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  1. The Phases of the Moon: (Second Generation Muun’Trivazja) “Strands of fate now do entwine, / Both mind and soul are my design. / Safeguard not my children near, / Mine is the vessel of love and fear.” ~Visions of Nightfall I Introduction: As the moon waxes and wanes, so does the goddess who embodies it and the powers of those who worship her. The Kharajyr, through their faith in Metztli, were granted a boon from their divine mother. Yet as the seasons change, and the tides ebb and flow, so does the magic of the Kha’ change and twist in new and surprising ways. After their move to the Xerdali Isles, the Priests of the Kha’ were struck with a trinity of powerful visions, all foretelling great changes in the life of the Kharajyr. The first came to pass in the destruction of the old island and the rise of a new Tla’. The second to come was the rebirth of Muun’Trivazja. In the past, the Priests of the Kharajyr wielded great power in the form of Daemonic energy, yet like the ever changing moon above, their powers warped and twisted in great and terrifying ways. While the very essence of the magic remained with the Kha’, the nature in which it manifests itself differs greatly from what it once was. Muun’ and Metztli: Metztli is the goddess and creator of the Kharajyr. Old tales speak of her spiriting away children in the dead of night, with only the stars to witness, to bring to an island paradise of her own making. There she fused the children body and soul with the ocelots of the island through many twisted, magic-riddled experiments. Casting the husks of her failures into a pocket plane known as The Ordium, Metztli toiled on until one night the fruits of her labors were rewarded. Upon the beaches of the island stood an ocelot in human guise, his fur white as freshly fallen snow. The first of the Kharajyr was born, Tla’Jhaan, he of the purest form. Metztli was filled with the maternal need to protect her creation, to nurture him in a cold and unforgiving world. She had created the pinnacle of perfection, and sought to replicate her accomplishment, but could never achieve the level of beauty imbued in the first. Nevertheless, she continued to fill the island with other, lesser copies of her creation until the day came where they were able to sustain themselves. She then left, departing the island to leave her children to thrive on their own. Though the Kharajyr had no knowledge of their creation, they continued to live on their island paradise, presuming they were always there and always would be. They had no inkling that a divine power had created them, and their worship was nonexistent. To the ancient tribes, survival was all that mattered. Metztli, feeling neglected by the very things she had birthed, decided to become once more entwined in the lives of her children. She returned to the Kha’, gifting their oldest and wisest with signs and visions, hoping they would unravel the secret of their own creation. Through much trial and more error, Metztli bestowed upon the Kharajyr Priests the ability to harness and utilize her Daemonic energy to further carry out her wishes. She also gifted them with the Stone of Metztli, a jurassic relic that would allow Priests to attune to her will. The Magic (General Overview/Muun’/Uses): Moongazing is based around the summoning and manipulation of the Daemonic energy of time Metztli gifted to her most devout followers, often referred to as ‘Muun’. A Priest would not use Mana to power their spells (Although using it to manipulate the spells that they summon), instead calling upon the energy gifted to them from their goddess. Each priest, instead of naturally regenerating Muun’ at a fixed rate, has a certain amount of energy that they can store within themselves. Priests must routinely visit a Moonpool to restore their energy, regardless of their individual capacity. As a side note, Metztli’s Daemonic Energy can be channeled in a variety of colors, ranging from silvery-blue to dark purple. This is purely an aesthetic thing, however, and does not impact the magic in any way. A priest can channel their Muun’ in a myriad of ways. Moonbinding, Moongazing and Chronoshaping are the three schools of Muun’trivazja and all follow the basic principles of time manipulation. Moonbinding is the ability to channel Muun’ energy into lapiz lazuli that has been specially prepared in order to enchant it with a variety of properties. Moongazing is harnessing Muun’ in order to see events that have transpired, have yet to come, or are occurring at the present time. Finally, Chronoshaping is the ability to manipulate time within an area, slowing, or speeding it at will. Stone of Metztli (Manifesting, De-Manifesting): The Stone of Metztli is an Ancient Kharajyr Artifact created by Metztli. The Stone manifests itself as an enormous fragment of lapis lazuli, with waves of immense power emanating from its core. It is extremely fragile, to the point of shattering with very little force. It would not withstand an attack, shattering into a myriad of crystals should it ever be broken. The Stone’s purpose is dual in nature, as both an attunement stone, as well as an anchor of time for the area directly around it, created by Metztli. Without the Stone to govern the passage of time, temporal anomalies would be a frequent occurrence within the surroundings of the stone, yet they would not cause huge issues within the realm and hardly be noticeable. The maximum distance from the stone that this happens is a hundred meters. Due to its very nature, the stone possesses the ability to reform itself soon after destruction, utilizing a level of Chronoshaping unique to its very being. It can only remain shattered for a short while, one may as well try and put an end to time itself. Whilst the stone would be summoned, any Priests within the immediate vicinity would find their energy naturally replenishing for the first time at a fixed rate. This is not permanent, as the energies would cease to regenerate once they strayed further from the stone. As part of the Higher Arts of Muun’trivazja, those who utilize the magic to the highest degree are taught how to safely summon, as well as dismiss the Stone. This would entail a lengthy process, in which the Priest would spend days on end in a deep meditation, ceaselessly chanting the same prayer repeatedly under their breath. As the Stone manifests, a thick shroud of Muun’ would fill the area, slowly coalescing before more would begin to move through the air and collect into the space, followed by a flash of light. When the light would fade, the stone would have appeared in place. While the stone would be manifested, the Priest who summoned it would remain in a state of exhaustion for however long it remained, often leading the High Priests to take turns with it summoned. The process would be repeated when it came to de-manifesting it, although the given prayers different. This would appear as the Stone of Metztli glowing a soft blue hue as wisps of the same colored light would slowly peel off of it. The stone would shrink all the while whilst this happened, until it would be gone fully. Throughout both cases, the Priest would be left exhausted. However, the stone cannot be de-manifested for an extended period of time. When the stone would not be in place, the same resulting ‘shattering’ of time would happen. Slowly at first, pockets of time across the land would begin to form anomalies of sorts. Areas might find themselves moving backwards in time, whilst others might find it sped up or simply slowed. The damage would increase the longer the stone remained unformed, until it would naturally reform randomly in Vailor on its’ own. Even if it were to reform, the Priests would easily be able to track it through moongazing due to their inner connection with the ancient artifact. Quick side note: Stone of Metztli only affects about one hundred meters(blocks) in any direction from the stone. The affects on time are not major life changing things, and remain only a minor issue when they do occur. This distance is also true to how far away a Priest must be to have his energy 'naturally' regenerate. Attunement: While ordinarily only those of Metztli’s kin work to spread her influence throughout the land, other Descendants may choose to pioneer her cause. Those who worship Metztli reverently, be them Kha’ or not, may be selected by the goddess to uphold her will. However, a special ritual enacted through the power of the Stone of Metztli will have to be undertaken; should any race, be they Descendant or Kha’, wish to rise to the task. Despite the Kharajyr’s intimate connection with Metztli, a Priest would have to fully immerse themselves in the goddess’ power via the Stone of Metztli in order to progress in learning the magic. An Elder Kharajyr Priest, one who has mastered the Higher Arts of the magic, is able to channel their energy into a Non-Kha’ acolyte of the Priesthood, forging a bond between them and their goddess and allowing them to harvest Daemonic Energy from the Moonpools. Non-Kha’ who touch the Stone without the aid of an Elder Priest would soon find themselves regretting their decision, as insanity grips their bodies and their wits scatter like dust in the wind, the unfiltered power of Metztli thundering through the halls of their fragile minds. The Magic (Moonbinding): Moonbinding is a manner of binding certain attributes that pertain to Muun’trivazja to objects. While simple in theory, this magic is capable of making a diverse array of fantastic items. However, there is a limit to what can be done with this magic. All enchantments must fall, in some way, under the Gazing or Chronoshaping subschools of Muun’trivazja. As this is energy granted by Metztli, the Daemon of Time, your enchants must still follow that basic theme. That means that you cannot Moonbind a sword that shoots fire, or gauntlets that allow you to trap Orcish Spirits (As cool as that may be). Moonbinding is achieved through a several step ritual. Firstly, the aspiring Moonbinder must find, cut, and polish a piece of lapis lazuli. The stone must then be engraved with scenes and prayers in Va’kharajyn that depict the abilities and attributes the item will have, in order to further focus the energy to its purpose. Finally, the Priest must fill the stone with Daemonic Energy drawn from their own bodies, turning the gem into a piece of Charged Lapis. It should be noted that Charged Lapis is a very fragile and delicate material to work with. Once it has become saturated with energy, the slightest mar upon the surface of the gem could cause it to violently shatter, as the energy inside of it escapes into the air. On a more technical note, a priest would find themselves unable to bind a spell greater in power than their current Moonbinding level. This means, that in order to bind, say a Tier 3 Cronoshaping spell to a piece of Charged Lapis, then one must possess a Moonbinding level that is at least one level higher than Tier 3. However, a priest of any level is still capable of channeling undirected energy into a piece of lapis to create a Focus. Focus’ are stones that calm and soothe the holder and are commonly used to help focus the energy of acolytes. Recommended Progression: Red Lines: -Items cannot hold an infinite supply of Energy. They will eventually weaken and degrade with time. -Any enchantments must be possible to accomplish with, or at least some variation upon the other two magics. -Although a non-priest can use these without any MA, they must be taught the workings of the item in character before they can do anything with the item besides blowing it up. -If anyone were to use these as a non-priest, they must read the magic lore pertaining to the enchantment they are using. The Magic (Gazing): Moongazing is the magic worth the most praise to the Kharajyr. It allows them to turn their gaze on events long past, those yet to come, and those taking place at the moment. To Moongaze into the past or future, no further preparation would be needed aside from one’s own supply of energy. However, this practice grants visions that are fuzzy and indistinct. To further focus one’s sight, a priest would require an object that pertains to the event they wish to view to act as a catalyst for triggering and focusing the vision. Thought the art comes at a cost. The use of Moongazing slowly turns those who practice it blind. By the time one has mastered the art, they would be doomed to forever walk in darkness, the price paid for their gift. Gazing into the future is an imprecise art at best. The best visions of the future, those that are most clear and direct, come when Metztli issues a prophecy to the Kharajyr. On their own, without divine intervention, the Priests are able to call up minor prophecies and omens of things to come, though the messages are often littered with misleading visions and strange riddles. Future-Gazing does not show a Priest the specifics of an event, however. Time is fluid and ever-changing. They may perhaps glimpse upon the climax of a grand crusade, but not the events leading up to it. Some visions may never come true in the first place. ((On an OOC note, one MUST have the permission of a GM before a priest is able to call up a vision of the future!)) Recommended Progression: Red Lines (there’s a lot of them): -You can not ‘Metagaze’. In this case, to find out something about someone’s character you would require their consent and speak to them in private messaging. -Moongazing into the future requires a GM/Lore Master who knows of Kha Magic, and they would be required to emote what you see. -Moongazing MAKES YOU BLIND! There is no way to avoid this. Your sight degenerates as you learn the magic. Follow the guidelines above! -Moongazing into the past can only be done up to the point where ‘Ancient History’ ends and Players had started. -To focus your Moongazing on a specific event, you would require an item or person who was there at said event. -Moongazing can currently only be projected to multiple people at once whilst using a Moonpool. This can be bypassed rarely though, and always with GM intervention (For example, the fallen Meteors for the Tomes of Power). When this would be, it would heavily tax the Priest- more so than Chronoshaping. The Magic (Chronoshaping): Chronoshaping is by far the most useful art a Priest can master, allowing them limited mastery over time itself. A priest would begin by gathering their Energy before shrouding the targeted area in a thin layer of mist. Through this Temporal Fog, one could see the flow of time being manipulated in the area, be it quickened, slowed or reversed. While Chronoshaping is a very powerful art, it has its limitations. One cannot create a paradox effect with the magic. The mist that forms surrounding an area is an indicator that that place has been severed from the regular flow of time. The displaced segment of time then begins to flow in accordance to the Priest’s whims, speeding, slowing or even reversing at their command as opposed to the regular flow of time. This means that once someone enters the area being affected they continue to flow with the original timestream. However, anything that was in the mist prior to the severing of the timeline will move with the new flow. That is why Chronoshapers don’t turn themselves to dust when speeding or rewinding time. The magic can be limited to a small area, as when one needs to heal wounds or rewind a small object, or it can be spread wide over a large structure. As a general guideline, the larger the area you want to affect, the thinner your mist is spread, and the less control you have over time in an area. Recommended Progression: Red Lines: -No one can enter or leave the area being changed by the magic, as it is cut off from time. -No temporal paradoxes! You cannot team up with yourself to dish out a beatdown, as cool as that may seem. -This stresses the Priest’s body greatly. If they were to rewind time on a large area, they themselves would find their bodies rapidly aging in tune with how much they rewind the time. -This can be used to heal wounds, but to regrow a limb would take many days of IRL sessions with said injured person. It can not be done all at once. The Higher Arts of Muun’Trivazja ((To accomplish any of these greater magics, the Kha will have to have studied under