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  1. The Voidal Scribe Art found on Google Background/Origin Long ago, a group of ambitious mages embarked on a quest to unravel the mysteries of the cosmos. Among them was a brilliant scholar, driven by an insatiable curiosity. Deep within forbidden texts, they discovered fragments of an ancient art—a forgotten technique that harnessed the power of the void. Years of dedication led to the birth of voidal scribing, enabling the mage to inscribe powerful glyphs and manipulate the fabric of reality itself. The revelation of voidal scribing spread rapidly throughout the magical community, captivating mages, scholars, and practitioners alike. Its potential to revolutionize magic was recognized by many. The once-isolated scholar became a renowned mentor, sharing their knowledge and guiding a new generation of mages. Voidal scribing evolved and expanded, unlocking boundless possibilities and forever changing the landscape of arcane understanding. Today, voidal scribing is an integral part of magical education, its techniques refined by countless practitioners. Born from relentless pursuit of knowledge, this feat stands as a testament to the indomitable descendant's spirit and its capacity to harness the mysterious forces of the void. The legacy of voidal scribing persists, leaving an indelible mark on the history of magic. After centuries of being lost to history, the ancient art of voidal scribing was unexpectedly re-discovered. A lone adventurer, delving into the depths of a long-abandoned library, stumbled upon a hidden chamber. Within its dusty confines, they uncovered a forgotten tome filled with cryptic symbols and esoteric knowledge. Driven by curiosity, the adventurer painstakingly deciphered the secrets contained within the pages, unlocking the long-lost techniques of voidal scribing. With this serendipitous find, the art once again found its way into the hands of those who sought to wield the untapped power of the void, forever altering the course of magic once more. Magic Explanation As a voidal Scribe, one can use their magical abilities to channel the raw power of the Void into their writing, imbuing their words with an almost otherworldly energy and potency. This type of magic is focused on magical writing, and the scribe can use it to create works of great beauty and power, which can inspire and move those who read them. The magic of voidal Scribing can be used in many ways, depending on the scribe's skill and creativity. For example, they can use it to craft powerful incantations and magical texts, which can have a profound impact on those who read or use them. A talented voidal Scribe can, with help of another mage, even imbue specific spells into their works. Furthermore, voidal Scribes can use their magic to manipulate the written word, altering the meaning and intent of texts to suit their purposes. They can also use their abilities to create illusions and other visual effects in their writing, allowing them to convey complex ideas and concepts in a more visceral and engaging way. Overall, the magic of voidal Scribing is a powerful tool for those who wield it, allowing them to tap into the raw power of the Void and unleash their creativity in ways that are both inspiring and transformative. - Voidal Scribing requires 3 slots dedicated to voidal Magic to learn. This Feat will go dormant if they lose knowledge or practice of Voidal Arts. - Voidal Scribing is self-taught, initiated through ritual. - Voidal Scribing is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA. - Voidal Scribing is not exclusive to other voidal Feats. It may be paired with any of them. - Voidal Scribing can only be given to someone through a ritual of Tattooing, performed by another Mage. Connection The process to create another Scribe isn’t hard. All it requires is another mage who knows how to make a tattoo, a combination of ink and crushed focus crystals and a greater Mana source. The connection ritual itself is fairly freeform, though it should take at least three [3] emotes, consisting of setting the tattoo, connecting it to the voidal Scribe in question. This can be done by any mage who has at least a Tier 4 in one type of magic. This is because otherwise the mage in question doesn’t have the necessary experience to lead the ritual. Before the Ritual, one needs to prepare the ink needed for the tattoo. This type of ink is even more potent than that usually used by voidal Scribes, consisting of ink and two Crushed Focus Crystals, for it needs to hold and allow for channeling of voidal power. Hence the need for mana charged gems. This magical ink will then need to be tattooed onto the Mage in question. Redlines - A Tier 4 mage or Tier 3 voidal Scribe is needed, no matter the kind of magic they have learned. - For the process, the special combination of 2 Crushed Focus rystals and Ink is needed. This does not need to be ST signed, but screenshots could be asked by Staff if they need it. - Only sentient beings with bodies of flesh may attain this feat, Epiphites and Constructs will be unable. - Upon transformation from a flesh body to any other, unnatural kinds, the feat will be lost. Physical Effects Becoming a Voidal Scribe does not grant any physical effects. The only physical change is the constantly glowing tattoo in the Aura color of the Mage. This tattoo may be placed anywhere, but may not be moved unless they’re helped by another Voidal Scribe. The veins around the Voidal Scribe’s Tattoo will seem a bit darker, a hint of the Aura of the mage leaking through from the tattoo itself. Redlines - If the voidal Scribes’ tattoo is moved, they start again at Tier II, though it only takes a week to go up to Tier III. - The Tattoo, like those that house spells, can’t be hidden or covered up. They will always shine through the clothing, like how Veilwatcher eyes will shine through masks and blindfolds. - If the limb on which the tattoo is placed gets lost, the voidal Scribe will have to get it replaced within 2 OOC weeks, or else they get disconnected from the Feat. - If the skin is cut, nothing happens to the tattoo. - If the skin is burnt, nothing happens to the tattoo. Mental Effects Voidal magics always affect the mind in some way or another, and that is becoming a voidal Scribe no different. Having a constant creative input running through one's mind will change them. For Scribes (required) Nearly all voidal Scribes are hoarders, wanting as much knowledge as they can get their hands on. For Scribes (optional) Many voidal Scribes are often antisocial. Voidal Scribes can often be seen in or around libraries, copying down notes. Voidal Scribes can find themselves easily overwhelmed when they’re trying to learn too much at one time. A voidal Scribe may also hear voices that are not there, urging them to write or collect even more books than they already have. Easily bored by regular conversations. Ignorance or Arrogance. For the Tattooed (without FA) Those carrying Infused Tattoos may feel stronger than they are, and suffer from overconfidence. The carrying of such a tattoo may also cause someone to become hungry for power in any form. Abilities, Spells & Crafts [Active] [Non-Combat] - Arcane Ink [Craft] - [T1] Before one can write, one needs ink. However, due to the magical nature of these words and Symbols, one requires a special, magical ink. Arcane or magical ink is a perfect harmony between the power of the Void and the