    Spoiler

    When inhaled, GB will begin to slowly turn its consumer into stone from the base of their feet and work its way upwards. The time for the process to finish varies depending upon the race and size of the creature in question, ranging anywhere from five minutes to a handful of OOC days. 

     

    The following is a table displaying the times it takes for each size to be petrified.

    Simple Plants = Instantaneous (unless stated otherwise)

    Rabbit Sized Creatures < Five OOC Minutes

    Wolf Sized Creatures < Half OOC Hour

    Bear Sized Creatures < One OOC Hour

    Humans/Elves/Dwarves = One OOC Day

    Orcs = Two OOC Days

    Ologs = Four OOC Days

     

    It should also be noted that while petrification does not affect vital internal operations until the host has completely been consumed. So while their legs may be completely turned to stone, they may steal breathe and see up until they are totally covered.

     

    Spoiler

    Redlines and Guidelines:

    • Consumption times are often unaffected by size unless they are an animal. 
      • For example, a human child who is only the size of a wolf will still require one OOC day to petrify just like any adult.
    • A person can still move normally up until the point when they are completely covered in stone, though it would likely be more tiring.
    • The host will immediately begin to feel tired and sluggish after they make contact with GB, though the stone will not begin to manifest until half their time is up.
      • For example, a human will not visibly begin to be consumed by stone until at least twelve OOC hours have past.
    • Petrification does not affect vital internal operations until the host has completely been consumed. So while their legs may be completely turned to stone, they may steal breathe and see up until they are totally covered.
      • The host will not ‘die’ until they have been completely covered in stone, meaning they can still see, breath, hear, and move depending on what is covered and what is not.
    • This entire process may be sped up if both parties give OOC consent.
    • Gargoyle’s Light must be learned in-roleplay by an alchemist who knows and understands its creation. 

     

    Preparation

    Like any alchemical concoction, Gargoyle’s Blight requires a certain method of creation and the necessary ingredients in order to be made into what it is. The process is often a lengthy one, requiring one to obtain the necessary materials and then create the concoction itself. The process and materials for such are listed below.

     

    Ingredients

    SpoilerDistilled Water x1
    • Distilled Water x1
    • Racial Blood x1
    • Earth (Attachment) 2x
    • Earth (Impediment) 2x
    • Earth (Rigidity) 4x
    • Ground Minerals x1

     

    [!] Ground Minerals - refers to a single cups’ worth of  marble, granite, andesite, and stone ground into a very fine powder.

     

    [!] Blood - refers to the blood of the race one desires to petrify. For example, only a Gargoyle’s Blight made with orc blood can petrify an orc. This also applies to animals. Multiracial concoctions are not possible. One milliliter requirement per batch.

     

    Process

    Spoiler
    1. Grind the stone materials into a single very fine powder in order to create the Ground Minerals required. 
    2. Mix Distilled Water and the Blood in a clean stone bowl until they have completely mixed into a homogenous solution, which is now the base. 
    3. Take the symbols of Impediment and Attachment and put them in the base. Be careful as this will cause a small explosion of powder once they make contact. After the dust settles, mix them together. If the solution is not green, it means you did something wrong. 
      1. Make sure that the stirring tool you used has been cleaned prior, lest it corrupt the materials. This step is very sensitive and the slightest imperfection could cause the concoction to fail.
    4. Very carefully take the ground minerals from earlier and very carefully pour them in with the solution. Doing this too quickly will ruin the solution, turning it a bright purple when it should remain green. 
    5. Add the symbol of solidarity to the concoction and then mix it in with a fresh stirring tool. At this, the solution will slowly begin to obtain a deep blue color.
      1. It is important that one pours the solution into some form of corked bottle after the previous step - lest the next step cause it to evaporate.
    6. Finally, put the solution in a dark and damp environment and let it sit for one OOC hour. This should slowly turn the Gargoyle’s Bane into a pale grey gas and it is now ready for use.

     

    Creation Mechanics

    Spoiler

    Typically each step will require 1-2 emotes, excluding the 6th step, which requires one OOC hour. Due to the amount of time and environment such a concoction requires to create, it cannot be made in the middle of combat even with a long preparation time.

     

    Distribution Mechanics

    Spoiler

    If created properly, Gargoyle’s Blight will always take the form of a gas. It is best distributed when thrown in a glass bottle akin to that of a smoke bomb, allowing anything or anyone who inhales/absorbs it to take on its effects.

