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Posts posted by Fleur___
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10 hours ago, Le_Psit said:
The irp part of creating a new Court essentially. Hence why I also included if you could describe the process using an example character; just a simple person for the sake of argument.
This would make more sense to put in the guide, which will have example emotes of everything.
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14 hours ago, Samler said:
Boomvoice, makes sense to add Atronachs to the immune list I guess?
According to the Fae Ring lore:
"Unnatural beings that are specifically stated to be against nature or a true imbalancing creation would depending on what it was, feel the presence and hear the angry voices of nature all around them. A massive disorienting effect."
I would say Atronachs fall under "imbalancing creation", so they would be affected by the disorienting effects of Boomsong. Forgot to add them to the list of those affected, but they still apply under this redline:On 4/4/2024 at 5:47 PM, Fleur___ said:Beings that are considered to be truly against the balance of nature (Voidal CAs, Voidstalkers, etc) are both subjected to the disorientation as well as the angered voices of nature.
The angered voices don't have a mechanical effect as it is right now, so they are not actually affected any more than a normal descendant.
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@alexmagus Added some redlines and tweaked some text after seeing your notes. Any additional comments?
(Red is new/tweaked text)
Scaledust
On 4/4/2024 at 5:47 PM, Fleur___ said:A shrunken individual must dedicate a full emote of unshrinking before being able to initiate combat (punching, unsheathing sword, etc.) Should they be forcefully unshrunk by the start of combat, they still cannot unshrink and perform a combative action in the same emote.
Whimsy
On 4/4/2024 at 5:47 PM, Fleur___ said:In combat, the Vex may send a stronger burst of Tayna to stop or redirect mundane attacks from individuals within [20] blocks of them by spending [2] emotes (Connect, Cast.) It does not put the target in a vulnerable position nor interrupt any non-attack related action, simply allowing the Vex to escape unharmed. This can manifest in any natural manner, such as a sword suddenly feeling heavier than normal, arrows turning to flowers as they're pushed off course, or the Vex appearing somewhat displaced as to throw off the aim of a potion. This may be used once per encounter in combat, and an additional time for each Tier above 3, at a max of 3 times per combative encounter.
On 4/4/2024 at 5:47 PM, Fleur___ said:Seers, Druids casting Greensight and those wearing alchemic goggles able to see mana, are able to ignore the illusion effect entirely. However, their mundane attacks are still able to be stopped or redirected by the combative version of the spell.
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8 hours ago, Jihnyny said:
This cant work with the Haruspexy or lutaumancy feat. I’d say fix that in the ‘working with all deific feats’ part.
( shamanism)
Both are already stated as incompatible, as they would fall under "Deific feats."21 hours ago, Fleur___ said:Vexing is compatible with Cursed Children, Alchemic Feats, Vivification, and all Druidic and Misc feats. It is incompatible with all Voidal magic feats and all other Dark and Deific feats.
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This amendment is made as an adjacent to the Vexes of the Vein lore post in order to clarify and clean up any potential compatibility conflictions with the intent to allow sprites to learn Vexing. Sprites in their current state seem to hold a very unique niche where it's supposed to be a whimsical and magical CA for both the player and those who interact with them, but has ended up being reduced to something which is draining to play and seen exclusively as either a nuisance or random, relatively unmemorable interaction for most of the people who interact with them. While heavily overdue for a proper rewrite that modernizes the CA to be far more fulfilling to for both the player and those who interact with the CA, this amendment is mainly to patch any lore incompatibilities with them being able to learn Vexing shall it be accepted.
Altered Lore
SpoilerSprite’s spirits do not function like the soul of a Descendant, and are not compatible with using any kind of magic.
to
Sprite’s spirits do not function like the soul of a Descendant, their inherent fae nature inhibiting compatibility with magics that are non-neutral or non-fae.
Altered Redlines
Spoiler- Sprites cannot learn magic
to
- Sprites can only learn magics or feats that specify/explain their compatibility.8 -
- Popular Post
- Popular Post
Vexes of The Vein
(Art by Patricia Pria)
“Fairy mischief is just a part of life. Anyone with common sense accepts this and does their best to co-exist, with bribes of milk and shiny things.” - Ivelisse Housman
Beyond the primal certainty of mortal nature is that of the faerie, the ethereal, enchanted wild from which entwines invisible roots amongst the countless realms of the cosmos. The faerie manifests itself in many ways, capricious as it is unchanging and as whimsical as it is malicious. In its natural form, it is the mischievous inspiration of the Fae.
Vexes exist, whether possessed rangers of the weald or wyldwitches of the fair-folk, as channelers of this kindly power. While seemingly akin to those of druidic persuasion, Vexes are champions of unchained and otherworldly nature which easily throws off ancient beliefs of balance.
While druids possess connections to the Eternal Forest itself to draw forth its environmental deific mana, Vexing requires Tayna in its immediate birth from the deific anima present only in the bodies of beings within the Fae Realm. Mortal Vexes must bind themselves to a Liege, a greater evolution of a mere Sycophant in order to generate this elusive and ephemeral state of the Aspect’s deific mana.
On Tayna
Tayna, also called Fae energy, is the term used for the deific mana which suffuses the realm of the Aspects and radiates from their direct creations and servants - the very same term utilized by the elder Elves when referring to “life” itself, and the energy of the living. While used by both Fae and druii alike, Tayna possesses faintly different properties depending on its various states.
Inherent Tayna: Tayna that is born of the anima of lesser creations of the Aspects. This is the Tayna required by Vexing and the fuel of magicks used by faeries themselves. Tayna which has yet to leave the body of its originator is less potent but more capable of influencing differing souls, minds, and materials than its later counterparts. Inherent Tayna is produced by true fae, Epiphytes, and Transcendent druids.
Environmental Tayna: As this inherent mana disperses from the body of its origin and cycles through the Fae Realm, it becomes more fine and fluid. While more potent, it is more attuned to those with the touch of the Aspects and as such generally only able to affect “natural” beings. This property can be seen in druidic infusions, enchantments only able to settle upon materials of nature. Environmental Tayna is also the only form capable of traversing realms, and as such is the mana which generates from soul trees, druidic connections, and Fae Rings.
Crystal Tayna: As environmental Tayna flows into the mortal realm, it seeps into the earth and grows dormant in a manner comparable to mana forming redstone.The mana waits, slowly crystalizing and growing into the “living crystals'' known as Kuila. While unable to be repurposed as mana itself, it is capable of absorbing Tayna it comes in contact with. It forms in distant wild places, as well as rarely upon the bodies of Transcendent druids, Vexes, or ancient Fae.
True Tayna: Tayna in its truest form is created only from the anima of the Aspects themselves or their greatest servants, such as the Mani or the various elusive greater fae of the Eternal Forest. True Tayna can be utilized for things which both environmental and inherent mana can be used for, though it will disperse into environmental mana as those of lesser faerie. This form of Aspectual mana rarely graces descendant kind, notably in the blessings of mani or the infusions that power the Aspect stones.
SpoilerDespite its various forms, Tayna appears to druidic communion and other means of perceiving mana as identical.
The exact nature of Tayna is not innately known by anyone, even Vexes. This includes the distinction of its different forms. One must learn about it through RP.
Tayna, Vex, and any of the other terms in this post may be used in RP, as long as they are learned through RP. However, cultural interpretation is strongly encouraged, for both Courts and non-Vexes. Courts are supposed to be unique.
Nothing that originates from this magic (spells, rites, physical changes, etc.) may be used to engage in sexual FTB or anything leading up to it.Compatibility
(Art by exellero)
“The comforts of the mortal world are as sweet as honey and as sickening as venom. Abstain from their temptation lest you sully the image of the primal beauty.” - The Branch of Immortality
Vexing is a [2] Slot Deific Magic drawn from either the patronage of a Fae Liege or some other connection to the Fae Realm itself. The magic may be taught by any with a valid TA, but has the following limitations:
Vexing is compatible with Druidism, Seer, and all Misc Magics, being incompatible with all other Deific magics and all Dark and Voidal magics.
Vexing is compatible with Cursed Children, Alchemic Feats, Vivification, and all Druidic and Misc feats. It is incompatible with all Voidal magic feats and all other Dark and Deific feats.
Vexing can be used by all Descendants (Humans, Halflings, Hybrids, ect.), Sprites, Epiphytes, Klones, Kha, Hou’zi, and Musin. Other CAs are incapable of using the magic unless they explicitly state otherwise.
Vexes must be bound to a Court to progress beyond Tier 3 in the magic, and have their abilities restricted to Tier 3 should they find themselves not bound to any Court later. A Vex may only apply for a TA after reaching Tier 5 in the magic and being taught all of its spells and rites, after which they may begin the process of connecting new Vexes.
Connection
(Art by F3LC4T)
“Come Fairies, take me out of this dull world, for I would ride with you upon the wind and dance upon the mountains like a flame!” - William Butler Yeats
Lieges
Sycophants, sentient spore creatures of the fae that settle in mortals' bodies and minds - often consume their own kind in an attempt to advance to a greater form; to evolve. Few manage to achieve this on their own, amassing sufficient energy to transform into a Liege. Their powers of trickery and deception increase tenfold, now possessing the equivalent of a lesser soul. Like their lesser kin, they too crave a host to torment, but now they can offer something far greater in return.
A mundane mortal depends on the binding of a Liege to their soul to produce the inherent Tayna needed for Vexing. Those already fae-touched need not invite a Liege to their being, as they possess enough inherent Tayna to learn and master Vexing without it, though they may still do so if they wish.