realms. By combining crushed Focus crystals and regular ink, this dark purple ink may, after finishing the first part of the spell, be used for simple writing, or for further refinement into the arcane ink needed by the Scribes. To turn the regular ink into arcane ink, one needs to overload it with Mana over the course of three emotes. This tiring process can be performed on three bottles per IRL day. m Redlines - One may make three bottles of ink per regular craft. - The regular ink itself doesn’t need an ST signature. - The arcane ink DOES need a signature, but this may be placed after if the infusion of the ink and writing are done at the same time. - The process of charging arcane ink requires 3 emotes. [Connect - Charge - Infuse] - The ink may only be infused by someone with the Feat. - Arcane Ink may only be crafted once a day. - Can be made from Tier 1. Emote Example [Active] [Non-Combat/Combat] - Spellbook [Craft] - [T1] A Spellbook is something every adept mage needs. Some however are better at creating them than others, and some may even store some of their power into it. The creation of a spellbook is a fairly easy one, only requiring the Mage to know how to craft and use arcane ink. These books may, eventually, hold up to 5 enchanted Scrolls/Scribes (See Arcane Scribing). Any more than that and the scrolls and spellbook will go up in the Void, lost to pure chaos. Alternatively, a spellbook may be used as an arcane book Focus, allowing for the mage to cast more effectively while it’s opened. To create such a spellbook, one first needs to make a Book Focus, before inscribing it with the spells they want to know, or teach other sorcerers. Art found on Google Redlines - A Spellbook may not hold more than 5 Single use enchants at once, or else it’s destroyed. - Spellbooks used as Arcane Foci follow the redlines of the Arcane Focus. - When using a spellbook, one needs to emote the book floating besides them, or holding the book themselves. - It takes three [5] emotes to craft a spellbook, and two [2] emotes to infuse an inscribed spell into it. - A spellbook can be held and used by any mage that possesses the Feat, even if they didn’t make the book themselves. - Requires 3 Arcane Ink to make. - If used to hold Arcane Scribes, it requires an ST Signature. - Can be made from Tier 1. Emote Example [Active] [Non-Combat/Combat] - Arcane Scribing [Ability] - [T2] A process that allows for a practitioner of the path of the Scribe to create magical inscriptions upon objects, giving them a glowing inscription with a look of their choosing. This ability allows for a mage to create an inscription of their choosing upon an object. The process does not require an Obelisk, but it does tire out a mage. It takes three emotes to five emotes to inscribe something upon a surface, depending on the scale of the inscription. The crafter may use a Voidal magic of their choosing, the inscription taking the form of that magic. (For example a Fire Evocationist may choose to make the inscription look like smoldering flames, or a Translocationist making it look like a tear or portal like inscription.) Redlines - May only be used for decorative inscriptions, it does not give any mechanical or combative advantages. - Requires 1 Arcane Ink for a weapon. - Requires 3 Arcane Ink for anything larger than 1 square meter. - Inscriptions don’t give off more light than needed to read the words themselves. - For inscribing a weapon, it takes at most 3 emotes [Connect - Draw - Inscribe] - For inscribing objects or surfaces larger than 1 square meter it takes 4 emotes. [Connect - Draw - Charge - Inscribe] - Inscriptions can be enchanted with Potent Enchantments by a Transfigurist. This requires an ST signature. - This Ability can be learned at Tier II. Emote Examples [Active] [Non-Combat/Combat] - Arcane Tattoo [Ability/Craft] - [T2] Similar to arcane Scribing, one may choose to inscribe words or symbols onto skin. These tattoos are a complicated way to get ornate tattoos. The tattoo placements work the same as Arcane Scribing, but instead of the skin. A tattoo can either hold a specific Magic, looking like the specific kind (Fire tattoos will look like flames beneath the skin, Life Evocation tattoos can look like anything found in nature etc.) The tattoos can also, similar to Arcanium, be made inert, and change form depending on the magic used. The way one of these tattoos is given its aesthetic through a similar process as Arcanium, meaning a greater mana source is needed to give it a specific aesthetic, in combination with the Crushed Magic Crystal ink. Art found on Google Redlines - Regular tattoos DO NOT require ST signature. - Inert tattoos only activate with the casting of a mage, not with usage of an enchantment. - Requires 1 arcane ink. - The emote order of setting a tattoo is as follows. [Connect - Draw - Infuse] - Tattoos can’t give a combative advantage unless enchanted. - Tattoos can be enchanted with potent Enchantments by a transfigurist. - Enchanted tattoos DO require ST signature. - Enchanted tattoos can hold up to Tier III [3] Enchantments. - Enchanted tattoos can be used for Conjuration Jing. - This ability can be learned at Tier II. Emote Example [Passive] [Non-Combat] - Whirlwind Scripting [Ability] - [T3] Harnessing the power of a trained mind, a voidal Scribe may read and write faster than any other. Whirlwind Scripting is a passive magical ability that enables certain mages to read and write at an astonishing speed, making them appear as a blur of motion. With this ability, they can transcribe texts, create intricate glyphs, and cast spells much faster than ordinary mages. They can also read and comprehend written information almost instantly, giving them a significant advantage in research and spellcasting. Redlines - The ability cannot be used in Combat. - Whirlwind Scripting is purely aesthetic, making their head/eyes a blur when reading, or their hands a blur when writing. - This ability cannot be used to Metagame/Powergame - This ability is gained at Tier III Emote Example [Passive] [Non-Combat] - Mind Library [Ability] - [T3] Harnessing the power of a trained mind, the ability to retain and recall information becomes invaluable for a Voidal Scribe. Through extensive dedication to their studies, a voidal Scribe develops the extraordinary capacity to effortlessly memorize and retrieve any information they have absorbed. This enables them to accurately reproduce or transcribe any given knowledge. Acquiring this ability requires no specific training, but rather stems from their extensive exposure to books and manuscripts, gradually becoming a passive skill over time. Redlines - The ability is passive, and thus does not require anything to learn. - This ability does not allow one to read, understand or remember information written in another language. - This ability cannot be used to Metagame/Powergame. - This ability is gained at Tier III. General Redlines - Tattoos cannot be hidden. - Infused spells cannot go over Tier 3 of the respective magic. - To keep track of scrolls in a spellbook, one needs to keep a doc, listing the specific scroll, three screens of how it was made (if it was made by you), and the date by which it was added, similarly to the way Machine Spirits keep track of their bodies. - One must wait at least 5 emotes before being able to use either a scroll or tattoo spell. - To create another voidal Scribe, one needs to be Tier III, and in the vicinity of an Obelisk or