     

    Redlines and Guidelines:

    • GB is only able to be distributed in the form of a light grey gas cloud when thrown. Once breathed in (two emotes), it immediately takes effect.
    • The GB gas only has a radius of 3x3 blocks when thrown, effecting anything that absorbs it.
    • The gas only escapes if its container is able to be shattered. Simply uncorking will cause it to consume the thrower instead.
    • The GB cloud will only last for about four emotes before dissipating.

     

    How to Cure

    “While I rejoiced in my discovery, I soon found that I would need a way to counter my own creation should it ever be used against me. Due to such, I began to experiment on other animals, finding ways to remove the effects of the Gargoyle’s Blight from their bodies.”

     

    “Most of the fruitful results occured before the stone began to manifest, such as bloodletting or inducing vomiting or coughing. Amputation also seemed to work but that is a more costly and probably less preferred method. I can only hope that people will overlook such methods of curing, as simple as they are.”

     

    “Regardless, I believe these are the only viable options to prevent oneself from being petrified at the moment. Other methods remain to be seen.”

     

    Cure Methods

    Spoiler

    The methods of curing Gargoyle's Blight are easy ones should a person be quick enough. Bloodletting, coughing, and vomiting can be performed before the stone begins to manifest and are the easiest options. Should the stone manifest itself, however, the only other method of curing is amputation.

     

    Bloodletting - Requires one to let an incredible amount of blood, nearly enough to cause one to faint and be dizzy for at least an OOC hour. The GB will leave the wound along with the blood in the form of a wispy grey gas. A very slow and painful process.

     

    Vomiting - One can vomit the GB out should they be able to induce such. The GB will come out with the stomach juices in the form of a wispy grey gas akin to that of bloodletting. This process takes a long time and cannot simply be performed. 

     

    Coughing - The least effective and the most lengthy method. One can cough the GB out over a long period of time before the stone begins to manifest. The GB will come out like a wispy grey gas like both of the other methods.

     

    Amputation - The most effective yet most costly method. By amputating the stone limbs and ligaments, one can completely cure themselves of any and all GB in their body in that moment. Cannot use a ligament, but rather an entire limb.

     

    Mhedusae’s Tear - A solution for the more sound of mind in the heat of the moment. A trained alchemist may create a special concoction that completely removes the effects of Gargoyle’s Blight within the body, allowing them to use it to save themselves or any of their allies touched by the Blight.Only meant to be used as a last resort. 

    Spoiler

    Ingredients

    Spoiler
    • Distilled Water x1
    • Fine Iron Dust x1
    • Fire (Vigor) x2
    • Water (Rejuvenation) x2
    • Water (Balance) x2

     

    Process

    Spoiler
    1. Take the iron and grind it to a fine dust, so that it is like grains of sand. Mix that in with the two symbols of Balance, which should also be finely crushed, the product appearing to be homogenous for the most part.
    2. Mix in the symbols of Rejuvenation and Vigor in with the water, and boil it for about 5 emotes, which will turn the solution a bright pink. 
    3. Pour the Iron/Balance dust into the solution and stir for about 4 emotes, let it sit for 2, then stir it for another 2 emotes. By the end, it should be a vibrant green color, which you should then collect in a vial.
    4. Sit the vial of solution outside in the sun for 15 OOC minutes, which will dark it’s green color to be less vibrant. At this point, it will be ready for consumption and use.

     

    Mechanics

    Spoiler

    One must screenshot all of their emotes. Typically each step will require 1-2 emotes, unless specified otherwise, excluding the 4th step, which requires fifteen OOC minutes. Because of this, it is impossible to make MT in the middle of combat, even with lots of preparation time. MT must always be directly consumed to work as well.

     

    Upon being consumed, the descendant will be completely cured of all effects of the Gargoyle’s Blight, any visible stone upon the descendant flaking away like dried skin, while can merely be peeled off. However, this comes at a price, leaving the consumer greatly fatigued, making them sluggish and near unable to perform any tasks such as casting magic or physical combat for the rest of the OOC day. At most, they will be bedridden, but at least they will be very sluggish in combat and unable to cast any magic above [T3].

     

    Redlines and Guidelines

    Spoiler
    • Mhedusae’s Tear can only be consumed within six OOC hours of its creation, lest it lose its rejuvenating effects. This prevents it from merely being stored and used to immediately cure the Blight.
    • Mhedusae’s Tear may be used at any point during the petrification process, the side-effects will last until the end of the day, preventing them from harsh combat encounters and casting high tiered magic. At most they will be bedridden, though the exhaustion cannot kill or paralyze them. 
    • Mhedusae’s Tear must be learned in-roleplay by an alchemist who knows and understands its creation. 

