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MeteorDragon

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Posts posted by MeteorDragon

  1. I SLEW THE PALEBEAST

    Do not metagame the information within this post. Part of this post includes emotes from during the interaction. Credits go to those involved.

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    Itulan was sitting below the grand tree, his legs crossed and his gaze focusing upon the flames before him. It was soon that an old friend, and sculptor, Dyonne came upon the Sorvian who was so settled below the tree. Itulan was the one to explain the reason for her arrival, speaking, “Man-Maker comes to test me and requires that I bring a witness.”

     

    And so, the two rode on horseback, traveling down to the crater that was once the grand nation of Ando Alur, it now serving at the site for the Ashkeeer’s test. There, the two met the old Ashkeepers of the Redshroud, those now turned Palebeast, Man-Ender, and Man-Maker. Each of those old ones stood by the water, though it was the Man-Ender who first uttered words to Dyonne and the Ashkeeper Sorvian. There was a brief exchange of words regarding Dyonne being there and not another Redshroud, though such was swiftly pushed aside as she uttered, “I do not believe I am the one who is here for a test. I am here to bear witness.”

     

    The Man-Maker finally looked away from Dyonne at her response, satisfied by her focus on this ceremonial meeting. The ugly, burnt Man-Maker stepped closer forward, standing across from Itulan now. “Then follow your purpose… and fight me,” He commanded Itulan. The power of his Sculptor's command would be felt for the first time by Itulan for having never been dictated before; igniting a strange readiness within the Sorvian that made violence all the more tempting. In his speech, the Man-Ender called out, “Do you truly believe he can overcome our age? Us standing together is as almost as old as the world tree itself.” He spat like poison, “The Shroud will crumble under its strain.

     

    There were several moments of wait where that Ashkeeper stood in silence, the orders of his maker rolling through his mind along with thoughts of his own. Be it the enactment of his purpose rolling through his body or the order that had been given, the being responded with earnestness. “Very well then. I will see to it that you are destroyed.” From his side, he grasped onto a steel blade, withdrawing the grand Falx that he brought to the ready. In response, the Man-Maker grasped at his side as well, pulling forth a warhammer that was held in his left hand, the odd, right arm of his being left in the open. Both were prepared for what was to be a brutal fight.

     

    At the sidelines, Dyonne turned her head to the Man-Ender, neither of them participating in the so-called test. “For what purpose do they battle?” asked she. The response was soon and simple, “They need a purpose to fight?”

     

    Silence befell the two who slowly walked around, staring one another down in preparation for what was to come, neither wishing to make the first move. However, it was Itulan who opted to strike first. He ran in close, lifting his Falx, a weapon of the Redshroud, up in the air, raising it above their left shoulder as if to announce the attack they had planned. However, at the last moment, Itulan shifted the weapon to his right side and swung down upon the Palebeast’s right shoulder.

     

    Only, it was met with a block as the Man-Maker lifted his left arm, causing the Falx to crash through the metal and nearly chop off that arm with the one strike. However, a new hit flung forwards as the Palebeast punched the Shroud in the mask, causing a long crack to flow upon it. Though, neither paused to acknowledge the injuries to both of their forms as Itulan swung his Falx, the war-hammer swiftly being switched to the Man-Maker’s right arm as he deflected the blow with both the hammer and an uppercut from his left arm. Sparks flew across the battlefield.

     

    Each one darted back from the other, however the Palebeast suffered more damage from the uppercut. Such caused Man-Maker’s left arm to be bent out of shape and so, lifting the hammer up, the creature smashed off half of his own left forearm, leaving it a boney spike. Itulan followed after the being, pausing once he’d gotten close. But, rather than waiting like the Sorvian, the Palebeast moved forwards, lifting his war-hammer above his head, only, it was a distraction. The spike of his arm shot forth, smashing into Itulan’s chestplate, denting it. The Sorvian wasted no time, twisting as he aimed to swing his blade up to sever the right arm of the monster!

     

    With a swift turn, the blade, instead, rammed itself into the side of Man-Maker’s armor, allowing the being yet another strike. He lifted his hammer above his head before swinging it down towards the Sorvian’s skull, forcing the being to raise his hands to block the strike and shift his stance to ensure he wasn't crumpled to the ground. However, Man-Maker was tricky, and used the opportunity to swing again with the bone, aiming at the same spot. The armor split, causing the bone to pierce a shallow hole within the clay chest of Itulan, not enough to cause his slow death, however. “You let me too close!” Man-Maker boomed over Itulan, his voice a distorted echo in this valley. “Where is your fire? You came here… without fire!”

     

    The strike was followed by Itulan shoving the war-hammer to the side and withdrawing his own, golden hammer as he roared in retaliation, “I always carry my fire!” Man-Maker discarded his hammer to the side and ran towards the Sorvian, throwing his spiked arm towards the chest of the being once more. The two striked collided at once, the golden hammer smashed against the side of the Palebeast’s head and the bone pierced into the Sorvian’s hollow chest. Quickly, the Man-Maker ran back from the battle, collecting his hammer once more as a blue essence flowed from the hole in Itulan’s chest. “You will be dead soon,” Man-Maker said, almost like a final judgment. “I will envy you.”

     

    The others rushed closer to the sidelines, the Man-Ender shouting, “Brother, I think you have hit the heart of the clan leader. He will not leave mangled if leaking!” There were more words of anger for the action that would likely cause the Sorvian to die. As they stalled, the blue essence flowed from Itulan’s chest.