one who knows them. They would be required to learn the correct prayers and ceremonies in order to create a temporary and direct connection to Metztli after reaching Tier Five in two categories of the Magic.)) At this point, a Priest will have spent countless years of their lives learning Muun’Trivazja, and will have mastered Metztli’s Daemonic energy in its many forms. Those who are deemed worthy will continue their education, delving into the hidden aspects of the magic. Blessing the Waters: The first of the Higher Arts is the creation of a Moonpool. In doing this, a Priest would commune with Metztli, and direct her blessing towards a pool of water. After sending the entirety of their Muun’ into the body of water, they would seek to channel Metztli herself, beseeching her with an ancient Va’kharajyn prayer to bless the waters as was once done in days long past. This would leave the water glowing a blue hue and the Priest(s) who created it would be unable to cast nor control their Muun’ except to the smallest degree for an elven week thereafter. Attunement: The Rite of Attunement is a series of rituals in which a Non-Kharajyr is intimately linked to the Stone of Metztli, allowing them to harness and store the Daemonic energy gifted by Metztli. The rite begins with the Filling Of the Vessel, where the Priest conducting the ritual fills the aspiring acolyte with their own Muun’. The Descendant then goes to touch the Stone of Metztli, heralding the next stage of the process, The Breaking of Chains. Once they touch the stone, the acolyte is gripped with madness as the power of the Stone rips through them. With the aid of the Priest and the Muun’ channeled through them, the Acolyte can survive the madness, sharing the burden with the Priest with whom they are linked. If the Acolyte fails, the bond between the two is shattered, the Daemonic energy escaping from their body. They would remain in a state of madness, their minds shattered by contact with the stone, until they died. If he succeeded then both the Elder Priest and Acolyte would find themselves tossed in the throes of madness, ranting and raving before sinking into blessed sleep. The Priest’s connection with Metztli cut once more whilst the two sleep. So undergoes the final stage of the ritual, The Patching Of the Soul. As the Descendant sleeps, Metztli judges their worth in a manner unknown to any, as the incident is wiped from the mind of the sleeper. If they are found worthy, the bond is forged between them and the Stone, identical to that which rests in all Kha’ as per their creation. If they are found unworthy, the fragile bond dissipates, and the ritual must be undertaken once more. Calling the Stone: Calling the Stone is a High Art of Muun’Trivazja that entails the summoning and de-manifestation of the Stone of Metztli. This would serve no purpose in combat and only used when attuning Priests. The Priest would invoke the Prayer of Calling, in which they once more become immersed in their connection with Metztli. As long as the Stone of Metztli remained in place, the Priest that had summoned it would remain exhausted until the burden had been passed to a second Priest, or the stone de-manifests. Chronosleep: The final High Art is not that of spellcasting, nor requires a direct connection with Metztli, yet it is often revered as the highest of magics a priest could cast. As a priest lay dying, they could glance once more to the moon, and offer a prayer to Metztli. Goddess willing, the priest and all of their belongings would be frozen, permanently, in a form of temporal stasis, their body perfectly preserved at the last moment of death as their spirit sails off to join Metztli. General Red Lines: -General rules: It takes at least one emote to connect to your Muun’, another to summon it, and a third to begin its casting. One more in between connecting to your Muun’ and summoning it if you’re connecting directly to Metztli, and more after. -One must learn all three magics to be able to master any one of them, or be able to teach another Priest. -Making a Moonpool leads the priest(s) that made it to be unable to cast for up to an IRL week. -Priests MUST Roleplay regaining Muun. If no one is there for them to emote to, then they need to sit in the pool anyways. -This counts as a total of three magics, just to be clear. With our previous lore no one could tell if it was one or three. Current Lore Owner(s): Fury_Fire ((Writer & Idea-Monkey)) ForeverGinger (( Format Man & Word-Sound-Better-er)) Message us with questions, or post them right here! Final Words: With this, we hope to bring more attention to the Kharajyr Priests and Priestess’, and shift the magic from a combat based perspective to a more mystic and fun feel. We hoped to get rid of Moonfire, as the Kharajyr have begun to focus their attention around peace, and replace it with a form of enchanting that could bring fun to all, even non magic users <3. Of course this would require studying and speaking to us for the owners of said enchanted items, but we’re hoping this remains as unmoderated if possible. We’ve added things such as the Higher Arts to set the leaders of the Priests apart from the rest, as well as give priests a nicer death. The creation of the moonpools was already a closely guarded secret in which only two Priests know(Myself included). In general, we hope we’ve both nerfed the magic with our red lines and removal of Moonfire, as well as just make it more.. Fun! We decided that to do important things Kharajyr might already be able to do, we would require prayers that can help one connect directly to Metztli instead of through the Moonstone (Stone of Metztli, take your pick), in hopes of adding more to the mysteriousness surrounding Kha’ Magic to most people IRP, as well as give Kharajyr a feeling of being closer to their Patron. Non-Kha’ learning! Something we’ve always wanted! As well as bringing the Stone of Metztli into existence (It’s always supposedly reformed, and there is apparently lore on everything I mentioned in it) only now it’s safer! Hope you like it, and a special shout out to everyone in the current Priesthood who tolerated our incessant ramblings on the subject and helped form the baseline with which this re-imagining was formed. Without you lot, I doubt either of us would be able to keep up the flow of great ideas! -Fury_Fire and ForeverGinger <3 Edit:Forgot to put tier progressions in spoilers.. Fixed.
  2. The General Idea: This lore addon seeks to enable conjurationists to better utilize their magic for more refined uses; rather than just conjuring beasts to fight at their command, as most conjurationists do, this addon will allow for more utility in conjuration. In essence, the addon will grant conjurationists the ability to use their creations as spies, now being able to almost ‘see’ the world through their creation’s eyes. Now, this add on can have powerful effects if used properly or abused and, as such, will have its share of consequences/ limitations to counter its benefits. How it Works: When a conjurationist creates an animal, a drone for example, he can have this drone target a designated area and simply observe. Once the conjurationist is satisfied, he or she can summon the drone forth and have it debrief them of what it has heard through a series of visions. These visions are created when the drone is dispersed but the mana fueling it, through the mana-anchor, is still in its fleeting state. The remaining mana, while too scarce to be able to be absorbed and repurposed, will slink into the depths of a mage’s mind. Here, it will momentarily coalesce with the mage’s mind and the mage will begin to experience visions. These visions are more like bits of memory, often fluctuating in clarity and in depth. A vision’s quality will always depend on the conjured beast, should the beast have poor hearing then the mage will find it difficult to ‘hear’ anything or if the beast has poor vision then the mage in question will likewise be unable to see very well. In the example above, the mage’s vision will be divided into multiple segments, much like how bees see. In addition, these visions are not only limited to sight and hearing, but the entirety of an animal’s senses. This means that when a conjurationist decides to employ this technique, they will ‘feel’ what their conjuration feels, including pain. Red Lines: No more than four visions at a time. This disables conjurationists from amassing an army of animals and spying on everyone. Anymore than four will cause the visions to malfunction, and the mage will find it nearly impossible to keep track of all of them. Visions will simply cease to exist. A mage cannot delve into their conjuration’s mind while it is still animate, attempting to do so will dispel the conjuration and eliminate any chances of retrieving a vision from it. This also means that should a conjuration be killed before coming back to the mage, the mage will not be able to gain any visions from it. In order to obtain a vision, a mage must be within close proximity of their conjuration, anything more than a few inches will fail to function correctly. This lore does not allow a mage to conjure something out of sight. The conjurationist must keep their conjuration within their line of sight or they risk having it being dispelled. Teaching? No teaching is required. Anyone who possess conjuration can take advantage of this lore. Cheers!
  3. •Clericism• Lore on Tahariae: https://www.lordofthecraft.net/topic/123510-tahariae-aengul/ Lore on Yeu Rthulu: https://www.lordofthecraft.net/forums/topic/94939-yeu-rthulu-aengul/?page=1 Table of Contents A Short Introduction How to Read This Lore What’s New? Why The Update? Clerics: An Overview Clerical Magic: Key Terms The Utterings of Tahariae Connection Priest Healing War Clericism Blessing and Warding Disconnection A Short Introduction How to Read This Lore What’s New? Why The Update? Clerics: An Overview Clerical Magic: Key Terms The Utterings of Tahariae Connection Priest Healing War Clericism Blessing and Warding Disconnection
  4. Original Lore: http://tinyurl.com/j8a7jjr Shapeshifting The lore in book format ~=~=~=~=~=~=~=~=~=~=~=)x(=~=~=~=~=~=~=~=~=~=~=~ [!] The tome is encased by enchanted bark. Only a Druid who has been handed the tome by a previous shapeshifter can open it. (~)= Shapeshifting =(~) Transcribed from Ancient Elven and the original Shapeshifting tome by Spirit Druid Saviticus May Cerridwen bless he who is deemed worthy to read this tome. Prologue Shapeshifting is the ability of being able to physically transform into a beastial form. An ancient art only ever spread by whisper and rumor, it is not as nonexistent as portrayed by the races of Aegis. This secret and sacred power has been gifted only to the most pious and reverent Druids throughout history and is deciphered onto the pages of this single tome for only the choice few to ever lay eyes upon. The knowledge and ability of this gift has been kept only amongst these Druids, and this has been so since before the Druidic Order was formed. The only known lore of this sacred art is in an ancient tome, which dates back to the early times of Aegis. The tome's pages are scribed in ancient Elven, however a translation to common tongue was added to the tome by the Spirit Druid in Anthos. In common, the tome reads as follows... Chapter 1 The Origin How Druids uncovered this ability is said to have involved Cerridwen herself gifting a single Druid with the ability to shift into an animal; she told him of the process that must be completed by the Druid to gain the Aspects’ blessing and to gain the ability to transform. Ever since the encounter, the gift was passed on only to the most pious and devout servants of Nature. A Druid after attunement must prepare his body and mind to shapeshift. He must survive two daunting tasks and complete a ritual while being watched over by the Aspects themselves. The process is called the Trials of Spirit, as it is a spiritual journey. Chapter 2 The Trials of Spirit Acceptance begins the trials as the first task, known as the Task of Acceptance. Cernunnos, Lord of the Hunt, guides the Druid in his journey to find his spirit animal and gain its trust. This animal can be found only by instinct, and may take extended periods of time for the Druid to come across. The Druid will be granted a vision by Cernunnos upon spotting his spirit animal for the first time, assuring him the beast is truly it. After experiencing the vision, the Druid must pray to Cernunnos, asking for watchfulness over himself and his spirit animal as he progresses through the trials. The Druid then must come to fully understand his spirit animal by adapting to its natural ways of living. When the spirit animal finally accepts the Druid as one of its own, only then can the Druid progress onto the next task. The second task, known as the Task of Strength, is guarded by Nemiisae, the Shadow of Death. The Task of Strength must begin once the Druid has been granted acceptance from his spirit animal. This task forces the Druid to challenge his spirit animal in a quarrel. The spirit animal will accept, feeling only the highest honor to be challenged by the Druid. If the Druid is victorious, he must skin the carcass for its pelts. Nemiisae will then bind the spirit animal’s soul to its pelts, rendering them feasible for the ritual. Finally, the Druid must perform a ceremonial burial for the animal’s remains in tribute to its valor and in honor of Nemiisae. There is no third task. Instead, a ritual takes its place, known as the Ritual of Change. This ritual must take place inside a Grotto of Cerridwen - a secret shapeshifting cavern. The ritual requires the presence of the Druid seeking the ability to shapeshift along with a fellow shapeshifter. The ritual consists of the shapeshifter laying the pelt over the seeking Druid. Once this is done, the shapeshifter will read a passage of the shapeshifting tome verbally. The two will then bow their heads in prayer and wait. If the Druid is prepared, Cerridwen will bless him, and the Druid will begin to transform into his spirit animal. The pelt of the animal will be absorbed into the Druid's skin during the transformation process, and the essence of the spirit animal will combine with that of the Druid. The first transformation will last for one whole day. Once the time has passed, the Druid will shift back into humanoid form and the pelt will have completely dissolved into the Druid's skin, making him look as he did before the process of transformation. After the Ritual of Change, the Trials of Spirit have been completed. The Druid has successfully been granted a beastial form by the blessing of the Aspects, and he may enter this form as he pleases. The Aspects will always keep a close eye on their blessed Druids, as they hold them most dear. Chapter 3 Departure Permanent transformation - rumors say that some of the most honorable Druids may achieve this. This is a choice made by the shapeshifting Druid when he is ready to depart from his humanoid life and to officially leave his service to nature behind. Only the most powerful and most renowned Druids, only Druids that have shown extraordinary piety and devoutness are given this blessing. It is a simple ritual, requiring nothing but the shapeshifter in a Grotto of Cerridwen. The process is known as the Ritual of Departure, named so as the Druid departs from his humanoid form and Druidic life forever. It is a choice for the Druids who no longer wish walk the land as men or women, but instead another form of nature. For the ritual, the must Druid bow his head once more in this sacred place. The Druid will pray to the Aspects, asking them to transform the Druid once again, but this time forever. If Cerridwen, Cernunnos and Nemiisae deem the Druid worthy of this new life, believe that this particular Druid has made a major positive impact in serving nature, and believe that the Druid has a keen enough relationship with nature, they will give the Druid a permanent transformation. What if the Druid isn't transformed? Then it is a sign from the Aspects themselves. It can mean many things, and the Druid may never know the true meaning. However, the two most common meanings of a failed transformation are as follows: the Aspects do not believe the Druid is worthy of this honor, or the Druid is far too important to currently