     

     

     

    OOC Explanation

    Firstly, I wanted to create some alchemical lore because alchemy is fun and alchemical concoctions is something we are in need of now that alchemy is back. Secondly, I wanted to create a form of offensive alchemy that is still effective though is easy to counter and creates good roleplay rather than plain old death after five emotes.

     

    Spoiler

    Credit for this Lore

    Pundimonium - Author

     

  9.  

    Water

     

    PiSc5OmjyfBcNVBPhaUNflOBoz-nzxng4d8YD2Pq845ZOj4bwrENGvlP3b2KckN6bPiNxWFWVd2LvO4uS27apAXrt_qFpaQ8A4TVqSbkvOWnYjQMlvzUzaCfXFmlWLgsqSpm_Ab3

     

    Overview 

    Water, one of the most important substances in existence. It is necessary for life as well as many other functions which we experience in our world today. Many people take water for granted, seeing it as just another simple part of their every day life. But woe to them should water have never existed, for neither would they exist. Thats why the creator probably made water, so that we would exist. If he didn’t – well then, we wouldn’t be alive.

     

    Properties of Water

    Water holds many various properties, allowing it to be used for a large variety of things and also giving it a plethora of different possibilities. As stated prior, it is necessary for life to exist due to its use as an excellent solvent, bringing nutrients from one place to another across various temperatures. Water also is also necessary for plant life and animals to exist, providing descendants with food and resources that they could not have otherwise.

     

    Spoiler

     

    Properties:

    • Water is cohesive, meaning that water particles sticks together rather than simply dispersing.
    • Water is adhesive, meaning that water can stick to other surfaces.
    • Water evaporates at 212°F and freezes at 32°F.
    • Water has surface tension.
    • The average descendant can go about three days without drinking water before dying.
    • Should water contact something, it will become wet. Water also is wet.
    • Water puts out fire.

    Mechanics:

    • Water can fit into practically any space or container as long as the volume doesn’t exceed the container/space.
    • A typical person cannot breathe in water unless their biology allows them to do so.

     

     

    Power of Water

    While a single drop may seem relatively harmless and useless, a great wave of water is enough to topple a building. A strong enough blast of water is enough to push a person down from the force, equivalent to that of a horse running towards you at top speeds.

     

    Uses of Water

    Primarily, water is used for drinking so that way a descendant doesn’t become a raisin because they didn’t hydrate themselves enough. However, there are many other uses for water that people often overlook. One such an example is hydropower, using water to power or push an object in order to achieve a certain function. An example of this might be a mill.


     

    Spoiler

     

    OOC Explanation

    Like I stated prior, water is a very important part of life in the world, and LOTC is no exception. However, former water lore lacked clarification and my rewrite has aimed to correct that. Luckily for you all, this is a huge ******* joke so don’t worry, I’m not actually going to write lore for water – or am I?

     

    Credit

    pundimonium – author

     



     

  10. 14 hours ago, Tato said:

    I do not believe Household magic has a place on the server as a feat itself. While the capability to do some of these spells should be possible as weaker and less pronounced alternatives to already-existing spells, they should not be openly available as an aesthetic for any mage that wants to be cutest.

     

    The concept does not fit thematically into the magic culture on LotC; or, moreso, promotes a magic culture I find rather repulsive. I’m against the argument against magic to keep it to the ‘mystical and rare’ standards of the likes of LotR and GoT, but I do think some sensibility must be had. Household magic promotes the oversaturation and overuse of magic, providing cheap and repetitive alternatives that are unnecessary, and, thieves the Void of what it truly is: an enigmatic and unnatural source the Descendant race truly knows little about (despite what they – and their players – would like to think). It plays into an issue I have with Void magic which is why I think the quality overall has decreased: because it is treated as a commodity with no magnitude, when really – it is the sacrifice of ones self to an alien entity/concept that, from what can be observed, eats away at life. When Household magic places passive restrictions to cutesy spells, one can only assume a natural order dictated by this otherworldly entity. Why can no evil intent be had? Why can no aggressive reactions be had through these capabilities granted through tapping into the Void? The reasoning for the magic is because mages “wished to reach their fullest potential” – which is.. boiling tea, apparently.

    Its unnecessary, and the flavour provided is cheap and weak. I agree passive capabilities should be had; but Household magic is the wrong route.