     

    Man-Maker’s voice rang out in command of those in opposition, “Let him fight until he dies!” He stepped to the side, still looking at the Sorvian that he now addressed. “I will tear you out of the dream myself. You will wake up at my mercy– again!”

     

    Then, it was Man-Ender who turned to Itulan to beg him not to continue that dreaded duel. “Do not let the Palebeast change you, Itulan. I will give you the choice of fighting to death or living proudly. You weakened such an evil creature far past what other men have done in honor duel.”

     

    There were a few moments of silence from the Sorvian who thought over the wants of the others. Then, he reached down and grabbed his Falx, shouting towards the Man-Maker and his old taunt. “And I will fight you again!” The temptation was true and he drew close to the Man-Maker, lifting his blade up in the air, preparing to swing! And so, the Palebeast laughed at the stubborn Sorvian as he too moved forwards, swinging his hammer towards the side of the Sorvian’s head.

     

    Time began to slow. The movements each seemed to last an eternity. The wind rested still.

     

    In a flash, Itulan’s blade lifted in the air, faster than the Man-Maker’s hammer. And so, it cut clean through the right arm of that cursed beast, black blood sputtering from the limb rather than the creature’s body as he cried out in pain. The Sacred Arm was severed from his body, the Palebeast now useless as he crumpled to the ground.

     

    An utterance escaped the Sorvian. “I slew the Palebeast.”

  2. And so a man crafted from stone sat upon hearing the news of a geist that faded away. Irlioz looked to the sky above, rolling pebbles of menhir in his hand as he uttered to himself, "Gone is the Red One I once knew. Though, he simply walks the lands called The Wastes." Flicking his blue-green hand forwards, the Pale Knight sent a few stones towards the water before him, only one of them skipping across the surface before plunging into the depths with the others. "Do not fret. Soon, you will walk along a Shore."

  3. 8 minutes ago, Unwillingly said:

    not to be a downer but reading through some of these boons/banes im having a hard time considering how these can be used to fuel RP or interactions for anything beyond just being explicitly CRP buffs 

     

    Yeah, honestly I can see that. There was one I had that was made to be a mental effect but I ended up removing it - I wasn't quite sure what else I could add that wouldn't make it like what already exist, naz boones and banes, plagues, etc

    Small edit; I also didn't want to overload on the effects. If you have ideas that I can change different ones with, I'd love to discuss it

  4. Name of the Artifact:

             Rite of Enlightenment

     

    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:

             Kristian/Alexander/Viktor (Same person, different names)

     

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

             Meteor__Dragon + Various Blood Mages

     

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

             Viktor + Various Blood Mages

     

    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:

             

    N/A - Ritual will be done after acceptance

     

     

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

             

    N/A - Once Rite of Enlightenment is performed upon a person, it is to be marked upon their Blood Magic MA or Siliti CA

     

     

    Effect(s) of the Artifact:

             

    Rite of Enlightenment - Non-Combative
    A rite performed to make the strong stronger, binding the power within genus to an expert Blood Mage. It is done to provide one the knowledge and means for two new rituals.

     

    Spoiler

    Stemming from the Invent ritual, a Blood Mage is able to be taught how to perform the Rite of Enlightenment to give power to themselves or others. It is done by creating a giant circle of fresh blood with a Mortality Rune, to help bind the power to the blood mage, in the center, taking up quite a bit of space. To the left and right, two runes of Power, to provide enhancement to the mage, are to be scribed before a Flesh Rune, to help represent the power being stored within the mage’s body, and Water Rune, to facilitate the flow of power, are placed in the last two cardinal directions. Finally, the target of this ritual will sit in the crescent of the Mortality rune and create a large Rune of Binding on either their chest or back before it is then activated.

     

    Should the ritual be successfully done to a Tier 5 Blood Mage or a Siliti, they will gain access to both Instill Boon/Bane, and it will be marked upon their Blood Magic MA or Siliti CA that they have undergone this ritual. This will become innate knowledge, but be unteachable to another as even if the process is known, it’s unable to be performed unless one goes through the Rite of Enlightenment. It should also be noted that knowledge of this Rite must be taught and subsequently marked upon one’s Blood Magic MA or Siliti CA as it is not innately known upon gaining access to the Second Slot for Blood Magic.

     

    Other than the specific way the runes are created, this Rite’s consequences and requirements are generally the same as Invent. However, the leader of the ritual is the one who sits in the middle and must be T5 in Blood Magic, and have a Second Slot dedicated to it. For the sake of the reader, the following is copied from Invent and should that ritual’s details change, so will this:

     

    Roll 1-6: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off  the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.

    Roll 7-13: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.

    Roll 14-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, allowing for minor edits or stipulations to be made to MArts if the ST desires. 

     

    Invent is a ritual that does not require an emote count but should take around 6-8 emotes to perform, including the drawing of the circle and its runes in fresh blood of which there are likely many, the casting of additional magic, and the ritual activation. This ritual requires 8 units of genus.

     

    Redlines

    -Requires at least 3 blood mages, two of which must be at least tier 3.

    -Because of how the ritual magically exhausts participants, those who participate in or lead the ritual cannot participate in or lead another group ritual for 1 IRL day.