leave his service to nature. Chapter 4 The Grotto of Cerridwen Each ritual, the Ritual of Change and Ritual of Departure, requires the Druid(s) to be in a Grotto of Cerridwen - a hidden Druidic cavern that must be chosen or created by existing shapeshifters. The process of creating a Grotto of Cerridwen is ceremonial and is known as Blessing. A group of shapeshifting Druids must enter the grotto and sit together in a circle. In their midst must be an offering to Cerridwen, be it a burning fire, a bouquet of flowers or something else, which they will chant a prayer around. The Druids must then shapeshift together to complete the ceremony. They will know if the ceremony is successful by instinct as the grotto will emit an ambience of sacredness and holiness upon a successful Blessing. Multiple Grottos may exist throughout the land. ~=~=~=~=~=~=~=~=~=~=~=)x(=~=~=~=~=~=~=~=~=~=~=~ Shapeshifting: The Transformation The process of transforming from humanoid to animal is a complicated and inexplicable process. It will vary between each race, spirit animal, physical health and how experienced the Druid is. However, once the Druid has shapeshifted once, the process will be repeated each time he transforms. This means that the Druid will become more adept to shapeshifting and more resilient to the pain of the transformation over time. The transformation will typically take between fifteen and twenty seconds to complete, with the exception of first-time shifters taking up to a minute. Master shapeshifters are known to be able to shift forms almost instantaneously. The process itself varies greatly, depending much on the spirit animal. Some will grow extra limbs or fur, others will unfurl sharp claws and a tail. The amount of pain delivered by transforming will vary, mostly depending on the scale of the transformation. Shapeshifting: Natural Instinct In some cases, Druids that have been blessed by the Aspects and have been able to shapeshift for years will often experience a trauma where they have developed characteristics of their spirit animal in their personality. Depending on how severe the trauma is, the Druid may sometimes believe he has shapeshifted while he is still humanoid. Other characteristics such as these listed could also be adopted from their spirit animal: Rat - Become disinterested in others around them, find shiny objects distracting. Mouse - Timid and shy, may be distracted by intriguing smells, and finds fear of larger creatures. Dog - Overly playful, tends to become overly protective and loyal. Wolf - Is rather curious and paranoid, find bones distracting for some odd reason. Tiger - Territorial and aggressive. Tend to become overly protective of loved ones. Leopard - Feels prideful and vanity, sometimes loses interest in their original purpose or goal while shifted. Cheetah - Challenging and aggressive, weakness to the chase. Gy'waka - Power struck, prideful, and often longing feeling to hunt or be in the jungle. May turn on friends. Snake - Often paranoid and hateful, sometimes speak in a lisp which exaggerates the letter 's'. Squirrel - Fearful at the sight of danger, often longing the feeling of freedom or to climb. Toad - Tend to jump when trying to move swiftly, sometimes speak in a deeper voice. Rabbit - Very aware which may cause fatigue, may chitter while eating or during long conversations. Goat - Often grumpy and stubborn; persistent until goals are achieved. Deer - May become timid and often precautious. Any similar animals to those listed above would likely suffer from the same characteristics. Shapeshifting: Extra Information The Druid will remain shapeshifted for about one hour each transformation. After the Druid has shifted back to his humanoid form, he will feel extremely tired and fatigued. As time goes on with the gift, the Druid will become more experienced and adaptive to it. Master shifters have been able to stay shifted for even up to a day. Shapeshifting grants the worthy Druid a second form. The Druid is able to enter this form at will, although will suffer from fatigue for staying shifted too long or shifting too frequently. There are no flying or aquatic spirit animals. Druids are unable to perform any other form of Druid magic while shapeshifted. The Druid's body will remain in shapeshifted form if he dies while shapeshifted. The only distinction between a shapeshifted Druid and a regular animal is that the shifter's eyes in animal form will gleam an emerald green. Written by cmack1028 and Callax (Werbles)
  5. The Order of Magi Est. 1538 "There are two sides of magic. Neither evil, neither good… it is only the choices and actions of the wielder which shape the fate of all man, we can only say choose wisely" The Illustrious Order of Magi was founded from the ashes of the Mages Guilds of old with the explicit obligation to educate, preserve and oversee all intellectuals who deem themselves practitioners of the most phrenic of sciences and arts, Arcane Magic. The Orders The Order of Magi is divided into three consolidated orders. In turn, each of these orders has their own hierarchy within them to properly accredit mages from novice to master in the most appropriate position. The High Order Archmages The Archmages are those magi who have become supposed masters at a certain discipline of arcane magic. For instance, an Archmage of Sensory Illusion or an Archmage Fire Evocation. To be eligible for being considered an Archmage one must first have the ability to teach said discipline as well as display for the rest of the Inner Council, their abilities. Note, however, that there can only be one Archmage for every Discipline, and only be replaced if an Adeptus shows higher mastery of a said Discipline, and/or the Council votes them off. This rank does not grant additional power to those who wield it, but it sets them apart from the rest of the Adeptus Major. These are the pillars of the Guild and demand the utmost respect. Adeptus The Adeptus, or simply Adept, are those of the Order who have proven their prowess in at least one discipline and have been deemed skilled enough by their Guild Master in said discipline. Adeptus no longer have a designated instructor or master, and they themselves can teach those of the Third Order within their Guild. Along with their teaching duties Adeptus may also be rationed out by the High Council or their Guild Master to various kingdoms and nations to serve as Court Wizards, acting as advisors, educators, and representatives for the order. All Adeptus are also given a seat on the Low Council, a more encompassing senate of magi who, along with members of the High Council, make decisions for the Order as a whole. Granted, the Adeptus have less voice on the Low Council than the Archmages. There are two sub-ranks of the Adeptus: Major The Adeptus Major have shown proficiency in at least one school of magic and can teach at least one school of magic. Such a rank is the highest bestowment one can achieve before becoming an Archmage or Guild Master. Minor The Adeptus Minor has shown proficiency in at least one school of magic and has passed the Somnium. The Low Order Practicus Best called apprentices, the Practicus have gone through various lectures, passed numerous tests and are finally free to select a discipline of arcane magic. They are then, thusly, paired with a master of the rank Adeptus, by their Guild Master, or Archmage, if the Archmage chooses to teach and specifically requests said student. The Practicus will train under their master until the master and Guild Master feels they have become proficient at their discipline and ready to take a series of tests which will determine their aptitude and whether or not they are skilled enough to join the Second Order. If they pass these tests, Practicus will be considered a full fledged mage and be inducted into the Second Order via the Convocation ceremony. Neophyte Neophytes are the newest to the Order, fledgling intellectuals who have practiced no magic and have little understanding of the sacred science to begin with. Neophytes will attend various lectures and classes within their respective Guild to learn the keystones and fundamentals of magic such as Voidial Theory, meditation, focus, etc… Granted, they will most likely not perform any magic until they have passed said classes and then chosen a discipline. All Neophytes will be exposed to all forms of magic so that they might choose one which peaks their interest. The Order of Progress Researchers Those within this sect are meant to ensure that focus is being given to various projects put forth by the community. Whether it be from an outsider or one proposed by a tester, all ideas and projects are looked into to see if they are feasible. If they are, the directors will assign members of the division to work on the project. Progress is recorded and stored for potential future use in other projects, kept where only members of the Order may see. Failure is allowed so long as the research is sound and everything is recorded. Magic is finicky so it is understood that not everything put forth will be accomplishable. Directors Those in charge of ensuring that the projects are running smoothly. They decide what is given priority and who gets access to which laboratories. Research ideas must be brought to them for approval, lest the researcher wishes to be removed. Scholars These are the bread and butter of the research sect, as they handle most of the work involved with the projects. In order to join this rank, one must contact one of the directors and prove to them that they are capable of conducting research well or show an aptitude in a specific field of interest. Testers These are the people who, as the name suggests, test the various prototypes. Every tester acknowledges that they are fully aware of the risks of being in this position. We are not liable for any damages caused to said tester should a prototype go awry. The Guilds While the Order of Magi is not but the term used to describe all those within the overarching organization of arcane intellectuals, all magi below the High Council are to be ardent to one of the many ‘independent’ Guilds throughout the realm which function as places of teaching, research, and fellowship -- members living and working together with expected solidarity. Each Guild is housed within a Guild Hall located within one of the patron cities of the Order. Each Guild is overseen by a single Guild Master who has authority over their respective Guild and its members, however, must answer to the High Council when called upon. Guild Masters, most always a particularly skilled Adeptus Major, are given a variety of duties and powers including inducting new members into their Guild, promoting members within their Guild, as well as assigning students to teachers, once again, within their respective Guild. However, the High Council may at any time veto decisions made by the Guild Master, remove Guild Masters and in doing so appoint a new one, and dissolve or relocate entire Guilds. The Al-Whakrah Mages Guild Closed until further notice. Located within the exotic and diverse lands of the Caliphate, the Al-Whakrah Mages Guild occupies a Guild Hall to the right of the Caliph’s arenaceous palace befitted with in-hall housing, research space, library, arena, and lecture hall for the most committed of magi needing supplies in a convenient proximity. If the the facilities prove too paltry then the substantial Al-Whakrah Library sits only a walking distance away. The Sanctuary Mages Guild Guild Master: Katari Stirling [FlamboyantMingo] A modest Guild Hall, though do not let its size drive you away. The Sanctuary Mages Guild is hosted within the pristine and liberal city of scholars and arcanists, Sanctuary. For sure members of this Guild will be surrounded by like minded individuals, which should be expected, due to the city’s nature members of the Guild may take their research to the Sanctuary archives or laboratories. Though mostly Mali’aheral in demographic and origin, all are welcome into the island port city Guild. Services The Order of Magi, being a service to the descendent races of the realm, offers many a services to those who require it, at a fee, of course. Court Wizards Often as a sign of good faith or loyalty, the Order will send their most experienced and diplomatic of arcane scholars to a lord, house, or king. Here, the mage will act as an advisor on all matters magical and supernatural which plagues the known realm. Tutelage One of the Order’s main functions is to educate those who require it. All potential magi are asked to come to the Order to establish their training in the cornerstones of the arcane and complete the brief application listed below so that the High Council might assess their capacity and qualifications to join the ranks of the Order. The Dictum Through the ages, the greatest Orders of scholarly magical practitioners have lived their lives by the ethics of a code. Power is known to seduce and beguile the weak, thus, it is through the Dictum the mages of the order practice their ancient art. While Guild Masters may create their own codex for the use of magic within their Guild, they must invariably adhere to these universal laws of the Order. While the Council may at any time punish mages who break the laws listed below, Guild Masters are responsible for punishing members of their Guild who commit Medial and Petty Crimes, however, must leave mages who commit High Crimes to be put on trial and punished by the Council. High Crimes -Homicide of a mage of the Order- -Disobeying legislation by the High Council- Medial Crimes -Performing unauthorized experimentation with potentially dangerous consequences- -Misuse of magic- -Using magic outside the security and oversight of a teacher, only applies to those of the Third Order- -Teaching magic to those outside the Order of Magi and respective Guild unless given explicit permission by the High Council- Petty Crimes -Theft (of varying extremity) of property from mages of the Order, or property of the Order itself- -Disobeying orders given by a Guild Master or those of higher rank than you- Joining Admission into the Order of Magi can be done via two methods: joining as a student or joining as an already adept practitioner. Students will be assessed and recruited by the Guild Master of the Guild they choose to join. Those who already consider themselves skilled in their craft will also be assessed through application and by an Adeptus or Guild Master of their Guild of choice in person. Based upon their performance they will be placed into a suitable position within the Second Order. Student Application For those who are currently learning magic from a member of the Order or have no prior experience with magic. Name: [Mc Name]: Race: Magic you wish to study: Guild you wish to be associated with: Adept Application Name: [Mc Name]: Race: Magics known: Magics you can teach: Who have been your teachers presently or in the past, and what did they teach you? Which position do you feel most suited for? [Note that the applications submitted here would only be view-able by the Archmages and the High Council in roleplay] Members All magi within the Order are governed by those within the Council and the decisions they pass are law. The Council is fairly secret about their dealing, conducting most all business behind closed doors as to avoid issues. However, if a member of the Order has an issue, they can present themselves to the Council so it may be addressed. Standing Council High Seats: Eliza (Daanyolx3) Katari Stirling (FlamboyantMingo) Guarger Tsouderous (Abyssus) Low Seats: Irhamir Siil’crux (ShameJax) Beltran (Bathrugman) Vacant Vacant Vacant Vacant Archmages Grungron Irongut [James27049] Of Fire Evocation - Laethis [Maruthir] Of Water Evocation - Saeldur Asul’Ailer [Princetonlax21] Of Air Evocation - Eliza [daanyolx3] Of Earth Evocation - Ceruberr Asul’Ailer [CaptainSheepy] Of Electrical Evocation - Glacio Nereus [Fitermon] Of Conjuration - Iatrilemar Elervathar [BrandNewKitten] Of Arcanism - Beltran D’avre [BathRugMan] Of Telekinesis - Avenel Synalli [Bokratz] Of Transfiguration - Lorien Carcimor [Mephistophelian] Of Mental Magic - Ayche Raven’kor [Draxagon] Of Sensory Illusion - Haadi Mubdee [_Elad_] of Voidal Displacement Other members of the order are not listed due to rights of privacy and concerns of safety.
