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MeteorDragon

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    Voidal Distortion and The Mana Walkers

    Spoiler

    MA song to listen to: 

     

     

    Part One, Voidal Distortion

     

    Background/Origin

     

    Mana, the most dangerous thing known to mages- but also one of the most manipulated. Little is known about the true origin of pure mana, nor what’ll happen when you decide to overload people with this magical element. Through being overloaded and bombarded with mana, one may gain access to powers that few people have. The overload of mana causes the mage to learn how to concentrate on the mana of their body so they can manipulate it both in and out of their body for several extravagant uses.

     


     

    Magic Explanation

     

    • Voidal Distortion is a One Slot magic

    • The Teacher must have a valid TA in order to teach

    • The Student must have a valid MA in order to learn

     

    The void is a wonderful thing, a place of creation and manipulation. Mana can be drawn from the void to be used in spells. Though, not all spells are created equal. Some use more mana than others; the more mana something uses, the more powerful the spell they can cast is. Ritualistic spells can be cast because of the mana inside the mage’s body, as well as having the ability to create concentrations of mana.

     


     

    Magical Abilities

     

    Spells are key when holding magic within your grasp. Just like all voidal magics, these spells require mana to cast and maintain- though the rituals are quite special in their own right. Due to the mana manipulative nature of the magic, most of the spells deal with having to manipulate mana in an area. This is aided by the fact that mana is literally spewing out of the average Distortionist.

     

    Mana Body [Passive]

    The body of a Distortion mage is constantly flowing with mana, so, when it’s being used, the mana tents to seep from their skin. The body of the mage doesn’t wish to let this excess mana leave their system, so it does its best to try and keep hold of the mana for as long as possible. Generally the body shows this in a variety of different ways! Some of these ways include: purple tint to the skin, dark purple or black colored cracks showing along whatever part of them is visible, and aura colored eyes. There may be others ways it shows, but generally those are the normal symptoms.

     

    Mechanics:

    • This only happens when the mage casts and provides no advantage in battle

    • The visual effects can be purple tint to the skin, dark purple or black colored cracks showing along whatever part of them is visible, and aura colored eyes. Though other things may be added as long as they don’t provide an advantage, or give you limbs/other kind of additions

     

    Redlines

    • The amount of mana this releases isn’t able to be seen once it leaves the body, unless stated otherwise in different spells

    • This doesn’t give you a bigger mana pool

    • This comes as an addition to your eye’s Aura and will happen whenever casting a spell that requires mana(Excluding Household Magic)

    • Visuals may be manipulated to be as you like, but it should still be noticeable and provide no advantage to your character

    • These are temporary changes that go away once magic is no longer being cast

    • No physical injuries are created with this

     

    Mana Tendril [Non-Combat/Combat]

    The mana within a Voidal Distortion mage can be manipulated quite easily, when it’s not trying to break out of their body. When the mana is out on the air, the mage can easily manipulate it into a tendril type form that sticks out of their body, like a third arm of sorts. Though there are many limitations to this strange ability, one may find it helpful when in combat and when out of combat.

     

    Mechanics:

    • This requires three emotes to cast, connection, collection of mana via Mana Body, formation of tendril. The bright side to this, is that after a while of casting this spell, concentration isn’t required to fully form it

    • When in out of combat situations, this can be used a bit more free flowy

    • This tendril will generally come out of the back of the mage and can reach out to the length of the mage’s arm

    • The tendril looks to be what it sounds like, a simple tendril. Though it’s shape can not change, it may still be sued for many purposes

    • Mana tendrils can only lift about 50lbs from the ground and can be used to hit something/one with the strength of a human shoving them

    • Only one may be cast at a time

     

    Redlines

    • The shape can not be manipulated

    • This mana can not be consumed, nor used to fuel someone’s mana pool

    • After sustaining three striked(average strength or up), the tendril will dissipate into mana that simply floats away

    • The mage can not feel the mana tendril but may control it as though it were a third arm

    • The tendril is in now way sharp, mostly it is blunt

     

    Releasing Ritual [Non-Combat]

    Mana can be used as bait for a specific creature- a Mana Walker. Through the releasing of man from your body, and a ritual site, summoning is easy. Kind of. While the mana is being released from casting and the passive mana expulsion, a crystal will be prepared before the Mana Walker is finally summoned in. If successful, that is. This ritual should be set up as shown below, though it doesn’t have to be exactly the same:

    Spoiler

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    Each pedestal, a gift will be placed. The gifts will be one of each of the following: Elf’s Hair Vine, a Focus Crystal, three drops of a voidal mage’s blood, and a glowberry. These items will be combined in the ritual because of their mana contents so they could be utilized as bait. Through connecting to the void in the area, the ritual will start and mana will fill the area before eventually flooding towards the center as a Mana Walker is finally summoned.

     

    Mechanics:

    • It takes 5 emotes to completely summon the Walker, starting with connection and ending with the summoned creature that is complete after 3 buffer emotes

     

    Redlines

    • The ritual may be performed without ET/LT approval, but you must get an ET to play the Mana Walker if you want the ritual to succeed

    • The Mana Walker that is summoned can be anywhere from an inch tall to 7ft tall

    • The ritual site must be created to go forth with this and for the ET to play the Mana Walker, screenshots of the emotes must be provided

    • The ritual may only be performed once every two weeks

    • The ET must be willing to play the creature or it won’t work

     

    Manabite Ritual [Non-Combat/Enchantment]

    These rituals are ones who bend mana and curse those who hold it within their grasp. There are several different tiers of the Manabite ritual, though one must first learn what it does. Through performing this ritual, the area that it is cast on will become cursed with Manabite- an infliction somewhat similar to frostbite. The infliction will remain only within the walls it has been confined in. When marking the area, beams of mana will be created through mini rituals. These beams will be the markers of the area and be larger the area; the larger the area, the bigger the tier that’s required. The beams look like so: 

    Spoiler

    JyyzrJNx6byEIRqQqgoPXHWp9mCmdKXSdf42UWtDN0hMS3tqPY3zz42WhFiRSzkWL7T3KpHsFNqrYb39XBwyRevyueOfMsPu-sXN4mOyOH1GLTWaDJ2MvPXqIWQtWuYeDX5zaNrE

    Mana will be pulled from the mage’s mana pool and thus create these markers in the area.

     

    Mechanics:

    • Each marker will require 3 emotes to create and there must be at least 4 markers

    • There are several tiers of the Manabite ritual, each with different radii as well as intensities, though it’s good to keep in mind that the radius and intensity can be meddled with. Keep in mind that if you have access to only Tier One of Manabite, then you must work within its limits, but if you have Tier Four, then you can work within the limits of that and everything below it

      • T1: This can be up to the size of your average room and only mages, who use voidal magic, will be able to feel this ritual. Their skin will feel like it’s itching. It’s just enough to make it feel annoying, not too painful. The one who created the ritual will be unaffected

      • T2: When using a Tier Two version of the Manabite ritual, one can make it as large as a normal first story of a house. This time, anyone with active mana in their bodies will begin to feel the annoying itch and voidal mages will feel an even more intense version of the same thing. It will feel as though beetles are crawling under their skin. Any sort of pain that was included in a previous tier of this spell is added on top of this one. The one who created this ritual will be unaffected

      • T3: The new max for this spell is capped off at a normal house’s worth of curse. Now, anyone will start to feel the beetles under their skin and a voidal mage’s skin will begin to peel off their bodies. Their muscles will start to form blood red bruises. Any sort of pain that was included in a previous tier of this spell is added on top of this one. The one who created the ritual will only feel minor itching

      • T4: Once again, the radius of this tier if capped off at the size of a normal house. The average person’s skin will begin to peel away from their bodies and those blood bruises will form on them. A voidal mage’s skin will completely flake away with a burning sensation and the mana in the air will begin to feel like needles penetrating their skin. If a voidal mage is here for at least three emotes, then their skin will start to turn black. Any sort of pain that was included in a previous tier of this spell is added on top of this one. The one who made this ritual will feel as though their skin has beetles crawling under it

      • T5: The radius of a T5 spell can be increased to the size of two houses- or the size of a mansion. Now everyone will be affected by the blackening of skin, as it will happen within two emotes of being in the area. To a voidal mage, this will happen instantly upon walking into the area. The whites of their eyes will begin to turn purple and items without active mana(normal stuff around the area) will begin to get covered with al awful black soot. Any sort of pain that was included in a previous tier of this spell is added on top of this one. The one who made the ritual will begin to feel the effects of the skin peeling and blood bruises