    -The Leader of the Rite is the one who gains the benefits, if it’s successful. However, this also means that they are in the center of disaster should the Rite fail. They also add their bonus to the ritual as they help activate it.

    -The Leader must be Tier 5 in Blood Magic, and have their Second Slot dedicated, or be a Siliti.

    -If successful, it must be marked upon the Leader’s Blood Magic MA or Siliti CA.

    -Knowledge of the Rite of Enlightenment must also be marked upon one’s Blood Magic MA or Siliti CA.

    Once the ritual circle is prepared at least three blood mages must activate it by placing open wounds against its outer edge, two of which must be at least tier 3. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual.

     

    Instill Boon/Bane - Combative

    An enhanced version of Ensorcell Flesh that allows one who’s gone through the Rite of Enlightenment to grant power or an affliction to the body of whoever is touched by the blood mage.

     

    Spoiler

    This ritual, spell combination allows for one to place an effect upon one’s entire body. The rituals are rather similar to Ensorcell Flesh, requiring one to first create a circle in blood before adding a Mortality Rune in the center with a rune of Flesh and Power around it. In the crescent of the Mortality Rune, a rune, or set of runes, listed below must be added. Unlike the Ensorcellment Rituals, a rune of Binding must be carved into the palm or back of the hand of the blood mage and that will be tapped upon the circle to activate the ritual. When performing this ritual, it takes only 1 Blood Mage, 3 Units of Genus and, while there is no specific emote requirement, should take between 3-4 emotes to perform.

     

    Just like all rituals, a chance of failure exists when performing. In order to succeed, one must get, at least, a 5 out of 20, while anything lower would cause the Rune, or set of Runes, in the crescent of the Mortality rune to explode with their element. This will cause, at most, medium-sized injuries upon the mage, but are in no way lethal, only scarring at worst. Examples of such are the following: cut, bruise, knock back, and/or impair the blood mage. Though, should one get a 1 as their result from the ritual, it will result in a greater threat, such as 2-4 celestial horrors, 2-4 inferi imps, or an otherwise caustic effect that may cause worse damage than typical failure.

     

    A person may, at any given time, have only 2 effects attached to them at a time. However, should one wish to have a Boon attached to them, then a Bane must also be added, creating a pairing. This means that a person may only have one of the following: 1 Boon and 1 Bane, or 2 Banes. A Boon or Bane’s duration depends solely on the will of the Blood Mage conducting the ritual, though the time may not be longer than 4 OOC Days, even with OOC Consent. In addition to this, a Blood Mage may not have more than 6 total Boons/Banes active at any given time. For example, one could have 2 Boones and 4 Banes, 3 Boons and 3 Banes, etc., but not have 4 Boos and 4 Banes. Below are the possible Boons and Banes that may be created.

     

    Boons

    Spoiler

    -King’s Eye | Water/Metal-

    While beholding this Boon, a person will find themselves always finding what they look for. Be it a specific word in a book or even a needle in a haystack, they will always find what they seek. While it does not allow superhuman perception, an individual might take less time to notice something than others would. Passively, the affected person will have the area around their eyes be rather glossy, constantly shimmering in the dark. Specks of blue reside in this area as well.

    -Cannot be used to metagame information, such as where someone’s hiding or the entrance to a hidden base.

    -This does not let someone break illusions faster or see ghosts, for example, though one may be able to notice gaps/weaknesses in armor better.

     

    -Perfect | Air/Water-

    Blessed by the purity of flowing water and graceful air, those touched by Perfect will notice that their bodies will lose imperfections. This could show up as a twisted voice becoming heavenly, old scars fading, or even the faux regeneration of limbs. However, all changes are simply false and purely aesthetic. Areas that are changed will emit light wisps of blue or billows of frosty air.

    -All changes made are purely aesthetics. Any “regenerated” limbs will fade should combat start.

    -This does not allow someone to change their general looks, no changing eye, hair, or skin color, for example. Though, a giant burn scar may be temporarily removed.

    -Changes fade once the Boon fades.

     

    -Flowing Memory | Light-

    Generally called a photographic memory, this Bane provides the affected with the ability to see pictures in their mind of whatever they’ve seen before. This could include remembering an exact page in a book, word for word, or even recalling what happened on a specific date. Those with this Boon will have their irises glow their eye color, such being quite noticeable should one even glance at the person’s face, making them quite recognizable.

    -Should the person OOCly not remember what happened, then the memory is unable to be retrieved. One may not force someone to provide them information, such as asking Mods, ST, or players involved in a scenario to tell them what had happened.

    -Memory is always subject to change or alteration, the person may find that their memories have been warped over time, making them remember things wrong or not at all.

     

    -Steel Hands | Earth-

    This Boon represents proficiency with both hands, allowing one to be ambidextrous so long as the Boon is active. Instantly, they become aware that their previously non-dominant hand is just as great as their dominant hand, as if they had been this way their whole life. In fact, the person may find that it’s easy to perform multiple small tasks at the same time, such as writing two letters at once. The hands of the person with this Boon will appear to be rock-like in nature, dust flowing off of the finger tips, cracks showing on the skin, etc. Even the color of their hands may change to match different rocks/rock combinations.

    -This allows someone to be ambidextrous, nothing more, nothing less.

    -The proficiency fades once the Boon fades.

