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MeteorDragon

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Posts posted by MeteorDragon

  1. 3 hours ago, dev_clark said:

    I definitely agree that this would be neater if more the abilities were able to be used by Blood Mages with aid of a Mystic, and honestly, I should've written them to be more widely accessible - however, I am also still inclined to keep certain abilities remain only usable if one has both magics (Similar to the way some of the abilities are in Druidic BM, requiring you to be a druid with blood magic rather than just needing blood mages with a druid helping). Rite of the Puppeteer, Rite of Scouring, and Ensorcell Ethereality are the abilities that would be best changed to being a Blood Mage + help from Mystic, the rest I believe are best kept to a Blood Mage-Mystic.

    I can definitely agree with this. Having a mix would work quite well as it would give Blood Mages/Mystics an incentive to search for each other, and an incentive for Blood Mages to teach Mystics and vice versa. Overall, just want more group stuff

  2. I think it would be neat if it was possible, like in Infernal Blood, to do the rituals while having a Blood Mage and a Mystic instead of needing the Mystic to know Blood Magic. Sort of bouncing off of Disco, this could be why you need a Mystic as they will be able to imbue their Liturgies into the blood and that's how it becomes Elysian Blood

  3. An old mage roared out as the vision reached him, the man collapsing to the ground, hands covering his eyes. Sulieronn's form twitched as and squirmed as he sat there, eyes glowing a vibrant white.

  4. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Ilan Avilum-Alonn'len

     

    Character's Age:

             170s

     

    What feat(s) will you be learning?

             Lutauman

     

    Teacher's MC Name:

             ColonelKuel1

     

    Teacher's RP Name:

             Netseth Loa'chil

     

    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

     

  5. A 'ker scoffed, rolling his eyes at the mention of the mage circle. "Why did a child have a potion in the first place? Why wasn't she punished for nearly killing several nobles? The world may never know." That particular section of the tribune that he had seemed to be perfectly burned out, leaving the rest in tact.

  6. Spoiler

    Name of the Artifact: The Void's Deal

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations: Yes

     

    MC Name of the person(s) currently in possession of the Artifact: Meteor__Dragon

     

    RP Name of the person(s) currently in possession of the Artifact: Sulieronn

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items): Meteor__Dragon

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable): Sulieronn

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             

    The Deal comes from Sulieronn talking to his Horror. RP that comes from Sulieronn meeting parts of the deal will come after acceptace and be overseen by ST.

     

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted): N/A

     

     

             

    The Void’s Deal

    C8NC2xBLZDZeEDUMKYkkgPsAtZbmpwkVzWUN6c2V6ZXsS-pFWzpo_tbJd3UEla7yoOG_9gN6H7nJyR8TdlBy_yarwGR7gnF5zsd1cDi5gNqUxawkKvhRscuqFkzlZXXphpzrqSOTJL657PChPnVRVf4

    Through talking to the Horror residing within his mind, Sulieronn managed to convince it to aid him in a mutual contract. A contract to give power to them both and to the Horror something it wants. The terms are as follows:

          -Sulieronn must create a Voidal Tear that is, at least, 10 meters in radius. He must allow this Tear to reach “Immaturity.” Once it reaches that stage, he must send out a message to the horrors beyond via Communication, calling them to the location. Only once all of these steps are complete may Sul gain access to his part of the deal.

          -In trade, the Horror and Sulieronn work together to cast the Ascension of Consciousness ritual for a second time. Only, for this ritual, both of them will work together to lure in a second Voidal Horror and bind that to Sulieronn’s Soul. Both the Horror and Sul will have control over this creature via their combined magical prowess.

     

    Redlines:

    -Sulieronn may not aid in the destruction of the Voidal Tear he creates. He may also not aid in anything that would lead to the destruction of the Tear. A Tear that he’s already made may be used, however it must be one that he’s helped with.

    -ST must be present for when Sulieronn used Communication to call Horrors through the Tear.

    -For Sulieronn to gain the benefits, he must go through Ascension of Consciousness once again, following all redlines for the ritual. This can only be done after the Tear reaches Immaturity.