     

     

    If not my disagreement with the concept, the lore is written and formatted decently – which is apparently becoming a rarity with contempoary submissions. It would be alright, from an OOC/lore perspective, on the server, though a few spells are missing ranges which I reckon need em (ie. clothing shift).

     

    @Tato Your feedback has been noted and I thank you for the effort in your response. My rewrite changes the system of household magic that allows anyone to perform it, changing it into a feat just like cognatism or Atronach forging. This will help LT to monitor the activities of such domestic mages, assuring they’ve learnt and understood the spells in character, as well as make it a little less common in the process. 

    Another point to add regarding your reply, Domestic Magic was created to help with simple daily tasks and nothing more. Of course, one may find burglary and pickpocketing to be a daily activity, yet that was not the intended purpose of the magic itself, hence why one cannot use it for such activities. It would be like trying to make ice out of fire evocation, that’s simply not its purpose or design. 

    On a final note, I added limitations to each of the spells and yes, a mage’s greatest ambition may not be to brew some tea so I will change that. Otherwise, thank you again for your feedback!

  11. @Jenny_Bobbs The conjure familiar spell was added per your request. It is a replacement for Celestialism as well, making it less complicated than it needed to be as well as permitting almost any mage to make one.

     

    On 11/17/2019 at 12:38 PM, Alpheus said:

    Conjure Familiar [Non-Combat] – This spell permits a domestic mage to conjure for themselves a simple familiar which they can play around with and perform simple tasks within their natural ability.

      Hide contents

    Redlines and Guidelines:

    • mage is able to conjure for themselves a simple familiar to assist with household tasks or simply to interact with.
    • The conjured familiar cannot exceed the size of a corgi.
    • A household mage may only have one familiar out at once.
    • While a mage is not required to dissect the animal to make it a familiar, the animal must be a regular creature, meaning nothing magical or mystical. 
    • The creature cannot exceed a five block radius away from the caster, lest it be deconjured.
    • The familiar cannot fight or commit villainous acts, such as thievery.

    Branch – Conjuration

  12. Changelog

     

    @Dardonas @Demotheus @Jenny_Bobbs
    Domestic Magic is now a feat requiring an MA. Any Domestic Mage with a TA may teach any domestic mage with an MA so long as this lesson is taken note of and proof is able to be provided.

    Spoiler

     

    On 11/17/2019 at 12:38 PM, Alpheus said:
    • Domestic magic requires an MA to practice, though as it is a feat it requires no slots. A domestic mage may only apply for a TA after they have learned and mastered all of the spells.
    • A domestic mage with a valid MA may learn any spell from any domestic mage with a TA, meaning that their initial teacher does not have to be their sole instructor. Such side-lessons, however, must have proof of such. 

     

     

     

    @BrandNewKitten Two new spells were added, per your request.

     

    Spoiler
    On 11/17/2019 at 12:38 PM, Alpheus said:

    Force Lock [Non-Combat] – By using the power of alteration, one is able to force a door to lock itself from a distance. Such a lock will hold the strength of an average descendant lock.

      Hide contents

    Redlines and Guidelines:

    • This is really just a fancy spell that a mage can use as a roleplay alternative to the /lock command. 
    • This spell only works on doors that the mage owns and are not yet locked by another entity.

    Branch – Alteration

     

    On 11/17/2019 at 12:38 PM, Alpheus said:

    Clothing Shift [Non-Combat] – Upon examining their wardrobe, a domestic mage can chose to voidally shift right into their clothing, assuming it is nearby and within sight. 

      Hide contents

    Redlines and Guidelines:

    • This spell permits a mage to voidally shift into their clothing, so long as they are within sight and nearby.
    • Clothing must be within an RP range of five meters, or five mechanical blocks, in order to shift into it.
    • This spell cannot be used in combat to avoid incoming attacks.

    Branch – Voidal Shifting

  13. Domestic Magic

    Since the dawn of magic, mages have sought to use their magical capabilities for as many tasks as possible, further feeding into their laziness. Whether they be in the middle of a heated battle or simply making tea for a social gathering, there is always some way that they can apply their arcane knowledge. 

     

    It is this mentality that birthed Domestic Magic. Also known as Household Magic, it is a simple feat of voidal mages that allows them to perform simple tasks without having to lift even a finger. These simple ‘spells’ can do anything from boiling the tea on the kettle to creating a temporary light in order to see. 