     

    -Sailor’s Stride | Fire-

    Balance rests within everywhere and especially within fire as a careful balance keeps it steady. Those with this Boon find themselves being more attuned to balance, their bodies naturally being more capable of balancing, even on odd surfaces. Not only that, but they also find themselves less capable of slipping as the Boon works to correct them. Those who have this will find that ripples of heat flow around their body, moving in whatever direction keeps them stable, loose clothing and hair also being pulled in that direction.

    -This cannot be used to do things that are normally impossible. The effect is still bound by normal laws of physics. Though, they may find that they don’t slip while running on ice or that they can balance easily on a ledge without falling.

    -The person can still fall over, it just takes a little more to get them on the ground.

     

    -Inner Balance | Fire/Water/Metal-

    Along with the stabilizing effects of Metal and the heating and cooling properties of Fire and Water, one may always feel comfortable no matter the environment they are in. For example, the affected person will feel cool in a desert or hot in a tundra. However, this does not provide them actual sanctuary from the elements of cold and heat. One may still get heat stroke or frostbite from being in extreme situations for too long. When the Boon is actively making them feel warm, one may see embers gliding below their skin and harmlessly flowing into the air around them. Meanwhile, when the Boon is cooling them, frost will seem to grow over their clothing and skin, snow being pushed harmlessly into the air. Both of these effects are mere aesthetics.

    -Only affects one’s perceived temperature, not their actual temperature. This does not grant someone the ability to survive extreme temperatures, only feel comfortable in them.

     

    Banes

    Spoiler

    -Fool’s Gaze | Fire/Lightning-

    When touched by this bane, a person’s eyes become clouded and unable to see what is obviously in front of them. Should one look for something, they may find that it takes twice as long to search for, if they even find it at all. This could manifest in one being unable to find their glasses that are in front of them to being completely unable to find their favorite pen. The space around one’s eyes will appear as though embers lie below it, a constant stream of lightning flashing between those hidden embers.

    -This does not prevent one from finding things in general, though they will never be able to search for something as well as the average person.

     

    -Torn | Earth/Fire-

    Burnt like fire and broken like the earth, one that’s been inflicted with Torn will see their body undergo terrible, rotten changes that remove any sense of conventional attractiveness. Such changes could be faux burn scars appearing upon their flesh, flesh missing all together, or even small bits, such as ears or teeth, being missing completely. Though, these changes are purely aesthetic. Areas not touched by this Bane will hold a constant cracking look, as though they were made of cracked rock. Within these cracks, one will observe glowing flames.

    -All changes are completely aesthetic. Missing ears or a missing nose will not remove one’s ability to hear or smell, for example.

    -One must have, at least, 1/4th of their body covered by these Torn markings, such being unable to be hidden unless the whole body is covered up.

    -Changes fade once the Bane fades.

     

    -Fading Thought | Dark-

    Amnesia is what afflicts those with this Bane, causing them to forget things rather easily. Be it a task they were just given or even the name of a long time friend, the person will suffer forgetfulness. At best, the mind of the person is a little clouded, and, at worst, the individual forgets who they are. Upon the Bane fading away, the person may OOCly decide if they wish to return lost memories or keep them forgotten. The eyes of the person will appear clouded by a constant, swirling gray fog. This covered not only the pupils, but the irises and sclera as well.

    -Not RPing forgetting things is powergaming. Though, the severity of this amnesia is generally up to the person who has been affected.

    -When the Bane fades, the party affected may OOCly decide to return lost memories or keep them lost.

     

    -Paper Hands | Air-

    This Bane takes away one’s ability to be proficient with either hand, forcing one to have two non-dominant hands. This may manifest as a person being unable to write anything properly or even having a constant, shaky hold. In any case, the person will live out their time with this Bane lacking a dominant hand, no matter what they do. The hands of those inflicted will have papery skin, the flesh seeming to peel off with great ease. Movements of the hand will reveal shaky motions as well as a light cloud that follows the movements.

    -This does not make one incapable of such things as swinging or sword, though it may force someone to seek out another person to aid in writing letters.

     

    -Torrent’s Tumble | Water-

    Those with this Bane feel as though they are under the constant pull of the tides, the world swaying back and forth. Their sense of balance is put off completely, the world always seeming to be unstable. Some may even find that it’s difficult to run in a straight line or stay still on their feet for too long. Physically, this manifests similarly to its opposing Boon as caucasus flow around the body of the infected individual, always pounding in whatever direction is currently the most unstable for them. Should they fall or stumble, their loose clothing and hair will seem to be pulled down towards the ground.

    -This does not mean that it’s impossible for the person to stay on their feet, only that it’s more difficult.

     

    -Inner Instability | Fire/Water/Lightning-

    The heat of Fire and the cool of Water is always brought out in the worst of situations due to the chaos of Lightning. This forces one to always be in a state of uncomfort as, no matter what, they will always be sitting at an either uncomfortably low or high temperature. In deserts, they’d find themselves feeling cold while they’d feel sweltering in a tundra. When the Bane is actively making them feel warm, one may see embers gliding below their skin and harmlessly flowing into the air around them. Meanwhile, when the Bane is cooling them, frost will seem to grow over their clothing and skin, snow being pushed harmlessly into the air. Both of these effects are mere aesthetics.

    -Only affects one’s perceived temperature, not their actual temperature.