    -If the Tear is broken before the Ritual can be completed, then it must be remade.

    -Once all requirements are met, screenshots must be shared as proof to ST that it’s been done. Following this, this MArt will be linked on Sulieronn’s Voidstalking FA.

    -Due to the significance of the Tear, a post must be created to alert Veil Watchers to its creation.

    -If done close to the end of the map, within a Month of its ending, then Sulieronn must recreate the Tear on the next map. Should he have the abilities listed below, then he will lose access to them until the Tear is created.

     

    A Third Presence

    h-ZNP6GYXkKWant_RL3zIrsGVXofjbmh_Cq6btKE1ITQg_uKZlZiPJx543sdRNkbEzFzLf36Xh8lddVoo1Se9uObOKh1u3cSmiLBEgCu8nT1ljhCxOBRUdyczUl0vNXKVr_vWzWmQPJyabnPUOqX-OU

    The Second Voidal Horror being bound brings forth a myriad of effects, both helpful and detrimental. He is changed to fully be a creature of the Void, an Elf with a truly tainted soul, one fully corrupt by the Voidal Magic he so treasures. The following are the benefits he receives from this contract:

     

    [Active] [Combative] - Horror’s Reach

    Reaching Mana forwards to destroy another is a staple of a Voidstalker, though many do not wish to take that step forwards. With help from another beast, a second ‘blessing’ and mind are able to be bestowed upon the magi’s foes.

     

    Due to the presence of a Secondary Horror that Sul is able to manipulate, his Voidstalker abilities of Wither and Invasion are enhanced. For Wither, he is able to cast it upon a Secondary Target by either casting it twice, or spending [1] extra emote to create another charge of it and throw both at once. However, these two spells must travel in the same direction, only able to divert a small bit from one another to strike two different foes. Should this second charge be done, it will add [1] Tier’s worth of mana to the spell. In addition to that, if [2] people are affected by Wither at the same time, the Voidstalker must wait until both run out in order to recast. Should it be done via charging it with the extra emote, then the Voidstalker is placed on a [1] round Cooldown.

    Redlines:

    -All Redlines for Wither must be followed.

    -The Voidstalker must add [1] emote in order to create the secondary charge, this will add [1] Tier’s worth of Mana to the spell, upping it from a T2 to a T3 spell.

    -Should [2] people be affected by Wither at the same time, then the Voidstalker must wait until both have expired. Should this be done with the Second Charge, then the mage will have a [1] emote Cooldown before being allowed to use it again.

    -The effect is not stacked if both charges hit the same person. The spell is also not able to be renewed on someone if Wither is cast on them while they’re already under its effects.

     

    Invasion is the other spell affected by the presence of the Third Mind, albeit more directly. Similar to Wither, above, the mage may add [1] extra emote to create a second charge of Invasion, allowing them both to be thrown at once. This, however, adds [1] Tier’s worth of mana to the spell. They must travel in the same general direction, though they may strike two different people, or the same person. If they strike two different people, then normal Invasion rules apply to both characters. However, if they hit the same person, then they deal with the effects of Wither for [2] emotes instead of [1]. Though, this will make that character immune to Invasion for [2] emotes after the effects end.

    Redlines:

    -All Redlines for Invasion must be followed.

    -The Voidstalker must add [1] emote in order to create the secondary charge, this will add [1] Tier’s worth of Mana to the spell, upping it from a T3 to a T4 spell.

    -If the same person is hit with both charges, then the duration of Invasion goes up to [2] emotes, though the character is granted immunity from any Invasion spells cast by any Voidstalker for [2] emotes after the effects fade. This is to prevent stunlocking.

     

    [Active] [Non-Combative/Combative] - Puppet Master

    By working with his first Horror, the magus is capable of controlling the second, forcing a manifestation of it to appear within the world, hovering over him. And so, he is able to manipulate it like a puppet.