SpoilerLieges will not grant any information of the Fae Realm or the Aspects beyond vague things the Vex themselves already knows. They will similarly not inform the Vex or others about things which would be considered metagaming (such as the circumstances of someone’s death.)
An actively communing druid or Sprite will sense a Liege's presence within a Vex. They may commune with it the same way they would commune with an animal, such as through Sprites' Nature's Communion or druidic Beastspeak.
If a Sycophant resides within a to-be Vex, then being connected to the magic will ascend the Sycophant to the status of a Liege. The Vex must notify ST so their Sycophant FA may be denied.
Once becoming a Vex, they can no longer obtain a Sycophant FA until they drop the magic, since it immediately evolves into a Liege thanks to the abundance of Tayna in their body.Should a Vex make a valid Transcendence FA or Epiphyte CA, they may convince the Liege to leave their body and retain the magic. This is no easy feat, and it is encouraged to be done through proper RP.
Union
Part symbolic, part magic, each Court of the Fae upon the mortal world has its own series of rites and rituals designed to wedge a soul from what is mortal so that it might be ready to bear the presence of a Liege in time. Without these rites, the Tayna they wield would not respond to their instincts and prove useless.
The many rituals act akin to trials of other magics, testing the alignment of a prospective student’s nature to the needs of a Vex. They can manifest in a myriad of thematically appropriate forms, such as hunts of dangerous beasts, communal dances beneath the full moon, or completion of grand pranks. Upon completing these rituals, most Vexes are required to undergo a final rite in which a Liege is summoned and infused into their very being by going through the Union ritual.
The to-be Vex is brought to a Vex Court or Fae Ring, where their teacher performs a freeform ritual of at least [5] emotes. The ritual itself varies from Court to Court: being submerged in water, sitting in a circle of lit incense, performing a blood oath, etc. After the ritual has concluded, the teacher may summon the Liege as a cloud of glowing spores. Should the Liege find the student compatible, it will phase into the student with a strange painful and writhing sensation, like roots burrowing through the student’s skin - effectively binding both entities together. After this connection process, the student will feel their body beginning to change as the Liege makes itself ‘at home’ - leaving them sluggish, tired and otherwise combatively incapable for an OOC day.The body of the Vex transmutes slowly due to the presence of the Liege. At Tier 1, all Vexes will find their blood has become like the ichor universal to all fae, a floral sap or other fluid of some variety. They will also notice that they’re able to withstand walking into a Fae Ring, tolerating but not understanding nature’s song. At Tier 3, a Vex will show minor traits of their magic, such as bestial eyes, hair made of leaves, horns of Kuila crystal, cloven legs, shimmering skin, or glittering breaths.
SpoilerAt least three rituals, not including the invitation of a Liege in the Union ritual, must be performed before a Vex MA may be created. This must take place across at least two OOC weeks.
The connection process is innate knowledge to anyone with an accepted Vexing TA.
The Union ritual cannot be done while in combat. Should the Vex be physically interrupted or be forced into combat, the ritual will fail and the Liege will disappear.
In order to be connected, both parties must consent IRPly and OOCly.Once connected, the student cannot perform any strenuous tasks, including combat, for an OOC day.
The binding of a Liege to the Vex’s soul does not leave the soul damaged or modified in any way, even after dropping the magic.
A Vex may freely walk into a Fae Ring or any other place with an abundant presence of nature’s song without being affected by its disorienting effects. They are unable to understand it, however.
Traits granted by a Liege are purely aesthetic and cannot be used combatively in any way without the use of a valid MArt. Horns will break and fail to even slow sword strikes, for instance. Any broken aesthetic effects will be grown back once the Vex returns to their Court over the course of a narrative day. This does not heal any main body parts, however (i.e cloven legs will not heal any faster, but broken horns will.)
In order to obtain a TA, a Vex must be T5 and know all spells and Rites. After this, they may freely connect new Vexes, even if they find themselves restricted to T3 after being unbound from a Court.
A Vex may freely drop the magic by convincing the Liege to leave their body and find a better host, taking with it any aesthetic effect the Vex may have had thanks to the magic. Upon dropping Vexing a second time, the body is too weak to properly harness the inherent Tayna that the magic needs.The method of connecting Epiphytes, Sprites, and Transcendence Druids without calling a Liege is explained in the Rite of Root. Epiphytes and Transcendent druids can only drop Vexing by replacing it with another magic through an MA, while Sprites cannot drop it at all outside of a MArt or other great feat.
Afterlife
Should a Vex meet their final death while possessing a Liege, they will fall victim to a cruel fate akin to most who fall to the sway of the fair folk. The Liege, should no other fates place themselves up on the Vex, will consume a lion’s share of the ranger’s anima in reward for its assistance. This leaves the Vex transformed, bound to be reincarnated over and over as a lesser souled faerie within the Eternal Forest. This can be circumvented should the Vex have another fate waiting for them when they die - whether it is to forever become a Fae Plant as an Epiphyte, or retire to the Eternal Forest as a druid.
SpoilerThe Liege only consumes the Vex’s anima when the player chooses or is forced to PK the character. Otherwise, the Vex is still revived by the monks the same as everyone.
The lesser fae afterlife takes precedence over any ‘default’ afterlife, such as the Seven Skies or Ebrietas. Other fates with more potent ties will overpower the Liege and prevent it from consuming the Vex’s anima (i.e Druids, Epiphytes, triple-sanctioned Seers, etc.)
Banes
(Art by Jodie Miur)
“The land already knows its destiny. I simply ask it to share the tale with me.” - Magic: The Gathering
Not without consequence, the close influence of the fae needed to perform Vexing comes with various psychological and physical determinants not expressed by mundane mortals or even elder druii. These effects settle in as soon as the rituals upon the Vex have completed, only fading should they abandon the magic altogether.
Azhl Vulnerability: The most notable of weaknesses for a Vex, being wounded by Azhl works akin to thanhium on them, preventing them from casting for the remainder of the conflict while slowly withering at their strength.
Fae’s Disdain: The Vex finds themselves with a certain disdain for unnatural things, unable to use certain items or enchantments. This revolting feeling often extends to practitioners of Dark and Voidal magics the most, making any form of social relationship difficult.
Tayna Dependance: The movements of the arm, and to a lesser extent the body, are heavily important to a Vex. They may not cast without one arm being open and not covered in armour greater than that of hardened leather. The Vex and their innate connection to nature requires freedom of the form in order to be closer to the fae energy around them, unbridled by the barrier of material - forcing them to limit their coverings even when not casting.
SpoilerThe Vex is unable to perform any form of casting for the rest of the CRP or narrative encounter upon being cut by Azhl.
Being cut by Azhl will wither at the Vex’s strength for the rest of the encounter, reducing them to that of a Tier 5 Voidal mage after [5] emotes of being cut, or [3] should they be an Epiphyte, Tree Lord, or Sprite. This will last until the end of the encounter.
Vexes are incapable of using enchantments born from magics incompatible with Vexing. As of the writing of this lore this includes Naztherak Boons, Witchdoctor Hexes, Blood Magic Ensorcellments, Voidal Enchantments, and Paladin Orisons. This extends to materials made from such magics, such as Arcanium and Rokodra.
Vexes are similarly unable to utilise things which disrupt their connection or nature, such as Smoggers, Thanhium, Azhl, or Null Arcana.
Disdain towards Dark or Voidal users only occurs upon becoming heavily suspicious of or aware of their nature as a practitioner of such arts. This cannot be used to metagame.
A Vex’s disdain is inherently applied to all thoughts regarding those associated with Dark or Voidal arts, although Vexes can suppress any external displays of their ire through conscious effort to do so. While forming relationships with these individuals is greatly inhibited, they are not impossible to sustain so long as a Vex holds believes that it's beneficial for themselves or their Court.Vexes must keep at least two parts of their body lightly armoured or unarmored at all times, or be unable to participate in CRP to any offensive degree. These body parts must be an entire arm and one from the following: Other entire arm, Entire leg, Upper torso, Lower torso, Head, or Neck.
Vexing Glamours
(Art by Felipe Castro)
“The hunter drew her dagger and found she grasped a flower. She reached for an arrow, but her quiver held only leaves.” - Magic: The Gathering
In order for a Vex to call upon their Tayna, they must have it seep out from their skin through one of their lightly armoured arms. This acts as the connection emote, and need not be repeated should they retain their concentration. While connected, and for [1] emote after connection ends they will find their chosen arm unable to assist in any combative act beyond casting. How this appears to happen is up to the Vex so long as it does not affect combat, such as the formation of frost and symptoms of frostbite upon the limb, the limb becoming entangled in thistles, or its veins glowing green and becoming afflicted with alien hand syndrome.
While casting a spell, aesthetic effects may extend beyond this limb to the rest of the body or the environment around the Vex, such as leaves turning autumnal colours, snow swirling with chilly winds around their body, or ethereal gossamer wings forming upon their back. Their connection can be ended at any time, though it will forcibly end should the Vex experience severe pain, dodge a short-range attack without the use of Whimsy, make a non-magical attack themselves, be shoved to the ground, or move beyond the limits of their spell, unless otherwise stated.
SpoilerThe connection and casting aesthetics of the Vex must be thematically tied to nature or the fae, harmless, and obvious to all around.
Epiphytes and Sprites will regain control of their arm as soon as they cease their connection, as their fae bodies are affected to a lesser extent by harnessing Tayna.The casting aesthetic is limited to a radius beyond the Vex equal to their Tier (i.e A T1 Vex’s casting aesthetic is limited to 1x1, T2 is 2x2, etc.)