      • T6: This is the last form of this spell. The radius is still capped at the size of a mansion, but the effects of the spell only get worse. Within three emotes of being there, for anyone(including the spell caster), your skin will turn completely black in a pain filled process. The whites of eyes will turn purple within four emotes, and all ambient items, without active mana, will get covered in black soot within two. Any sort of pain that was included in a previous tier of this spell is added on top of this one

    • The markers must be placed down, though there doesn’t need to be PRO or RO permission for such. Either get yourself or someone else to make the markers with the provided material

    • A sign should be placed saying what this area is, with the tier, as well as providing a forum link to this magic page. A timestamp should also be placed so people know when it expired

    • This area will stay there for only an irl week, thus a timestamp sign should be placed to say when it started and when it’s done

     

    Redlines

    • The markers MUST be placed in order for this to be rply done

    • Manabite will never kill someone. If left untreated, the wounds can kill but none of the effects directly kill

    • Manabite is able to be healed and victims should be notified of such

    • You can only use bits from the Tiers that you’ve learned, though if you know how to do a T4 Manabite ritual, then you may use T1-T4 manabite rituals

    • You may only make one of these per two weeks

     

    Manafestation [Combat]

    To a distortion mage, mana is easily manipulated- both in the void and outside their bodies. With enough concentration, the mana around the user can be concentrated into a single point that starts to form that resembles that of a human figure. This creature is capable at moving at high speeds because of its pure form.

     

    Mechanics:

    • To create a Manafestation, it takes a total of 5 emotes

    • When controlling the mana, the mage will be unable to move as all the mana has been sucked away from their body

    • Because of its weightless form, the Manafestation is able to run at speeds comparable to a weak crossbow bolt

    • Manafestations aren’t physical, therefore, they can travel through objects

    • When the Manafestation touches someone’s limb, the feeling as though their limb has ‘fallen asleep’ will cover that limb while also delivering a small mental shock to the person

    • If the Manafestation goes through someone’s head, it will deliver a powerful mental shock. This shock will stun a voidal mage for one emote and stun anyone else for two. Though, as long as they are being touched, the stunning will still go on. You must tell the person to attempt a roll and if they get a 15 or higher, then they may break away from the Manafestation and thus end the stunning effects. To add onto that, they will then be immune to the Manafestation for three emotes(excluding the final bit to these mechanics)

    • If multiple Manafestations collide with each other, then they will combine in size. In addition to this, each distortion mage will have a portion of the creature that they can control. ie: 2 mages then each gets half, 3 then each gets a third, and so on and so forth. For size, when they combine, if you have a 3ft tall one and a 6ft tall one, then it’s height will be 9ft tall

    • Manafestations can only be controlled for 5 emotes, though, if they combine then it adds an extra 3 emotes per how many manafestations have been added. ie: 1 is 5 emotes, 2 is 8 emotes, 3 is 11 emotes, and so on and so forth

    • If you have an evocation, then you may emote the outer layer of the manafestation being a combination of your evocation elements. This is purely visual as it provides no benefit in battle, ie: fire doesn't burn, lightning doesn't shock

    • The following will happen if someone is held by the manifestation

      • 2 emotes: Itching of the skin starts

      • 3 emotes: They will gain the feeling as though beetles are crawling under their skin, this includes parts of their skin bulging out in bubbles

      • 4 emotes: Their skin will begin to flake off their flesh, and blood blisters and bruises will form on their exposed muscles

      • 5 emotes: All of the above continue on as their skin gets darker in color. It will start to seem like cracking as mana floods their body

      • 6 emotes: Their body will fully turn black and their eyes will begin to feel like they’re having a massive amount of pressure placed on them

      • 7 emotes: The whites of the victim’s eyes will turn purple and the cracks from the mana will start to force them to bleed as those cracks turn into cuts

      • From the 8th emote on, nothing changes

     

    Redlines

    • Manafestations can not physically touch someone

    • An elemental manafestation does not provide battle advantages

    • You cannot walk around or move while controlling or casting a manafestation

    • Once the manafestation is gone, you will no longer have mana to utilize- this expels all your mana

    • This may only be cast once per combat as it expels most of your mana- leaving you passed out on the ground

    • Other spells may not be cast while controlling this

    • Any wound that is inflicted will instantly stop the casting and will destroy the manafestation, including a hard push

    • Creatures, like Voidal Horrors and Mana Walkers will be left unaffected by these manafestations

    • Information must be given that the wounds from the Manafestation can be healed

     

    Mana Blast [Combat]

    Concentration of mana is a hard thing to do because it takes so much to make a small object. With this spell, one may concentrate a massive amount of mana into a small ball. After a moment, this non-physical ball will blast outwards at the speed of a crossbow bolt. Though it’s non-physical, it can push someone back a little bit, but that’s mainly due to the mana pushing against their mana.

     

    Mechanics:

    • The blast takes 3 emotes to charge up and, one to aim, and one to fire

    • It is not physical, so it will never knock someone out or break limbs

    • Any part of the body that is hit by the blast will gain that feeling as though it had ‘fallen asleep,’ as well as providing a small mental jolt

    • If the blast strikes the beat, they will feel a more powerful mental jolt and become stunned for 1 emote, if they are a voidal mage, and 2 emotes if they aren’t

    • This blast will push them back about a block and a half

    • The blast travels as fast as a normal crossbow bolt and can go up to 15 blocks

    • The blast will last for 2 emotes after the blast goes off, letting you swing it around a bit before disappearing on a third emote(after those two)

    • The ball is 2 inches in diameter

     

    Redlines

    • Only one mana beam may be created at a time

    • The beam will not curve

    • Since it is not physical, the beam can not physically harm someone

    • The beam will go no faster and no slower than that of a crossbow bolt

     

    Mana Drain [Combat/Non-Combat]

    Mages tend to run out of mana rather quickly it seems- though what if you decide to force mana in an area back into your body? The answer is simple, Mana Drain and Mana Regain. This mana will enter the body of the distortionist, thus regenerating their mana pool at the cost of the other’s. Though this will not cause a spell to stop, you can make someone extremely tired just by sucking out their mana over a long period of time.

     

    Mechanics:

    • It takes 4 emotes to charge, then from the 5th emote on, you start to suck the mana out of whatever your target is

    • It takes 10 emotes to fully recharge your entire mana pool, during this time, the one who is losing the mana will be completely drained of mana after 10 emotes

     

    Redlines

    • You may only drain mana from descendant-like creatures, ie: humans, elves,  dwarves, orcs, halflings, kha, hou-zi, etc

    • If you lose concentration while absorbing mana, then the process will instantly stop

    • You still need to have a little mana in order to cast this

    • You’re not able to move while casting this

    • Whoever you’re draining must be within your line of sight

    • You must be within a 2 block radius in order to drain

     

    Mana Gift [Combat/Non-Combat]

    This spell is quite similar to Mana Drain in the way that it transfers mana from one mana pool to another. Though, this time it is withdrawing mana from your mana pool and shoving it into someone else's. The concentration will take a while, but eventually you can simply push it out in a fluid stream to someone close to you.


     

    Mechanics:

    • It takes 4 emotes to charge, then from the 5th emote on, you start to expel the mana towards whoever your target is

    • After 10 emotes, you will be completely drained of mana and your target will be given a full mana pool after those 10 emotesare up

     

    Redlines

    • You may only give mana to descendant-like creatures, ie: humans, elves,  dwarves, orcs, halflings, kha, hou-zi, etc

    • If you lose concentration while gifting mana, then the process will instantly stop

    • You need to have mana in order to cast this

    • You’re not able to move while casting this

    • Whoever you’re gifting must be within your line of sight

    • You must be within a 2 block radius in order to give

     


     

    Redlines

    Redlines are useful for any magic, so people can’t just mess up the entire thing in one swoop. These are general relines that you should follow while using this magic. Though because of the disversity in this magic, there’s a few main ones that stands above all: 

     

    Redlines

    • Distortionists do NOT have bigger mana pools

    • Spells that drain mana will never end out killing the target of the spell, only making them pass out

    • Everything is healable

     


     

    Tier Progression

    Learning is a large part of magic as it takes time to fully learn every spell and to master each and every one. It takes roughly 4 real life months to travel through each tier of Voidal Distortion.

     

    Tier 1, The Beginning

    Just like your average voidal magic, you’ll first need to connect to the void. This voidal connection will let you cast any and all spells within the Voidal Distortion magic- within reason. Unlike normal voidal magics, the teacher of Voidal Distortion will concentrate their mana for several moments before pushing it into the body of their Student. This activates mana within the student, forcing their body to start flooding with mana. A student will stay here for one week.