     

    To Manifest the Horror in a Non-Combative situation, it takes only [1] emote and can be done upon connecting to the void. While manifested, the Voidstalker may force it to perform tasks, it having two extra arms that are without the effects of Voidal Poisoning. However, the tell is rather obvious as the Horror will appear as a looming figure behind the magus with it and its arms being a combination of the mage’s normal aura color and black, showing its tainted nature. If Combat breaks out, then the Horror is forcibly demanifested.

    Redlines:

    -The Horror may not be used, in any way, to harm another, if used in a Non-Combative situation. It may not even do such things as spilling a drink in someone’s lap. Direct actions of aggravation with the Horror are prohibited.

    -Should Combat start, the Horror will be instantly demanifested.

    -It holds the user’s strength without Voidal Poisoning. It may act as the Smith when making Arcanium while still allowing the Voidstalker to provide their bonus.

    -The manifestation holds extra reach, within reason.

    -The "Horror" is simply a manifestation of the bound one Sulieronn has.

     

    In Combat, after [Connect -> Cast] the manifestation may be summoned forth. During these intense situations, the two arms are unable to interact with people or objects unless for aesthetic reasons. The arms can only perform tasks that the mage would be able to do on their own and with the strength of a Voidstalker. Should the manifestation be used to do tasks, the mage may not use their arms for any purpose other than gestures. In addition to this, the arms act as an Arcane Focus, allowing spells to be cast through them. In this state, damage done to the manifestation is also done to the mage. If a block is to occur, for example, the mage would receive all the pain and wounds as if they’d blocked it themselves.

    Redlines:

    -The Horror manifestation is only able to perform actions that the mage is able to do. Should it be doing these actions, the mage will be only able to perform gestures. This, in no way, may allow the mage to gain an advantage as they only act as an aesthetic way to do something. For example, while the arms may block a hit, they do not gain extra reach.

    -Damage done to the manifestation is also done to the mage.

    -If the mage disconnects, be it as a choice or forcibly, then the manifestation will vanish.

    -An abjuration of any kind will instantly destroy the manifestation and disconnect the mage, should it hit the manifestation. Puppet Master is then unable to be cast until the next OOC day. It will also take the Voidstalker twice as long before they can reconnect.

    -The "Horror" is simply a manifestation of the bound one Sulieronn has.

     

    [Passive] [Non-Combative] - Voidal Bloodline

    An excess of Mana flows throughout the magi, their soul becoming tainted, permanently. No longer is the body that of a normal man, but one blessed with supreme voidal strength. Even the children of the Deal Maker are corrupt by his actions. Though, perhaps it was on purpose.

     

    The pure amount of mana within the Voidstalker’s body is enough to cause mutations, ones that persist through blood. Even the children of the mage have a chance to be inflicted by the permanent curse, or blessing, as some may see it, upon the soul. Forever, it shall flow through the bloodline, until no more are born with these mutations. Should the mage father any children of his own, they will have a 100% chance to develop Voidal Bloodline, however, should one of them, or anyone further down the line who has this curse have a child, a roll out of 20 must be done: 1-10, the child is born normally, without mutations, 11-20, the child is born with mutations. Only one with mutations can pass it along to the next generation. Below are the mutations to an unaltered body:

     

    -The flesh of the character will be changed to behold a cosmic appearance. This may change from person to person, from being black with star-like specks to looking like a nebula. This must be taken by all with Voidal Bloodline.

    -The hair may appear crystalline, like a mass of constantly growing focus crystals, or even may become thin and wiry, albeit slightly floating, as if unaffected by gravity.

    -The aura of the character becomes tainted, mixed constantly with a corrupt black mass.

    -Any other Voidal Mutation listed on the Voidal Tearing lore page. If one wishes to gain a mutation not listed in this MArt or on the Mutations list, then ST must be contacted to see if it’s alright to be used.

     

    The originator of the Voidal Bloodline gains the altered Skin, Hair, and Aura as listed above. Other mutations are unable to be taken. However, due to this, the originator is unaffected by the normal side effects that come with Voidal Mutations, like having nerve damage or being blind. Instead, he is cursed to behold no afterlife. Upon a PK death by the Voidstalker, the horrors will pull him into the void, activating Escape to The Infinite. This escape is unable to be avoided, it is destiny.