     

    An example of a mage practicing household magic...

    xDHM8zBK8ggDGncHixB5Yx_sJMBK1ujoSLjFOsyVfBiOr_lPhWw3I6Ie-OncYUqgzqvxPHabFb5d9ayYd15A3-p5bXLrTbfjUsXxdJBYnihnA9PHl3ng2TuQ-6LUFPGoYSb_WiVv

     

    Spells of Household Magic

    Household magic possesses a plethora of spells that a mage can use in order to perform simple tasks around the house. Such spells are completely ineffective in combat, though any mage with a voidal connection can perform them.

     

    Ignite [Non-Combat] - A mage is able to conjure a small flame in order to light candles, ignite a fireplace, or even heat up a kettle of tea. Such a flame has no power to ignite anything else, much less have any uses in combat.

    Spoiler

    Redlines and Guidelines:

    • This spell is done with the snap of a finger or the flick of a wrist, simple motions, not requiring much concentration.
    • Ignite can be used to ignite a candle, fireplace, or even burn a single piece of paper. If used in any malicious way, the spell will dissipate.

    Branch - Fire Evocation

     

    Breeze [Non-Combat] - Even in the most dusty and congested places, a mage is able to conjure a simple breeze in order to perhaps blow away some cobwebs or dirt that sits in the corner.

    Spoiler

    Redlines and Guidelines:

    • The breeze spell has the strength of your typical breeze. It’s soft and may be able to blow away a few leaves, papers, cobwebs, or loose dirt. 
    • This spell has no potential to knock over or blow anyway anything heavier than a stack of papers. 

    Branch - Air Evocation

     

    Conjure Water [Non-Combat] - When in need of water, a mage is able to conjure forth a bucket’s worth of water in order to perform a task that requires such a substance, such as washing dishes or washing one’s hands.

    Spoiler

    Redlines and Guidelines:

    • The water is typically lukewarm, though may be slightly cooler if needed. It cannot vary much on the spectrum in terms of temperature.
    • The water cannot be consumed lest it simply vanishes.
    • Only about a bucket’s worth of water may be conjured at a time.

    Branch - Water Evocation

     

    Animate Broom [Non-Combat] - A lesser feat of telekinesis and transfiguration, allowing a mage to temporarily animate a broom or mop to perform sweeping/mopping tasks within the home. Such imbuement lasts only until the task is completed, before the object puts itself away.

    Spoiler

    Redlines and Guidelines:

    • The mop or broom cannot do anything more than what it is intended to do, meaning it cannot do anything more than mop or sweep.
    • Once the task is completed, the object will put itself away in a corner.

    Branch - Telekinesis and Transfiguration

     

    Command Object [Non-Combat] - Lesser objects are able to be passively moved with telekinesis should the mage have a need for such. This may be used for simple things like washing dishes with a sponge or opening an unlocked door from a distance. 

    Spoiler

    Redlines and Guidelines:

    • This spell cannot be used to command anything that weighs over 5kg.
    • A mage may command up to two objects at once.

    Branch - Telekinesis

     

    Illusive Words [Non-Combat] - A minor spell of illusion, permitting the caster to write softly glowing words upon any surface desired. The words, however, only lasts for a brief moment before vanishing, long enough for one to read them.

    Spoiler

    Redlines and Guidelines:

    • The words cannot last longer than two emotes.
    • Everyone in the vicinity sees the words, including the caster. A mage cannot cause just one person to see these words should others be nearby or in the same room.

    Branch - Sensory Illusion

     

    Clothing Shift [Non-Combat] – Upon examining their wardrobe, a domestic mage can chose to voidally shift right into their clothing, assuming it is nearby and within sight. 

    Spoiler

    Redlines and Guidelines:

    • This spell permits a mage to voidally shift their clothing ONTO them, so long as the garments are within sight and nearby.
    • This spell cannot be used in combat to avoid incoming attacks, as it will not move your position at all, only move the clothes onto your body.

    Branch – Voidal Shifting

     

    Perfume [Non-Combat] - With this minor illusion spell, a domestic mage is able to make themselves or their residence possess any pleasant smell that they wish. One may choose to make their home smell of cookies or herbs or flowers with such a spell, or apply a pleasant smell to themselves.

    Spoiler

    Redlines and Guidelines:

    • The perfume spell can only be used for pleasant spells, meaning that purposefully unpleasant odors are not possible. 
    • Such smells have no physical presence other than smell. This ‘perfume’ is able to be smelled by all within a close vicinity or within the house.
    • The smells are fairly faint and cannot mask any strong unpleasant odors, such as a decaying corpse.

    Branch - Sensory Illusion

     

    Conjure Familiar [Non-Combat] – This spell permits a domestic mage to conjure for themselves a simple familiar which they can play around with and perform simple tasks within their natural ability.