     

    • Abilities

      • Mana Body

    • Limitations

      • N/A

     

    Tier 2, The Concentration

    The first spells are learned when the mage hits Tier Two. At this point, the teacher will start to show the student how to create masses of mana. These masses of mana will almost instantly destroy themselves as it’s just training, but eventually they will be taught how to use these masses for different spells. This takes three weeks to fully go through.

     

    • Abilities

      • Mana Body

      • Mana Tendril

    • Changes

      • Addition of Mana Tendril

    • Limitations

      • You must concentrate in order to use Mana Tendril

     

    Tier 3, The First Ritual

    After that long period of time being a Tier two mage, the mage will finally be ready to learn more about Distortion magic. Their concentration of mana will be able to be enhanced severely to the point of being able to form different things with pure mana as well as learning how to make smaller rituals with the magic. This state will last roughly five irl weeks.

     

    • Abilities

      • Mana Body

      • Mana Tendril

      • Manabite Ritual

      • Mana Blast

      • Mana Drain

      • Mana Gift

    • Changes

      • Addition of Manabite Ritual

      • Addition of Mana Blast

      • Addition of Mana Drain

      • Addition of Mana Gift

      • Enhancement of Mana Tendril

    • Limitations

      • You may only create Tier One and Tier Two Manabite Rituals

      • You may only Drain 30%, three emotes, worth of mana

      • You may only Give 30%, three emotes, worth of mana

      • You no longer have to concentrate to summon a Mana Tendril

     

    Tier 4, The Walkers

    At this point, a Distortionist will finally be ready to start practicing the more dangerous versions of spells, though they aren’t quite ready for the biggest spell of them all. The teacher will no longer need to help the Student as much when the reach this phase, but they must still be taught in order to learn these spells. This Tier will last another six weeks.

     

    • Abilities

      • Mana Body

      • Mana Tendril

      • Manabite Ritual

      • Mana Blast

      • Mana Drain

      • Mana Gift

      • Releasing Ritual

    • Changes

      • Addition of Releasing Ritual

      • Enhancement of Manabire Ritual

      • Enhancement of Mana Drain

      • Enhancement of Mana Gift

    • Limitations

      • You may create up to Tier Five Manabite Rituals

      • You may only Drain 80%, eight emotes, worth of mana

      • You may only Give 80%, eight emotes, worth of mana

      • You no longer have to concentrate to summon a Mana Tendril

     

    Tier 5, The Creation

    Finally, the job of the Teacher will be finished. They will teach the very last spell that is to be gifted to the Distortionist mage. A lot of practice must be put into learning this spell as it takes a lot out of the user and has the possibility of causing great harm to anyone and everyone.

     

    • Abilities

      • Mana Body

      • Mana Tendril

      • Manabite Ritual

      • Mana Blast

      • Mana Drain

      • Mana Gift

      • Releasing Ritual

      • Manafestation

    • Changes

      • Addition of Manafestation

      • Enhancement of Manabire Ritual

      • Enhancement of Mana Drain

      • Enhancement of Mana Gift

    • Limitations

      • You may create up to Tier Six Manabite Rituals

      • You may Drain up to 100%, ten emotes, worth of mana

      • You may Give up to 100%, ten emotes, worth of mana

      • You no longer have to concentrate to summon a Mana Tendril

     


     

    Part Two, The Mana Walkers

     

    Background/Origin/Culture

     

    Mana Walkers, a species that was born from and of the Void. These strange creatures come with a lot of different perks to them and other strange oddities. One of the more notable features on these creatures is how they come to the Mortal Plane. This can happen is a few different ways: a Tear in the Veil, Voidal Tears, the Releasing Ritual from a Voidal Distortionist, or by being called because of a powerful source of Mana. Though the Mana source from the last cause must be huge, something practically no mage could even muster up. Simply, these creatures are drawn in by an extensive amount of mana as it tingles their need to feed.

     


     

    Physical Description

     

    lGC79urafDRCGjJ4WhChY5oNm2rYN3-FmKeL7UrR3aqIezzMWZFkn2EUD0p9Q5siqK0DwUzjYVJ-hjuV2cfvAkJEP6K1I0v8Nnz5lhKt2GpC8E96mWUcvxQ1BoYHPnRKlsFWRiwl

     

    These strange creatures come in a variety of shapes and sizes. The main feature that goes throughout all Mana Walkers is the general way their bodies are made. It’s made of pure mana, though, that mana wishes to be able to escape from the body that contains it. So, how does a Mana Walker prevent their body from literally exploding into mana? A simple solution to a never ending problem! They have a layer of solid mana that acts as flesh so the mana stays within the creature. This skin type layer is about as strong as a hardy leather coat, not to mention that it is several inches thick. Their physical form, on the other hand, is quite meldable and is generally shaped to work with whatever needs the Walker has to fulfill. Most choose to take the shape of an animal or decedent as that is the most useful- who would want to be a tree? Just like their Horror brethren, Mana Walkers have no gender though some may choose to look like a male or female- once again, in order to reach their goal of eating. Since their form is so meldable, Mana Walkers can have a lot of one type of limb, and none of others. Because of their mana bodies, Walkers are completely weightless while still being able to lift massive amounts. Even though their body is weightless, they are still affected by gravity and all the normal elements of our realm.

     

    Sizing

    Mana Walkers are creatures who love to eat. Their diets consist of Mana, Mana, and Mana, with a side of Mana. Though they live in the Void, it can only sustain them for so long before they explode into a ball of mana. These sizes don't generally have a name, but it is given that they grow bigger for the more mana they eat. A Mana Eater could be anywhere from the size of a ping pong ball, to the size of ten Atlas’(the continent, not the book). Those are more so a general sense, since they can be much larger and much smaller than that. The bigger the Walker, the bigger the mana pool they hold. Though, the time it takes for them to reach the ground make be longer, they gain no weight as they grow. This means they can be just as fast in a bigger form as in a smaller form.

     

    Aging and Death

    Unlike most creatures, Mana Walkers can not age. They live for as long as they have mana. Say this mana is destroyed, then the creature will die, fading away into the abyss of the void. The only other way to destroy a Mana Walker, is by destroying it so much that their very being is no longer able to function. These Mana Walkers also hold no soul, meaning any sort of attack that’s directed at the soul will be rendered useless.

     


     

    Mental Description

     

    Every creature has a mind, it just depends on what it thinks about and how well it can think. That makes these creatures dangerous. Their minds don’t care about how much damage is caused, nor how people feel about them while they do it. All a normal Mana Walker thinks about is how to get food. Their minds focus heavily on finding the strongest sources of mana and consuming it all. If they kill something along the way, then it is nothing to them. On occasion, a Mana Walker will gain a mind and start thinking for itself. Though, it never changing their constant urge to feed.

     


     

    Abilities

     

    Mana Walkers are creatures from the void, meaning they have access to some strange and powerful abilities. These are mostly used for it to achieve its main goal- feasting.

     

    Mass Telepathy [Non-Combat/Combat]

    Mana Walkers are purely made up of mana, meaning they have no voice box to project their voice. Like any normal creature, communication is needed so they have developed a way to project themselves through a Telepathic connection. With this powerful spell, a Mana Walker may project their voice to anyone within a massive radius of them. This voice can be described in many ways as it is different for all Walkers, but they can speak both common and moonspeak. Sometimes, they speak a combination of both, saying half of a sentence in one and the other half in the other.

     

    Mechanics:

    • The voice will project at a radius depending on how large the creature is, though most have a radius of 10 meters of telepathy when ‘talking’ and a max of 100 meters when they are ‘yelling’

    • They can speak in both Moonspeach and in Common

    • The voice of each Mana Walker is different from all the other ones

    • This may be done at a moments notice and can be done while an action is being performed

     

    Redlines

    • This can not be used to blast out someone’s ears or to hurt their head on some way

    • Their voice, at its normal speech, is just above a whisper and at max, what a normal person would sound like in a room

     

    Consume Mana [Non-Combat/Combat]

    This simple ability is used by all Mana Walkers in order to complete their goal of feasting. Their jaws will drop down, if they have one, if not then they will make one for the spell, and the Mana they wish to consume will be pulled in towards their maw. When the mana is consumed, the creature gets bigger and hungrier.