Usage of any spells from other magics in combat, including druidism, must be separated by [1] non-magical emote where they cannot be actively connected to their Tayna or preparing the spell from the other magic. A druid’s passive communion and other equivalent passive effects are not affected by this, but they still may not prepare a spell until after the 1 cooldown emote.
Sprites and Epiphytes may use their CA abilities without disrupting their connection, though a Sprite’s flight is limited to a height of 3 blocks.
Vexes are limited to 4 blocks per emote while connected and/or casting in combat, unless otherwise stated.
Glimmer
[Non Combative / Enchantment][Tier 1][1/2 Emotes]
A Vex is capable of instinctually manipulating their Tayna in a wide variety of creative, if harmless ways to aid in their endeavours.
A Vex can spend [1] emote (Connect & Cast) while not in combat to perform minor aesthetic effects upon their environment, such as having bramble clear out of their path, parts of herbs harvest themselves, moss appear upon a surface, or brisk winds shroud the caster.
Additionally, the Vex may spend [2] emotes (Connect, Cast) to charge this mana and place it upon an object like an enchantment while not in combat. This alters the perception of the item, causing it to obtain natural or fae aesthetics, such as appearing made entirely of roiling sap, being entwined in flowering vines, or releasing clouds of glitter and a pleasant tune. This spell may be used a number of times this way per OOC day equal to the casting Tier of the Vex.
SpoilerForm one is only capable of affecting the surrounding environment within 5 blocks of the Vex. Form two can only affect non-living items of cart size or smaller. Thanhium, Azhl, and items with incompatible enchantments cannot be affected.
The effects upon surroundings or items are purely cosmetic, and cannot bring any form of harm or advantage. They cannot be communed with as one would with natural flora, since they are only an illusion.
The enchantment on an item cannot be used to completely disguise the material of a weapon. The weapon can still be aesthetically changed with the spell, but its true material must be obvious to others. A Vex cannot make an Aurum blade look entirely wooden, for example.
A Vex may enchant an item with this spell a total of 5 times per OOC day at T5.
Items made with Glimmer are player signed.
Visitation
[Non Combative][Tier 1][Passive]
Much like Sycophants, Lieges use the mind and senses of a Vex to their own personal amusement.
While not in combat, the Liege is capable of altering any sensory information the Vex receives. This can be something as harmless as shuffling colours around to as cruel as making loved ones look unrecognisable. The Liege will also use this ability to seemingly ‘manifest’ in the vision of the Vex in their own preferred form in order to communicate with them.
While within a Court, Vexes of the same Court are able to witness the manifestations of each other's Lieges to a minor extent, the faeries able to appear and talk to others but unable to further alter the senses of those outside their own host.
SpoilerVexes without Lieges are only capable of witnessing others, losing the first part of the ability.
Lieges do not ‘take over’ Vexes, simply altering what the Vex perceives.
Wyldburst
[Combative][Tier 2][3/4 Emotes]
The only directly harmful spell available to a practitioner of faerie magic, a Vex is capable of forming Tayna into a deadly projectile - whether it be a ray of silvery moonlight, or a bolt of swirling snow.
A Vex may spend [3] emotes (Connect, Charge, Cast) before releasing it in a ray or baseball-sized projectile towards a target within [30] blocks with the speed of a crossbow bolt. This ray bears properties akin to any mundane projectile, save for the fact it delivers none of the piercing force of the strike. Armour may be dented, skin bruised, and bones beneath fractured or broken akin to an crossbow strike, but the flesh nor organs will be gouged in any way.
Upon reaching Tier 5, the Vex may add an additional charge emote to either increase the strength of the projectile from a crossbow bolt to an arbalest or increase the knockback of the impact. The latter will cause a target of peak human strength to be launched back up to [4] blocks and peak orcs up to [3] blocks. Things like Ologs will not be pushed back at all, but a well-aimed shot to their legs will effectively disrupt their balance and knock them to the ground on the spot. This spell may be used a number of times per encounter equal to the individual’s Tier in Vexing, regardless of which version of it is cast.
SpoilerA Wyldburst projectile may have a harmless aesthetic tail that trails up to [2] metres after it.
A Wyldburst projectile cannot be disguised as anything mundane, it must take the appearance of something magical and nature-esque.
The projectile can dent or cave in plate, bruise and fracture bone, or break bone entirely. It cannot pierce into flesh or vital organs. It is not concentrated enough to strike through small gaps in armour either.
Requires line of sight with the target.The spell can be redirected by any magic able to redirect a mundane projectile of comparable force and speed, or blocked by a shield raised to block the emote before. Due to the blunt force of the ray, a shield may crack and dent at the point of contact.
A charged Wyldburst with added knockback aimed at the legs of an Olog-sized creature will cause it to fall to the ground where it stands. Attempting this on anything bigger would be up to the discretion of the ET or player of the creature.
A Vex may cast the base version of the spell at crossbow-strength in [3] emotes, the arbalest-strength spell in [4] emotes, or the knockback spell in [4] emotes. These versions cannot stack on top of each other.
A Vex may cast this spell a total of 5 times per encounter at T5. All three versions of the spell count towards this limit.Scaledust
[Non Combative / Combative][Tier 2][2 Emotes]
Iconic to mischievous pixies, wyldwitches are capable of imbuing deific mana into something in order to rapidly reduce its size.
The Vex may scatter their Tayna over an object or person over the course of [2] emotes (Connect, Cast) while not in combat to reduce their size and weight by up to ten times. This remains so for a narrative day should it be placed on a person or object not held by the Vex. This spell may be used a number of times per OOC day equal to the Vex’s Tier.
Should a person enter combat in this shrunken state, they will immediately return to normal size in their mechanical location. Handheld objects can similarly be returned to their normal size and weight by spending [1] emote, acting as a flavorful way of drawing a weapon.
SpoilerA Vex is not able to shrink anything more than 3 blocks away from them.
Vexes may shrink themselves using this spell.
A shrunken individual must dedicate a full emote of unshrinking before being able to initiate combat (punching, unsheathing sword, etc.) Should they be forcefully unshrunk by the start of combat, they still cannot unshrink and perform a combative action in the same emote.
A Vex or other shrunken individual may remain in their reduced size during combat if ALL parties agree (including event runners should they be in an event).
Shrinking another person or a creature owned by another person requires OOC consent.
One may not have more than 3 shrunken weapons on their person at a time, regardless of if they are a Vex or not.Unshrinking cannot be done in any way which harms anything (no dropping pianos onto people’s heads, or attacking the same emote a weapon is unshrunk.) Only handheld items, such as weapons, shields, quivers, etc may be unshrunk in combat. You cannot throw a barricade in front of yourself for instance.
Objects on a shrunken person shrink with them, their physical capabilities and said objects reduced to become essentially harmless.
Sprites may not shrink themselves, but are able to use shrunken weapons as flavorful ‘needles’ in combat. Sprite players may also use this spell as a way to justify the use of RP items from their inventory that would otherwise be too big for them to be carrying around.Only objects which would fit in a 3 by 3 by 3 area can be shrunken, save for Fae Plants, which may be reduced with OOC consent of the Epiphyte player in order to transport them.
A Vex cannot shrink living beings to a size less than 10 inches, played or not. This includes Fae plants. Objects may be shrunk down to 2 inches at most, taking into account their initial size.Shrunken individuals may not enter spaces they could not mechanically. Squeezing through a door still requires the appropriate commands, RP and signs.
A Vex may cast this spell a total of 5 times per OOC day at T5.
Whisk
[Combative][Tier 3][3 Emotes]
Similar to that of a darting Sprite or faerie, a Vex may channel a similar burst of stamina and speed akin to their smaller fae counterparts by manipulating the Tayna around them to aid them in their movement.
Over the course of [3] emotes (Connect, Charge, Cast), the caster may loosely summon and control their Tayna to direct it around their own body - displayed in a magical swoosh like a sudden swirl of snow taking over their legs, or a gust of spring petals dancing around themselves. This ‘wind’ heightens their senses, allowing them to perceive changes at a quicker rate - but not beyond descendent limitations.
This also allows them to briefly move beyond what they could normally - allowing them to move up to [10] blocks if sprinting without any actions, and [6] blocks if performing an action, while in combat. This effect lasts for [4] emotes, or until the Vex is bound or injured. This may be used once per encounter in combat, and an additional time for each Tier above 3, at a max of 3 times per combative encounter.
SpoilerEnhanced sense does not equal superhuman abilities. One may find their sense of smell sharpened to that of a canine but would not be able to track people over long distances.
Vexes cannot accurately hear footsteps approaching them from behind, or otherwise sense someone’s presence through enhanced hearing.
A Vex’s eyesight may be enhanced to note details, but the field of vision stays the same - no x-ray, or night vision.
Vexes cannot cast other spells while under the effects of this spell.
This spell can only affect the Vex, and cannot be granted upon an animal, person, or mount.
The Vex may only move 4 blocks in the Connect and Charge emotes, but they may begin moving with the effects of the spell from the Cast emote onwards.
Someone merely grabbing a Vex while Whisk is active does not count as being bound, they must be physically restrained (pinned to the ground, tied with ropes, etc).
Being injured counts as any sort of moderate attack or wound (concussion, lacerations, fractured bones, second degree burns).
A Vex may cast this spell a total of 3 times per encounter at T5.