     

    After the Ritual has been completed, the Mage must go out within 1 OOC Day and tap someone with the carved rune on their hand. Notably, this rune will not be bleeding unless the Mage wills it to. Tapping someone and allowing the Rune to bleed will create a small bit of blood upon the target where the rune was tapped. Should this blood not be removed before the blood seeps in, then the Boon/Bane combination or Bane will activate. Different surfaces will allow the blood to seep in faster or slower, the timer starting once the Mage removes their hand and ending with the blood seeping in. These times are as follows: flesh/hair-2 emotes, clothing/gloves-3 emotes, armor/gauntlets-4 emotes. Should the blood be wiped off of the touched area, it would result in the application being a failure. However, one must dedicate [1] whole emote to wiping the blood off in order to stop it. Once the blood is applied to a target, even if the Boon/Bane isn’t successful at seeping in, the Binding Rune will seal with a Scab.

     

    There are only a few ways to remove a Boon or Bane from one’s body. The Material ways to have it be removed would be getting cut by Thanhium. One could also allow themselves to be bled of all of their genus, meaning a Human would have to get all 3 of their Units be drained while a High Elf would need all 4 of their Units of Genus to be drained. As a general statement, one needs to be rid of 30% of their blood. However, all of these ways are rather deadly should the person be not treated swiftly after. A Blood Mage may re-perform this ritual, using the same runes for the Boon/Bane that they have. However, with this second method, the person must be put on top of the ritual circle, and a Rune of Draining must be added.

     

    Redlines

    -Only someone who has undergone the Rite of Enlightenment may perform this spell/ritual.

    -It takes 1 Mage, 3 Units of Genus, and should take, at least, 3-4 emotes to perform. Other Mages may help, even if they do not have knowledge of the ritual, however a 2 and 1 will always be failures.

    -Only 6 total Boons and/or Banes can be active at any given time, and none shall last longer than 4 OOC Days. The length of the Boon or Bane’s effect must be told to the target upon the application of the Boon/Bane.

    -A person may only have 2 effects at the same time. It is either 1 Boon and 1 Bane, or 2 Banes.

    -When applying effects, one may only give someone a Boon and Bane combination, or only 1 Bane.

    -For every Boon on a person, there must be a Bane. If a Bane is removed while the person has a Boon, the Boon will disappear as well. This applies to both Curing and Timing. One could, however, add a Boon and a Bane with the Bane having a longer timer than the Boon.

    -Should one have both a Boon and Bane of opposite effects, for example, Weakness and Strength, they will cancel out and neither effect will show until either one deactivates.

    -This may only be done to beings with genus. Those without genus are unable to benefit from Boons or suffer from Banes. Attempts to place a Boon/Bane on a being without genus will result in the application being considered a failure, using up the ritual and thus making it useless.

    -Screenshots should be saved when the rituals are done in case an ST ask for proof of the ritual having been done. While an item does not need to be provided to the affected party, the details of the Boon/Bane must be explained to the person, and a date for when the effect wears off must be told. Screenshots should also be saved when the blood mage successfully afflicts someone.

    -The Physical Looks taken on by the Boons and Banes are only aesthetics and provide no use in combat or otherwise.

    -The Curing methods are not common knowledge. However, the Curing methods are inherently known by Blood Mages who have undergone the Rite of Enlightenment.

    -The Thanhium curing method must involve the person receiving a decent cut, it can not be done via a prick.

    -Draining someone’s blood to cure them is inherently deadly and should be RPed as such. Medical RP must take place or else the person will die and the Boon/Bane will not be taken away.

    -A Blood Mage may only get rid of the Boons/Banes on a person if they know Instill Boon/Bane. The type of Boon/Bane on a person is able to be easily known by a Blood Mage due to the physical effects.

     

     

     

    Red Lines of the Artifact:

             

    Other Redlines are listed within the section above.

     

    -One must be T5 in Blood Magic with a Second Slot Dedicated, or be a Siliti in order to go through the Rite of Enlightenment.

    -One can only use Instill Boon/Instill Bane if they’ve successfully gone through the Rite of Enlightenment. This must also be marked on their Blood Magic MA or Siliti CA.

    -The Rite of Enlightenment is not inherently known upon one gaining their Second Slot in Blood Magic, meaning it must be taught.

    -Should one drop Blood Magic and pick it up again, they must re-do this ritual again.

     

     

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

             

    The runes used in the initial Rite are used to enhance the power that a Blood Mage/Siliti has. The Runes of Power aid in the enhancement of one’s blood magic abilities while the Flesh rune delivers the power to the body. Water facilitates the flow of this ethereal power while Mortality provides the bond between the Blood Mage and the Ritual. Finally, Binding seals the power inside of the Blood Mage’s body, keeping it there as the rune melds with the flesh and soul.

     

    As for Instill Boon/Bane, it works in a similar manner to the Elemental Ensorcellments, only, through the transfer of blood to a being with genus, elements may bind to one’s soul for a period of time. The different elements will give different effects due to their nature. Though, in general, Metal brings stability and order, which is why it’s used in the Boons so often while Lightning brings chaos and instability, which is why it's the replacement in the Banes. The Binding Rune is transferred to a target upon the Blood Mage allowing themselves to bleed upon someone. This is what allows the effects to not be linked to the Blood Mage, but the person they target.