Tear. This process takes 4 emotes, and is freeform beyond that. - Someone can enchant their own crafts if they possess the needed magics. Tier Progression Tier I [1] When starting off, a Voidal Scribe learns how to craft and infuse Arcane Ink. They also can use it in making a Spellbook. The mental effects will take effect as well during this time, though their intensity builds up slowly. This Tier lasts two OOC weeks. Tier II [2] The Voidal Scribe may, with enough practice, use their abilities now to use Arcane Scribing and create Arcane Tattoos. The mental effects have taken full swing at this point. This Tier lasts for two OOC weeks Tier III [3] After Four OOC weeks, one has reached mastery within Voidal Scribing. They can now use Whirlwind Scripting, and they have trained their mind thus far to use the ability Mind Library. They also can now connect other Mages to start their journey upon this Arcane Path. Purpose Voidal Mages should be able to store away spells for later use, as well as create spellbooks allowing fellow mages to use their magic a single time. By allowing a mage to try a spell of a magic they do not possess, they can get a feel for the magic itself, perhaps even going to learn it themselves. Voidal Mages, in my opinion, feel like they should commonly be able to achieve this feat, thus the creation of this. Most mage players already have created a scholar-type character, and its why I thought I'd make a Feat for it. I wrote this piece over the course of my final exams, so it's probably not the best it can be. I'm open for messages and corrections when needed. Credits _Grey_W0lf_ - Main writer ECS1999 - Proofreading / ideas Meteor_Dragon - Proofreading / ideas Lord_of_Losers - Proofreading / ideas Realsamler - Proofreading / ideas Exogens - Proofreading / ideas Fadedquartz - Proofreading/ideas _RoyalCrafter_ - Proofreading/advice M4nnam4nnaa - Proofreading Satinkira - Proofreading The Mages Guild - Entertaining my ramblings and idiotic ideas. Citations & Info
  2. Background https://wiki.lordofthecraft.net/index.php?title=Llahir Trickery, often believed to be the favorite pastime of children and thieves alike, for there is none living who has not fallen subject to a trick or two. It is within the fallen nature of man to deceive, much as it is within the nature of the Aengudaemonica, be it for good reason or bad, tricks are still played and the great game can continue. Although there is a distinction between good and bad trickery and in the mind of Llahir the Daemon of Trickery, that is up to the individual to decide as long as the great game is being played. In the past Izkuthii were seen as Llahir’s pinnacle of trickery, able to distort appearances and perform great tricks of deception and cunning, however with their disappearance, Llahir fell into a state of sadness as he could not indulge the realm in his grandiose trickery once more as it had been in the beginning where he often would visit the continents to play great deceptions upon the mortals. The great game of his could not be played any longer and thus in his mind, boredom had befallen the mortals once more and THAT would have to change. So again did Llahir find it necessary to grant a lesser boon of simple knowledge that could be shared by all, using no connection to himself to perform these small feats of trickery so all those who walk the realm could see the bafflement of a trick in the eyes of another, be it thief, assassin, conman, or simply one seeking for a good laugh, all would be able to play the great game of life once more. Using but the simple practice of the natural world and natural mana, Llahir found ways for natural trickery to be taught to the descendants using not but the natural world around them and the senses that mortals possess to manipulate what is naturally perceived into the unnatural. Through the manipulation of air, did he teach his newfound kin to walk without sound and distort their voices and vocal noise to seem as if it were in a different place. Through the manipulation of light did he teach his tricksters how to cloak items in minor illusions and make doorways appear to be blocked. And through the manipulation of smell, he taught his new friends in trickery to make horrid items alluring to others, all for the sake of a trick. In the mind of the Daemon, magic itself was the most foul trick of all, using something ethereal to influence another for deception was not only unfair but a disgrace to what it means to be cunning and tricky, but it was also unfair to they who are being tricked, as all tricks should be fooled themselves and that within and of itself is a trick! Thus, he did not grant magical boons to his new tricksters, but the knowledge of ability to manipulate that which is available to all. Thus, his new feat was born and able to be shared wide and far among all those wishing to play within his great game. Tricksters As the great game was meant for all in the mind of Llahir, any descendant can partake in his tricks no matter their background, affiliations, or magic in which they possess. For his artform was not meant to meddle in the affairs of his fellow Aenguldaemonic kin on an equal level and thus why his powers were not granted to alter the descendants themselves, simply he taught them of how to manipulate the world around them to perform small feats using their natural mana. However, there were some factors that disqualified of whom these tricks could be taught to. Because of mortals being part of the world themselves, only they could be taught the natural feats of deception that Llahir sought for them to utilize, as they were the only pure pieces of the great game of life. Their creations and altered states were not part of what the natural game of life entailed and thus he made it so that all those not of descendant nature (lesser souls like Musin and Wonks are included in this piece as able to learn), were unable to learn these feats, and should they try to learn, a trick would then be played by the Daemon of Trickery and a cloud of soot would explode, cloaking the unnatural seeker of trickery in ash and signaling that he would not let them partake in his game as it is only meant for those who were born into it. Redlines All descendants can learn this feat regardless of their race, magical ability, and affiliations. (I.e. Humans, Elves, Halflings, Orcs, and Dwarves.) Anything classified as other or unnatural can not learn the Tricks of Llahir. (Any creation CA or altered being.) The Tricks do not interfere with other magic and thus can be learned by all as long as they are a descendant and their soul has not been altered away from such in a negative way, thus deeming them to be unnatural and no longer classified as a descendant. (I.e. Liches, Azdrazi, Wights, etc.) Tricksters can learn any other magics so long as they are not changed into something other than a descendant. Trickster is a feat and thus does not take up a magical slot nor alter the user in any way. Tricksters use natural mana to influence elements and do not need a voidal awakening to exert the small amount of internal mana they possess. Tier Progression Table and Tricks Learned T1- 1 Week : Distorted Whistle T2- 3 Weeks: Distorted Whistle, Voice Throw T3- 5 Weeks: Distorted Whistle, Voice Throw, Padded Walk, False Scent T4- 7 Weeks: Distorted Whistle, Voice Throw, Padded Walk, False Scent, Simple Levitation T5- 9 Weeks: Distorted Whistle, Voice Throw, Padded Walk, False