Whimsy
[Non Combative / Combative][Tier 3][2 Emotes]
Pulling from the capricious mischief of the fae, a Vex may shroud objects in Tayna on the fly to interrupt physical actions in comedic or cruel ways.
Whimsy may be used as [2] emote (Connect, Cast) any number of times out of combat to perform a harmless prank, such as causing a slippery puddle to appear beneath someone’s feet or someone’s keys to appear as a cluster of flowers. These effects must be within shout range of the Vex, and will shimmer with their aura color or casting aesthetic.
In combat, the Vex may send a stronger burst of Tayna to stop or redirect mundane attacks from individuals within [20] blocks of them by spending [2] emotes (Connect, Cast.) It does not put the target in a vulnerable position nor interrupt any non-attack related action, simply allowing the Vex to escape unharmed. This can manifest in any natural manner, such as a sword suddenly feeling heavier than normal, arrows turning to flowers as they're pushed off course, or the Vex appearing somewhat displaced as to throw off the aim of a potion. This may be used once per encounter in combat, and an additional time for each Tier above 3, at a max of 3 times per combative encounter.
SpoilerWhen used out of combat, the effects are harmless and can be easily determined as fabrications by all those involved, essentially acting as a means of performing harmless pranks. It can cause items to appear, seemingly disappear, or become something else for a short time.
The effects must be minor, creating nothing larger than the volume of a three metre cube at once. Unlike Voidal illusions, these sensations cannot cause harm and are noticeable by all around them.
In combat, the spell can only be used to evade mundane attacks such as sword swings, punches, arrows and only those targeted at the Vex themselves. It cannot be used to interrupt someone’s defensive action (blocking with a shield) nor an attack against someone else. It furthermore cannot disadvantage the target beyond messing up their attack, such as causing someone to fall prone.
Seers, Druids casting Greensight and those wearing alchemic goggles able to see mana, are able to ignore the illusion effect entirely. However, their mundane attacks are still able to be stopped or redirected by the combative version of the spell.
A Vex may cast this spell a total of 3 times per combative encounter at T5.
Enthral
[Non Combative][Tier 3][2/3 Emotes]
To invoke the majesty of the fae, a Vex may shroud themselves in their Tayna to cause alterations in their form or the sounds of their voice as a [2] emote spell (Connect, Cast,) which can continue indefinitely. This can be used to make them appear more beautiful, animalistic, float partially off the ground, and/or make their voice sound melodic/beastial/etc. This effect is obviously magical to all who witness it.
By spending [1] additional emote channelling, a Tier 4 Vex may extend this effect out further into their surroundings than possible with Glimmer, making them appear more vibrant, more wild, or have their details muddied like a bright light. They may affect the area within [20] metres of themselves to an extent, and may hide the Vex themselves within the environment. There will always be some indication the Vex is there (plants moving, sounds of footsteps, etc.) After casting, this enhanced effect may be maintained for up to [10] emotes total throughout the day, which can be spread across multiple castings if desired.
SpoilerThe effects of the spell must appear natural/fae and clearly magical in some way. You cannot make yourself look like a demon for instance.
Seers, Druids casting Greensight and those with alchemic goggles able to see mana can see through the manipulation with ease.
Should combat begin or a hidden Vex make an aggressive action, the spell will fade away immediately.
Entourage
[Non Combative][Tier 4][3 Emotes]
Kindly lords to their very own foothold upon the mundane, experienced rangers are capable of calling denizens of their Court forth to assist in mischief, manipulations, or purely for the glorification of particularly vain Vexes.
While bound to a Court, a Vex may call forth up to five minor fae from that space any number of times by spending [3] emotes (Connect, Charge, Cast.) These fae are harmless, only carrying out tasks or pranks for the Vex for 1 narrative day or [2] OOC hours before vanishing once again. They must remain within [20] blocks of the Vex at all times, vanishing should they leave or if combat begins.
SpoilerMinor fae are outlined under Fae Courts.
Minor fae will assist in pranks and tasks, but will be unwilling to put themselves in the path of possible corruption. Should they be corrupted or should CRP begin, they will immediately flee back to their Court.
The corruption of the fae leaves their forms immediately after they enter their Court.
Boomsong
[Combative][Tier 4][3/4 Emotes]
In a whimsical reflection of the grand gift of druidism, a Vex is capable of allowing anyone but themselves the experience of the song of nature in its brief yet incapacitating moment.
By channelling Tayna towards a being within [20] meters, the Vex may cause them to be struck by a flash of the unintelligible cacophony of whispers, hums and melodies that encapsulated all of nature’s voices. This takes [3] emotes (Connect, Charge, Cast) to cast and can be cast twice per encounter. Should something be struck they will not be wounded, but instead become disoriented for [1] emote and have any casting or focus intensive activity they are performing interrupted.
Upon reaching Tier 5, a Vex may use Boomsong to disorient their target for [2] emotes instead. They may also add an additional charge emote to allow the spell to ‘boom’ outwards in a 5x5x5 radius around the targeted individual. The target will be disoriented for [2] emotes, while those within the rest of the radius will be disoriented for [1] emote. This enhanced version of Boomsong can be cast once per encounter, using up both charges of the base spell.
SpoilerDescendants, Sorvians, Machine Spirits, and bestial CAs (Hou’zi, Kha, Musin) are disoriented, while Druids, Epiphytes, Sprites, Fae, Vexes, Undead, Golems, Automatons and animals are immune to the disruptive effects of the spell. This list is non-exhaustive; anything that would be affected by walking into a Fae Ring would be affected by this spell.
Undead are subject to the same effects as stepping into a Fae Ring. This includes mental and physical unease but in no way crippling or detrimental.
Dark MAs and CAs are subject to the disorientation of the spell, as well as a faint feeling of needing to step away from the Vex.
Beings that are considered to be truly against the balance of nature (Voidal CAs, Voidstalkers, etc) are both subjected to the disorientation as well as the angered voices of nature.
Those disoriented by this spell cannot sprint, attack, prepare spells, or otherwise perform an action relevant to combat for the duration of the effect.A Vex may cast the enhanced version of the spell on a creature that is immune to the disorientation, even themselves, simply using the target as the epicenter of the radius.
The spell may be counteracted by anything which repels deific magic, or by simply putting a physical boundary between themselves and the caster as it requires line of sight and does not go through walls. Natural obstacles like trees and bushes do not count as walls.
A Vex may only use one of the two versions of the spell per encounter. If the Vex casts the single-target spell once, they cannot cast the radius spell in that same encounter, since it requires the use of both charges from the base spell.
The Vex is limited to 3 blocks of movement per emote while casting this spell.
A Vex may cast the single-target version a total of 2 times, or the radius version 1 time, per encounter at T5.
Trickery
[Combative][Tier 5][3 Emotes]
Ever bringers of confusion, a masterful Vex is capable of disrupting those that too heavily rely upon lesser minded minions.
A Vex may spend [3] emotes (Connect, Charge, Cast) to extend their magic out to shroud around a single summoned or otherwise lesser companion creature to disorient, or ‘trick’ them, causing its directions to be heard in a constantly changing manner. This causes the creature to remain stationary, only acting to defend itself from attacks for [6] emotes or until the Vex is disrupted.
When cast upon dependent companions or summons, this has the side effect of allowing the creature’s master to temporarily relieve themselves of the restrictions of controlling it (such as allowing a conjurationist to cast other spells without losing the summon.) When the Vex’s spell ends or is disrupted, the controller of the summon has a [2] emote window to establish control of the companion before it vanishes or flees combat.
SpoilerRequires line of sight while being cast.
This spell only functions upon NPC summons/companions in player CRP, as long as they are able to perceive commands. The spell may also work on event beasts at the discretion of the player/ET running the event. It does not cause the creature to become suicidal or aggressive, instead simply evading attempts to attack it.
The owner or master of the NPC companion must be no more than 10 blocks away from it to be able to establish control of it after the effects of the spell are over, and they must be within line of sight of each other.The act of preventing the companion from vanishing/fleeing counts as a combative action, so the owner of the NPC companion cannot swing a sword or cast a spell in the same emote.
The Vex is unable to cast further spells while Trickery is active, but is capable of dodging or attacking mundanely while they channel without breaking their connection. Other means of disrupting their connection still apply.
A Vex may cast this spell a total of 2 times per encounter, regardless of Tier.
The Vex is limited to 3 blocks of movement per emote while casting this spell, but they may move the default 4 blocks in the 6 emotes of channelling.
Hengecraft
[Non Combative / Enchantment][Tier 5][5 Emotes]
A point of convergent potential between Vexes and druids, Vexes are capable of infusing their inherent Tayna into large standing objects to bolster natural life in its range.
Hengecraft requires [5] emotes (Connect, Charge, Charge, Charge, Cast) to cast, infusing a standing object with magic. While infused, this object will cause plantlife to surge in its immediate [20] block radius area, becoming intensely overgrown with plant and wildlife akin to a bountiful swamp or rainforest. Should they be made within the same tile as a Court, they may also impart the aesthetics (though none of the benefits) of that Court upon the area. Due to the sudden abundance of magic within the object, the Tayna will warp and change the object to take on fae-like qualities similar to Glimmer’s effects.
Druids with knowledge of Infusion can aid in the performance of the spell to tailor the radiating Tayna further should they wish, effects changing depending on the chosen infusion:
Singing [Communion]: Sentient beings can perceive a subtle, non-invasive variant of nature’s song within the range of the object. This provides no information, simply sounding like a pleasant harmony.
Fertilising [Blight Healing]: The area around the infused object becomes suitable to plants of all environments, such as a patch of desert suddenly hosting wintry pine trees.