     

    Mechanics:

    • Consumption of Mana takes three emotes if out of combat, and six if in combat

    • Once the emotes start, the creature has a hard time moving around as it is busy with one thing it wants

    • As they consume, the mana will be immediately absorbed and will become part of the creature’s mass

    • They can consume mana from practically anything, though the amount is generally too miniscule to fulfill their want to consume. The things that hold the most mana that a Walker would want is:

      • Voidal Mages

      • Voidal Artifacts/Magical Items

      • Pure mana, generally what’s created with a Voidal Tear

      • Voidal Horrors

      • Other Mana Walkers, though the bigger Walker will generally win in the end

     

    Redlines

    • Mana consumption can only kill plants as well as rot rocks that it comes in contact with. It can also kill Voidal Horrors and Mana Walkers by consuming all their mana

    • Magical Items/Voidal Artifacts that have their mana eaten will be unable to be used for two elven days as it takes time for the mana to regenerate within the item

     

    Mana Feeling [Passive]

    Mana Walkers are very adept at getting the mana they need to grow. Though they don’t have eyes, they can feel when they are close to any source of mana. This ability helps them locate fresh sources of food.

     

    Mechanics:

    • This ability is always active, meaning they constantly know where mana is and how much of it there is

    • The larger the amount of mana, the larger feeling the creature will have

    • The things with the largest amount of mana are generally

      • Voidal Mages

      • Voidal Artifacts/Magical Items

      • Pure mana, generally what’s created with a Voidal Tear

      • Voidal Horrors

      • Other Mana Walkers

     

    Redlines

    • Mana can only be felt within a 30 block radius, for a normal Mana Walker that is. The bigger they get, the larger the area they can feel

     

    Mana walkers, being creatures of the void, can know practically any voidal magic but none of the others. Generally, the creatures use up mana that lies in the void instead of their own mana as they despise getting smaller. Some of these magic’s include:

    • Transfiguration

    • Telekinesis

    • Voidal Translocation

    • Voidal Shifting

    • Any and All Evocations

    • Conjuration

    • Arcanism/Celestialism

    • Mental Magic

    • Sensory Illusion

    • Arcane Displacement

    • Voidal Feeling

    What’s truly strange about a Mana Walker, is how many spells they can cast at once and how many different types of magic they can hold. The average Mana Walker isn’t restricted by slots nor how many spells they can cast at once. Since these beings are so adept at using magic, since they are basically magic, that little concentration is needed for them to perform their spells. Since they are beings with so much mana within them, as well as being able to hold a tremendous amount of power, some have access to the last ability within their arsenal.

     

    Mana Explosion [Combat]

    Sometimes a Mana Walker will see that it’s end is getting closer and closer, so it will choose to go with the last resort to try and absorb mana. Though they never really are able to gather mana this way, some Walkers see it as a necessary measure. Simply put, they will remove their mana flesh after condensing into a single point- about the size of a baseball. The loss of the fleshy layer will prove to be the last straw, no longer holding the mana together, it will explode out in an event known as a Mana Explosion. It depends on the size of the creature when it died, but the larger it is, the worse the explosion will be. The lands will be scorched, drained completely of the mana it desperately needs to survive. The land will turn black and the air will darken. Anything that was living that got directly blasted with this will suffer the same agonizing fate that the land did.

     

    Mechanics:

    • To transform into the ball, it takes two emotes. The second phase of this takes around 10 as the explosion happens at the tenth emote. 12 emotes total

    • Effects:

      • Land: The land will be turned into a sort of black soot. Any bit that touched this mana explosion will be turned into such. It will also seep into the ground, going down about 30 meters. This land will make sure that no living life can live there for decades to come

      • Air: The air within the area will turn black and poisonous. Those who breath it in will feel their lungs and throat start to burn and soon after, their entire body will start to feel the sensation. As well as this poison gas, the mana that was left over will turn into purple lightning. This creates toxic storms that blast the world with deadly lightning. Instead of a normal electric shock, like a normal lightning bolt, this purple blast will hold the same burning sensation as the poison air

      • Life: Animals who suffer from this explosion will instantly die. Their bodies will shrivel up as they turn into a more solidified black soot. Meanwhile, all the plants will suffer a similar fate. Leaves on plants will be turned to dust while the stems/trunks will be transferred into a solid black soot. Basically, everything is dead. There are a few changes when it comes to descendant like creatures. When the blast hits them, their clothing will be the first to go, dying just like an animal would have. When it reaches their skin, it will only be the exposed skin that gets affected. A major burning feeling will be felt throughout the body of the person as their skin gets charred. Eyes that are exposed to this will turn purple as mana energizes within their being. The burns are healable, but the black will stay on the person as a never fading scar

    • After the explosion goes off, the damage will be done instantly in a purple flash. Anything that is 10 meters outside the explosion radius(which is 100 meters in diameter) will be instantly zapped with Mana Lightning, the same thing that happens within the air after the explosion. There will also be a loud boom that rings out as well as horrid earthquakes

     

    Redlines

    • A Mana Walker may only create a Mana Explosion if they are larger than 40ft tall. Anything smaller will not work and anything bigger will add another meter of radius per 5 extra feet of height

    • This will instantly kill the Mana Walker

     


     

    General Redlines

     

    • These creatures may only be played by an ET

    • These creatures can have a bit of free form since it is ET only, though most creatures that pass through are around the size of your average human

    • Any spell that drains mana will not end out killing the target, only making them pass out

     


     

    Part Three, The OOC

     

    Purpose

     

    Voidal magics have been at a loss for ritualistic type spells and thus this idea came to be. The thought that not everything has to be a spell you use in combat, so some spells were added that can be transferred to combat, but are made in out of combat situations. Then there was the idea for spells that deal directly with mana since no(to my knowledge) spells deal with mana in it’s pure form, much less a large concentration of it, so I think it’s reasonable to see some spells like that come into existence on LOTC.

     

    Citation

     

    This could not have been done without me, obviously, or without @DJCrips. Scientist also helped out

  2.  

    Hey there! At this time your application has been placed on,

    SPF-lJmnrDPP5cyeBJc3TE_G_PRN83GQKReCpVlBXc0-2661zSe8oneUwtivH5lGpQn7q0zr3c6jiKaIwicfnXe8LKAku0H4zbaRXmDRjJP1KFUoe5H6JIv3-nSQTNxGMOjAkWRi

    For reasons such as:

     

    Ø Being Unwillingly

     

    Your application was good, however there are just a few issues that need editing. You have 24 hours to make the changes. Please message me here on the forums, or through my discord (Meteor Dragon#8579) once you’ve made the changes, and I’ll take another look at your application. Don’t hesitate to ask me something!

     

    The Wiki has lots of important lore information, please refer to this when making changes. You can also join our New Player Discord – Where you can ask questions to our Community team, and meet other server players.

     

    You can contact me here on the forums, through my discord (Meteor Dragon#8579) or by /tell (MeteorDragon9000) in-game for any questions or concerns.

     

    Good Luck!

  3. Xavis Ashwood chuckles in a random corner of Sutica, but not that corner of Sutica, a different one. He had to get someone to help read this to him considering the whole no eyes thing. ”Oh boy, this is comedy gold! They should know that what happen’s in Sutica stays in Sutica.” Xavis continues to cackle to himself as he tries to find his way home.

  4. This has turned into a **** show..

     

    I agree with some points that people have made, but I won’t say anything about it.

     

    All I’m going to mention is that instant-killing someone is never fun. If you’ve just spent hours rping with someone just to end out with loosing it all, that’s just bull****. I’ve never been “pitted” but I have been killed by the gallows and all that jazz. If it really is the same thing, then I hate it all. Never have I had fun rp with that at my ending. RP should try to be fun for both sides, though I know it’s not that not generally possible. Mercing someone without them being able to resist is just awful for people involved. There are some exceptions, but that’s the general case for me.

  5. So, my current username is MeteorPumpkins because of the holidays, but they have passed us now!

    For the Month of November, I shall change my username once more to be what you all would like!

    If there is something you wish my name to be, that I did not put in the poll, feel free to post it in the comments and I may pick it if it has enough upvotes!

    This will go until 12pm CST November 2nd, 2019.

  6. 1 minute ago, Jenny_Bobbs said:

    I do like the concept though I feel like you might've skipped over the cauterization spell in old necromancy lore or in the two most recent lore posts in the purpose which can do most of the things you've listed here. Except for the control parts. Also creating amalgamations seems of my similar to creating abominations which is in my lore piece. I'm not trying to bash your lore simply giving some feedback cross referencing the two.

     

    Secondary to your lore in general having the practitioner rot away if not actively practicing the magic or gaining life essence(?) *did I read that correctly?* seems like the dark Hallows in old necromancy lore which the ST didn't approve of due to enforcing users to go out and harvest.

     

    That brings me to the third point that I just dislike magic that encourages taking bits and pieces from another individual to function, eg: taking limbs. It from my observations encourages sub par roleplay as you need to kill or force RP to do your magic. 