Scent, Simple Levitation, Item Swap, Item Disguise, False Door [All tricks learned must be documented on the players valid FA Application for the sake of LT ease in knowing what abilities tricksters can perform.] The Tricks [T1] Distorted Whistle [Non-Combat/Combat] - The ability for a trickster to manipulate the way sound moves through air through their natural mana, altering the direction of their own soundwaves to enter the auditory senses of another being or creature to make it seem like their presence is elsewhere. The range of this affect is 15x15 blocks and the sound can not be heard outside of this range. This process takes two emotes, one to take in air and focus on where the desired sound is to be directed, the second to release the whistle and emote where it sounds like it came from. It can be heard by all those within the radius and acts as a distraction or trick. This spell has similar tells to voidal casting such as ears, eyes, or fingers twitching and must be used on its own, no dual casting. Distorted Whistle lasts for two emotes before the effect wears off. Redlines: Can not be used outside of a 15x15 radius on a target. Has no impact or harmful effect on the target. 2 emote minimum. Does not alter the original position of the trickster. Is only meant as a distraction, not an attack but can be used in a combat scenario accordingly. Can not be used on another person’s whistle. No dual casting. Must rp a tell prior to and during casting. Must be learned through rp teaching. [T2] Voice Throw [Non-Combat/Combat] - An ability akin to Distorted Whistle that allows a trickster to exert their natural mana around the sound of their voice as it is released. Altering the direction of sound and making it seem as if it is being said from another place within a 10x10 radius, coating the soundwaves in the air with their mana and attaching it to their specific voice. This process takes three emotes and is but a simple spell of distraction or faux illusion. It takes one emote to draw upon a minimal amount of mana, one to release sound and alter the soundwaves with said mana, directing it to its desired release point, and another to release the voice out into the air. The voice can not be heard from outside a 10x10 radius and this ability can not be used on another's voice within combat, however in a non-combat situation the Trickster can exert their powers on another's voice and displace it elsewhere in the aforementioned 10x10 radius. This spell has similar tells to voidal casting such as ears, eyes, or fingers twitching and must be used on its own, no dual casting. Throwing a voice lasts for two emotes before the effect wears off. Redlines: Can not be used outside of a 10x10 radius on a target. Has no impact or harmful effect on the target. 3 emote minimum. Does not alter the original position of the trickster. Is only meant as a distraction, not an attack but can be used in a combat scenario accordingly. Can not be used on another person’s whistle. No dual casting. Must rp a tell prior to and during casting. Can be used upon the voice of another in a Non-Combat scenario and can not decrease the auditory level of their voice. In order to use this ability the Trickster must be able to hear the words spoken as he casts, it can not be used on whispers or the such that they can’t hear in order to prevent metagaming situations. Must be learned through rp teaching. [T3] Padded Walk [Non-Combat/Combat] - Akin to how the alchemical potion Padfoot works, a trickster can gain a sense of stealth to their movements by exerting their natural mana upon the air beneath their feet, creating a small buffer of space between their boot and the floor below, muffling their movements and keeping this effect for 12 blocks of movement (or two emote turns, 6 blocks of standard movement per emote.) However, should a trickster jump more than 4 blocks down upon a surface this illusion of auditory nature will fail and their impact and spell will be null and void and create the normal sound of impact. This effect takes 3 emotes to charge and one to expel, thus making it four emotes in total to begin performing. Redlines: Padded Walk lasts for 12 blocks of movement before it wears off. ( 2 Emotes) Only muffles the movement of the Trickster, thus there is still the opportunity to be discovered. Should a trickster jump more than 4 blocks down upon a surface this illusion of auditory nature will fail and their impact and spell will be null and void and create the normal sound of impact. Effect takes 3 emotes to charge and one to expel, thus making it four emotes in total to begin performing. Can not be dual cast simultaneously with another spell. Must be learned through rp teaching. [T3] False Scent [Non-Combat/Combat] - This ability is used upon items to make their scent either more pleasant or more foul, this is done by the natural mana of a trickster being used to alter different smells in the environment and attach them to certain items. For example, a fresh piece of steak could be made to smell much like raw and rotten fish or vice versa. Also, scents of another can be displaced and attached to an inanimate object to deter predators or the sort when hunting. False Scent lasts for four emotes before the effect wears off. This simple ability takes three emotes to charge and expel. Redlines: Lasts for four emotes. Can be cast on a person or object (food, a shoe, etc…) Three emotes to charge and expel. Can not be dual cast simultaneously with another spell. Must be learned through rp teaching. [T4] Simple Levitation [Non-Combat] - In a non-combat situation, a Trickster is able to make themselves appear to be floating one block above floor level and can maintain this small feat by exerting their mana upon the air below them, however if heavily disrupted or pushed the trick would cease to function and they would simply fall over and the illusion would be dispelled. This is not able to be used in any form of combat whatsoever and is but a simple trick to use and nothing more. Takes three emotes to perform, one for charging, one for beginning to levitate, and the third to be fully one block above where they are positioned. Must remain stationary and can not move/walk away from the spot they chose to remain in else the illusion will stop. Redlines: Can not be used in any combat situation. If the user is physically shoved, punched, or disrupted in any way the illusion of the trick falls. Takes three emotes to perform, one for charging, one for beginning to levitate, and the third to be fully one block above where they are positioned. Must remain stationary and can not move/walk away from the spot they chose to remain in else the illusion will stop. Can only float one block above the ground. Must be learned through rp means. [T5] Item Swap [Non-Combat] - The ability for a Trickster to materialize and dematerialize an item of their own into their hand, or making it seemingly disappear. However, the item must be one of their own possessions and can be placed within the possession of another or moved back to its previous position in the user’s bag, belt, etc… This trick is akin to a magic trick of making a card appear in the pocket or hand of another and can not be used on items larger than a dagger or bag. This is done by the Trickster using a minor spell of teleportation similar to voidal shifting in nature that allows the item to manifest or de-manifest through the mana exerted by the Trickster. The item in their