Sproutling [Herblore]: Harmless sproutlings born from the plants will infest the radius, working tirelessly to attend to the needs of the flora they can reach.
Faerie Fire [Transcendance]: The least apparent of these modifications, transcendent infusion causes basic fire within the range to become harmless and colorful, protecting the area from fires not spawned from alchemy or magic.
SpoilerRequires a player sign upon the infused object describing its effects and its radius.
The infusion may be done on any stationary object that fits the height limitations and is made up entirely of materials found in nature (stone or ice pillar, tree, tall mushroom, carved statue, fountain, etc.)The infused object may scale up by 2 blocks, increasing by 5m in radius (2 blocks in height / 5m radius - 4 blocks in height / 10m radius - 6 blocks in height / 15m radius - 8 blocks in height - 20m radius).
The infused object cannot look mundane or be disguised as such.
The resulting object is reinforced with Tayna, and requires 8 strikes with non-specialized weapons (swords, spears) and 5 strikes with strong blunt weapons (hammers, maces) to break - causing the magical effects to vanish. The plants grown by the object will remain after it is destroyed, able to be cut down like any other plant.
Should a druid help in the creation process, an ST sign is required.
Non-Vex Druids may aid with creating Henges so long as they know Powersharing and Infusion, although helping create one does not exhaust them as Infusion normally might.
The effects are all completely harmless to all within it. It does not cause anyone to collapse from hearing music or whatever.
Creating a Henge requires RO consent.
A Vex may create a Henge once per OOC week.
Seamshift
[Non Combative][Tier 5][1 Emotes]
A master manipulator of Tayna may use their deep knowledge of the flow of nature and energy to coalesce in a temporary split between mortal and Fae realms. This magical rift acts like a fast travel between locations, using the fae energy channels to apparate elsewhere - whether it be through a pool of water, swirling colours and sparkles, or a sundering crack within the earth.
A Vex may spend [1] emote (Connect & Cast), standing upon nature - like a patch of grass, or at the base of a tree to direct their magic and warp the natural flow of fae energies within the ground. Strange-looking flowers and mushrooms begin to sprout around the forming portal, pulling the seam even further to form a swirling pool of Tayna - those around the portal may hear soft giggling of fae or twinkles of nature’s song from within the rift. This rift may stay open as long as the Vex is still connected and casting, and will close once the casting Vex goes into the rift - closing in a flurry of natural energies matching the aesthetic of the Vex.
SpoilerThis spell merely serves as a flavorful way to use the soulstone and is purely non-combative. If attempted during combat, that would break SS rules and would fail to cast.
While the rift may take on various aesthetics, the actual portal itself may not be disguised or mistaken as a portal from another magic, and must be related to nature or the fae. No disguising your rift as Voidal translocation, for example.
If the soulstone is under cooldown or SS-blocked, this spell cannot be cast.
If travelling with other people, everyone that goes through the rift must OOCly and IRPly end up at the same soulstone pillar / destination. Anyone may use the rift, Vex or not, as long as the Vex creating it is the last one to go through.
Fae Courts
(Art by Geoffrey Ernault)
“First, rehearse your song by rote, to each word a warbling note: hand in hand, with fairy grace, will we sing, and bless this place.” - Shakespeare, A Midsummer’s Night Dream, 5.1.388-391
Far too many descendents have grown complacent in their comprehension of the world they live in, slowly forgetting about the presence of the secrets woven into the tapestry of their land. For those who delve into the art of Vexing, however, these secrets are sought through their estranged means. Though the Fae Realm is out of reach for most, those capable of calling upon the boons of inherent Tayna have forged a method to reroute the leylines that flow through the world into one condensed region. This method utilizes a technique of imbuing sturdy pillars with Kuila markings, enchanting the area with faerie energies. This formation, known as a Sidhestone Circle, acts as a beacon to the Fae Realm, akin to an inverse of a Fae Ring which forms a connection from the Fae Realm to the mortal plane. Unlike a Fae Ring, however, the energy and influence collected at this formation will rapidly disperse. The solution to this comes in the form of boundary notations, an array of Kuila markings which help to contain the condensed energy and transform the region into a Fae Court, a zone which mimics the likeliness of the Fae Realm itself.
A Fae Court is vital to any Vex desiring greater capability. The Fae Realm lacks many of the logical limitations of the mortal plane, thus inhibiting a Vex from awakening their full potential so long as they are bound by rules which were never meant to be applied to their powers. Only by binding themselves to a Fae Court, which simulates the lawlessness of the Fae Realm, may they override the influence of the mortal plane and become able to weave Tayna arts to a greater extent. In addition to this, most entities of fae nature will be relieved of strain they might’ve felt while within the mortal plane. This allows for quirks to occur, such as the empowerment of Vexes while within the region and the ability for fae to descend using the beacon and linger in the mortal realm so long as they remain inside a Fae Court.
SpoilerThose beyond Tier 3 are limited to the capabilities of a Tier 3 Vex should they not be bound to a Court for more than an OOC week.
Should the Vex be rebound to a new Court after 1 OOC week of being unbound, they require 2 OOC weeks to reach back to their original Tier, where they will then progress like usual.
Courtless Vexes can possess a TA and connect new Vexes, though they can only teach spells they know and can actively use.
A Vex may freely bind to another Court and keep their TA.
A character can only be bound to one Court at a time, so binding to a new Court will unbind them from their current one.
Those bound to a Court can innately tell if someone else is bound to the same Court. This does not trigger if the Vex is a Seer under a Ritual of Identity guise, or other similarly potent disguises.
Should a Court have no bound Vexes, it will lose its connection to the mortal plane and the affected area becomes mundane once again.
Court’s Calling
[Noncombative][Tier 3]
As the name suggests, to create a Court is a most intimate and strenuous task - requiring a ritual-like setting in order to invoke and imbue Tayna to be used in further endeavors.
To start, the Vexes must find a place rich with natural energies, proceeding to mark out the area of choice once found. They will first create the boundary of their Court by using stone pillars embedded with lines of Kuila dust within a 40x40 area, which act as corners of the zone. The Vexes must then arrange a smaller circle of stones marked with strange symbols in Kuila dust anywhere within the boundary, placing them down in a 10x10 area at maximum. These stones must be placed in a circular manner facing inwards, or it will not work. The Vexes may then direct their Tayna towards the stones, causing the runes to glow in the presence of the mana before the dust grows volatile and harmlessly explodes outwards in the colour of the used Kuila, flowing out of the circle and imbuing the stones into Sidhestones, permanently burning the runes into the rocks’ surface and rooting them in place. Once the Sidhestone circle is activated, energy will flow out from it and fill the area created by the boundary pillars, finalising the Court.
The chosen place begins to surge with life, plants and animals within taking on fae characteristics. Similarly, harmless minor fae such as pixies or brownies begin to populate the area. Making a new Court requires 3 Vexes and at least one T3 Vex.
SpoilerThe process of creating a Court is innate knowledge as soon as a Vex reaches T3.
The site of the immediate Sidhestone circle must be approved with a sign by ST. ST are not responsible for the build of said circle and the Court around it, which must be done by the players involved.
A Court cannot be moved from its original spot in any way. If the Vexes wish to relocate their Court, they must create a new one.
Sidhestones and boundary stones may be created from any naturally occurring type of rock or mineral. However, ST materials are not allowed.
A Court may have from 3 to 12 boundary stones.
Boundary stones must be at least [1] block wide and [2] blocks tall while having a rough line of sight to their adjacent stones, elsewise the boundary will fail to form. Nature, such as trees, will not interrupt this line of sight.
The appearance of the Kuila runes or symbols on the stones are freeform.After a Court is formed, the boundary stones may be altered as desired to change the shape of the Court, although they can never mark an area smaller than the Sidhestone ring and must at most form a 40x40 block area. The Sidhestone circle may be anywhere within the boundary.
A Fae Court may be destroyed through rampant mundane actions or corrupted by Dark/Voidal means (requiring 5 or more Mages or played CAs). The latter requires 2 emotes from each Dark/Voidal Mage/CA casting or magically interacting with the Sidhestones, whether it be trying to burn the rocks away or attempting to drain them. It remains in a damaged state until the creation ritual is performed again.
Minor fae are essentially just humanoids/animals of less than a foot in height with animalistic/floral/other natural characteristics. They can speak broken common and perform minor tricks (as if casting Whimsy non-combatively like a Vex), but are otherwise harmless.
Upon creating a new Court, each participant may choose to bind to this Court should they wish.
Bountiful Boons
[Noncombative]
With the large flow of Tayna weaving in and around the Court, bound Vexes of faeblood, such as Sprites and Epiphytes, find their very beings emboldened by the energies of their kin - resulting in varying bolstered effects to make the wyldwitches’ lives a little easier thanks to the pool of Tayna allotted to them.
Sprites - The ability [Communion Voicing] has been strengthened, allowing Sprites to communicate with others without causing a headache or discomfort whilst also allowing the Sprite to commune indefinitely with another as long as they remain in contact.
Epiphytes - The ability [Connection] now allows for the Vex Epiphyte to empathically communicate with their Fae Plant’s manifestation as if it were the Fae Plant itself. If the Vex Epiphyte has a Liege, it may choose to manifest itself using this ability.
SpoilerCommunion Voicing still follows all of its NON-CONFLICTING redlines from the Sprites lore.
The Sprite must still use [2] emotes in order to commune with others.
Connection still follows all of its NON-CONFLICTING redlines from the Epiphyte lore.