    Redlines:

    -The originator, the owner of this MArt, will activate Escape to The Infinite upon going through a PK death. This is unable to be prevented, unless through an Event, though the ET must be consulted as to what will happen.

    -This follows all mechanics of Voidal Mutation, including being born with a Tainted Soul. All who are of the Voidal Bloodline must gain an aesthetic of the flesh as listed above.

    -All who are not the originator that are of the Voidal Bloodline will suffer from the side effects of the mutations, having such things as Blindness, Nerve Damage, Brittle Nails, etc., in accordance with their mutations.

    -Any children fathered by the originator will have Voidal Mutations. Anyone else born by a parent of the Bloodline must have a roll of 20 done to decide if they are given mutations or not.

    -Mutations provide no combative advantage.

    -Alteration Alchemy cannot be used to avoid one’s mutations.

     

    The following are the detriments he must deal with:

     

    [Passive] [Non-Combative] - The Third Mind

    A Second Horror resides within Sulieronn’s Mind, bound to him by his own will and the aid of another Horror seeking strength. While much is gained from this abomination, the mind of the magus is destroyed further.

     

    All Mental Ailments from Voidstalking and Veil Watching are generally increased. The main increase is Insomnia as he is now no longer able to let himself fall asleep normally. He will stay awake for as long as he can, only sleeping when he’s physically unable to stay awake any longer. Even on the nights when he is finally allowed rest, the slumber is far from peaceful as he now has Two Horrors directly messing with his nightmares, making it so he’s unable to get a fulfilling night’s rest. In addition to this, he gains a Third Mind as the Second Horror also talks to him, similar to the first.

    Redlines:

    -Follow all Redlines for The Second Mind.

    -The effects of “The Second Mind” occur again, only worse as there are now three competing within Sulieronn, one being himself.

    -The Horrors are able to be purged, however only one Horror is removed per purge. This, however, does not allow any of the mental effects to fade. Without the Second Mind, Sulieronn loses access to the abilities of this MArt, excluding Voidal Bloodline as his body is permanently changed due to that, Invasion, and Escape to The Infinite. Without The Third Mind, Sulieronn just loses access to the abilities in this MArt, with the exception of Voidal Bloodline.

    -The Ascension of Consciousness ritual may be performed to bring back the Horrors, one by one, however it must be marked upon Sulieronn’s Voidstalking FA as the mental ailments become truly debilitating.

     

    [Passive] [Non-Combative] - Mana Overflow

    The destruction of life is a common side effect for Voidstalkers, but even worse for Sulieronn. Constantly, the world around him is destroyed due to the choices he’s made, plants and animals around him suffering and dying for him to be powerful.

     

    This is an extension of the Passive Drain. The radius is increased to be [10] meters, in which both plants and animals will suffer and eventually die. Such a process takes, at max, a narrative hour, though it could happen as fast as a few seconds. Though, within the original [5] meter radius, the draining of life happens at twice the speed, meaning that life within the radius will be dead within 30 narrative minutes.

    Redlines:

    -Follow all Redlines for Drain.

    -This only affects plants and small animals, up to the size of a small rat.

    -Small animals that die will not be brought back once he leaves the area, unlike plants.

    -The radius is extended to [10] meters, but the draining’s speed is doubled within [5] meters.

    -Scions must Vent within [5] meters of Sulieronn

    -Within places Sulieronn frequents, the damage will become permanent, only able to be reversed by Druidic Blight Healing.

     

    [Passive] [Non-Combative/“Combative”] - Forever Corrupt

    Becoming so close to the void has its benefits, however, the body is not made for such things. Being more than a Living Tether, Sulieronn must suffer those who wish to banish the magical arts, and he is bound to live with his choices.