  6. Note: If anyone is interested in roleplaying a Bard and learning this Magic (if implemented) and wants to help out develop the lore, spells, and the overall idea, than contact me. Diatone Magic A.K.A Bard Magic or Music Magic On the subject of what Diatone Magic falls under such as arcane, deity, or dark magic, is a rather complex question. It would be more suitable for this Magic to have its own group, also because if a character is to learn this magic and master it, they cannot learn any other form of Magic. But I will put this up for the Magic Team to decide (if this gets implemented as lore) because they are the experts. If it must fit in a already CANON category, that it would most likely fall under Arcane Magic Ch. I : What is the basis of Music RP and Magic Ch. II : How is Magic Brought into Music: Aura, Mana, the Void, and the Soul and MUSIC SCALES! Ch. III : Process Towards Learning and Mastering Ch. IV : Beginner Level: Spells Ch. V : Proficient Bard Level: Strength in Their Playing Ch. VI : Master Bard Level: Improvisation Ch. VII : Virtuoso Level: For EVENT TEAM SITUATIONS ONLY Ch. VIII : The Diatonic Grimoire of Spells Ch. IX : The Three Instruments Ch. X : Pro's and Con's (Strengths and Weakness in entirety) Ch. XI : History Ch. XII : How It Will Be Implemented I. What is the basis of Music RP and Magic II. How is Magic Brought into Music: Aura, Mana, the Void, and the Soul and MUSIC SCALES! III. Process Towards Learning and Mastering IV. Beginner Level: Spells V. Proficient Bard Level: Strength in Their Playing VI. Master Bard Level: Improvisation VII. Virtuoso Level: For EVENT TEAM SITUATIONS ONLY VIII. The Diatonic Grimoire of Spells IX. The Three Instruments X. Pro’s and Con’s: Strengths and Weaknesses XI. History XII. How Will It Be Implemented
  7. Disintegration Magic Inception At a time of such distress and anger between nations, a new need for discreet magic was needed, one that left no trace and produced collateral damage. With most magics left and right, drawing influence from nature such as the evocation of elements, some sought to mimic the most destructive man made substance on earth, Gunpowder. Explosions, shock waves and the development of bombs has changed the face of war forever. No long would you have to accurately shoot arrows en mass, or swing swords at each other. With explosions, mass hysteria could be achieved, with residual mental issues in your enemies long past the first conflict. However, this god given weapon of mass destruction came at a price. With the production of gunpowder long and tedious, it was no longer an option in the brisk pace of war. Thus the development of Disintegration magic. Explosions could already be achieved through chemical reactions and it was theorized that this energy, this force was harnessed through the use of alchemical bonds. Two liquids, each stable on it’s own but when mixed together, madness! Therefore the beginning of an idea, an idea in the simple form of a card game. Beltran D’avre, a telekinetic was employed, along with the help of Haadi Mubdee by the Caliphatian government in order to develop such magic on the eve of Oren’s descent into war. Voidal Translocation, Alteration and fire evocation was selected as subjects. What’s the quickest path to success other than copying the masters? Fire evocation sadly was unable to perform the shockwave which made explosions so effective, thus putting it out of the equation. Thus, Voidal Translocation and Alteration was looked at. Beltran, through his gross rapport for gambling had mastered the use of cards indulged himself in the art of card stacking. Creating ornamental structures through the balance of cards. Beltran noted in his rare moments of frustration, that the direction he swung at the card tower, the cards would follow. Thus, he theorized, as every object was made of mana, that mana was structured in an organized fashion much like the scattered mess of playing cards in front of him? This idea spawned the creation of the ‘collapse’. Voidal translocation was similar in the way that simple material had simple structures and complex materials, had complex structures. While Translocation dealt with the breaking down of mana, this magic was to deal with the expelling and harnessing of mana within an object. Thus, started the first experimentation into Disintegration Magic. With a blast chamber situated under Caliphate, Beltran, guide under the advice of Haadi started developing the first iteration of Disintegration Magic. Beltran, with the ever risk taking, adrenaline hunting persona he had, thus developed the magic at the cost of his arm. The rigorous pressure of developing a new type of magic so quickly and so haphazardly, the raw nature of Mana tore his flesh but Beltran strove on. Results were shown however, despite the dangers. And thus, through the sacrifice of Haadi and Beltran, but mostly Beltran, was Disintegration magic born forth. The Process Disintegration magic is the manipulation of Mana within an object. With all objects made of mana, it is through this connection that Alterationists are able to manipulate objects to such an extent. Considered a subcategory, Disintegration Magic instead interferes and disrupts the bonds of Mana which holds the object together. In such a case, many peculiar effects upon the object can be recreated. Much like Voidal Translocation, Disintegration Magic deals with the raw nature of the Void. By channeling Mana through the object, this gathered influx of energy overrides the bonds previously maintained. As such, the object will break apart under such stress placed upon it. This collapse of the vessel results in the implosion of the object in the direction of the ‘push’, and as such, a shockwave expelled in every direction. You can liken Disintegration magic as the finger in a long line of dominos. By simply interfering with the mana structure of an object in such a way as to collapse the whole object, the domino effect achieved results in the Disintegration of the object as well as a shock wave in the direction of the collapse. Different materials have different mana structures, dependant on their complexity, malleability and size. By simply knocking out a block of this carefully stacked tower of mana, the object will implode depending on how much mana you use. All objects have a particular mana structure which determines the hardness, density and all physical properties of the object. By using mana to directly influence with these bonds, a domino effect can be achieved, resulting in the destruction of the object. It can be said that the user is the catalyst to the mixture, which can be likened to the object itself. As such, Disintegration magic cannot affect living things due to the fluctuating structure of the being. It is only through disrupting the rigidness of such an object, can the effect be achieved. So where does the mana of the object go? The collapse of the mana structure, the breaking of mana bonds within a structure is dispelled outwords. Energy needs somewhere to go, and through the easiest channel. The resulting expulsion of mana hence is dispelled outwards, riding the direction of the incursion. This excess mana thus results in a shockwave, concussive energy felt in the real world and dissipating in the air shortly after. Contact The rate of this Disintegration depends on several factors. The focal point is the most important. With such volatile energy, it is necessary to herd it directly in the object, hence the first factor. Contact. Physical contact is recommended in order to gauge the amount of mana energy needed as well as a direction factor. The degree of which the material is felt directly corresponds to the rate and amount of material which can be interacted. Hence, the more skin contact you have with the subject, the faster and more efficient the process However, those of a high degree of mastery and familiarity with the subject may achieve the same rate with less contact and even no contact at all. The amount of mana used to disrupt this structure affects the degree of the reaction. Though a simple tap of the object’s mana formation is mandatory to achieve a reaction. The time it takes to spread throughout the whole object takes time. It is through the use of more mana would the rate of Disintegration increase, thus the more energy released over a short period of time. The process of utilizing Disintegration is much like any other branch of magic, Voidal Translocation however is its closest semblance. In the way that it directly manipulates the mana of an object. Unlike most forms of magic, Disintegration magic does not need visual contact to necessarily work, needing only a physical confirmation of the object. However, seeing the object can help in gauging the amount of mana needed to incur such a reaction. To use this magic, one must gather energy at their focal point over time. The higher level the caster, the faster the gathering of energy. This is indicated by a glow in their hand, in preparation of casting, much like how fire evocation requires you to gather fire in your hand before casting. By touching an object, you can transmit your mana through the object and the rate of mana also depends on your skill level. The higher level the caster, the faster it will implode. Of course, the more mana you gather, the brighter and more indicative of your casting. Role Play Examples: Combat The bandit approaches Beltran, his swagger exaggerated as his rusty armour comes to light. Beltran tenses his muscles, his brow furrowing as his eyes focus on the target. His arms would tremble as he begins gather energy. The bandit continues his clanking steps, before suddenly stepping into a charge. His iron form sprinting towards Beltran despite the heavy plates. Beltran centres himself, his right knee shivering as he focus mana into his palms, gauging the amount of mana as he focuses on the bandit’s breastplate. With a shout, the bandit launches himself at Beltran, ready for an easy picking, or so he thought. With a grunt, Beltran raises an arm, dispelling a mist like rod. On contact, a shiver runs through the breastplate, it glowing as it’s physical form collapses before shattering, an shockwave ripping into the air as shrapnel pierces the chainmail underneath. The Disintegration blast flinging the bandit to the side, throwing Beltran back as he coughs in the dust. Non Combat Beltran nears the boulder, his focal points on the tips of his right forefinger. With a shallow breath of air, he taps the clammy surface with his fingertip. His knuckles would whiten as power courses through his fingers into the rock. Slowly, the boulder will tremble, successively more violently with each passing second. With a final shiver, the Boulder would shatter, a small amount of dirt furrowing in the air as the blast digs slightly into the earth. With a gasp, Beltran keels over, his knees and limbs weak from the effort. Guidelines Pros -Element of surprise, new magics are always fun to use. -Destructive shockwaves! Explosions! -Short casting times. Cons -Very easy to interfere with a caster, as the caster must be focused on the material ‘on hand’. -Physical Weakness. -Immense amounts of mana is needed. -Explosions may injure the caster due to shrapnel -Can’t disintegrate living objects due to fluctuating auras. -Dissipation of projectile results in very limited range. -Objects glow upon being activated. -No projectiles, very short range. -Physical indicators: Glowing hands! Red lines: -The amount of mana needed depends on the hardness/complexity of the material and size of the object. -Physical contact is a must, so no long range casting. -The explosion caused by the Disintegration cannot be controlled. -Shockwaves depend on the amount of mana invested in an object. -No casting on organic material, as alteration cannot affect such already. -Implosion of object does not create fire or heat. -No invisible casting. -No imploding air Material Tier List. (rough guide line) (From lowest complexity to highest complexity) Paper/dead leaves wood stone iron steel Progression Tier 1: The apprentice has begun his instruction in Disintegration magic. Users are able to gather their mana in a period of two minutes. Principles of the magic is learnt, following the practice of gathering mana at focal points. Little, however is done in the actual Disintegration, instead focusing on key concepts such as channeling mana into objects. At this point, the Disintegration of simple and small objects can be performed. Ex: Sheets of paper. This process however takes place over several minutes, leaving the student unable to wake for a matter of hours. Tier 2: With the sophistication of the objects increasing, users are beginning to be influence materials such as wood, with a great deal of effort of course. Users are able to gather their mana over a period of 2 minutes. The amount of time needed to disintegrate the object has also shortened, with users able to disintegrate objects of great difficulty in a period of a minutes, and simpler objects in a dozen or so seconds. Tier 3: The amount, speed and degree of objects disintegratable increases, with simple objects taking only seconds to implode, and more difficult objects taking only a dozen or so seconds. however, the user must prepare their mana a full thirty seconds. The degree of explosions used nears damage levels and with more training, main increase in lethality. However, physical contact must still be made in order for this magic to work. Tier ⅘: Progression increases, with objects imploding near instantaneously. However, the user must prepare their mana twenty seconds in advance. The user would be able to cast this successively. Over time with practice and experience, the times you can use it would increase and increase.