When the Fae Plant and its manifestation are more than 15 blocks apart, they practically have separate memories and are not able to sense what's happening to the other. The manifestation cannot be used to metagame anything happening to the Fae Plant itself in any way, except what Epiphytes are already able to perceive (substantial damage to the Fae Plant).
A Druid or Sprite may commune with the Fae Plant manifestation as if it was the Fae Plant itself, using whatever ability is needed to commune with plants. It will never inform them about things which would be considered metagaming (such as the circumstances of someone’s death.)
A Vex Epiphyte’s Liege may manifest on its own or alongside the Fae Plant manifestation whenever it chooses to. While inside the Epiphyte’s bound Court, the manifested Liege has the same magic abilities as the minor fae there (can cast Whimsy non-combatively).
Faerie’s Favour
[Noncombative / Combative]
Due to the intensity and condensation of the fae energy within the boundaries of a Court, the stress of connecting and manipulating a Vex’s Tayna is eased off the shoulders of the wyldwitch and enables them to cast their trickster’s magic at a quicker rate within their own Court compared to outside in the wilds. A Vex within the confines of their bound Court may be able to lower their spell emote counts by 1, yet will still be subjected to the amount of times said spell is cast.
SpoilerThe Favour is a passive ability that lasts indefinitely within a Court, however it will disappear once the Vex leaves the Court.
The Favour cannot lower spell emotes to less than 2 emotes, so any spell that normally takes 1-2 emotes would be unaffected.
This effect solely is used to benefit the casting of spells, and does not affect Rites or a Vex’s Rite Power.
This effect does not affect the amount of times a spell can be cast.
Vexes are still required to connect first before casting their magic within the Court.
This effect is only active within a Vex’s bound Court. Emote counts will remain unaffected in any other Court.
Deepwood Rites
(Art by DartGarry)
“Fairy roses, fairy rings, turn out sometimes troublesome things.” - William Makepeace Thackeray
A unifying factor, those touched by the fae who walk the mortal world may perform esoteric rituals to perform greater feats of magic. Rather than requiring one specific kind or number of individuals, a rite may be performed should the participants possess a combined ‘Rite Power’ of the required number or higher.
Transcendent Druids & Characters with a Liege: 2 Rite Power
Epiphytes & Sprites: 3 Rite Power
SpoilerDeepwood rites may not be performed in combat, nor in places influenced by incompatible magic (such as the range of a Voidal Tear or Tier 2 Shamanic Shrine.)
Rites may only be performed within a functioning Fae Court, or in the case of some Rites, a Fae Ring.A Vex is not able to lead a rite in a Court that is not their own, but they may aid a Vex in a different Court with their Rite Power.
All Rites require at least 3 emotes from each participant.
Any use of Kuila runes, symbols, or markings is freeform, but their appearance may not stray thematically from the ones carved onto the Sidhestones.
Rite power does not stack on a character. A Transcendent druid Epiphyte with a Liege will still only have 3 Rite Power.
Used Rite Power is exhausted, renewing each OOC day.
Expending all Rite Power will leave the Vex exhausted, unable to cast any magic combatively for an OOC day.Rite of the Root
[4/8 Rite Power]
A Vex by their lonesome can do very little, without a home or a group to support them. By means through teaching or seeking out lost lonely souls, wyldwitches may bring their witchlings into a formed Court to add another member to their family, where they may all learn and practise their faerie arts together.
To bind a new member to a Court, the to-be bound must first sit in the center of the Court’s Sidhestone circle with their skin marked with Kuila dust symbols. The other Vexes will then ‘imbue’ the marked Vex with their Tayna, causing the Sidhestones to pulse, hum, or tremble, effectively binding the Vex. The Court will noticeably react to its new addition, whether it be with a raging blizzard suddenly taking over the Court, minor fae crowding around the Sidhestones, or flowers blooming with bursts of sparkles. This process costs [4] Rite Power and requires at least one T5 Vex.
Non-Vex Epiphytes, Sprites, and Transcendent druids may be connected to Vexing by simply binding them to a Court with this Rite, which costs [4] Rite Power. This sparks the dormant Tayna within them and allows them to begin the journey of learning to control it. While a Liege rooting into their being is not needed in this process, the newly-bound Vex will still find themselves exhausted just the same.
Should someone need to be forcibly removed from the Court instead, this may be done by performing the ritual upon the incapacitated target in the same way as binding them and this requires a T5 Vex and [8] Rite Power.
SpoilerThis Rite may only be performed within a Court.
Someone forcibly removed from a Court is immediately reduced to Tier 3 capacity, unable to bind to a new Court for 5 OOC weeks afterwards.
Removing a willing individual from a Court only costs 4 Rite Power, and does not cause the immediate reduction of Tier nor the cooldown to bind to a new Court.
Sprites, Epiphytes and Transcendent Druids still abide by the standard Tier system and still require a TA to be taught if they choose to be connected to Vexing through binding to a Court instead of obtaining a Liege.
Should an Epiphyte, Sprite or Transcendent druid be unbound from their Court while being T4-T5, they will be locked at T3 the same as characters with a Liege.All redlines and mechanics pertaining to the Union ritual apply to Epiphytes, Sprites and Transcendent druids when connected through this Rite.
The rite must be taught in order to lead, however any Vex can aid towards the Rite Power count.
Rite of Vein Bleeding
[3 Rite Power]
A process developed by Courts without stable or positive relationships with druii, a circle of fae may remove affliction from one of their kin and banish it out of their form - akin to strangling out a weed. By flooding the afflicted form with Tayna, it forces out the corruption - stripping it from the body and ‘bleeding’ it away. Doing so will require [3] Rite Power and at least one T4 Vex.
SpoilerThis rite may be performed in a Fae Ring or a Court.
Vein Bleeding is a painful process for the fae as the corruption is essentially drained out of them. They are too exhausted to cast or perform strenuous tasks, like combat, for 2 OOC hours.
Anything which could be cured with Druidic Blight healing may be cured with Vein Bleeding.The Rite cannot be used to cure land, only fae beings (Epiphytes, Sprites, ET Fae).
For event curses/afflictions or creatures, the success of the rite is up to ET discretion.
The target of Vein Bleeding cannot contribute their Rite Power.The rite must be taught in order to lead, however any Vex can aid towards the Rite Power count.
If done by a lone Vex, the rite must take at least 4 emotes.Rite of Summoning
[1/2/3/6 Rite Power]
By forming a temporary ring of sap and mana, a T4 Vex may call forth a greater form of fae than which normally inhabits the Court. [1] Rite Power is required to call or recall a Sycophant, which will fade away should it immediately not be granted a host. The seed of a Fae plant can similarly be called forth by expending [2] Rite Power, although it withers if it spends more than 1 OOC week without a host. A Sprite may be called by spending [3] Rite Power.
Using [6] Rite Power and a T5 Vex at least, the group of wyldwitches may summon a proper fae from the Fae Realm itself, perhaps to seek a sage of the Forest for advice or otherwise. The fae is summoned physically to the realm, and may be corrupted or killed during its stay - the creature’s hold upon the mortal realm is mediocre at best and will naturally return back to the Forest after if able.
SpoilerThis Rite may be performed in a Fae Ring or a Court. If used to call an ST-played Fae, it must be done in a Court.
Summoned Sprites need a valid CA to be played.
Summoned proper fae are ST-played only, and will be treated as an ST event.
ST-played summons may only be the fae listed on the currently-accepted Fae Realm lore.
Cannot be used to summon any other creatures, like Mani, from the Fae Realm.
ST-played fae can only be corrupted through magical means, the same way that Epiphytes may be blighted by Necrotic or Voidal magics.
In order to corrupt an ST-played Fae, 3 Voidal/Dark mages will be required to attack it, should they not kill it first.
If corrupted, the fae is stuck in the mortal realm and still under ST control, requiring ST approval for further interactions.
ST summons are limited to [1] per 2 OOC weeks, per Court.
This rite essentially acts as a flavourful way of acquiring open fae lore, while also allowing Vexes to interact with rarer fae with enough effort. It can not be used to metagame information in any way.
The rite must be taught in order to lead, however any Vex can aid towards the Rite Power count.
Rite of Season’s Blessings
[4/8 Rite Power]
A pleasant distraction, many hands may come together to bring about a temporary change to their surroundings. Led by a T4 Vex, this rite is typically performed in the heart of the Sidhestones and several offerings are placed upon the stones, usually pertaining to what is the intended outcome of the ritual, like offerings of cold pines and snow to change the season to that of winter, and so forth. This can manifest in a sudden surplus of fruit, a change in seasons, nature changing form, or glowing displays of mana appearing in patterns determined by the ritualist. This rite lasts within the Court for 1 OOC day, and an additional OOC day for each Rite Power spent above [4], with the option for it to become permanent if at least [8] power is spent.
SpoilerThis Rite may only be performed within a Court.
The rite bears only cosmetic or mundane effects, bringing no harm to anyone.
With PRO consent, the rite may be extended out to the entire tile containing the Court, and any neighbouring tile with the consent of the PRO of said tile.
ST are not responsible for changes to a build caused by the rite.
The rite’s effects may be ended by performing it again, or by the combined action of at least 3 Druids with Blight Healing, 3 Farseers with a blessing of Scorthuz, etc.
The rite must be taught in order to lead, however any Vex can aid towards the Rite Power count.
Rite of Amber
[1/3/5 Rite Power]
Blessed by Tayna so dense it can warp its surroundings in estranged ways, a Kuila crystal may be imbued and empowered to cause varying affect to plants, animals and people in its surrounding area.