    Spoiler

    Redlines and Guidelines:

    • mage is able to conjure for themselves a simple familiar to assist with household tasks or simply to interact with.
    • The conjured familiar cannot exceed the size of a corgi.
    • A household mage may only have one familiar out at once.
    • While a mage is not required to dissect the animal to make it a familiar, the animal must be a regular creature, meaning nothing magical or mystical. 
    • The creature cannot exceed a five block radius away from the caster, lest it be deconjured.
    • The familiar cannot fight or commit villainous acts, such as thievery.

    Branch – Conjuration

     

    Pick Lock [Non-Combat] - By using this minor form of alteration, a mage is able to pick any locked door they so desire. Such a spell gives a mage a very small advantage, though magically consuming a lockpick in exchange. 

    Spoiler

    Redlines and Guidelines:

    • This spell requires at least two emotes to perform with a lockpick.
    • Pick Lock requires a lock pick in order to perform.
    • This spell follows all other rules of lockpicking and does not affect smashing down doors, only lockpicking.

    Branch - Alteration

     

    Force Lock [Non-Combat] – By using the power of alteration, one is able to force a door to lock itself from a distance. Such a lock will hold the strength of an average descendant lock.

    Spoiler

    Redlines and Guidelines:

    • This is really just a fancy spell that a mage can use as a roleplay alternative to the /lock command. 
    • This spell only works on doors that the mage owns and are not yet locked by another entity.

    Branch – Alteration

     

    Animate Letter [Non-Combat] - By enchanting a letter, a mage can animate any letter once folded into any shape of aviation and send it flying to any destination on its own.

    Spoiler

    Redlines and Guidelines:

    Animate Letter requires three emotes to perform.

    • The letter must have some sort of avian shape, whether it be a plane or a bird. 
    • This spell adheres to all bird redlines.

    Branch - Alteration

     

    Rearrange Words [Non-Combat] - A lesser spell of transfiguration, allowing a mage to rearrange words on a letter in order to reply to another letter. It cannot create ink, but instead rearrange letters already written. 

    Spoiler

    Redlines and Guidelines:

    • Rearrange Words can take the words of a sent letter and rearrange them to form new phrases in response. This does not mean one is simply limited to the letters already given prior.
    • This spell cannot be used in any malicious way, such as sabotaging a letter or forgery.

    Branch - Transfiguration

     

    Mage Light [Non-Combat] - A simple and useful spell permitting the caster to conjure a small sphere of pure light to illuminate the area around them. Such a light is quite soft, unable to exceed that of a torch in terms of brightness

    Spoiler

    Redlines and Guidelines:

    • Mage Lights can be permanent or temporary, being simply little spheres of light which hover in one particular area.
    • Mage Lights are not able to blind and have no effect on dark creatures, only able to give off light equivalent to that of a torch. The light provides no heat as well as no solidarity.

    Branch - Alteration and Transfiguration

     

    Overall Redlines and Guidelines

    • Domestic magic requires an MA to practice, though as it is a feat it requires no slots. A domestic mage may only apply for a TA after they have learned and mastered all of the spells.
    • A domestic mage with a valid MA may learn any spell from any domestic mage with a TA, meaning that their initial teacher does not have to be their sole instructor. Such side-lessons, however, must be recorded.
    • Spells of household magic do not affect progression in order magics of that specialty. For example, a mage who uses ignite would still have the same tier progression in fire evocation as anyone else.
    • All spells have a maximum range of six blocks away from the mage, lest they be rendered null and void. The line of sight rule also must always apply.
    • Most spells can be performed within a single emote unless stated otherwise, usually casted with a flick of the wrist or snapping of fingers.
    • Domestic spells cannot help one to gain any combat advantage and can cause no harm whatsoever.
    • Additional spells may be run through LT approval.

     

    OOC Explanation

    Most of Void magic is centered around combat and throwing spells towards opponents. Domestic magic, however, allows for some flavorful roleplay centered around using the Void to perform simple household tasks. It's a fun little magic that I wouldn’t want to see gone.


     

    Spoiler

    Credit for This Lore

    Pundimonium - Author

     

    Previous Lore Writers

    Toxcat, Booklight12, Supremacyops, Urara

     

    Citations

    Original Lore: https://www.lordofthecraft.net/forums/topic/174896-✓-domesticated-magic/

    Mage Light Lore: https://www.lordofthecraft.net/forums/topic/133376-lore-mage-light/

     

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