     

     

    Number of duplicates of this Artifact:

             ∞

     

    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

  5. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Irlioz

     

    Character's Age:

             300+

     

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

             Poltergeist

     

    Transformed form:

             Eidola/Pale Knight

     

    Creator's MC Name:

             _Hexe_ and dev_clark

     

    Creator's RP Name:

             Kraal and Arzyl

     

    Briefly explain the lore behind this construct or creature:

             

    Created via a ritual performed between two Mystics, a soul, and a Menhir, the soul is bound within the stone, becoming the stone. When one emerges from this ritual, they are dubbed a Pale Knight, or Eidola, and hold an outer core of menhir and an inner core of ectoplasm filled water. This water acts as the lifeblood for the Pale Knight, meaning that they would perish should a significant amount of water be spilt, half of their water or greater, then their body will perish and they will return to their Menhir. Because of their bodies being filled with water, they will more swiftly die should damage be done to their legs rather than their head. In fact, a Pale Knight could have their whole head chopped off and survive, should they not be tipped over. Though, if one does die, then it would take [1] OOC Day for them to respawn at their Menhir. It also takes [1] OOC Day to regenerate from damage. Also, because of their stone bodies, slashing and piercing attacks are weaker against them, only scratching at small bits of stone rather than getting to their inner water. This also means, however, that pickaxes and hammers are far more deadly and easily break apart the stone. While at a Menhir, a Pale Knight may shift their body and change it's shape, becoming, at least, 4ft in size and, at most, 9ft in size. Their strength is also proportional to their height, though it may not be greater than orc strength. Finally, a Pale Knight must rest within water every so often to make sure their water does not fade.

    The Minds of these beasts are prone to ailments, like depression, anxiety, dementia, etc, and are generally on the gloomy side, slowly losing mortal emotions the longer they live. Many Pale Knights seek out tasks to keep them busy and in a state of 'happiness'. Pale Knights are able to regain emotions for a short period of time by Devouring them from those unfortunate enough to be near them. This all pairs up with their inherent discomfort around those considered to be Living, forcing them to become intermingled with the dead to remain in a state of comfort. On top of this, their vision is adjusted to allow them see invisible undead, namely that of phantoms, via the gift of True Sight as well as their ability to touch phantoms that aren't corporeal.

    The Pale Knights are also granted some abilities that utilize Soul Fragments to work, an Eidola only able to hold 2 at any given time. Though, some abilities must be unlocked by other Mystics who may augment their body up to [2] times, giving them different things, like being able to cast Deadbreath, or forcing Phantoms around them to become visible. They also hold access to being able to manipulate their Menhirs to make crafts, be it for weaponry or for simple creations, like a chair, or table. Finally, they are able to create an Eidola's Keep by imbuing a craft with [2] Soul Fragments and using Expel Ectoplasm on the area, granting them the ability to pull Soul Fragments from people while inside and allow some of their mental ailments to be pushed aside, temporarily.

     

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

    Irlioz dons the armor of the knight he once was, albeit crafted from Menhir stone. However, this is subject to change should he take a visit to his Menhir to alter the shape and size of his body.

     

    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

  6. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Kristian/Alexander/Viktor

     

    Character's Age:

             80

     

    Character's Race:

             Human

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/218333-alchemy-fa-meteor__dragon/

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    (Copied from my other TA)

    Alchemy is all about the material world, the gathering of reagents to transform into specialized items. It utilized the Material Alphabet to aid in its descriptions of what the Alchemist is doing. There are 3 main components to alchemy, those being Sighs and Symbols, Reagents and Processing, and Potioncraft.

     

    To start, almost everything holds Signs and Symbols. Signs are Elemental and describe the general makeup of the reagent, such as Serpent's Stalk being water because it grows near the water. The full list of signs are: Fire, Water, Earth, Air, and Aether. Meanwhile, while a single reagent will only have one or two Signs, they may have three to four different Symbols, these being such things as: Growth, Swiftness, Blindness, etc. Going back to Serpent's Stalk, it has the Water Sign, but it's Symbols are Growth, Coldness, and Swiftness.

     

    Next, one will want to separate the Signs and Symbols from the given reagent. This is done, simply, by performing an Extraction, of which the types are: Mundane/Aether, Fire, Earth, Water, and Air. After performing the extraction, one will be left with the pure Signs and Symbols that are then able to be used in whatever potioncraft the Alchemist wishes. It is important to note that extractions can only be properly performed on reagents of that element. For example, one could not do an Air extraction on Serpent's Stalk, but one could do either Mundane or Water upon that herb. Depending on the extraction, it will give a different type of symbol. Should a Mundane Extraction be done on Serpent's Stalk, you would get Mundane | Growth, but with a Water Extraction, you'd get Water | Growth.

     

    Finally, once all the Symbols have been gathered, the alchemist may create a potion, salve, powder, etc. This is done in different ways depending on what's being made, though, it will involve the mixing of the different symbols and a base to create an item. This item is either signed by the Alchemist or an ST and the herbs used to create it are to be destroyed after usage. In addition to that, when an alchemical item is used in combat, such as Flash Powder, one must follow the [3] emote rule, unless the item says otherwise: Draw Item -> Prime Item -> Use Item and Emote Effects. Once Primed, it will remain primed for [2] emotes before it must be primed again. Alchemy also acts negatively with Magic, making it so alchemical items can not be used until [2] emotes after disconnection/enchantment usage.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    (Copied from my other TA)