A T5 Vex may select a large Kuila crystal of choice, at least the size of one’s fist, and begin to channel their inherent Tayna into it, catalysing a reaction which causes it to rapidly absorb Tayna from the environment as well. This process causes the Kuila to rapidly grow, the Vexes present at the ritual able to distort the flow of Tayna as it crystallises to trap an item of natural origins within the crystal. This creates something known as an ‘Amber,’ a condensed Kuila gemstone which can grow up to 2 metres tall that distorts the surrounding area. The type of distortion it creates is dependent on the item imbued within the Kuila while the size of the area that it affects is dependent on the Rite Power utilised.
= Effects =
Mushrooms - Causes those within the range to perceive their surroundings through hallucinations, often distorting the colours, hearing the whispers and giggles of fairies, and causing their vision to duplicate.
Flowers - Causes Kuila deposits to form in the surrounding area. The type of Kuila that grows is based on the type used for the Amber, ignoring the biome.
Insects - Causes insects that inhabit the surroundings to grow substantially larger than what’s normally possible, up to ten times their original size at most.Seeds - Causes flora within the boundary to become resistant to mundane infections, blights, and insects, ensuring that whatever grows within its range remains healthy against all odds.
= Rite Power =
[1] Rite Power - [5x5x5] - Size of a large gemstone
[3] Rite Power - [10x10x10] - [1x1x1] Kuila Chunk
[5] Rite Power - [15x15x15] - [1x2x1] Kuila MonolithSpoilerThis Rite may only be performed within a Court.
The effects of the Amber will never aid in CRP.
Those within the radius of an imbued Mushroom’s effects only experience the hallucinations within the radius. Once they leave the radius, the effects disappear in [1] emote or [1] narrative minute.
The bugs within the radius of an imbued Insect’s effects are never physically aggressive and at most will hiss, or be defensive while stationary until left alone.
Ambers may be shrunk using Scaledust, though they will not affect their surroundings while shrunk. It cannot be unshrunk in combat.
Sound effects caused by Ambers are incapable of causing harm, but may cause a character large amounts of stress and confusion if their player wishes. If a sound was originally capable of causing harm, then it will still do so.
Ambers only affect sounds that originate within their affected area. They will not distort sounds that pass through it.
Amber will shatter after receiving an amount of forceful strikes equivalent to the Rite Power used to create them.A person may only participate in [1] Rite of Amber per OOC day, the individual finding their ability to perform the rite temporarily distorted after partaking in one.
Ambers of all sizes are player-signed. Builds of Ambers require signs to indicate their uses.
Ambers may not be disguised as mundane or appear otherwise. They appear as chunks of mana when viewed through Arcana Sight, Greensight, or any other equivalent.
Rite of Creation
[6+ Rite Power]
Through union of many bound fae, their power might be combined into a well of fae energy, then bound to an object or individual to grant them great power. This rite allows the leader of the Rite or its recipient to post a MArt application to create a magical artifact or potent rebirth.
The creation process must take place in the heart of the Sidhestones, and various offerings are placed within a ritualistic circle, usually pertaining to what the Vex wishes to create whether it be of blood, or crystals. The object that is to be created through the Rite must be placed or sat in the middle of the circle, and marked with Kuila dust. There, the group of Vexes may imbue the circle much like how the Sidhestones were created - channelling their Tayna into the object or person. This rite requires [6] Rite Power and a T4 Vex at minimum, though more powerful items may require more power and people.
SpoilerThis Rite may only be performed within a Court.
This rite is a flavorful means of creating MArt items using the magic, or producing MArt Epiphyte rebirths.
This rite requires a MArt to be posted and approved prior to attempting the actual ritual. After approval, the ritual may be done and ST may be contacted.
It may additionally be used to produce MArt Deepwood Rites and Vexing Spells, though an individual may only ever make one of each. Simply helping another Vex with Rite power does not count as making the MArt, only the one leading the Rite of Creation will lose the ability to make another Spell or Rite.
Each Vex has an additional slot for learning a MArt Rite or Spell from another Vex, as long as a teaching method is written into said MArt.
If the MArt is for a character rather than an item, said character cannot be among the Vexes contributing their Rite Power.The rite must be taught in order to lead, however any Vex can aid towards the Rite Power count.
Due to how strenuous the ritual is, those who participate in the MArt creation, whether leading or helping, will be unable to participate in any other Rite for [1] OOC day.
Tier Progression
(Art by F3LC4T)
“All I ask for is a leaf. In return, I will give you a tree.” - Magic: The Gathering
A Vex’s magic, despite its whimsical and fun-loving nature, is no easy feat to use and even master. The changes that the sheer amount of Tayna commands upon its host is a heavy toll to take - a Vex will never feel their hold over the natural energies grow stronger if they do not practice and learn. A steady hand and patience is enough to coax and nurture even the stubbornest of flower buds into a beautiful blossom.
Tier 1
A beginner Vex is still often recovering from the initial connection, with the fae energy burrowing into their very being - fighting off the initial sluggish feeling within their form. They may note changes in their blood and overall senses as they begin their studies. Wyldwitchlings may also step into a Fae Ring and withstand its effects, yet are still unable to understand nature’s song like druids. This Tier lasts 2 OOC weeks.
Glimmer [Nc/E], Visitation [P]
Tier 2
Now more comfortable and knowledgeable about the manipulation of the Tayna within themselves, the Vex may access more of their inherent mana, whether it comes from imbuing or casting. This Tier lasts 2 OOC weeks.
Wyldburst [C], Scaledust [C/Nc]
Tier 3
The Vex is now in ample control of the Tayna within themselves, being able to cast with relative ease. The continuous connection to the fae energies has begun to physically warp more of their body and make them look more like their fluttery faerie kin. This Tier lasts 4 OOC weeks.
Enthral [Nc], Whimsy, [C/Nc], Whisk [C], Rite of Root [R]
Tier 4
In order for the Vex to continue climbing Tiers and expand their knowledge, their teacher must bring them to a Court and bind them, should they not already be bound to one. There, their connection with the natural fae energies is strengthened. Only then may a Vex learn how to master their faerie craft. This Tier lasts 4 OOC weeks after being bound to a Court.
Entourage [Nc], Boomsong [C], Rite of Summoning [R], Rite of Season’s Blessings [R], Rite of Vein Bleeding [R], Rite of Creation [R]
Tier 5
The Vex has now become one with the fae after months of lessons and practice, having full control of the Tayna that flows within themselves. They may now seek out students in order to pass on their faerie gifts and expand their Court.
Trickery [C], Hengecraft [Nc/E], Seamshift [Nc], Rite of Amber [R]
OOC
(Art by Laura Betz)
Purpose
This lore piece was submitted a couple months ago under the premise that the server, while rich with fae and nature lore, had little to none to really fill the niche of trickster fairies, or something of whimsical or mischievous nature. Even then, Druidism is more so about protecting nature and understanding it, rather than just being able to have fun with it.
There are many open fae-related pieces like Epiphytes, Sycophants, and Sprites that can do very little that relate to their faerie aspects. Without Druidism, these very large sections of lore cannot interact with each other on their own. Sprites for example, have been on the server for quite some time with their current accepted write being back in 2020, nearly four years ago at this point and are unable to interact with a majority of the server due to their current restrictions. This write still embodies its original purpose as a bridge between its many fae-related lore pieces and enables people to still have some sort of ‘nature’ magic outside of Druidism.
Credits
@Fleur___ (Author & sprite consultation)
@marslol (Author & epiphyte consultation)
@ClassyDryad (Author, borders and original lore post)
@Pengin (Co-author & druid consultation)
@Akrassia (Review)
@Tav (Review)@DragonofTaters (Review)
@glassyskies (Review)
@Periphonics (Review)@Hyperdron (Review)
@Althea_ (Review)
References & Related Lore
Previous Vexes of the Vein Lore
Changelog
Spoiler4/5/2024
- Clarified that Vexes may shrink themselves with Scaledust.
- Added redlines under Scaledust stating how soon one may perform a combative action after being unshrunk. Also added a redline allowing shrunken individuals to participate in combat in their reduced size if ALL parties agree.
- Tweaked Whimsy wording to properly clarify that attacks are redirected by a burst of Tayna, and that those able to see past magical illusions will still have their attacks stopped or redirected by the spell even if they don't see the illusion that accompanies it.
- Stated that nothing originating from this magic may be used to engage in sexual FTB or anything leading up to it.47 -
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Username & Discord: Anakaona & anakaona
# of Characters: 2
I'll send the rest through discord!1 -
-
MC Name:
Anakaona
Character's Name:
Inés
Character's Age:
81
What feat(s) will you be learning?
Sorvian Crafting
Teacher's MC Name:
Akrassia
Teacher's RP Name:
Ibar
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
No
Are you aware that if this feat is shelved, it will be unavailable to use?
Yes
0 -
Ingrid Eiriksson did not shed a single tear. The letter was left untouched for several weeks after it was received. It hurt. It really hurt. The ruric didn't even remember the last time she talked to her uncle. She had isolated herself from the world after losing her other half, her dear sister. Wasn't that enough? Now someone else had left her. Adalsteinn's message to her was covered in dust by the time she finally found the courage to read it. She blamed him at first, but the blame eventually fell on herself, as it did with everything else. She must have done something to deserve this. It just wouldn't make sense otherwise. Ingrid had doomed herself by pushing everyone away, with no intention of asking for help. She couldn't bear the thought of burdening anyone else with her pain. No matter what, she would deal with this alone. In that deep, dark hole she found herself in, there was no telling if she would be able to resurface, or if she would end up sinking even deeper. Lost forever.