hand must be swapped with another item of the tricksters possession, for example an apple of a trickster could be swapped for a quill or the like. Additionally, this feat can not be performed in combat and is but a simple illusion used to trick friends or pupils or perhaps even avoid a robbery! This can not be done on the possessions of another (i.e. pickpocketing) and can not be used to harm another in any form. This takes three emotes to charge and perform. Redlines: The item in their hand must be swapped with another item of the tricksters possession, for example an apple of a trickster could be swapped for a quill or the like. Items must be of a similar size. Items of another can not be swapped in the sense of stealing and pickpocketing. This can not be done on the possessions of another (i.e. pickpocketing) and can not be used to harm another in any form. This takes three emotes to charge and perform. Can not be used in combat situations. Must be within two blocks of another person to plant an object on their person. Must be taught this ability through proper irp instruction from a valid TA holder. [T5] Item Disguise [Non-Combat] - A feat used to cloak an item in a minor illusion of light, making the item appear to be something of a similar nature. For example, a lamp might appear to be a small statue of vice versa, allowing for small illusions to take form and perhaps even hide things in plain sight. This can not be used in combat and must be done in a 6 emote span, one emote for summoning mana, two for cloaking the light about the item in mana, three for beginning to shape the mana and light into the desired shape, four for completing the shape of the item, five for detailing the item, and six to finalize the illusion into an imperfect blanket over the original item. An illusion can last for an entire rp encounter or remain on an inanimate and unmoving object for 3 irl days. However, should the item be held or moved by another that is not the trickster exerting their mana upon it, the illusion will fall and become null and void. Redlines: Can not be used on another player or the Trickster. Must be used on an inanimate object. An illusion can last for an entire rp encounter or remain on an inanimate and unmoving object for 3 irl days. No more. Illusion flickers or emits an odd glow when disguised. Items must be disguised as things of a similar size and shape to its original. The item is not actually changed, just simply made to look as such. Can not be used in combat. Takes 6 emotes at a minimum to go through the process of disguising an object. Should the item be held or moved by another that is not the trickster exerting their mana upon it, the illusion will fall and become null and void. This is an imperfect trick, thus if looked at closely by another, it is apparent to the naked eye it is an illusion. Must be taught by a valid TA holder. [T5] False Door [Non-Combat] - Minor Illusion Enchantment That Causes an illusion of a doorway being blocked or a chest to appear empty when it is not. A simple illusion used to make something appear as it is not. The trickster will apply their mana around an object in a similar fashion and then link said mana to a door, chest, or container and in the same way as before, alter their mana about the light surrounding the object and form it henceforth into a false bottom or dead end illusion linked to a catalyst. Although it appears to be solid, it is but an illusion of light and can be easily walked through or disrupted should the host of the enchantment be destroyed. The host of the enchantment must be an object within a 5x5 proximity to the container or door in which the illusion is meant to be cast upon and as such glimmers with a faint aura akin to the aura of the trickster. This is a 10 emote process and illusions last for up to 5 days and must have an lt sign placed adjacent to the door or button mechanism used to represent the effect in game. Redlines: The illusion must glimmer with a faint aura akin to the aura of the trickster Must be on a door or chest. Although it appears to be solid, it is but an illusion of light and can be easily walked through or disrupted should the host of the enchantment be destroyed. The host catylast of this enchantment that stores the mana of a trickster and allows the enchantment to last must be within a 5x5 space of the enchanted door. This is a 10 emote process and illusions last for up to 5 days and must have an lt sign placed adjacent to the door or button mechanism used to represent the effect in game. Can not be used in combat. Can not be dual cast. Once the host object is disturbed of broken, the illusion must fall. LT SIGN MUST BE PLACED FOR THE AREA TO BE VALID WITH AN EXPIRATION DATE ON THE ENCHANTMENT AREA FOR IT TO BE CONSIDERED ACTIVE. [Changelog] Credits: Coffee - Waking me up so I can write this post. Nicotine - Allowing me to write fast. Me (_Sug) - The dumbass with a keyboard who wrote this. @Zarsies and @Polysemic - Life inspirations. Ryan Reynolds - For being Ryan Reynolds.
  3. Cognatism https://www.youtube.com/watch?v=vzNcSvKCOyA With the initial connection to the void, scholars were unaware of the untapped potential within the abyss. The only knowledge given was that it is a replacement for substitute power. Unbeknownst to the scholars, the discovery created a pathway to our realm from the void. Each connection pinged the void and the entities within, announcing the mortal realm to those residing in the abyssal void. Discovering that the breach was simple, per new connection grew the intrigue to the horrors, drawing them close. A barrier, however, prevented them from accessing our world. Both worlds separate by a veil neither understood, only able to pass meek connections to either side. Mortality used the void for power, the horrors for consumption. After centuries of waiting, the breeches widened within the void, small voidal pockets filling space within their realm emerged and with this - a pathway. Both worlds, unknowing of each other, finally found an opportunity to meet, the horrors of figuring out ways to aperture the veil could cause a destructive mess, scarring the landscape. Void rifts, explosions, and destruction ensued in both realms. The horrors trying to cross the veil led to explosions that defaced each realm's land. Scholars studying the rifts and void explosions were able to decipher the strange occurrences, this only prompted a further study in the void that ended in two minds meeting. — Evo’lur Tartarus, Cognant. Magic Explanation Cognatism is a symbiosis between twin minds bound at the veil of the void. The connection serves as a tether between two minds fighting for dominance and control over the other, locked between a mortal mind and that of a voidal horror. The binding communion between the two entities is an agreement of protection for an exchange of knowledge. The horror using the mage voidal pocket forms a protective ring defending against outsider attacks, syphoning the host's mana to keep the barrier up. The lesser horror seeks a new host if the reserve of mana and connection isn't grand enough, putting the host in a prismal loop trial. Cognatism is a feat, it can be learned alongside all other voidal rituals. Cognatism can be learned by players with/without magic. Just be aware it takes an initial voidal connection to draw in the horror, described in 'Expanding Ritual'. If you're character/race/magic/alchemical being doesn't allow for this, you