    There are a few subsections of Alchemy, those being "Common Knowledge", "Rare Knowledge", and "Further Alchemy." Common Knowledge is considered open and any one may learn these recipes, including through Self Discovery(at T3 Alchemy). Rare Knowledge is considered closed and requires one who already knows the recipe to teach another person, it may not be gained via Self Discovery like Common Knowledge items. An example of this would be Alteration Alchemy. Finally, Further Alchemy is what one may get at T3 in Alchemy and requires an extra FA and TA in order to learn and teach. An example of this is Tawkins.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    (Copied from my other TA)

    Creation of Flash Powder

     

    Viktor grabbed the Saffvil carefully cut it up into small chunks before he slid it all into a mortar and pestle. With that, he grinded the herb up until there were no large chunks left, then grabbing a jar that he filled up with Aqua Vitae. He set that jar below a flame to let it heat up. Once fully heated, he carefully poured the Saffvil into the jar of Aqua Vitae, letting it mix together until it was a uniform mixture.

     

    Viktor took another jar and put a filter on top of it, pouring the Aqua Vitae-herb mixture into the new jar. He then let the mixture boil again before filtering it again and again until the Aqua Vitae was clear and he had all the moist powder off in a bowl to the side. Once it was all dried out, he pulled over two bowls and began to separate the powder into its Symbols, mainly getting Death and Chaos. The man then repeated the whole process with Night Glow in order to get the Light Symbols.

     

    Viktor moved over to the side and took an open piece of cloth, resting it in front of himself. The man then poured in the Symbols for Death and Chaos. He took a glass stirrer and mixed the two powders together until they were generally a uniform mixture. Off to to the side, he grabbed a jar of water and poured in the Two Units of Light.

     

    Viktor then took that and allowed the mixture of Death and Chaos to soak in with the Light as he added a few droplets of red dye to the mixture to tint it that crimson color. Once all was done, he wrapped up the finished Flash Powder, placing it in his bag for later usage.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    (Copied from my other TA)
    Teaching Mundane Extraction

     

    Viktor shuffled over to the counter, motioning for his student to come over to his side. The man then spoke, "This is the first Extraction we're going to practice. This will allow you to grab the Symbols from a herb to use for alchemical purposes." He explained before setting a Saffvil plant upon the counter, grabbing a knife. Carefully, he cut up the herb into small pieces before placing it in a mortar and pestle before he then started to grind away at the chunks. "Create chunks of the herb and then grind it up until grinding will do no more."

     

    [Student] simply watched and took notes of the process at hand. They remained silent for now, adding in small drawings for what they'd do on their own later.

     

    Viktor took a jar and filled it up with Aqua Vitae, shoveling the crushed up herb into the liquid that was being heated over a flame. "Next, you'll want to heat up some Aqua Vitae and pour in the crushed herb. Once it's all soaked in, filter it out and set the powder to the side. You'll need to do this a bunch until the Aqua Vitae is clear." The ker then did as he explained, placing a sieve on another jar and pouring the liquid through. He set the powder to the side as the jar heated. This process was repeated over and over until the liquid was clear.

     

    [Student] continued to watch their teacher sift through the liquid and pull out the wet powder. Still, they took notes of the process.

     

    Viktor finished his filtering and allowed the wet herb to dry until it was a fine powder. "Now, you'll want to use tweezers to carefully pick out the symbols." The man explained before he once again did just that. He used tweezers to sift through the powder, pulling out different parts and placing them into different bowls. Once finished, he handed those bowls off to the Student and spoke. "Now, I want you to go home and study these. Come back next lesson and tell me what you've found out."

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I'd likely DM them about it and ask what happened. Once hearing what happened, if I were to confirm that they had powergamed, I'd see if it was an accident or on purpose. Either way, I'd make sure they they correct their behavior and help clarify anything that needs to be clarified. Like, if they do wrong emote counts, I'll make sure tell them the correct amount of emotes and ask for them to give me an example of the correct amount. In the end, I'd report what happened between myself and the student to the ST who first contacted me(if such had happened) to make sure they know what's up

     

    (copied from my other TAs)

     

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

             No

     

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

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  7. MC Name:

             SilverPlatter

     

    Character's Name:

             Itulan

     

    Character's Age:

             72

     

    What feat(s) will you be learning?

             Alchemy

     

    Teacher's MC Name:

             ECS1999

     

    Teacher's RP Name:

             Edvard

     

    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

     

  8. MC Name:

             Meteor__Dragon

     

    Character's Name:

             Sulieronn

     

    Character's Age:

             156

     

    Character's Race:

             Dark Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/218161-alchemy-fa-meteor__dragon/ (idk why it's hidden, please unhide it)

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    Alchemy is all about the material world, the gathering of reagents to transform into specialized items. It utilized the Material Alphabet to aid in its descriptions of what the Alchemist is doing. There are 3 main components to alchemy, those being Sighs and Symbols, Reagents and Processing, and Potioncraft.

    To start, almost everything holds Signs and Symbols. Signs are Elemental and describe the general makeup of the reagent, such as Serpent's Stalk being water because it grows near the water. The full list of signs are: Fire, Water, Earth, Air, and Aether. Meanwhile, while a single reagent will only have one or two Signs, they may have three to four different Symbols, these being such things as: Growth, Swiftness, Blindness, etc. Going back to Serpent's Stalk, it has the Water Sign, but it's Symbols are Growth, Coldness, and Swiftness.