1 -
MC Name:
Fleur___
Character's Name:
Inés
Character's Age:
68
Character's Race:
Epiphyte
What magic(s) will you be learning?
Bardmancy A
Teacher's MC Name:
Akrassia
Teacher's RP Name:
Nedai Arvellon
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story updated on the status of your magic app?:
Yes
Are you aware that if this magic is shelved, it will be unavailable to use?
Yes
0 -
MC Name:
Fleur___
Character's Name:
Bohr'Bee
Character's Age:
20
Character's Original Race (N/A if not applicable):
N/A
Transformed form:
Olog
Creator's MC Name:
N/A
Creator's RP Name:
N/A
Briefly explain the lore behind this construct or creature:
Ologs are the biggest of all descendant races, and the strongest too. Standing 8 to 10 feet tall, they can lift twice as much weight as a common orc, though their movements tend to be sluggish. This strength is not always positive, since their mental capacity can all be easily compared to a child's. As a result of their lack of intelligence, they're unable to learn most magics and feats. They must be taught the same thing several times to properly learn it. Despite being able to feel complex emotions like empathy and loneliness, they have a more difficult time communicating them with others than their descendant cousins. Happiness and rage are their most prominent emotions, so immediate needs like hunger take priority. For example: A hungry olog may become aggressive in a tavern if denied food, even if they are normally passive.
Redlines:
- Because of their child-like mental capacity, Ologs cannot learn complex skills or feats like Alchemy or ST material crafting. This does not make them incapable of using already crafted items, as long as they are relatively simple to use.
- For the same reason as the previous redline, Ologs cannot use magics or activated enchantments. However, they can still learn Housemagery and use non-activated enchantments.
- No Olog romance rp, and no FTB.
If this construct or creature has some form of aesthetic choice, can you describe how they look?
A 10 foot tall female Olog with olive green skin, dark brown eyes, and black hair. She weighs around 550 pounds and is usually covered in animal furs. Despite her enormous stature, her presence usually radiates calm and tranquility. This is until something upsets her, which is not too difficult to do.
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story writers updated on the status of your magic app?:
N/A
Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?
I understand
Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.
I understand
Have you applied for this creature on this character before, and had it denied? If so, link the app:
No
3 -
MC Name:
Fleur___
Character's Name:
Inés Valdueza Del Rosal
Character's Age:
63
What feat(s) will you be learning?
Alchemy
Teacher's MC Name:
Gaea_Foundation
Teacher's RP Name:
Heldalel Indoren
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
No
Are you aware that if this feat is shelved, it will be unavailable to use?
Yes
0 -
I really like this
1 -
Self-teach
Spoiler1 -
MC Name:
Fleur___
Character's Name:
Ines Valdueza Del Rosal
Character's Age:
47
What feat(s) will you be learning?
Sycophant of Boletius
Teacher's MC Name:
N/A
Teacher's RP Name:
N/A
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
No
Are you aware that if this feat is shelved, it will be unavailable to use?
Yes
1 -
How do you handle being such a huge icon? It's really impressive
3 -
Anxiously awaiting the day this gets accepted
0 -
MC Name:
Fleur___
Character's Name:
Ines Valdueza Del Rosal
Character's Age:
40
Character's Race:
Human / Epiphyte
What magic(s) will you be learning?
Housemagery
Teacher's MC Name:
Gaea_Foundation
Teacher's RP Name:
Heldalel Indoren
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story updated on the status of your magic app?:
Yes
Are you aware that if this magic is shelved, it will be unavailable to use?
Yes
1 -
If this doesn't get accepted, I WILL cry. I love it so much. I need my little plant bird!
4 -
Fiammetta's eye widen as she reads the announcement. "Finally," she says with a chuckle, going to mark the date on her calendar.
2 -
MC Name:
Fleur___
Character's Name:
Eva
Character's Age:
N/A, she is an eternal girlboss
Character's Original Race (N/A if not applicable):
N/A
Transformed form:
Sprite
Creator's MC Name:
N/A
Creator's RP Name:
N/A
Briefly explain the lore behind this construct or creature:
Every full moon, the veil between the Eternal Forest and the mortal realm become so thin that things can leak out of the Eternal Forest through fae rings. When this happens, entities called Floral Echoes can accidentally pass through the open passage and be forced into the mortal realm. If they had a physical body before, they are forced to leave it behind in the Eternal Forest (leaving everyone there believing they died). After arriving at the mortal realm, their (now unsurpressed) energy manifests and attracts insects, flowers, mushrooms, and other natural materials which bend around them to create a physical body. These are what are called Sprites, small fairy-like creatures who unwillingly find themselves in our world.
Sprites are very small humanoid creatures, their height ranging from six to ten inches. Have all the same senses as a normal descendant, whit their body also being very similar. They have two arms and two legs, and a head. Some of them may have more limbs, but they are unable to move them, so they are only aesthetic. Their bodies are made from plant and insect matter. They also have wings, which they use to fly (The can only fly up 5 blocks, and they can't use it to override mechanical barriers like walls). This flight is relatively indefinite in peaceful circumstances, but if the Sprite is in a combat situation they become unable to fly. If the Sprite tries to fly more than their limit, they faint and are unable to do any strenuous tasks for one Elven hour. Any properties of the plants on their body are not present anymore, regardless of the plant (though aesthetic properties, like glowing in the dark, don't go away). Their only internal "organ" is a core in their chest that is made of the same material as them, which serves as their heart and stomach. Bleeding out is possible for a Sprite like any other descendant. Their "blood" is the sap that runs trough their body, most of it located in their wings (which is their weakest spot). They eat fruits, nuts, bugs and require photosynthesis.
There are three "types" of Sprite, depending on the Domain of the Fae Realm they come from. There are three domains: Nightfall Domain, Dayward Lands, and Twilight Domain. Sprites believe them being in the mortal realm is a punishment from the Aspects, so they constantly try to gain some sort of redemption from them. Sprites from the Nightfall Domain believe they will get redemption from Nemiisae if they bring death to animals (and even Descendants sometimes). They are the most mischievous. Sprites from the Dayward Lands spread seeds where they go and help animals in birth so they get redemption from Cherridwen. They are the most passive. Sprites from the Twilight Domain seek to duel other sprites, animals, and descendants to gain redemption from Cernunnos. They are the most confrontational.
Sprites are able to make a special substance depending on the Domain they are from, each having different reagents. These substances are only useful for alchemists. Luckily, alchemists can't abuse this since they can't get it if they kill the sprite. Each Domain's Sprites have a unique way of producing this substance. They very rarely give it away for free, usually asking for some sort of trade. Most of their trades include the alchemist having to do something that would help the Sprite in getting their wished redemption. The reagent must have ST oversight and signature.
Sprites cannot learn any type of magic. Their bodies are affected by blight like any other plant, dying quickly if it reaches their core. They are also very vulnerable to dark and voidal magics. If any magic of these types are casted nearby, they will feel moderate discomfort. It's not rare for a Sprite to scream when this happens.
Sprites are basically eternal beings. Every time they die, they just reincarnate into a new body. This body should have the same general look of the first time they arrived at the mortal realm, though small details could change. The Sprite can keep their memories from previous lives, but they can never remember anything surrounding their death (they follow the same death rules as descendant characters). Because of their eternal lives, they can become very intelligent over time. They can eventually recognize common words, especially greetings. Because of the frequency of people asking for their reagents, they also recognize when alchemists ask for it over time. Even with their eternal learning, there are a few things that never change: they always tend to act in a childish manner, and they can never fully learn any language.
Because of their very close relation to the fae realm, they can communicate with nearby plants, animals, other Fae, and Druids. This only helps them create friendships with these beings, they can't order them to do anything like Druids. They can also do this with descendants, but only by physical touch. After two emotes, they can send visual messages, thoughts, and feelings to the descendant's mind. This only allows the Sprite to temporarily communicate with the descendant, nothing else. This can't be done for too long, or else the descendant will get headaches and migraines. This is the only way a Sprite can truly communicate with a descendant, since they aren't able to form full sentences.
Whenever a Sprite is in a combat situation, they only have one way to increase their chances of survival. Sprites can produce a thin mist from their bodies that spread in a 3x3 block radius. This mist, if it comes in contact with someone's skin, makes people extremely dizzy and overwhelmed. This doesn't fully incapacitate them, but it gives the Sprite a chance to escape. IF any mage is in the middle of casting a spell and their skin absorbs the mist, it counts as an interruption and the casting is stopped (since they lose concentration).If this construct or creature has some form of aesthetic choice, can you describe how they look?
Eva is a six inch tall sprite from the Dayward Lands. All of her skin is a pastel pink color, with pointed ears and a platinum blonde pixie cut. Her eyes seem to be closed from afar, but she sees like any other Sprite. Her body is covered with tangled vines, with two small yellow flowers hanging from two strands of her hair. Her wings are made from the wings of a pink butterfly.
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story writers updated on the status of your magic app?:
N/A, since I can't make one for a sprite
Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:
I understand
Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.
I understand
Have you applied for this creature on this character before, and had it denied? If so, link the app:
No
2
[Your View] Chat Updates + Miscellaneous Tweaks & Feedback
in Announcements
Posted
the day more emote colors get added is the day i can die happy. it would be really cool if emote colors were saved to each persona slot, but idk if that's possible or not.