  8. Fire Evocation Basic Understandings: Evocation is one of the most basic forms of Arcane Magic one can learn, being that it is a magic that revolves around the simple concept of summoning elements from the void and pulling them into the real world for a certain amount of time. As the name implies, fire evocation is the summoning of flames from the void and unto the mortal plain, the strange action being fueled by one’s magical essence of sorts: aka, mana. Because of this fact, it should be known by all magical evokers that they are completely incapable of controlling elements outside of the ones they’ve pulled into the mortal plain from the void. Though the concept of fire evocation is one of the more simple ones in the category of magic to wrap your head around, it still requires a large amount of practice and time to use; let alone master. Before one can even begin to evoke fire from the void, they must first have a great deal of knowledge on the natural element itself. They must understand what fire is. How it feels, how it looks, how it smells, how it functions, etc. They truly have to break down the element into its core components and spend countless hours learning everything they physically can about it. Think about it like this: if one doesn’t know how something works in depth, how could they possibly manage to replicate it to such a fine degree that it seems, feels, smells and even acts in the same manner as it does in the real world? Though it may be possible to do it if you have a basic understanding, if you’re looking to master the element then you have to truly get down to the small components of it. Another good example of this on a smaller scale which is used quite often, is if you don’t know how a flame feels, how would you manage to replicate that feeling? If you have no knowledge on it, you simply can’t create it. Roleplaying Guidelines: As previously stated, before a caster attempts to use fire evocation in any way they must have a large pool of knowledge related to fire, some examples once again being things like the way it feels, how it’s created, how it looks like to the mortal eye, how it reacts to things around it, etc. Once these important factors are taken in and studied for a vast amount of time, assuming the character has knowledge of how to connect to the void, they’d be able to evoke a small, simple flame. A flame the size of a candle’s flickering ember would likely be the safest route to go, however a spark would be doable as well, assuming the caster has knowledge of that specific form just as he/she does others. Here we will examine a beginner level example of a caster who is just learning how to summon a small ember: Ruby's left arm slowly rises in front of herself, her hand rotating so that her palm is facing skyward. Her eyes lock intently on her hand, her lips parting as she lets out a sharp exhale, her opposite arm giving a few twitches as a bead of sweat quickly rolls down her forehead. An ember suddenly flickers into existence above Ruby's hand, her breathing becoming loud and unsteady as the flame wavers from side to side. As soon as Ruby's eyes begin to flutter shut with fatigue, the ember quickly fades back into nothingness, her arm dropping back to her side as she plops backward into the chair with an exasperated sigh which is then followed by a fatigued grunt. As what is likely expected, the longer the caster practices connecting to the void and evoking flames, the easier the process becomes. Connecting to the void is a difficult task, taking up a majority of a mage’s most basic training. The basic training is essentially the caster learning how to connect to the void, and then imagining the element in the certain form they want to present it in, and then using their mana to fuel the idea and drag the substance into the mortal realm. Eventually, this progression will lead to the caster being capable of summoning greater things at a quicker rate; a fire ball being a perfect example of this. However, despite the caster’s understanding of the magic and skill level of actually using this magic, there must always be some sort of physical tell that shows they are currently evoking. This tell can be projected in multiple different ways, ranging from things like the twitching of joints to the volume of breaths, etc. Now that we have discussed that, here is an example of how a fire evocationist would summon a fireball: Kuro's hands slowly rise in front of himself, his wrists giving a small twitch as his palms face one another, being about a foot away from each other. A single ember seems to flicker into existence in between Kuro's palms, his shoulders giving a small twitch as the ember begins to swell. The flames seem to stretch upward and sway in sporadic movements. Kuro exhales sharply as the flames take on the form of a crude ball, small embers flicking outward in multiple directions as its growing gradually comes to a halt. He takes a long pause for only a moment, before he juts his hands outward, the ball of flame ripping through the air as it races for its target. As it does, small embers zip outward in multiple directions, the ball continuing to whirl toward its destination. As it hits, Kuro lets out a loud huff, his breathing heightened as he slowly stumbles back and plops onto his rump, picking at the blades of grass as he watches the now burning dummy. Red Lines: Ignoring the fact that a lack of fatigue must be emoted. Even at a high skill level, one must make sure that in most cases they emote a sign of fatigue. The amount they emote depends on their skill level, however it is required else it is considered powergaming. Do not emote controlling real world elements. The casters are only able to control the elements they have drawn from the void. Molding a flame is something that shouldn’t be done until the beginning of tier three has been reached; even if it is just a crude shape. You are unable to control flames to a fine degree, unless you combine this art with the art of primordial conjuration. Otherwise, your shapes will be quite crude. Make sure you roleplay a reasonable casting time; therefore the farther away you are from your target location, the longer it will take to evoke that element. I.E. Don’t emote instantly summoning a flame underneath/atop someone. Blue flames drain a vast amount of mana in a short amount of time, so this isn’t something you should go around using each moment you get the chance to because they perhaps look better than orange flames. And white flames are practically a no no- seeing as one would die of mana exhaustion or heat exposure due to the high temperature of said flame. As per every evocation, you are not able to evoke in areas you cannot see.
  9. It’s that time of the month again & much like how Arcane Evocation was expanded I am now here to revisit shifting lore and find possible expansions. Currently shifting is pretty kick-ass and offers high mobility in combat situations, something that has been fun to play around with. However it has been sort of lacking in that it only can ever do a single thing. With its limits the only viable uses of the magic are to dodge attacks and escape or to use it as an engage. Going forward I like to keep to the support-style magic that shifting is and add some neat spells. Without further ado; -= Voidal Shifting Additions =- Shifting has long been the art of the nimble mobility mage but has been left largely undeveloped and left in the shadows of the once great magic, blinking. Now, with the magic grown, it's foundations researched and it's users experienced new avenues of usage are being discovered. Not from the actual act of shifting one's bodies but instead controlling the technique used to shift, the voidal anchor. The anchor is what a shifter casts in order to keep their forms from dispersing into the void, never to return. With each of these spells we see the energy output that would go into a shift instead heading between anchors directly. This rippling effect is no more harmful than shove but can cause debilitating slows and dazes to control the manipulate the movement of foes. It's weakness is in that it can deal no direct damage and has no power immediately knock-out or kill an opponent. Among the magics shifting requires extremely careful planning and precision but through the new spells there are now other strategies to explore as well as giving it a more defined purpose & role as a subtype. Voidal Anchor - The anchor is the integral function of voidal shifting and is what allows the caster safe-passage through the void. When cast on non-living objects, things without aura, the voidal anchor is almost invisible and represented by a feebly small black dot. It serves as a point of concentration and the end point for a mage as they shift through the void. Voidal Anchor II - Now void anchors can be cast on living objects, things that produce aura, and glows with the caster’s distinct aura color. The act of placing an anchor on a sentient being is not instant and instead of being able to freely attach one the caster must cast an anchor and launch it at their target. The projectile anchor, unlike a regular anchor, is visible. The small black dot (the anchor) is now about the size of an egg and glows with the caster’s aura color. An opponent facing a shifter would be able to notice the anchor being formed and if hit by it wouldn’t be injured. They would instead have energy glowing from where the area that was hit, signalling to both the caster and the victim that the anchor has been placed. Voidal Anchor III - Multiple void anchors can be placed. However if the caster wishes to cause distinct interactions other than shifting themselves they must place the larger anchors. A normal anchor is not able to be placed and then turned into a larger anchor either. Once multiple large anchors (noted by their visible glow) are hooked in the caster can proceed to perform an array of spells. Anchors share an invisible, non-binding, tether which acts as a focal point. Being affected by the ripple affect is like a concentrated earthquake is happening just over your body, restricting your ability to move your limbs to a degree. This means that the victim CAN still move but are greatly impaired and slowed while doing so. The reverberation only lasts a few moments though so a shifter using them is often less viable if they are trying to take on an opponent(s) by themselves. Voidal Pulse - Where a normal anchor glows, this spell requires an incomplete anchor to be formed and it pulses. This signals to both the caster and the opponent that an anchor is going to be thrown but it won’t hook into the target. Instead the act of shooting off an anchor but not allowing it to hooking causes a ripple in the void. The consequence of this is intense vibrations that catch up with the target area. While difficult to land a direct hit if an opponent is hit they will suffer the effects of the ripple in the form of impairment of coordination, causing potent slowness. The act of getting hit by a pulse is not life-threatening by itself but if landed near the head it can also daze the target, even debilitate. If the pulse does not land on a target and instead an obstacle or terrain the immediate area is affected by a pulse about half the strength of one that did hit a target Voidal Resonance - When at least two anchors are hooked in and within proximity of each other the act of sending a voidal pulse towards one will cause it to reverberate between them. The effect is similar to a voidal pulse but it is drawn out. One anchor will be affected before the energy is thrown to the next anchor freeing the previous one for a moment before the pulse travels back. It bounces between the anchors until the anchors are no longer in proximity to each other, or if an obstacle comes between them or the caster dissolves the anchor or if one anchor in the chain is broken. ( Proximity is best measured by blocks. 1-2 blocks between anchors causes almost constant reverberation. 3-5 blocks have a few second delay increasing a second per block after 6+ blocks and ending if more than 10 blocks of space are between the anchors. ) Leash - The caster can now launch and pull anchors towards other anchors. The caster is only able to drag one anchor at a time. One anchor is placed on a target or terrain and another is placed on a separate target. The caster pulls that second anchor towards the other, destroying the anchors, and in the process sending whatever it was attached to towards the other anchor. The heavier the target the less they are moved by the leash. The act of leashing does not cause injury but can cause the target to suffer from collisions. Bounce - The user can throw their bodies between set, hooked in, anchors. The act of doing this is much less controlled and can cause the user to be thrown from the void should their anchors become blocked by an obstacle. This allows the caster to transition between set points more rapidly. Likewise if the anchors are set on living targets a shifter can bounce between them destroying the anchors to cause a more intense voidal pulse, possibly knocking an opponent down. TLDR; - Two types of anchors. Personal anchors for shifting and hooking anchors. Hooking anchors are larger and allow different spells to be cast. - New spells cause debilitation if head hits are landed but mostly just used for slowing enemies and positioning control. Questions? This may be subject to change though I would like to have a talk with the LT per usual to hash out ideas. Shifting is over half a year old and suffers from what arcane missiles suffered from. It's currently a potent single spell. Sound magic is the inspiration as you can see. I think this may cause a larger draw and better define the magic. It's a position control magic. It has no direct killing power but can be devastating in team combat! Yas!