cannot become a cognant. To learn Cognatism one must find an applicable teacher or horror stone. You do not get ‘smarter’ for having the twin mind, just access to tools that aid in seeking knowledge. The Horror The void is a split consciousness of many residing horrors seeking consumption and essence to grow in a hierarchical status amongst lesser, greater, supreme and behemoth horrors within; ascending only through the consumption of essence from other horrors may cause one rise within the standing, following the philosophy/culture of Darwinian on the principle of survival of the fittest. The voidal horrors often seem to form into packs, led by pack leaders of greater to behemoth horror standing, allowing greater intellectual control of the horde to seek further essence to grow and command within the void. Ascension is through consuming weaker ‘superiors’ when the opportunity arises, allowing lesser to become greater or greater to superior standing in the horde of horrors. The evolutionary standing of voidal horrors amongst this hierarchy is dim to lesser horrors, offering nothing but a plaything or food to the horrors above them in constant strife and antagonising nature. Seeking a pass to escape and even protection, they seek the aid of rifts accessing their domain to flee through, or even that of magi to house them. Nevertheless, the outside look on their primitive nature prevails even in this state to consume, grow and evolve. Cognatism focuses on those voidal horrors, opening up a barrier of protection along the veil between the void and the mortal world, forming a psychic link between the two providing a protective barrier within the void pocket of the magi to encapsulate the lesser horror free from consumption long as the connection remains untampered. The Prismal Loop The connection between the two minds is an imbalance of a power struggle between two sides, where if faltered, can subdue either party from a grander force applied to the other mind. It is possible that through no fault of the Cognat, the Horror may issue a test of strength on the connection and the strength of the consciousness it shares a mental home with. Should one fail to push the Horror back, the void beast will stick your mind into a Prismal Loop. The focus will spin round and round, disabling the Cognat from reaching consciousness once more. The Loop forces them into a Comatose state, wherein the Horror will administer a series of tests for the Cognat to achieve. Moving the Cognat deep into the mindscape they create, they must battle the demons of the past and self to defeat and conquer each stage. Once all trials are complete, the Loop will break, and the Cognat will be free. Should such falter, the Cognat will succumb to the mental debilitations threefold as the horror debates to leave you. They are seeking a more extraordinary mind for protection. This occurs if the Horror does not believe that your connection is strong enough to protect it. The Loop can occur more than once. The tests are not easy, not in the slightest. They are hard, and can and will result in damage. The Loop forces the Cognat into a coma, where they must complete trials of the mind in order to get through. This adds some flare to the roleplay, though grants no additional abilities. Whilst in the Loop, the body must still be sustained. Food and water are still required. If wounded inside of the Loop, the Cognat will suffer phantom pain on the body as if it occurred. Accumulating a large sum of phantom pain will fail the trials. Failure of the trials means the horror can leave your mind, breaking the tether. These trials are difficult and will push the Cognat to their limits but will always be within the Cognats ability after the first connection trials. If the Cognat survives, they may still believe they are inside of the Loop even after they have awoken. Mental Effects The voidal horror cohousing within the mind of the Cognat brings an assortment of conditions brought to the single mind they bound to, yours. A Cognat bound by the first connection will suffer from minor debilitations, and the longer one has bound increases to the point, it'll become part of the host's personality. The debilitations can come and go through; some will always be present within the mind at any given time. The horrors’ personality is governed by a teacher or ST melding with your own character. Taking aspects, greed, growth, hunger, ascension, ext. This effect occurs over the duration of the horror being bound. Intrusive thoughts come far more frequently, of the horror's personality. Self-illusions, the mind of the horror might overwhelm the host sending false images across the landscape or area you’re within. Paranoia, a presence is always felt watching you that you can never escape. Despite knowing it is the horror. Sleep paralysis, the horror will wake you from slumber occasionally as it feels threatened by the barrier weakening due to lack of focus. Frequent nightmares, given by the voidal horror to keep you awake of its own experiences. Obsession, when the voidal horror has a set agenda that is right in front of you to get, it’ll attempt to force you to achieve and get it at any cost. Memory Consumption, the voidal horror will actively consume memories which you hold no attachment towards, and root itself further within. The Twin Mind Sharing one’s mind with any consciousness but your own isn’t unheard of, though without a doubt life-altering. Taking in a second mind inhibits you to a tirade of mental debilitations that fatigues the mind, weighing you down without the twin mind speaking to you. The voidal horror paired will send intrusive and controlling thoughts to inhibit your actions, sway mood swings, self-illusions or enact paranoia in the act to weaken the mind for takeover, having no affiliation or opinion on the world around, the horror rather running on its primal urge for ascension. With gaining the third mind, the tri-mind, from either void stalker feat, or another sentience, will amplify the mental debilitations. Although the Cognat and the mind of the horror are linked, the horror wouldn’t share any information given to it back to the Cognatunless learned while bound with the host and imperative on the horror to do so. The exchange of information between the twin minds can only be done if it is imperative to the horror to do so and learnt while bound to the host. You may learn any of the voidal ritual feats, (voidstalker, artificer, scion, eminence). Limited to one, as specified in the respected lore. Losing the Twin Mind/Cognatism, you’ll still suffer from all the mental debilitations if you pass the connection prismal loop (2 IRL Weeks of MA acceptance). The twin mind may not be “tamed” or “befriended”. It is an unbiased entity out for its own survival. The Twin Mind may be purged by a paladin, or cleansed upon a spirit-walk by a shaman. Gaining the Tri-Mind+ doubles exponentionally the mental debilitations, plus the debilitations of the other lore. Teaching https://i.pinimg.com/564x/70/a5/9d/70a59db7195662b7b58b01a3e4fd4efd.jpg Teaching within Cognatism is probably the most strenuous feat in the void archetype; it isn't about learning spells but instead building a symbiosis between two entities. The actual teaching aspect of Cognatism only allows easier access for a student to work on developing this symbiosis, subduing the horror within until the student can take its full strength. The voidal horror is extremely