     

    Due to being closer to the Void, Sulieronn suffers even worse from Anti-Magic abilities. Abjurations, of any kind, cause first degree burns should the abjuration be made for a spell of T3 or T4. However, one made to combat T5 spells will cause second degree burns upon the touched area, instantly disconnecting Sulieronn. Warding works similarly as it now blocks the mage from passing, causing first degree burns should there be prolonged contact(any time longer than [1] emote), and is generally uncomfortable to touch, even when not being burned. Auric Oil and Null Arcana cause first degree burns upon touching Sulieronn’s flesh. Thanhium will deal second degree burns upon making contact with the mage. Because of his dedication, Sulieronn is no longer able to drop Voidstalking unless he loses enough magics to force him to lose the knowledge. Even then, if he is able to become a Voidstalker, he must do so.

    Redlines:

    -First Degree burns are caused by: T3-T4 Abjurations, Wards, Auric Oil, and Null Arcana.

    -Second Degree burns are caused by: T5 Abjurations, Thanhium, extra damage done to areas already holding First Degree burns.

    -Touching a Ward, Auric Oil, or Null Arcana for [1] emote will only cause discomfort, but, for [2] emotes or longer, First Degree burns will develop.

    -Unlisted Anti-Magic things will deal First Degree burns, unless specified by ST.

    -Sulieronn is unable to drop Voidstalking unless he goes below [3] slots in Voidal Magic. If he has [3] or more slots in Voidal Magic, he must pursue Voidstalking. He is unable to willingly go below [3] slots either. Only ST intervention may allow this to happen.

     

     

    Spoiler

    Red Lines of the Artifact:

             

    Redlines:

    -Sulieronn must complete The Void’s Deal in order to gain access to A Third Presence.

    -ST must oversee Sulieronn using Communication and must mark down the fact he’s done Ascension of Consciousness again to gain the Third Mind on his Voidstalking FA. Screenshots are to be given as proof of Ascension.

    -The only permanent change is the mental effects of A Third Mind and Voidal Bloodline. However, without the Third Mind, Sulieronn loses the part where he automatically performs Escape to The Infinite upon a PK death.

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    Through talking to the Horror in his mind, Sulieronn convinced it to make a deal with him, granting the mage power in trade for a Voidal Tear being created and a second Horror being placed, partially, under the first’s control. With Veil Watching’s Communication, he is going to send out a message to Horrors, trying to convince them to enter through the Tear he’s made. They’re not friends, they are simply making a mutual deal. The added Horror provides the mage alterations for most of the normal Voidstalker spells and passives. Due to the added presence and the Voidal Bloodline, Sulieronn now suffers extra from Anti-Magic and causes the world to suffer with him. The personal reason, for the mage, behind Voidal Bloodline is his want to no longer be considered a true dark elf and so, his path has led him here.

     

     

    Number of duplicates of this Artifact: This is the only one

     

    Do you understand that there is a three-month cooldown between posting MArts per-player, and that cooldown begins upon acceptance? (Denial does not trigger a cooldown period.): Yes

     

    Have you applied for this Artifact before, and had it denied? If so, link the app: No

     

  7. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Deita

     

    Character's Age:

             Newborn

     

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

             N/A

     

    Transformed form:

             Homunculi

     

    Creator's MC Name:

             Moon_Is_Innocent

     

    Creator's RP Name:

             Akemi

     

    Briefly explain the lore behind this construct or creature:

             

    Homunculi are humanoid creatures that are created however their maker likes, allowing them to look as normal or as odd as wanted, or needed. However, they must hold some semblance of normality as one is unable to make a halfling sized homunculi with arms like an orc; proportions must be correct. These soulless creatures generally hold silver or golden eyes. In addition to this, their bodies match their descendant counterparts as elvish style homunculi will be quicker, usually taller, and more fragile, while an orcish homunculi would have to deal with being a bit slower, yet holding great strength. The laws of equivalent exchange still matter, of course, as the stronger the creature becomes, the less careful it will grow. Due to the lack of Soul, a homunculi is immune to soul based attacks, such as Malflame, and is incapable of learning soul based magics.