  10. TL;DR Magic Guide for non-magic users Link for document below https://docs.google.com/document/d/1Wzs_j08XauA8FcnZF8XSB6jqXXesD1rGnrmH9cCU-qg/edit This is a hefty project for a single person but a relatively simple one for a community of our size. We have so many different specializations of magic and I think that we can do ourselves and those who don't RP mages a break. They shouldn't have to read through an entire lore document to get a basic understanding of what they are RPing with. So this will serve as a reference for times to come and a way for new player and old players alike to get easy to find details on each type of magic, including magical creatures. So post below if you have a magic on this list you can write up for! Format Archtype: Alteration, Druidism, Shamanism, etc... Description/Summary: Keep it below 8 sentences. What does it do to you: Common effects of the magic Red Lines: What this magic can’t do
  11. Hello People Of Vailor I have an idea for a potion in the realm of Vailor, a potion that can give a form of vision to the blind. This potion would be called, "potion of sight" which utilizes a form of permanent echolocation for the affected that gives the blind a from of sight where every little vibration allows them to form an image of all around them, this gives the person the affect of 360 degrees vision due to the fact that all of there body is receiving these tiny signals, which gives them a better chance of seeing and reacting to attacks. They also possess night vision becuase light has no effect on the vibrations, The downside is they can not see anything that is not tangible like a ghost or wraith, or is not moving. They also can't read because written words give off no vibration. They can't see color either, but that will just be a role-play effect like most of these things. I urge you to consider this because the character i have now would use this and I can't play as him unless I get a yes. Thank you.
  12. LM Edit: Please speak to a LM before playing the first Arcane Puppet. A character must know the necessary magics as to create them. A sign or another way of stating that a character is immobile and in deep concentration while in puppet form is Required to exist while in puppet form (MC name is needed in the sign). Credit goes to Kalehart for the original idea. I've modified it primarily to meet Mechanical Standard, and to a lesser extent, various aspects of magic lore. This magic has been approved by the Lore Masters, however any player wishing to play a puppet must receive LM approval beforehand. Arcane Puppetry The fabled puppeteer is comparable to a golemancer, necromancer, conjurer, or any other minion-related magic user. Unlike them, however, a puppeteer exercises the finest of control over their creation, with the most delicate of manipulations, and from as great a distance as possible. ~Mechanics behind Arcane Puppetry~ Arcane Puppetry is a subtle, masterful combination of telekinesis, enchantment and Soul puppetry. All three must be understood in one way or another to create a puppet. Allow me to break it down. Before you start, you need a puppet. It's material is special; made of carefully sculpted, heated clay (with exceptions to various gildings, clothes and metal joints). To be manipulated properly, its size cannot exceed more than twice your weight. Once a basic form is attained, the puppetmaster must heavily enchant their creation to make it function. A compact telekinetic enchantment is applied to each and every limb and joint on the puppet's body, allowing the puppet to bend and turn at the creator's will from afar. Next, the creation is given manufactured Senses, usually in the form of enchanted gemstones and gold fittings, ensorceled to send responses to the puppeteer through cognative magic. Most often, this comes in the form of basic sight, and hearing. Finally, the mage must connect to the puppet, using the same methods Soul Puppeteers employ. The mage connects its mind to the inanimate puppet, and prompts it to lift from a distance. There is a tradeoff, however. In exchange for the ability to move with a puppet and sense with its enchantments, a puppeteer must temporarily give up the ability to do such things themselves. A puppeteer who moves his puppet cannot move himself, and if he sees through it, he will be unable to see through his natural eyes while he is doing so. The connection itself takes at least an hour to attach and detach fully. Both the puppeteer and the puppet are incredibly vulnerable at such points in time. The distance a puppet can travel, and the amount of time it can be connected with varies widely with puppet mage's skill. A novice can connect with a single puppet a few meters away for more than a few minutes, while a master can maintain a connection for hours, spanning distances hundreds and hundreds of meters away. ~Roleplay Example~ ~Strengths~ A Tier-5 can even allow their creation to speak, but their mouths would end up looking far, far from a human's. -Are able to hear, see, and smell (feel at tier 5) that which the puppet does, at the cost of being unable to use the same senses themselves while connecting. -Puppets are more resiliant than a human form, but cannot heal, nor bear the weight of metal armor.(Mech Standard equivalent of clay form resiliance is iron armor.) -Puppets are incredibly versatile. Able to do very very complex motions at higher tiers, and can be used effectively for espionage and other such acts. -Puppets are disposable. ~Weaknesses~ -Cannot move while manipulating a puppet. -Puppets can never seem fully alive. Sculpting and painting with clay can only do so much- and the joints must always be metal. -Mages can easily be broken from their concentration at all tiers by being interrupted. -Mages cannot use their Puppets to fight very effectively, a tier 5 having possibly the ability to take on 1 fully armored knight. Perhaps 3 bandits. -The weight of the puppet cannot be more than thrice the mass of the Puppeteer. (Fear morbidly obease puppeteers.) Puppets cannot float in water, as clay is too heavy. -Even a tier 5 puppeteer cannot change the fact that if touched, the Puppet feels very rigid, no matter how much detailing and coloring is done to the outer clay. ~Red Lines / Limitations~ -Puppets will crack and break if exposed to intense heat like fire or lava, just as a mortal would. -Creating a puppet requires the semi-restricted magic of Alteration to use. -If a player's puppet dies while being channeled, the user loses ALL recollection of the events leading up to the puppet's destruction, just as they would have if they were there, and died normally. -Arcane Puppetry can only be used on puppets made of clay (Metal being allowed for joints.) It is possible to gild their body with other material, or encrust various parts of the body with gems, but the basic construction must be clay. -Arcane Puppeteers cannot maintain a connection to their puppet while the caster is within Cloud Temple. -Puppets cannot fly, even if they take the form of a bird.
  13. Greetings Magic Teachers, I am looking for a teacher I am looking for a Arcane magic teacher or any magic really. Respond to this or message me so I can start learning. See you later!
  14. WIZARD WANTED FOUND Looking for a wizard, mage or sorcerer to take me on as their apprentice and teach me magic. If interested, please send me a bird or find me in Luciensport Signed, Winky Butterbum
  15. Loud thumps on the roofs of cities, the clanking of armor, all can be heard, along with flyers falling from the sky, saying: "Human woman looking for Illusion magic teacher, send a bird to Luna R. Rider ((LunarRider)) if you are of if you know someone that is an Illusion magic user.". The thumping and armor clanking fades as the flyers stop falling, now laying on the ground.
  16. The University Several posters advertising the University are found around nation capitals. The University is a place of learning, knowledge, discipline, and enlightenment. Here you can pursue your dream career and get a formal education on just about every subject you can imagine! Our job is to connect hardworking students with prestigious teachers and to enlighten the population across Athera. Everyone is welcome to learn, and those qualified enough are invited to teach. -=- The University is founded upon these basic principles: 1) Everyone is at the University to learn. Even I, the Headmaster. The University does not only dabble in a student's education, but it also strives to make everyone more intelligent and knowledgeable, including staff. Here, the teachers can continue or start their own research with the aid of the students. The University is a place of discovery. 2) Anyone can receive an education. Respect plays a huge role in the University. We do not turn away students based on race, religion, age, or gender. If you pass the admissions and can pay your set tuition, you are allowed to attend. 3) Knowledge is neutral. We do not align ourselves with a certain nation or group. All members from all nations can come and learn, but none will have our support in a conflict, and none shall be harmed by us. We are a non-biased non-profit organization. -=- What we teach: It all depends on the number of teachers and the collective knowledge we have. We do not have a set in stone curriculum on any subject and allow the teachers of one course to decide on a curriculum together. If we only have one teacher that teaches Alchemy, then we will only teach alchemy. If we have a hundred teachers that teach a everything from Astronomy to Electric Evocation, than we will teach all of those things. We would think it a great disservice to teach something we do not fully understand ourselves. Finances: Attending the University sadly does cost money, however we try to trim it down wherever we can. The University is completely non-profit and the only thing that covers our expenses (paying teachers, purchasing materials, etc) is covered by donations and tuition. The fee for tuition is determined by your admissions exam. Score well, it can be as low as ten mina per elven month. Do poorly, and it can be as high as a thousand mina per elven month. Hardworking pays off at the University, but we also give out scholarships to the most bright students who cannot afford an education. Each year, we set aside money as scholarship funds and award it to the less-wealthy, brighter students. Also, I and the higher-up staff do not get paid at all, aside from lodging and food. Recruiting: If you are interested at teaching at the University, please fill out an application below. Also note that we pay teachers based on our tuition rates for students, so in the beginning, income may be a little slow. You can apply to teach whatever you want, Admissions: If you would like to be a student and attend the University, please fill out an application below. If you state a profession you want to pursue, but there are no teachers available to teach it, you can take your exam anyways to determine your tuition. Tuition is paid after you start learning and there are no other fees. The University also provides shelter and housing for those who need/desire it. - Headmaster Austentine Cothe Applications: Teacher: OOC - Minecraft IGN RP - Character Name: Age: Race/Gender: What you would like to teach: Experience on Subject: Willing to prepare a demonstration (Y/N): Current Occupation (if one): Student: OOC - Minecraft IGN: RP- Character Name: Age: Race/Gender: What would you like to learn?: Economic Background (Poor, Middleclass, or Rich?): List of Available Curriculum: N/A
  17. [!] Flyers can be seen all over the land of Vailor, particularly imminent in Khalestine. The poster is made of fine parchment and reads (In neat hand writing). IC: Coran Rextiureus is looking for a conuration teacher. Send a bird to me at Sutica Library, I should recieve it within minutes. I am an enchanter and human. I am well balanced in most skills but particularly good in enchanting. Thank you. OOC: Minecraft username: dadarkangel Timezone: GMT (but time is flexible)
  18. In Athera, on the outskirts of The Reformed Kingdom of Oren, a settlement was formed, mostly human, on a fishing wharf. It was out of the way from major roads, and it's population wasn't high, so it's not hard to believe that the economy was so stagnant that the majority of the population lived in little more than mud huts along the small fisheries and make-shift dock. There was one exception: a powerful wizard, likely of dark magic, held a tower that loomed over the little village. His name was Deinalt Mephistaurus, and he enjoyed the power he held over the peasants and fish-mongers. He relished in it and exercised it as a tyrant. The villagers had little choice but to comply with his demands. The years drew, however, and they saw no way out, his demands becoming harsher and harsher as he pushed their limits. Sometimes, they were even summoned into the tower itself, either to never be seen again, or as a dry, pale corpse. Secretly, they sent messages out, begging for help from Oren, but Oren had been caught up with politics and, most importantly, wars, and their resources were stretched thin. The request went unheeded. When war erupted in 1483, the villagers knew they would not receive help soon, if at all, and sought instead to hire mercenaries who would take the job for the meagre coin they could scrounge up. They eventually found some who agreed, and the group stole in at the dead of night to ambush the wizard as he rested, for they knew frontal attack upon his tower would avail little except their own deaths. They did not kill him as he slept, as the wizard did wake, but he was still caught flat-footed and with his magical components outside of his reach. He cast what he could, but blind-sided as he was, the fight was intense but short. Deinalt Mephistaurus fell backwards upon the bed he had woken from, but not before cursing the traitorous villagers with his dying breath, promising pain and destruction to them as long as they lived. In the end, the village rejoiced in the victory of their saviours. After much celebration, the heroes parted and Rahult enjoyed their new freedom. They found some measure of prosperity now that they were no longer bogged down with the unrelenting and unfair demands of the wizard. Ten years later, on the anniversary of the wizard's murder, the Plague hit the town, and much of the population died over night. It was no coincidence, the villagers moaned as they mourned. Deinalt's grip still strangles them today. His curse continues! Some of the villagers suggested seeking clerical help, but this idea was shot down for its massive cost. Besides, the Plague hit them hard; if this were truly the will of the mage, would it not be satiated? Another ten years passed, and upon the anniversary, the village was torn with a localized earthquake. Many died in the fallen rubble. Many more lost their homes. Calls for holy intervention increased, but so did the flight from the village. Nothing could be done to circumvent the next tragedy but to wait. When the 30th anniversary came, the villagers waited with baited breath, waiting for a swoop that would likely kill them off for good this time. But the night passed with no unholy intervention, and they all breathed a collective sigh... until the next morning. Several people (men, women, children) were found dead in their beds, throats slit. A couple people were confirmed missing shortly after, but it was unknown if they were still alive, or if they were, whether they were fleeing justice for the acts or fleeing the curse before it could hit them. The villagers would have loved to follow up these events with a witch hunt, but their seeking was cut short; the Flood had overtaken Athera and their wharf was one of the first to drown below the constant rains. Those who were left had no choice but to leave their homes to be swallowed by the waters and go to Vailor. Some of those villagers may still yet live, as could the Heroes of Rahult... as could the unknown murderer. And though the village is gone, no one knows for sure if the wizard's curse is done. Known Former Villagers: Sahar Tha'un Known Heroes of Rahult: Timeline: 1468 - Athera was settled 1469 - Rahult was successfully settled, building watched over by Deinalt Mephistaurus 1475 - Mephistaurus's demands become strange. Citizens begin to disappear 1483 - The Kingdom of Oren becomes Galahar. Rahult citizens look elsewhere for aid. 1483, Sun's Smile - Mercenaries are hired to kill Deinalt Mephistaurus, a contract is drawn 1483, The Amber Cold - Deinalt Mephistaurus is killed in his tower. 1493, The Amber Cold - Plague hits the town overnight. Many citizens die. 1503, The Amber Cold - A localized Earthquake hits the village 1513, The Amber Cold - Many citizens are found murdered in their beds End of 1513 - Rahult is abandoned to the Flood