    Next, one will want to separate the Signs and Symbols from the given reagent. This is done, simply, by performing an Extraction, of which the types are: Mundane/Aether, Fire, Earth, Water, and Air. After performing the extraction, one will be left with the pure Signs and Symbols that are then able to be used in whatever potioncraft the Alchemist wishes. It is important to note that extractions can only be properly performed on reagents of that element. For example, one could not do an Air extraction on Serpent's Stalk, but one could do either Mundane or Water upon that herb. Depending on the extraction, it will give a different type of symbol. Should a Mundane Extraction be done on Serpent's Stalk, you would get Mundane | Growth, but with a Water Extraction, you'd get Water | Growth.

    Finally, once all the Symbols have been gathered, the alchemist may create a potion, salve, powder, etc. This is done in different ways depending on what's being made, though, it will involve the mixing of the different symbols and a base to create an item. This item is either signed by the Alchemist or an ST and the herbs used to create it are to be destroyed after usage. In addition to that, when an alchemical item is used in combat, such as Flash Powder, one must follow the [3] emote rule, unless the item says otherwise: Draw Item -> Prime Item -> Use Item and Emote Effects. Once Primed, it will remain primed for [2] emotes before it must be primed again. Alchemy also acts negatively with Magic, making it so alchemical items can not be used until [2] emotes after disconnection/enchantment usage.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    There are a few subsections of Alchemy, those being "Common Knowledge", "Rare Knowledge", and "Further Alchemy." Common Knowledge is considered open and any one may learn these recipes, including through Self Discovery(at T3 Alchemy). Rare Knowledge is considered closed and requires one who already knows the recipe to teach another person, it may not be gained via Self Discovery like Common Knowledge items. An example of this would be Alteration Alchemy. Finally, Further Alchemy is what one may get at T3 in Alchemy and requires an extra FA and TA in order to learn and teach. An example of this is Tawkins.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Creation of Flash Powder

    Sulieronn grabbed the Saffvil carefully cut it up into small chunks before he slid it all into a mortar and pestle. With that, he grinded the herb up until there were no large chunks left, then grabbing a jar that he filled up with Aqua Vitae. He set that jar below a flame to let it heat up. Once fully heated, he carefully poured the Saffvil into the jar of Aqua Vitae, letting it mix together until it was a uniform mixture.

    Sulieronn took another jar and put a filter on top of it, pouring the Aqua Vitae-herb mixture into the new jar. He then let the mixture boil again before filtering it again and again until the Aqua Vitae was clear and he had all the moist powder off in a bowl to the side. Once it was all dried out, he pulled over two bowls and began to separate the powder into its Symbols, mainly getting Death and Chaos. The man then repeated the whole process with Night Glow in order to get the Light Symbols.

    Sulieronn moved over to the side and took an open piece of cloth, resting it in front of himself. The man then poured in the Symbols for Death and Chaos. He took a glass stirrer and mixed the two powders together until they were generally a uniform mixture. Off to to the side, he grabbed a jar of water and poured in the Two Units of Light.

    Sulieronn then took that and allowed the mixture of Death and Chaos to soak in with the Light as he added a few droplets of red dye to the mixture to tint it that crimson color. Once all was done, he wrapped up the finished Flash Powder, placing it in his bag for later usage.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Teaching Mundane Extraction

     

    Sulieronn shuffled over to the counter, motioning for his student to come over to his side. The man then spoke, "This is the first Extraction we're going to practice. This will allow you to grab the Symbols from a herb to use for alchemical purposes." He explained before setting a Saffvil plant upon the counter, grabbing a knife. Carefully, he cut up the herb into small pieces before placing it in a mortar and pestle before he then started to grind away at the chunks. "Create chunks of the herb and then grind it up until grinding will do no more."

     

    [Student] simply watched and took notes of the process at hand. They remained silent for now, adding in small drawings for what they'd do on their own later.

     

    Sulieronn took a jar and filled it up with Aqua Vitae, shoveling the crushed up herb into the liquid that was being heated over a flame. "Next, you'll want to heat up some Aqua Vitae and pour in the crushed herb. Once it's all soaked in, filter it out and set the powder to the side. You'll need to do this a bunch until the Aqua Vitae is clear." The ker then did as he explained, placing a sieve on another jar and pouring the liquid through. He set the powder to the side as the jar heated. This process was repeated over and over until the liquid was clear.

     

    [Student] continued to watch their teacher sift through the liquid and pull out the wet powder. Still, they took notes of the process.

     

    Sulieronn finished his filtering and allowed the wet herb to dry until it was a fine powder. "Now, you'll want to use tweezers to carefully pick out the symbols." The man explained before he once again did just that. He used tweezers to sift through the powder, pulling out different parts and placing them into different bowls. Once finished, he handed those bowls off to the Student and spoke. "Now, I want you to go home and study these. Come back next lesson and tell me what you've found out."

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I'd likely DM them about it and ask what happened. Once hearing what happened, if I were to confirm that they had powergamed, I'd see if it was an accident or on purpose. Either way, I'd make sure they they correct their behavior and help clarify anything that needs to be clarified. Like, if they do wrong emote counts, I'll make sure tell them the correct amount of emotes and ask for them to give me an example of the correct amount. In the end, I'd report what happened between myself and the student to the ST who first contacted me(if such had happened) to make sure they know what's up

     

    (copied from my other TAs)

     

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

             No

     

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

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

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