     

    Not a -1 Or +1

    Part of the issue might be that I didn’t read through the necromancy wright, I just thought up an idea and threw it into practice. The part of rotting away was mainly to balance out the magic and rotting body was to give reason to how the spells work, generally a carnimancer doesn't really need to go out and kill on their own, if they find a dead body then its limbs could be harvested for the greater good of fixing someone else. The carnimancer does need to rot others to stay with the magic, but that’s mainly so they can cast spells without needing to have a sacrifice all the time, and if you have a nice friend who is willing to get rotted to help save others, and you, then there’s no real need to have to go out and purposely rot people to watch them die. It has a lot of helpful uses, but it just didn’t seem like it would fit anywhere but dark

  7.  

    Carnimancy and The Amalgamates

     

    Part One, Carnimancy

     

    Background/Origin

     

    The usage of rotting bodies and a simple needle and thread is all one needs to truly utilize Carnimancy and create Amalgamates. The two halves of this magic are Creator and Creation, instead of Master and Servant. Since you are melding bodies together, it is reasonable to assume a hefty price will be paid. This price is the body of it’s wielder. As Carminamcy rots away at its user, the user will be able to bring a fake life to lost limbs through simple stitchings. These stitchings will be able to put body parts back on their first user, move them between people, and even create a creature known as an Amalgamate.

     

     


     

    Magic Explanation

     

    • Carnimancy is a Two Slot Magic

    • Carnimancy is a Dark Magic

    • You can not have a Deity Magic if you have Carnimancy

    • A Carnimancer must be taught this magic by someone with a valid TA and must have a valid MA to proceed with learning

     

    Carnimancy is quite the interesting magic since it is highly against the natural order of things. Using this magic has the possibility of bringing out the worst in people as they begin to rip apart dead bodies and unnaturally sew them together to form what is known as an Amalgamate. A Carnimancer will find themselves being able to bring dead limbs back to life by giving them a new host body, and being able to control these limbs if they so choose. Not only can dead limbs be brought to life using a living host, but this may also be done using several other dead parts to form the worst creatures since Voidal Horrors. More about the Amalgamates will be talked about later within this post.

     

     


     

    Magical Abilities

     

    Many spells may be used by a Carnimancer in order to meddle with the bodies of the living. These different spells are generally used in out of combat situations considering the Surgical nature of this magic. Melding bodies together does take a lot of work after all.

     

    Rotting Corpse [Passive]

    Stitching bodies together is fun, but it comes at a heavy cost. Life is the one thing that can not come at a tax, or can it? Through entering this magic, a normal being must be killed. Death is not a very welcoming thing so, surprise, you’re not actually dead. You will live in your body as a corpse. As per usual, corpses tend to rot into nothing, though through this they will be saved as long as they contain life within them. If a Carnimancer doesn’t absorb enough life, or cast enough spells within a certain amount of time, their body’s rotting will start up again, eventually killing them.

     

    Redlines

    • This ability is always active and can never be unactivated

    • Rotting will start after one real life week, one irp year of inactivity

    • Inactivity/Rotting will be put on pause if you cast or siphon one year’s worth of essence. This does not stack, so you must take or use one year’s worth each week

    • If rotting starts, then it will take around 10 years worth of casting or siphoning to fix their body and put them out of rotting

    • Rotting will kill the Carnimancer after around 3 irl weeks of using it. Death from Rotting counts as suicide, making it a PK. Please keep in mind that if you are going on hiatus or taking an extended break from LOTC, this does not matter. Abuse of this will lead to the LT taking this magic from you

    • If you drop this magic, then you will be placed out of the Rotting curse as that is the only way to avoid death from being a corpse

    • Since you are a corpse, your body is generally weaker than everyone else's. This is not to the extreme of voidal magic, but it is noticeable. To put a number to it, you’d lose around 20% of your starting muscle mass/fat

    • Being a corpse, your body will become fairly pale and bags will form under your eyes

    • Even though you are a corpse, you still need to perform the necessities for any living thing: eat, breath, sleep, repeat. You will also feel pain

    • If you die, then your body will go into super rot. In a few minutes, your flesh will turn a disgusting green, your muscles will completely fade, and all your organs will rot into nothing(this also includes things like the eyes and the tongue)

    • You will heal after rotting stops

    • Transferring bodies also transfers the curse to the body

     

    Return Stitching [Non-Combat]

    Stitching is the most commonly used spell that a Carnimancer will gain access to since it gives the user the ability to reattach lost body parts to their original hosts. These stitches can be made with a normal sewing needle and does not need thread as it is provided when the Carnimancer starts to cast. This thread is generally the color of the caster’s aura and will be produced indefinitely as long as they continue to cast. The only way the caster will truly gain access to this thread is by taking the physical life out of someone’s body. The longer the thread is used, and whichever limb is being reattached, depends on how much the body is ruined. After finishing the stitches between the limb and the host’s body, the stitches will slowly begin to burn and melt their skin together, forming a massive scar that will never go away as this scar represents the stitches.

     

    Mechanics: 

    • This process of reattaching a limb should take around 6 emotes to be properly done. An example of these:

      • The mage would withdraw a simple needle, holding it up to the limb and man. (1/6)

      • A strange thread would begin to snake out of the tied up man next to both the body and the mage. This thread is dark red in color. (2/6)

      • The crimson thread floats through the eye of the needle as the mage starts to slowly insert the needle into the skin. (3/6)

      • The mage starts to sew the dead limb to the body, taking their time with each stitch. (4/6)

      • After a moment or two, the stitching would be completed and the thread that wasn’t keeping the two areas together would fade away into nothingness. (5/6)

      • Each stitching would start to sink into the skin, creating a burning sensation that grew in intensity before fading away once the limb was seared onto the body- stitchings gone and only a scar was left. (6/6)

    • This process of attaching a limb can not be done in just any location. The Carnimancer must create a specific area where they can work, a laboratory of sorts. This is different for each person, but the basics must be a walled in area with several platforms for bories to be located on. Other than that, you’re evil laboratory is customizable! This will be known as The Laboratory when referred to in other sections.

    • Though there must be a ‘sacrifice’ to offer when reattaching a simple limb, it does not have to be another person. You may use yourself as this ‘sacrifice’ instead of gathering others to rot.

    • The melding together of the limbs will seal the area’s wound. The bones and such will reheal in that specific ring in which the stitchings were placed


     

    Redlines

    • Return Stitching must be done within The Laboratory

    • The ‘sacrifice’ will not feel any fort of pain when being taken from during this surgery. What will happen to them is known as Rotting. Though their lifespan may not be effected through this, parts of their body will start to look aged. The smaller the limb that is being attached, the better it is for the ‘sacrifice.’ For example:

      • A finger: 1 year of decay on the ‘sacrifice’s’ finger

      • A toe: 1 year of decay on the ‘sacrifice’s’ toe

      • A ear: 1 year of decay on the ‘sacrifice’s’ ear

      • A nose: 1 year of decay on the ‘sacrifice’s’ nose

      • A horn: 2 years of decay on the ‘sacrifice’s’ ear or horn if they have one

      • A tongue: 2 years of decay on the ‘sacrifice’s’ tongue

      • A jaw: 3 years of decay on the ‘sacrifice’s’ jaw

      • A hand: 3 years of decay on the ‘sacrifice’s’ hand

      • A foot: 3 years of decay on the ‘sacrifice’s’ foot

      • An arm: 5 years of decay on the ‘sacrifice’s arm

      • A leg: 5 years of decay on the ‘sacrifice’s arm

    • You can make yourself the ‘sacrifice’ but one must always be provided

    • The ‘sacrifice’ may not be an animal, deer, cats, dogs, etc, but they may be Kha or Hou-zi

    • You may only reattach limbs that use to belong to the original owner. For example: if someone had their hand removed, they may only get that hand reattached to their body

    • A limb of a different race may not be attached to someone of a different race as it does not follow “Same race, same person”

    • The limb of the same race can not be attached to someone of the same race as it does not follow “Same race, same person”

    • The limb that is attached will be in the same state as it was before it was attached. This includes but is not limited to, decaying of the limb, and injury

    • Scarring around the area where the limb was attached will never be able to be removed and it goes all the way around where the limb was attached

    • After the limb is attached, the one who is receiving the limb will gain access to it. All senses in this limb will be restored to the fullest and growing and healing will soon follow. Though this does not mean they can fully use the limb. You must retrain yourself on how to use this limb

    • You can not reattach someone’s head as they are already dead

    • You can not reattach limbs to dead bodies, nor revive dead bodies

    • You can not reattach parts of the torso, nor can you reattach organs: eyes, stomach, lungs, etc

    • This can only be done on organic creatures. No golems, voidal horrors, animals(Kha and Hou-zi don’t fall under this category), plants, or soul trees

    • This rotting is healed over time

    • The rotting depends on how long of their life they have left. For this purpose, the max life is 1000 for elves, 150 for humans, 500 for orcs, and 500 for dwarves. Examples are below

      • If there is a 500 year old elf, then you may only take 500 years worth of essence from their body

      • A 10 year old human could sustain 140 years worth of essence

      • A 122 year old orc or dwarf could sustain 378 years worth of essence

     

    Mixed Stitching [Non-Combat]

    While Return Stitching deals with reattach lost limbs, this does it quite similarly though one can reattach limbs that didn’t previously belong to the original owner. Though this kind of stitching is done in a similar fashion to the Return Stitching, it still has a different and stranger usage. Creating the thread with the Mixed Stitching works the same way as before; as does the reattaching limbs. This must also be done within the Carnimancer’s Laboratory. As the name implies, this form of stitching lets creature’s limbs be mix and matched! For example, you may replace a human’s arm with an orc’s arm.