  19. A move to a brighter future: With many reasons and tensions driving us, we will now move forward with new lands not under the rule of those seeking to oppress us, internally and externally. With the discussions and alliances forged between us and many others, we must now seek out a land not controlled by our constant oppressors. And so, we have taken up a new grove in the fledgling nation of Aeroch-Nor. We will be neutral and independent once more, and we will be able to grow and thrive like never before. We will hold respect to all views of the Aspects in the interest of good will between ourselves and the varied peoples of the world, and teach of the Aspects to all who come to learn. We will nurture the surrounding lands and help forests and crops flourish and bring balance to the region as we reach out to continue our charge to bring balance to the world as a whole once more. We have many allies who seek balance, order, purity, and the protection and betterment of life in all forms, and we will work alongside them in an unprecedented show of mutual respect and cooperation, the likes of which has never been achieved before. We welcome all Brothers and Sisters, no matter what path or Circle you follow, for we are all children of the Aspects. Circle of the Stream Official Charter Introduction Within the Old Order, it was common for the workings of the circle to be taught by word of mouth. With no official document, the workings were left to change each time a new group of Archdruids took their place. This is unproductive and creates friction. The Circle of Steam, therefore, establishes this charter for the purposes of defining how the circle functions. Druid Guides Druid Guides take up the responsibility of recruiting and teaching new druids. In exchange for these increased responsibilities, they are considered part of the Inner Circle. The duties of a Druid Guide include: Interviewing Seekers Accepting Seekers as Dedicants Providing Lessons and Tasks for Dedicants Attunement of Dedicants Further instruction and lessons of newly attuned Druids Archdruids Archdruids take up all the Responsibilities of the Druid Guide along with additional responsibilities. Archdruids are considered part of the Inner Circle. The duties of an Archdruid include: The duties listed under Druid Guides Calling and leading Moots Initiating a vote on Shunning and Unshunning an individual (See Moots for voting procedure) May engage in diplomatic discussions on behalf of the Circle. Any agreement reached is subject to a full circle vote. May make decisions of immediate effect during times of crisis or emergency, but at the first possible opportunity these decisions will come up for vote during a Moot to determine if they continue or can be done away with. Hierophants Hierophant is an honorary title granted to druids who have performed great services to the Circle. While a Hierophant is generally independent of any circle and should be respected, Hierophants recognized by the Circle have additional privileges. Hierophants recognized by the Circle of the Stream may: Issue a challenge against an Archdruid. In the case that the number of Archdruids drops below full and the existing Archdruids refuse to hold a moot to select new Archdruids within two elven weeks, a Hierophant may call a moot for the sole purpose of electing new Archdruids. In this case, Archdruids are selected by full circle votes. Teach their own students, known as Acolytes, in the same manner that Dedicants are taught, outside of the Circle or as part of it, at their discretion. Hierophancy is either granted by the circle, or formally recognized by vote during a Moot if the Hierophancy is granted by another circle. If another circle grants Hierophancy to a druid and that druid’s status is recognized by this circle, that recognition is automatically revoked if the druid’s Hierophancy is removed by the circle that granted it, or a vote is held by the Circle to no longer recognize the title. Another circle removing Hierophancy from a druid does not prevent this circle from granting that druid Hierophancy. Another circle attempting to remove Hierophancy from a druid granted the title by this circle is considered invalid and has no standing upon their title in the eyes of the Stream Circle. Hierophants raised by another circle that later merges with this circle are considered to have been granted Hierophancy by this circle, whether or not they were recognised prior to the merge, as a sign of respect. In the case that another circle’s Hierophant is not formally recognised by this circle, they are to be respected, but they are not qualified to exercise the powers normally granted to Hierophants. Dedicants Dedicants are the students, the learners, who wish to one day become Druids. Nothing is changing for Dedicants as compared to other circles, this is a long-held tradition and has been proven more than beneficial and wise. Druids holding Political Office The practice of Druids holding a political role is an oft-debated topic, changing many times in the Old Order, and some exceptions being made even to this day. Within the Circle of the Stream, you are permitted to hold Political Office so long as you still perform your duties to the Aspects and the Circle. Only Archdruids of the Circle of the Stream may hold the two Druid seats on the Aeroch Nor Council. If you are part of any other Political Position, you may not hold the title of Archdruid or Guide under any circumstances. You are expected to still receive lessons on your Druidic gifts regularly, including sessions of meditation. You are expected to still serve the balance to the best of your ability within your held position, with understanding given that you do hold responsibilities with your position as well. If a decision or action arises within your position that may conflict with the ideals of the Circle, you are to consult with the Archdruids to clarify the situation and try to find the best course of action. The Challenge The Challenge is the method by which an Archdruid may be forcefully removed. A Challenge is declared by a Heirophant recognized by the Circle. When a Challenge is declared, another Hierophant (or druid, in the case that no other Hierophants are available) is selected as a neutral party. The neutral party formulates a challenge of skill. Any druid who is a member of the Circle, other than the neutral party and declarer of the challenge, may participate. The winner of the Challenge takes the Archdruid position. Moots A moot is a meeting of druids. Moots are called by Archdruids unless under circumstances stated in the Charter. For a moot to take place, it must be publically announced no less than two elven days in advance, and a majority of the inner circle must be present. Votes may only be held in a moot. There are two types of votes that occur: An Inner Circle vote, and a full circle vote. An Inner Circle vote is a vote held amongst all attending members of the inner circle, requiring a simple majority to pass. A majority of the Inner Circle is required to hold an Inner Circle vote. A full circle vote is a vote held amongst all attending druids of this circle, requiring a simple majority to pass. An inner circle vote may be changed to a full circle vote by an Archdruid, at their discretion. Issues that fall under an Inner Circle vote: Raising a new guide Removing guides Raising a new Archdruid Recognizing a Hierophant raised by another circle Granting Hierophancy Any unspecified votes dealing with the management of the guiding branch Issues that fall under a full circle vote: Proposed shuns Unattunement of a member of the circle Finalizing diplomatic agreements Removing recognition of a Hierophant raised by another circle Repealing Hierophancy previously granted by the circle. Unspecified votes on matters that affect the circle as a whole Amending the Charter In the event that the Charter proves insufficient or needs to be altered, it may be amended given the following procedure. An Archdruid shall publically call a moot, giving no less than two elven weeks notice. A majority of active druids of the circle is required to attend. Each proposed amendment is presented individually, receiving a vote on it’s own merit. Amendments require a 2/3 majority full circle vote to pass. ((A second post below this one will contain the Druidic ranks and those that hold them within this Circle))
  20. *A note is posted on several noticeboards across Athera Dear Magic Teachers of Athera, I am looking for a trustworthy Man, Elf, Dwarf, etc. who is willing to train me in the arts of either Sensory Illusion or Electromancy. If anyone is interested in teaching me, please respond below. Humbly, Hadrien Blade Valdeg
  21. The Mages Guild --------------------------- "There are two sides of magic. Neither evil, neither good… it is only the choices and actions of the wielder which shape the fate of all man, we can only say choose wisely" "Magic is your gift, maintaining balance is your duty." The Mages Guild is the dominant institution for the training and study of Arcane Magic. Looked over by the Archmages, the Guild seeks out those who they consider magically sensitive and train them within their mysterious art. Perhaps being one of the oldest factions in the realm, the Guild keeps a persistent secretive aura about them due to their ancient and “dark” history. Despite their past they continue to act as one of the only major academies for aspiring Arcanists. ------------------------------------------------------------ The Guilds Duty We are the Mages Guild; first tasked with keeping this balance since the days when magic was born. Though unnoticed we have remained watchful. Though overlooked we have contributed in secret. Though misunderstood our purpose remains. The Mages Guild takes action against such things that threaten the balance. The Mages Guild are wise and experienced in magic, they will intervene when individuals are seen using magic incorrectly, or with dangerous intents that may threaten the balance. The Mages Guild will not hide away their experience, but teach others to wield magic skillfully. The Mages Guild operates not for personal, commercial or political gain. Those who seek magic and are gifted with a mind to understand its secrets, and a soul that carries its responsibilities with gravity, may find their answers. We may be contacted at any of our Embassy’s in pursuit of this seeking, or if you wish to align with our recent endeavours. Mages will choose for themselves the willing pupils whom they deem worthy of undertaking an apprenticeship. But learn to ask with your actions, instead of with your words. For The Mages Guild is not showy with magic, nor will we willingly equip the fool with a means to injure himself and others. But if you prove the desire in your heart you shall be satisfied. ---------------------------------------------------------------------------- Ranks Triumvirate of the Archmages The Archmages control every aspect of authoritative power within the Guild. This is not to say that the Archmages don’t give a bulk of his responsibilities to the Guild Masters, however matters too dire for them to decide upon are brought before the Triumvirate of Archmages to resolve. Masters The vice power to the Archmages, the Masters acts as the right hand of the Archmages. Their duties range from recruiting apprentices and running the day to day activities of the Guild. Despite their roll, any of their decisions can be vetoed by the Archmages at any time they find it necessary. Guild Masters The Guild Master are responsible to the day today running of embassies, along with recruiting potential applicants. With their vast experience Guild masters are also expected to teach students and assist in some of the minor leadership duties such as recruiting and training. Archanix Also known as the Librarian, the Archanix plays a key role in the academic aspect of the Guild. Their responsibilities require them to act as the caretaker of the Guild’s magical items and archive the numerous books the Guild stores. Authoritatively they lack a great deal of power; however their role as the controller of the knowledge in the Guild is a necessity. The Archanix has access to all books within the Guild. Instructors Retrieved from some of the more powerful mages, or even produced by the Guild itself. The Instructors, otherwise known as Professors, are alumni of the Guild who have taken up a teaching position in the Guild’s ranks. Considered to be “masters” of their art, their duty is to teach and train the apprentices the Guild draws in. Mages The Mage position is for those who have completed their Apprenticeship training under the Guild or those already experienced mages who have come to join the guild to seek more knowledge and understand of the magical arts. Mages also assist the guild with the greater duty of the mages guild which is to keep balance with in the world. Apprentices Hand selected by the Guild for magical sensitivity, the Apprentices are the newest practitioners of the Guild’s art. The first few years of their training consist of a lecture style teaching, however as their lectures come to an end, they are to select a Master to take Apprenticeship under and be trained in their specific specialty of magic. Once the Master believes them to be advanced in their art, they are taken before the Archmages and must prove themselves. Seeker A Seeker is one who is obviously seeking magical studies and a teacher, or possibly simply acceptance into the Guild. A Seeker must go through an interview to be accepted as a student. ----------------------------------------------------------------------------------------- The Mages Code A mage shall not use their magic to serve purposes that contradict that of the institution and it’s leaders. Magic is your gift, maintaining balance is your duty. Selfish pursuits will be punished. A mage shall not assault another member of the institution, unless agreed upon beforehand between the two, or if the victim is conducting actions that would cause damage to the Institution and it’s purposes. A mage of the institution must follow the orders set before them by their respective authority, unless they consider such actions to be harmful of the institution, or disrupting the balance. A graduated mage must carry their responsibilities with gravity, knowing that they represent not only themselves, but the Guild as a whole, and all practitioners of magic. Any mage identified as operating as a rogue will be disbanded from the guild, banished from its facilities and from communication with its members, and most likely killed for good measure. A mage who does not carry the responsibilities of magic is not a mage at all. ----------------------------------------------------------------------------------------------------- Joining the Mages Guild The Mages guild accept those skilled within magic, and those wishing to learn. Those currently possessing knowledge within a subtype shall either be known as a mage or student depending upon their current learning status within the guild. Upon your papers being received, you’ll be invited to an interview with a higher member of the guild who’ll determine if you’re the right candidate for the guild. If so you’ll be formally recognized as a student, then hopefully soon a graduate within the Guild Please fill out the papers below and post them to any of the mages guild embassies. https://docs.google.com/forms/d/1iZqi8OYx-SxOCh-5myg5DDg7l_TLa3PH_pr_Wz4Zqmw/viewform?usp=send_form#start=invite