     

    Due to the way they're made, these soul lacking beings hold regenerative powers that allow them to bring back lost limbs and return from death, but ensure that their bodies are ageless. Over the course of [3] IRL days to [1] IRL Week, a homunculi is able to regenerate any lost limb, it returning to them fully intact. However, death takes a lot longer for them as they sit for [1] IRL Week, waiting for their body to fully recover and heal. After a death, another few days are required for them to properly regain themselves. Though, this can all be stopped should a homunculi be fed a Juliet Potion as this PKs them, turning the body to stone.

     

    As Alchemical beings, they more easily adapt to Tawkins changes placed upon them, like grafting or mutations. They experience much less pain as mutations settle within them. In addition to that, they also have a more innate understanding of the alchemical world and the material alphabet. Though, they are rather weak to voidal magic specifically, as it goes against their nature, same with other magic. Even the weakest of spells will cause intense pain and discomfort to the homunculi, any injuries dealt by magic requiring twice the amount of time to heal from.

     

    Finally, homunculi's mind is constantly drawn to that of the alchemical world, forcing many to want to seek this odd knowledge, no matter the cost. They are logical creatures, making them work based on facts and truth rather than go based on emotional impulses. Because of this, they struggle to feel descendants do, emotions being a struggle for them, even if they wish to try and feign such actions. In addition to this, they are not forced to follow the word of their creator and may act against them as are not bound. Their attachment to people only goes as far as platonic feelings, anything romantic is unable to be felt, and they are incapable of FTBing.

     

     

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

     

    Deita appears to be similar to that of a human. There's nothing abnormal about her looks.

     

     

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

             No

     

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

             Yes

     

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

             Yes

     

    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:

             Nope

  8. 3 hours ago, Aehkaj said:

    Translo’s buff where you can teleport and attack in the same emote

     

    Hate the break the news to you... but this was always a thing. The buff came when it was given to Brisk Step, which has a cooldown, minor teleport always had this

  9. 1 hour ago, VictoriaMinaj said:

    impact combat

    Honestly, the main reason I added the ability to make the crystals harder via a normal ritual was because I thought some people might find it neat to have funny red crystal dagger. It wasn't the main reason for the addition, and I'm fine removing it if it comes down to it

     

    1 hour ago, VictoriaMinaj said:

    one-line clarification

    The amendment part was a last minute thought/addition, tbh

  10. Below is the addition to the lore. Simply, it's an aesthetic ability to provide blood mages a classical "bloodbending" ability to manipulating blood and shaping it to their desire. In addition to that, it adds a crystalizing ability to let one crystalize blood and make things out of such, like a blood weapon. If accepted, I'd like for all Blood Mages with a TA to gain access to this ability and be able to teach it to others.

    Blood Manipulation - Noncombative

    Reaching forth to grasp at the genus within blood, a user of this art may shape that liquid however they please. Those of exceptional skill may even find that they are capable of crystalizing blood into solid shapes.

    Spoiler

    A fairly simple ability, a Blood Mage is capable of reaching towards blood and causing it to twist around. This may be used to create odd shapes or tell bloody stories with the crimson liquid, or simply scare people. In some cases, Blood Mages have been known to utilize this ability to draw their blood runes for rituals, such being a simple aesthetic as they float around the liquid, placing it upon different surfaces.

     

    Those who gain higher strength in blood magic are capable of forcing the blood to transform into crimson crystals that take on whatever shape they were before being crystalized. However, they all keep a crystalline look, having sharp edges and flat surfaces rather than being rounded. Normally, these blood crystals just act like a red colored glass, though, should an Earth Rune be added to it via Ensorcell Material, then it would act similar to that of steel and be capable of holding sharp edges. Should this be done, however, the crystal will no longer be able to be shaped.

     

    Tier 1: the mage may manipulate up to 1 pint / 0.5 liters of blood. Blood may be manipulated within 2 blocks of the mage.

    Tier 2: the mage may manipulate up to 2 pints / 1 liters of blood. Blood may be manipulated within 4 blocks of the mage.