     

    Mechanics:

    • Since this process is quite similar to Return Stitching, it has the same Mechanics

    • This process of reattaching a limb should take around 6 emotes to be properly done

    • This must be done within the Carnimancer’s Laboratory 

    • Though there must be a ‘sacrifice’ to offer when reattaching a simple limb, it does not have to be another person. You may use yourself as this ‘sacrifice’ instead of gathering others to rot.

    • The melding together of the limbs will seal the area’s wound. The bones and such will reheal in that specific ring in which the stitchings were placed

     

    Redlines

    • Return Stitching must be done within The Laboratory

    • The ‘sacrifice’ will not feel any fort of pain when being taken from during this surgery. What will happen to them is known as Rotting. Though their lifespan may not be effected through this, parts of their body will start to look aged. The smaller the limb that is being attached, the better it is for the ‘sacrifice.’ For example:

      • A finger: 2 years of decay on the ‘sacrifice’s’ finger

      • A toe: 2 years of decay on the ‘sacrifice’s’ toe

      • A ear: 2 years of decay on the ‘sacrifice’s’ ear

      • A nose: 2 years of decay on the ‘sacrifice’s’ nose

      • A horn: 4 years of decay on the ‘sacrifice’s’ ear or horn if they have one

      • A tongue: 4 years of decay on the ‘sacrifice’s’ tongue

      • A jaw: 6 years of decay on the ‘sacrifice’s’ jaw

      • A hand: 6 years of decay on the ‘sacrifice’s’ hand

      • A foot: 6 years of decay on the ‘sacrifice’s’ foot

      • An arm: 10 years of decay on the ‘sacrifice’s arm

      • A leg: 10 years of decay on the ‘sacrifice’s arm

    • You can make yourself the ‘sacrifice’ but one must always be provided

    • The ‘sacrifice’ may not be an animal, deer, cats, dogs, etc, but they may be Kha or Hou-zi

    • The limb that is attached will be in the same state as it was before it was attached. This includes but is not limited to, decaying of the limb, and injury

    • Scarring around the area where the limb was attached will never be able to be removed and it goes all the way around where the limb was attached

    • After the limb is attached, the one who is receiving the limb will gain access to it. All senses in this limb will be restored to the fullest and growing and healing will soon follow. Though this does not mean they can fully use the limb. You must retrain yourself on how to use this limb

    • You can not reattach someone’s head as they are already dead

    • You can not reattach limbs to dead bodies, nor revive dead bodies

    • You can not reattach parts of the torso, nor can you reattach organs: eyes, stomach, lungs, etc

    • This can only be done on organic creatures. No golems, voidal horrors, animals(Kha and Hou-zi don’t fall under this category), plants, or soul trees

    • Just because you can mix races, doesn’t mean they won’t suffer the consequences. It should be obvious that putting an olog’s arm on a halfling’s body will cause them to tilt around and flop on the ground, unable to properly lift the limb. Their skin may pale due to the lack of blood in their limbs. Just because you have something doesn’t mean you can use it, think of the size differences

    • If they never had the limb in the first place, you can not give them said limb. If they were born without an arm, they can not get that arm

    • Since this limb is in the same state as it use to be, a halfling’s arm on an orc won’t give the arm orc strength. It would keep halfling’s strength and size. This is also represented in the speed, a larger arm on a smaller body may move slower than a normal sized one

    • This rotting is healed over time

    • The rotting depends on how long of their life they have left. For this purpose, the max life is 1000 for elves, 150 for humans, 500 for orcs, and 500 for dwarves. Examples are below

      • If there is a 500 year old elf, then you may only take 500 years worth of essence from their body

      • A 10 year old human could sustain 140 years worth of essence

      • A 122 year old orc or dwarf could sustain 378 years worth of essence

    • All attached magical limbs will lose their magical properties

     

    Controlling Thread [Combat/Non-Combat]

    The creation of the above limbs is quite a difficult one. The thread that is used is manipulated by the Carnimancer. The scarred ring around their newly attached limb is actually a ring of stitchings. If a Carnimancer created a Mixed or Return Stitch then the Carnimancer may control these stitchings, and thus the limb is needed. Though there are limits to what they can and can not do, controlling the stitching is quite a powerful spell which is partly a cost for those who have these strange limbs.

     

    Mechanics:

    • This spell can be used in and out of combat, but it will always need four emotes to cast. The controlling may begin from there and go until concentration is lost. For example:

      • The Carnimancer would raise his hand, fingers pointing towards the human’s arm. (1/4)

      • Invisible and intangible thread would shoot out from the human’s arm, attaching themselves to the fingertips of the Carnimancer. (2/4)

      • Each threat would twing, glowing a deep crimson as the human would begin to feel a tugging sensation that affected their entire limb. (3/4)

      • From the fourth emote on, control of the limb belongs to the Carnimancer even though the owner of the limb can resist.

    • Concentration is needed to cast this spell and the limb you control must be one you personally made

    • This can be done anywhere, meaning a Laboratory isn’t needed!

     

    Redlines

    • This ability doesn’t need to be done in a Laboratory

    • This ability can only be used in a 10 block radius, but if the person with the stitched on limb runs out of the radius, then the thread will continue to trail for 5 more blocks out, getting weaker as it goes, before snapping

    • The one who’s limb it is, may try to resist, but the Carnimancer will eventually win it out in the end. With a halfling, it may take one or two emotes to overpower them, but with an olog it may take six or seven

    • A Carnimancer must stay standing still as they cast and control the limb

    • Only one limb may be controlled at a time

    • This can only be done to a limb that you have attached

    • If the person who owns the limb is no longer within your eyesight, the thread will snap

    • The limb still belongs to the owner, meaning it will not do something to directly kill its owner. Making them punch or stab themselves is allowed, but choking themselves until they die is not

    • The owner must be aware that this is happening as they will feel a sharp pain throughout their limb

     

    Thread Siphon [Combat/Non-Combat]

    The one thing that is most needed for a Carnimancer is their thread. Usually it is gained through rotting someone’s body during a stitching section, but with this spell, one can gain access to rot through touching someone. This rotting will be transformed into an essence that is stored into the body of the Carnimancer. This essence has two purposes: halting rot and creating thread.