  22. Electric Evocation Basic Understandings: Though evocation is one of the more basic and simple forms of magic a caster can learn, electric evocation is arguably one of the more dangerous and difficult of them all. Electric evocation is as the name implies; the summoning of electrical energy into the mortal realm from the void. As all other arcane evocations, this unnatural process is fueled by mana. Due to the fact that this is simply one evoking electrical energy, it in no way gives the caster the power to control any sort of electric energy outside of the ones that they have summoned from the void. Though this is the case, electric energy summoned from the void still acts as it would in the real world- IE: if someone were to cast electric energy near metal, it would redirect itself to said metal no matter where its intended location was. There are many reasons why electric evocation is a difficult magic to study and even more difficult to actually utilize. One must first understand their element, just as all other evocations. This could be done through multiple means, as long as in some form it helps the caster gain knowledge on said element, in this case one could perhaps watch a thunderstorm and see the way the lightning strikes the soil, have an electric evocation user give them a small jolt to see how it truly feels, or even study an electrical current provided by an electric evocationist. As expected however, the study of electric energy could easily take a turn for the worst. One could possibly get zapped in the process of closely studying the element, or in the worse cases, permanent damage or even death. Roleplaying Guidelines: As stated previously, electric evocation is a difficult magic to study and even more challenging to use compared to other subtypes of magic evocation. The reason for the difficulty in studying the element is listed above, however the difficulty in actually casting the magic is much greater. Due to the fact that electric evocation is quite literally somebody summoning forth electrical energy from the void, they have to be completely focused on their task at hand and shouldn’t toy around with this element. There are multiple forms that electric energy can be presented in, however one of the most common and one of the most powerful forms would be bolts. Bolts of electricity have the potential to be powerful, quick and accurate, however the nature of electricity is wild and unstable. The caster could easily end up shocking themselves, being one of the reasons why a novice caster would run into multiple problems at the beginning of their casting. Though this is the case, one would be able to gain better control over their element the higher they climb in skill level. The more they practice, the easier it becomes and the more they are able to do. A safe route to take when learning electric evocation is first learning about your element alongside learning how to connect to the void; which will likely take up most of the caster’s basic training. The caster will eventually get to the point where they’re able to summon small sparks, quite ineffective in combat. Once they progress forward and gain further knowledge on how their element is created within the void, the caster would eventually have the capability of summoning forth bolts of electrical energy and electrical streams- though at an incredibly vast cost of mana. The process would gradually become easier and less taxing as the caster continues his practice; yet still taxing nonetheless due to the fact that electric evocation is one of the more difficult evocations to use. Eventually, the magic user may reach the level of mastery, where they are capable of summoning something known as a call down: a spell in which lightning is summoned from what appears to be the sky and strikes downward at incredible speeds, hopefully crashing down on its targeted location. Here we will look at an example on how a beginner level electric evocationist would go about creating simple sparks: Toby’s wrists roll in a circular motion, his arms giving a quick yet noticeable twitch as his hands shift around, his palm now facing the ceiling. He inhales and exhales sharply, his eyes narrowing on his palms as he lets out a grunt of frustration. His expression turns into one of strain, his brow furrowing. A small bead of sweat races down his forehead as his hands give a small twitch, a crackling sound being heard which is followed by the sight of sparks twitching in and out of existence for only a moment. A loud wincing sound slips out from between Toby’s parted lips. Toby suddenly lets out a breath as if he’s been waiting to breathe, one arm dropping to his side as his other sluggishly rises into the air in triumph. Here we can see how taxing even just a mere spark is to beginner level electric evocationists. Now we will look at an example of an adept/proficient skilled evocationist who chooses to summon a quick bolt of lightning: Ayche’s arms whip outward, aiming directly toward the dummy completely made of hay, his hands giving a small twitch which is then followed by the soft sound of crackles. A buzzing sound becomes more apparent as small sparks begin to form inches away from his finger tips, his brow furrowing in concentration as his forehead appears to take on a glistening appearance. Ayche inhales and exhales sharply, his gaze remaining locked on the dummy as his hands suddenly seem to make a slight move forward, his teeth gritting together for only a moment as the crackles suddenly cease. As the crackling sound ceases, a bolt of electrical energy dashes through the air at incredible speeds, an obnoxiously loud buzz now being heard as it soars through the air. The loud buzzing sound is then replaced with a sound of impact, the energy meeting the hay dummy as it suddenly bursts into flames; half of it even crumbling to the ground. Ayche simply remains standing, letting out a loud huff as his arms fold in front of his chest, staring intently at the blazing dummy as his breathing heightens a great deal. Displayed here is the power of a moderate lightning bolt, but also the fatigue that even someone proficient in the art of electric evocation will have to deal with after using such a spell. Red Lines: Just as all other evocations you are not allowed to control elements outside of the ones that have been summoned from the void by your character. If there is any metal near the area of the casted evocation, you must RP the redirection of the electric energy flowing toward that metal. If not, this is considering powergaming.
  23. {{WIP, it'll be finished at the end of Spring Break/the 18th-ish}} {{THIS HAS NOTHING TO DO WITH BLOOD MAGIC! THIS IS A TOTALLY DIFFERENT FORM OF MAGIC}} Boh'ka Magic idea with contributions from ~-~-~ Philip_2011 Tahariae/Baronvondietz Knights5544/Ninja805 drm0nst3rofd00m JCmarine Thor92299 ~-~-~ Introduction to Boh'ka: A magical-sensitivity exists in our blood, our hemoglobin to be exact. This magical-sensitivity, when altered by an outside-force, shows signs of magnetism. Any student specializing in human physiology would be able to tell you that hemoglobin, the red-blood muscle cells in our body, contains traces of iron. Any scientist specializing in chemistry would also be able to inform you of ferromagnetism, or the relationship/attraction of materials like copper and iron to magnets. What one can infer from above is that ferromagnetism can exist as a process within our hemoglobin, though it is unlikely for the effects of ferromagnetism to occur unless an outside force is acted upon the hemoglobin: That's where Boh'ka plays a role. By channeling energy/mana from the void, a mage can bring-forth an oppositely-charged amount of polar-energy which thus begins the process of ferromagnetism. With an outside force acting upon the mage's blood, a magnetic-effect takes place. By exerting more energy/mana upon their blood, the mage can semi-control their blood and use it for what they see fit. (if, and only if, the blood is exposed from an open-wound.) Boh'ka Regarding Distance: As you can probably infer, 'shooting' blood at a target that is tens-upon-tens of feet/meters/yards/miles/light-years away is quite implausible. The further you 'shoot' the blood, the lesser of a force the magnetic-charge yields. The furthest that blood could travel would be around 10-20 meters, and that's for Tier-5! Strengths: A master/learner of the art of Boh'ka is able to conjure simple-to-complex attacks and defenses to aid them in combat. Boh'ka is simple to conjure . . . As long as you're at a high-tier! Weaknesses: A novice who is unaware of how much blood he can conjure/use at once can easily die from blood-loss. The magic at a low-tier proves to be partially-useless to a mage, it's not until the mage reaches a higher-tier in which the magic proves it's use. Runs on blood. (Could be a strength, though!) Blood only travels a short distance. While most mages can initially experience the magnetic-energy that is present within our bodies, it is quite difficult to alter it to our own needs: Boh'ka is hard to learn and even more difficult to master. What's Required to Learn Boh'ka: Like most magics require, Boh'ka requires intelligence to learn/master. To begin even the most simple-forms of a Boh'ka attack/spell a grasp of the science behind Boh'ka must be understood. (If not, you'll have no idea how to alter your blood/provide a negative/positive charge.) Tiers & Levels of Understanding! Novice Tier-1: This novice, with a good-grasp upon the science of Boh'ka, can provide an opposite-charge upon their blood and control it within the air for a few seconds before becoming extremely fatigued. [0-2 weeks] Apprentice Tier-2: An apprentice is a step-ahead of a novice. A better understanding of the science of Boh'ka allows this mage to control their blood within the air for as long as ten seconds. An apprentice is able to conjure EXTREMELY tiny balls of blood, trying to 'shoot' these balls would prove futile, though. [3-4 weeks] Journeyman Tier-3: A journeyman is most likely going to be a scholar of some-sorts whose devoted a portion of his life to understanding Boh'ka. A journeyman can control his blood quite-well, being able to hold his blood within the air for well-over twenty seconds. A journeyman, unlike a novice and an apprentice, can actually form moderately-sized balls of blood and be able to 'shoot' these blood-balls up to five meters. Not only can a journeyman form balls of blood, but he can also form basic weaponry from blood, an example being a blade-like fang of blood which is connected to the body at a blood-source (look at the video). [6-8 weeks] Expert Tier-4: An expert of Boh'ka is rare to find. An expert is a step-above a journeyman. An expert of Boh'ka is able to keep his blood within his control for well-over thirty seconds, sometimes even being able to control it up to a minute! Experts can form large-balls of blood which can prove deadly to an enemy as the mage can 'shoot' these balls up to ten meters. Experts can form better blood-weaponry, like stronger blade-like fangs of blood (refer to the video). [10-12 weeks] Master Tier-5: Woah there, cowboy! You've devoted all your free-time to Boh'ka, congratulations I guess! As a master of Boh'ka, one can control his blood up to a minute + and even be able to 'shoot' large-balls of blood up to twenty meters! A master is only limited by how much blood he/she contains in their body. Masters of this fine-art can also form the most pristine quality of edge-weaponry weaponry. [20-28 weeks] Red Flags: Obviously no power-gaming of my fine form of magic. Drinking blood does not benefit your 'skills' at Boh'ka. Tier-1 and Tier-2's should not be using this magic as an attack, they haven't learned it yet. Not passing out/dying from using a liter + of blood is PG'ing x1,000 Regarding the dying/passing out: Yes, you must pass out/die if you've used too much blood. It's PG if you do not do this. It is power-gaming to learn this magic without understanding the science. This is because if you don't understand the science then you'll have no idea what you're doing when you're trying to actually conjure objects and such. To understand the science, I urge you to find a tutor in-game. Woah, woah, woah - Wait a second! N-no, p-please hold your questions! N-no, d-don't hit me there LMs! P-please, senpai! Q&A: Can I drink blood and become powerful with this? No, why would you even think that. Does drinking blood allow me to conjure better Boh'ka spells and such? You can be a totally weird edgy and drink blood and then go use Boh'ka and taint my nice idea for magic. Yes . . . Go along little Johnny, taint my magic. No. Drinking blood only makes you look like an edgy. Pffft, this magic sounds edgy! I'm really trying my hardest to make this a non-edgy magic . . . Yes, edgies can use this as long as they follow my parameters and don't taint my nice magic. I'd be delighted to have clerics use this magic, too! Videos of Boh'ka in use: Ignore the crappy-animu, I couldn't think of any better examples.
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