captious when its consciousness is brought from the void into another's mind — often rejecting the new host out of little faults they have unless subdued by the teacher. After the horror has successfully moved into the mind, Prismal Loop trials can begin. The trials are demanding on both the new host and horror, separating their connection to cast any magic until ALL trials are completed. Prismal Loop trials can be incredibly imaginative to the horror or incredibly simple; the trials are here to test the will and drive of the host to form the symbiosis between the two entities. These trials are not without risk. The horror can easily manipulate the host if seen weak and consume the host's memories if the trial is accepted. The teacher must caution the student and make sure they're aware of these risks; otherwise, the student might lose themself to the horror during this stage of connection. The initial connection of the student's mind to the horror is something that doesn't cause pain or torment to the individual, yet a sense of surrealness. While the horror subdued, it won't lash out or probe the mind until the trials have begun. Without the subduction of the teacher on the horror, it can lead to disastrous mental affecting damages to the new host before leaving if not forcefully forced to remain. The Prismal Loop trials on beginning cognatism last for two IRL weeks, the trials happening periodically through this period and dictated by the teacher/ST. While within the two IRL weeks of obtaining, once connected to a horror you’ll be unable to cast any archetype of magic. While connected, all mental debilitations will constantly barrage the host, until full symbiosis is achieved. Failing prismal loop trials considerably will lose you access to Cognatism, dictated by teacher/ST during the period of connection. (2 IRL weeks). Aka - you lose the magic. You can attempt to link to a new horror after two IRL weeks of failing the prismal loop trials. Practising Cognatism https://i.pinimg.com/564x/e0/15/8f/e0158fb401fe4867f5bccddb6e90b97b.jpg The practice of cognatism once passed the Prismal Loop trials after connection can finally begin. The voidal horror begins to dig its roots through your mind, from either empty or occupied space taking over memories feasting on them if needed. The mind would take some personality of the horror unto the person, only amplifying the further tiers you progress through the feat. The horror bestows the feats amongst the host occurs periodically as the beast roots itself deeper into the mind. It shares consciousness by amplifying its grasp for survival and sharing a deep root of knowledge with the host. Voidal Commune (Passive/Non-combat) An endless abyss and the mortal world, the twin mind connection rests in between to commune. While the connection between horror and cognant exists, all information gathered through any senses is collected and stored within the mind of the horror, for them to share back to the cognant if desired. The host cannot do the same, only hearing whispers of intangible moonspeech screeches through the void. The voidal horror is able to translate moonspeech into the common tongue and vice-versa only if the horror wills it. The only exception is a power superior to the horror commanding it to do so. Redlines: This is a passive ability, active once the initial prismal loop trials have been passed. The ability is always active. The horror will not always respond or answer questions, queries or have a casual conversation with the cognant. They’re not your friend. The horror will not teach you moonspeech, the horror will not translate moonspeech for you unless forced by a superior horror. To draw out information stored and gathered from bound, you need to use the ability ‘Notes’ listed below. Infusion (Passive/Non-combat) The link between the twin minds equalises a pool of mana shared between them, the reserve is unusable or able to be directly drawn from by both parties. When a time of need, be for the horror to create a barrier to protect itself from creatures in the void or the cognant drained of all mana, an infusion will commence taking the reserve mana to prevent Thaumburn. When either the horror or cognant is suffering from Thaumburn, exhausting all mana an infusion will instantly commence from the reserve mana collected. The reserve mana is unable to be used for spells, nor does it revitalize the expended pool of mana, purely all it does is prevent Thaumburn for a single-use per IRL week. Redlines: Prevents Thaumburn, one IRL week cooldown. If a mage uses all of their mana, the infusion will save them from death/pass out, recovering faster so they may “walk it off”. Doesn’t refill/refresh your mana to cast further spells. Notes (Non-combat) The mind is a fickle thing, forgoing memory, knowledge lost or minor details left unable to be recollected or traced. The Voidal Commune link can be brought forth by drawing stored information collected by the horror back into the mind of the cognant, able to reminisce the forgotten parts of the mind. While the Voidal Commune link is active, any information gathered/collected by the cognant is stored by the horror, able to be drawn forth and brought back into the mind of the host. Information lost from short-term memory or degradation can be brought back if desired. Emotes: Connection to the horror -> Discuss information to be brought back -> Information sent to cognant. Redlines: The information gathered/collected can only be brought back from when you learned it post horror connection. Anything lost prior to the connection cannot be returned. The information gathered/collected happens passively and is stored within the mind space of the horror to be recollected by the cognant if desired. If your character died in any capacity the information of that death is lost unable to be brought back, following guidelines of death rules on the server. Memoir (Non-combat) Amassing knowledge is something both cognant and horror do best though with some information, it is best to forgo. The wonders of the world or attained memories are something that can harm the overall individual and by will, the cognant may ask the horror to consume these discoveries. While done so without much affliction done to the cognant, they will feel part of them taken as what was consumed cannot come back. Communing with the horror, you may request anything gathered from past events within memory to be consumed. The information of whatever the memory was is lost by the cognant and only known to the horror. Emotes: Connection to the horror -> Discuss information to be consumed -> Consumed memory. Redlines: The information consumed is lost by the cognant, unable to be obtained except through the spell ‘Notes’. The information lost, cannot be sparked back in memory from another party speaking about it. The horror can be deceitful. If a memory contained a prominent/non-prominent figure/item it may consume all information in other memories on that same item. This is consensual, unable to be forced. Scrambling (Passive/Combat) The twin minds are a link bound through the relationship of the horror and host, forming an interconnecting bond that aids in the prevention of interference of outside sources of magic. If one mind is taken hostage from an ability, both are afflicted for better or worse upon the cognant and horror. Both an ability that can be used to detriment the cognant or be beneficial. Detriments with the affliction