     

    Mechanics:

    • This spell required five emotes to cast. From the fifth emote on, you will rot whatever part of their body that you are touching by 6 months per emote. An example:

      • The Carnimancer would creep around the man, and with and open hand, place it on his shoulder. (1/5)

      • The Carnimancer’s hand begins to twitch as the man would begin to feel a strange pain in their shoulder. (2/5)

      • The pain in his shoulder increases to that of someone being punched. A black smoke starts to seep from the underside of the Carnimancer’s hand. (3/5)

      • The black smoke seeps around their entire shoulder. The sharp pain would continue throughout this ordeal as the Carnimancer keeps his grip tight. (4/5)

      • The man’s shoulder starts to rot, as if time has sped up for it for a total of 6 months. The black smoke wouldn’t flow into the air, instead it would surround the Carnimancer’s hand, flowing into his body. (5/5)

    • Though this does not need the Laboratory, you need to have an open hand inorder to use this on someone. Though, if you are within your specific Laboratory as this happens, the rotting will increase to one year per emote

    • You may do this in out of combat situations, but be warned that someone could turn this into a combat situation

    • This must be done through grabbing ahold of a part of someone’s body

    • Only the part that is grabbed will start to rot

    • This essence that you gather can be used as sacrifice instead of needing a body later, aka this is your thread for stitchings

    • Absorbing life this way counts towards your one years needed per week

     

    Redlines

    • Thread Siphon does not need to be held in a Laboratory, but if you are in your Laboratory, you gain an extra 6 months per emote

    • You must inform the owner of the limb that the rotting rate is 6 months per emote

    • Touch must be held during the entire thing, and if it’s broken, then the casting will stop and you will no longer be able to siphon thread from them until touch is regained, though casting must start again

    • The rotting depends on how long of their life they have left. For this purpose, the max life is 1000 for elves, 150 for humans, 500 for orcs, and 500 for dwarves. Examples are below

      • If there is a 500 year old elf, then you may only take 500 years worth of essence from their body

      • A 10 year old human could sustain 140 years worth of essence

      • A 122 year old orc or dwarf could sustain 378 years worth of essence

    • Rotting only happens on the part of the body you grab. Hand rots hand, torso rots torso, shoulder rots shoulder, and so on and so forth

    • This rotting is healed over time

    • You can not sneakily do this due to the amount of pain that will emerge from this. It is equal to one punch from a normal sized human per 6 months taken

    • This does not take from their life span, only from how their body functions

    • Rotting can not be performed on the neck or brain of someone, to prevent instant death of someone’s body

    • If performed on the chest, then the muscles in their body will be the things to rot, organs like the heart, and lungs will be safe from this attack

    • This can only be performed through the hand

    • This can only be performed on creatures that are humanoid. This excludes animals, plants, and golems. Things like Kha and Hou-zi can still be affected 

     

    Amalgamate Creation [Non-Combat]

    Finally we get to the good part, creation of Amalgamates. These awful creatures are simply created by a Carnimancer who has enough bodies to meld together. Only one who has mastered the art of Carnimancy may be able to create creatures of this magnitude. It requires a lot of practicing and thread to even think about creating this. These creatures are not only created by the Carnimancer, but they can be controlled in strange ways using Controlling Thread.

     

    Mechanics:

    • This process takes three emotes to start, and then some extra emotes for each limb being attached

      • 3 per arm

      • 3 per leg

      • All the fingers can be done in two emotes

      • All toes can be done in two emotes

      • 3 emotes for the jaw and tongue

      • 3 emotes for the nose and ears

      • For other abnormalities, horns or a tail, 3 more emotes must be performed for each

      • Two emotes for he head

    • Stitching all these body parts together is the main reason for the cost, but the extra bit is used up to bring the creature to life. This takes another three emoted. For an example:

      • The Carnimancer would hold the needle in the air above the head of the amalgamate. The needle begins to glow a dark red. (1/3)

      • Out of the needle’s eye, crimson thread would trail down to all parts of the body, forcing it to convulse several times. (2/3)

      • The body convulses a few more times before it’s eyes blink open. The thread seems to fade into non existence after a moment or two. (3/3)

    • The melding together of the limbs will seal the area’s wound. The bones and such will reheal in that specific ring in which the stitchings were placed

    •  There must be a ‘sacrifice’ that is used to create an Amalgamate

    • This creates the Subtype called “Mindless Amalgamate”

     

    Redlines

    • This must be done in a Laboratory

    • In order to play an Amalgamate, you will need to make a CA. This will be talked about in the second part, giving more information about Amalgamates

    • The cost to making an Amalgamate is 150 years worth of essence/rotting a ‘sacrifice’ with 150 years of decay

    • The limbs of the Amalgamate can not be from the same creature, or person. Eyes, ears, horns, fingers, and noes may ignore this

    • The parts that are used for an Amalgamate must be gathered and stored irp

    • Amalgamates, after creation, will be sentient, but will have no memory or mind. Starting off, they are just a simple husk

    • Amalgamates can only be humanoid figures and can have the same amount of one limb as a normal descendant

      • 2 arms

      • 2 legs

      • 2 eyes

      • 10 toes

      • 10 fingers

      • 1 head

      • 2 ears

      • 1 nose

    • Though abnormalities can be added, it takes an extra 5 years of cost

    • Abnormalities are things like Horns or Tails

    • You can only make one Amalgamate every month

    • The creator of an Amalgamate can completely control them by using Controlling Thread

    • Amalgamates can still feel pain. They also need to eat, sleep, drink, and perform other things that are needed for a decedent

    • You have two weeks after making the amalgamate to bring it to life

    • All attached magical limbs will lose their magical properties

     

    Body Transfer [Non-Combat]

    A dangerous spell that has the chance of ruining the Carnimancer. Being a corpse is fun and all, but sometimes the body is a little too weak for the host’s liking. This simple spell can only be cast on an amalgamate body that has yet to be brought to life by the Carnimancer. Simply put, a Carnimancer can transfer their body into thread that then seeps into the body of the amalgamate.

     

    Mechanics:

    • This will require that the Carnimancer has already gone through the process of Amalgamate Creation, but has not brought the body to life

    • Within the process of a real life week and three emotes a day, the Carnimancer can slowly turn into an Amalgamate. Essence should be pre prepared for these days as you will need 6 months worth per day. Emotes examples are below:

      • The Carnimancer holds their needle above the body of the amalgamate. The needle starts to glow, as does the body of the Carnimancer. (1/3)

      • The body of the Amalgamate starts to glow as well. As this happens, the needle’s eye would shoot threat at the bodies of both people. (2/3)

      • The Carnimancer starts to look weaker, rotting, as the amalgamate looks a bit stronger. Soon after, the thread would snap. (3/3)

    • If the emotes aren’t performed, then the ritual will stop and it must be done over again

    • This must be done within the Laboratory

    • A sacrifice is needed each time you perform the ritual

    • At the end of the rituals, the last day, 6 emotes must be performed in order to finish it. This will then be followed by filling out a CA. This is the last part, so it needs to have an extra 10 years of essence to be pre prepared. poured into it. Example:

      • The needle would be held in the air by the weak Carnimancer. A light glow would begin to surround the object. (1/6)

      • From the needle’s eye, glowing thread would fly out, striking the body of the Amalgamate. (2/6)

      • The needle would then strike the body of the Carnimancer. A slight stinging feeling would flow throughout their body. (3/6)

      • Each body would start to convulse, a more intense pain flowing through the Carnimancer’s body as the thread started to pull on them. (4/6)

      • The Carnimancer’s eyes would involuntarily close as they fell to the ground. Their body starts to rot over, unmoving as the thread disappeared from both the Carnimancer and the Amalgamate. (5/6)

      • The Amalgamate’s eyes would open as it sat up. (6/6)

    • This creates the subtype “Threaded Amalgamate”

     

    Redlines

    • These special Amalgamates keep the memories and mind from the Carnimancer

    • This must be done in the Laboratory of the Carnimancer

    • The body of the Amalgamate must have been made before this

    • Over the week that goes on while the Carnimancer slowly becomes the Amalgamate, their body starts to rot. They get weaker and weaker each day that they go through

    • Death during this week will cause the Amalgamate body to explode into gore and the ritual must be redone

    • After the ritual is complete, the body will be completely rotted, so you can not go back to your original body

    • The rotting curse will follow you into the Amalgamate body

    • If you are already an Amalgamate, then all of the above still apply as you are still the Carnimancer

    • Essence that you have gathered will not be transferred over to the new body

    • The emotes must be done each day, or the ritual will end

    • A sacrifice is needed for this to go or else the ritual can not be performed

    • You have two weeks after making the Amalgamate to enter the body

     

     


     

    Redlines

    These redlines are the most important ones to follow so pay close attention to this section. These are general things about the magic or things that exist in quite a few spells to the point it is worth mentioning again.

     

    • All properties of Rotting corpse must be followed

    • When rotting someone’s body, they must be informed about the following, either through a direct message, or through an emote:

      • The rate the rotting is happening, be it 6 months per emote or a year per emote. This also includes how much rot occurs during Return Stitching and Mixed Stitching

      • What part of the body it is happening to, be specific

      • For explanation's sake, the way it should be explained is as though time sped up for the one limb as it wasn't given any nutrition

      • They must be informed the rot is healable

      • Rotting can not be done to major organs: heart, lungs, brain, etc

    • If the spell states that it must be done in the Carnimancer’s Laboratory, then it must be done so. What defines a Laboratory is below

      • A platform must be present for where the stitchings and Amalgamate creation is to take place

      • A set of needles

      • A platform for a Sacrifice to sit/lie down

      • Other decorations may be placed here for aesthetic effect

    • Amalgamates can only be produced once each month, though it’s not an either or, you may make one Threaded and one Mindless Amalgamate per month

    • You must have a valid MA to learn Carnimancy

    • You must be taught by someone with a valid TA to learn Carnimancy

    • Materials, limbs, must be gathered irp

     

     


     

    Tier Progression

    Tier progression for a Carnimancer isn’t too hard to follow. It goes by time and the achievement of five simple steps. Going through a simple 1 through 5 scale, a Carnimancer will follow in their master’s footsteps and possibly even go beyond what they have ever created. As one goes up the scale, their skills grow just as the complexity of their spells do.