    Tier 3: the mage may manipulate up to 3 pints / 1.5 liters of blood. The Blood Mage may now crystalize blood. Blood may be manipulated within 6 blocks of the mage.

    Tier 4: the mage may manipulate up to 4 pints / 2 liters of blood and is capable of crystallization. Blood may be manipulated within 8 blocks of the mage.

    Tier 5: the mage may manipulate up to 5 pints / 2.5 liters of blood and is capable of crystallization. Blood may be manipulated within 10 blocks of the mage.

     

    Blood Mages may work with others in order to manipulate more blood at once. For every Blood Mage helping to manipulate, their tier’s worth of pints/liters will be added in addition to 1 extra pint / 0.5 liters. In addition to that, per Blood Mage helping, an extra 2 blocks of range will be added. Emote counts are freeform, but generally based on the amount being manipulated. Obviously, don’t shift around 5 pints at once with 1 emote.

     

    Redlines:

    -This is simply an aesthetic ability and may not be used to do anything combative whatsoever.

    -Blood must be seen in order to be manipulated. No, you cannot shift blood inside of someone. However, a Blood Mage may emote pulling blood out of their own body, or the body of an animal via a cut. It may also be utilized on others in order to gain blood for whatever purpose, though it must not be used for nefarious purposes, like forcing someone to bleed out and die.

    -Due to its aesthetic nature, one may manipulate blood from non-genus having beings so long as they are not players. However, this sort of blood may not be used in rituals or to create the enhanced blood crystals gained via Ensorcellment.

    -Genus fades as usual from the blood after the time is up. Crystals do not preserve genus.

    -Can not be used for/in conjunction with the spell Siphoning.

    -Blood Mages working together can create larger creations with Blood Manipulation, such as massive crystals or even shifting around pools of blood. So long as the leader of the spell is T3 or above, crystals may be made.

    -Blood that's been crystalized and enhanced may not be manipulated anymore. Though, if the crystal is damaged, a blood mage may repair it with more blood. Effectively, it will act exactly like steel, holding the same weight and durability. It also requires ST Signage due to it being an Ensorcellment.

    -Normal Blood Crystals act equal to that of Glass. Items/creations made from this do not need ST Signage, unlike their Ensorcelled counterparts. Crystals of all types may not be smooth as they hold a distinct crystalline structure.

     

     

    Next is the following change;

     

    Old:

    Spoiler

    Tier 1 - Novice lasts for 2 weeks. The blood mage begins to take on faint physical and mental changes and may access Ensorcell Material, Ensorcell Flesh, Hemhorraging, Scabbing, and Siphoning.
    Tier 2 - Apprentice lasts for 3 weeks. The blood mage further develops physical and mental changes and may assist in more complex rituals.
    Tier 3 - Adept lasts for 3 weeks. The blood mage’s physical changes reach their completion and they may lead group rituals.
    Tier 4 - Expert lasts for 4 weeks. The blood mage may lead or assist in more complex rituals.
    Tier 5 - Master is reached at 12 weeks (3 months in total). The blood mage’s mental changes reach their completion and they may access all of blood magic.

     

    New:

    Spoiler

    Tier 1 - Novice lasts for 2 weeks. The blood mage begins to take on faint physical and mental changes and may access Ensorcell Material, Ensorcell Flesh, Hemhorraging, Scabbing, Augmentation, Blood Manipulation and Siphoning.
    Tier 2 - Apprentice lasts for 3 weeks. The blood mage further develops physical and mental changes and may assist in more complex rituals.
    Tier 3 - Adept lasts for 3 weeks. The blood mage’s physical changes reach their completion and they may lead group rituals.
    Tier 4 - Expert lasts for 4 weeks. The blood mage may lead or assist in more complex rituals.
    Tier 5 - Master is reached at 12 weeks (3 months in total). The blood mage’s mental changes reach their completion and they may access all of blood magic.

     

    This change is being made because Augmentation isn't explicitly stated to be a T1 Spell, even though it has a T1 variant. In addition to that, it would add Blood Manipulation to T1, should it be accepted.

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