     

    Tier 1, The Beginning

    This first tier requires extreme concentration and learning. The teacher will go through with them on the art of stitching things together and where different body parts go where. This sort of learning also includes dissections of limbs.

     

    • Abilities

      • None

    • Limitations

      • The Carnimancer, at this point, does not have the ability to cast any sort of spell

     

    Tier 2, The Rotting

    After two irl week of holding onto this magic, the student will be ready for their next step. The teacher will take the student into their Laboratory and start off their connection by stabbing hundreds of needles into their body. Each one will be tied together with thread before taking a dagger and plunging it into the heart of the student. The dagger will be removed and all their wounds will heal as the needles and thread become one with their body. This is the beginning of the rot.

     

    • Abilities

      • Thread Siphon

      • Rotting Corpse

    • Changes

      • Addition of Thread Siphon

      • Addition of Rotting Corpse

      • Ability to cast small portions of Thread Siphon is achieved

    • Limitations

      • Thread Siphon can only be used on small limbs, like someone’s hands or feet. The ability to grab onto shoulders, arms, legs, torso, and head have not been gained yet

     

    Tier 3, The Stitchings

    This tier is unlocked after a total of four weeks of being a Tier two Carnimancer. Learning about stitchings and body parts will continue up to this stage as the student mainly practices stitching limbs back on their original bodies. After learning how to perform those kinds of stitchings, stitching on other’s body parts onto other people will be achieved. In this stage, the student will finally make their own Laboratory and be able to use it to their heart’s content.

     

    • Abilities

      • Rotting Corpse

      • Thread Siphon

      • Return Stitching

      • Mixed Stitching

    • Changes

      • Addition of Return Stitching

      • Addition of Mixed Stitching

      • Enhancement of Thread Siphon

    • Limitations

      • Thread Siphon may now be used on larger limbs, arms and legs, as well as the hands and feet. The head and torso are still off limits

      • Return Stitching may now be used to sew on Hands and Feet

      • Mixed Stitching may now be used to sew on Hands and Feet

     

    Tier 4, The Amalgamates

    Through many more months of practice, five irl weeks to be exact, the student will become a Tier four Carnimancer. Through the collection of bodies and guidance from their teacher, the ability to create an Amalgamate will be achieved. As well as practicing their stitching and replacing body parts, the Carnimancer will be more adept in their rotting creations.

     

    • Abilities

      • Rotting Corpse

      • Thread Siphon

      • Return Stitching

      • Mixed Stitching

      • Amalgamate Creation

    • Changes

      • Addition of Amalgamate Creation

      • Enhancement of Thread Siphon

      • Enhancement of Return Stitching

      • Enhancement of Mixed Stitching

    • Limitations

      • Thread Siphon may now be done on any part of the body

      • Return Stitching may now sew on any part of the body that is stated within the redlines

      • Mixed Stitching may now sew on any part of the body that is stated within the redlines

      • Amalgamate Creation is able to create a creature the size of a Dwarf or Halfling

     

    Tier 5, The Finale

    Finally, all the training has lead to this. After 7 irl weeks of being a Tier Four Carnimancer, the student will be able to teach others the ways of the rot. As well as knowing all the ways of Carnimancy, their teacher will show them the darkest part of the magic: Body Transfer. This ability will require only knowledge of it in order to be performed, but more research on the subject of creating Amalgamates must also be done. A Carnimancer is never done learning.

     

    • Abilities

      • Rotting Corpse

      • Thread Siphon

      • Return Stitching

      • Mixed Stitching

      • Amalgamate Creation

      • Body Transfer

    • Changes

      • Addition of Body Transfer

      • Enhancement of Amalgamate Creation

      • You can now make a TA!

    • Limitations

      • Amalgamate Creation is maxed out as being able to create something the size of an olog

      • Thread Siphon may now be done on any part of the body

      • Return Stitching may now sew on any part of the body that is stated within the redlines

      • Mixed Stitching may now sew on any part of the body that is stated within the redlines

     

     


     

    Part Two, The Amalgamates

     

    Background/Origin/Culture

     

    These creatures are created through those who rot and force others to rot. An Amalgamate is a combination of limbs and body parts that have been melded together in a strange way. Brought to life due to thread and rot from others, Amalgamates can be almost anything the creator dreams of. They start as a husk, a mindless creature. Most of the Amalgamates are mindless creatures, but there are actually two types of them! These types are: Mindless Amalgamates, and Threaded Amalgamates. Both are created by a Carnimancer, the only difference being is that the Threaded Amalgamate is actually a Carnimancer as well while the Mindless Amalgamate is simply created by them.

     

     


     

    Physical Description

    Amalgamates almost never look similar. The creator of the Amalgamate generally makes the physical appearance of the Amalgamate since they are the one to stitch it together. They can range from the size of a small halfling to the size of a large Olog. Every Amalgamate has the form of a normal descendant, though some can have abnormalities: horns, tails, etc. Extra arms, legs, or heads isn’t something any Amalgamate is capable of having. Where each limb is connected, there is a thin ring of scaring where the Carnimancer’s stitchings are held. The limbs that the Amalgamates are made of will lose any magical ability when the creature is brought to life, unless it is a Threaded Amalgamate.

     

     


     

    Mental Description

    Amalgamates are quite interesting creatures when it comes to the mind. The two different kinds of Amalgamates are very different when it comes down to the mind.

     

    Mindset, Mindless Amalgamate: Mindless Amalgamates think just like any descendant would as they have the brain of one. Their minds vary from Amalgamate to Amalgamate as each can grow to be their own person in due time!

     

    Mental State, Mindless Amalgamate: The Mindless Amalgamates generally have no mind to start with. Each is just blank in the head, unknown to the world and unknown about the world. Since each has a brain, just like anyone else, Amalgamates can develop mental illnesses.

     

    Mindset, Threaded Amalgamate: The mindset of a Threaded Amalgamate is the same as the Mindset of the Carnimancer who took over the body.

     

    Mental State, Threaded Amalgamate: The memories and knowledge of the Threaded Amalgamate is simply the same as the Carnimancer who had made it.

     

     


     

    Abilities

    Amalgamates have access to a single ability that normal people don’t. It’s mainly used in combination with the threading that was used to make them in order to reattach lost limbs.

     

    Reattachment[Non-Combat]

    Any kind of Amalgamate may utilize this strange ability. If their limbs have been cut off and they are still alive, then they may use their stitchings to rebind the limb to their body. The threads, when done properly, will extend from the body and pull the lost limb back to it.

     

    Mechanics:

    • This spell needs to be done out of combat and requires 6 emotes to complete. Interruptions will cause the emotes to have to be redone

     

    Redlines

    • This must be done without distractions to mess you up

    • This can only be done to reattach your own limbs

    • You can only reattach arms, legs, feet, hands, noses, ears, jaw, horns, and tails

     

     


     

    General Redlines

     

    • Amalgamates must have a proper CA to be played

    • An Amalgamate must be made by an existing Carnimancer

    • You must state which kind of Amalgamate you are in the CA

    • Mindless Amalgamates can not be users of magic

    • Amalgamates must be in the general form of a descendent and can not be made of animal or plant parts

    • When it’s created, all magical parts of the Amalgamates body will be removed

    • Amalgamated can not have children

     

     


     

    Part Three, The OOC

     

    Purpose

    The purpose of Amalgamates and Carnimancy is to bring a little mix to magic. When you think of dark magic, you usually think of Necromancy and Blood magic. Which is bringing things to life and manipulating blood, but no one thinks of what could happen if you mix both together. The reason this should be a thing is that there needs to be a magic that adds an evil surgical type magic to the fray that exists. Amalgamates can be made with the horrific imagination of the one who wields the magic.

     

    Citation

    Me.

  8. I had an idea for a magic that took the body of the caster and would break them down as they cast spells. Basically the magic’s idea was to be able to reverse things, break things, and create things(reality bending basically), but the more powerful the spell, the worse damage it would do to your body and mind. I know it’ll never get accepted so Imma not try that.

     

    Also I want my Rubidium swords

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