on the mind afflict both causing both minds to be affected by the spell that may cause amplification on ‘mental debilitations’ listed above. Beneficial would be if someone attempts to search or implant images within one mind finding two instead, potentially not afflicting the cognant but the horror instead. Redlines: Spells that afflict the mind with disorientation, sounds, afflictions affect both cognant and horror. This may double the effects of ‘mental debilitations’ listed above in ‘mental effects’. Illusions/spells that target a sole mind on the cognant will have a chance to fail, doing such unannounced to the horror instead. This can be done through a simple “/roll 1d2” or puzzle. Broadcast illusions work normally. Self-Illusion (Non-combat) Varying abilities cast by the horror cannot be articulated down through the link between the twin minds, so much so deciphering objects are pushed to a near mundane level of power to the cognant. Only able to cast illusions the cognant sees themself in a limited capacity to calculations that aid in the feat of discovery. The mechanics of this ability are as follows; the cognant may only procure illusions which they see themselves limited to; 3D Models. A full, and complete three-dimensional model of an object can be constructed. Calculations. Creating a visualization of operations in front of you, like drawing lines/functions on a chalkboard. This, however, will only aid someone who is able to work out calculations normally, as the connection does not increase your intelligence. Another use of this is the ability to project a visual aid such as a ruler to measure an object. Data Projection. A complete projection of data is shown to the user through a visual rendition of a table. This can include numbers and other information regarding the object, such as weight, height and contents should the cognat already know them. Horror Projection. The cognant is able to work with the horror and able to project an illusionary form of themselves or another being to be seen by the cognant. The illusion can move independently but requires active focus to maintain. Alongside self-illusions, if one possesses voidal illusion (sensory illusion), they may be able to see their own illusions. This is optional and to be able to do all the above self-illusion spells you must follow the emote guidelines. Emotes: Connection to the horror -> Charge -> Self-Illusion. Redlines: Self-illusions can only be seen by the cognant. If two cognants are together they cannot see each others illusions. This spell doesn’t increase the user’s intelligence. The spell is similar to if you had a chalkboard writing notes, just now to yourself. Horror Projection is like an assistant to point things out you might’ve missed, although may not provide further help in discovery. Inducement (Combative) The twin mind isn’t without fault and an overwhelming sense of emotions will flood the minds of both, pulling and twisting actions of the horror and cognant alike. When time of complete focus is necessary however to prevent the constant pulls of temptation, inducement can be called upon. Inducement is called on when the cognant feels the need for intense focus and aid themselves without being pressured by the horror or mental debilitations pulling them down. Focusing on a singular emotion the cognant may induce it on the mind pushing all others to the side temporarily. Emotes: Connection to the horror -> Charge -> Inducement. Redlines: Is only to be self-cast. The exception to this is within the ‘expanding ritual’. Once cast, inducement will last until the encounter is over or the cognant breaks focus. Casting the inducement spell temporarily subsides all emotions but the one is chosen and mental debilitations. Once the encounter is over/focus is broken the mental debilitations will come back onto the cognant twice fold for the next thirty RP minutes. Focus can be broken by a forced void connection disruption. Expanding Ritual (Non-combat) A ritual between three, the cognant, the horror and the apprentice to expand one mind through coupling/circling. The cognant pulls mana to feed to the horror, asking it to reach into the mind of the apprentice opening a rift within to the void without a voidal connection made. The mana fed to the horror is used to draw near a lesser horror calling them to the void pocket of the pupil, once one has successfully been drawn in - teaching may begin sending the student through the prismal loop. Emotes: Connection to the horror -> Feed Mana-> Open apprentice to the void -> Call Horror -> Prismal Loop. Redlines: Inducement can be done on the apprentice to lessen the abruption of the void/horror. This is the ritual to call forth a lesser voidal horror, thus creating a cognant. The horror creates a voidal connection, not the teacher during the ritual. A voidal connection is not required to practice Cognatism after however. After the ritual, follows all guidelines/redlines of ‘Teaching’. Cannot be forced. Enchanting Cognatism enchantments have been undefined for the most part, while bringing the feat back I wish to put some limitations and allow only selected spells to be used to prevent abuse/loopholes. This list may expand/retract some spells in the future to be used or further clarified if needed. Overall Enchantment Redlines: Any enchantment made follows the restrictions on combat/non-combat of its given spell. A ‘note’ enchantment cannot be used in combat as per the spell. This can be amended by the creation of a MArt. Possible Enchantments: Notes. Enchanting an item with notes, allows it to work similarly to a ‘voice recorder’. Able to take in information given to it through mana-transfer into the item or vocal command. Notes may be applied to any other voidal enchantment, and do not require MArt to be applied to an already existing one, unlike other enchantments. Memoir. Able to take information from one mind if they draw mana onto the object. The object can then return the information if siphoning the mana back out through the same process. You may only take/return information from the person collected. The information given requires RP consent. If destroyed, the information is lost. Self-Illusion. All self-illusions can be enchanted with the specifications given to them. You may ‘save’ information on the enchantment if the spell ‘Notes’ is attached. Self-illusion may only be enchanted alongside ‘Notes’ on the same object. Cannot enchant ‘Horror Projection’. Inducement. All inducement enchantments will focus on one emotion bound to it when held/on users body. Multiple emotions cannot be induced even if one has multiple enchantments. Once the enchantment breaks, they’ll suffer heightened emotions of the other emotions for thirty RP minutes. Expanding Ritual. The enchantment known as the ‘horror stone’ will follow all rules/redlines of the spell. If a player willingly connects to the horror stone, they need to contact the Story Team to continue. This is effectively self-teaching. Without a teacher, the initial prismal loop will be extremely strenuous and will most likely fail. Depending on the ST handling the ticket. Single-Use. If you fail the trials you cannot try again with the same stone. Tier Development: T1: - After successful Prismal Loop Trials (2 IRL weeks) - Voidal Commune - Scrambling. T2: - Four IRL weeks to get to T2. Including Prismal Loop trials. - Infusion. - Notes. - Self-Illusions, except horror projection. T3: - Two IRL Weeks from T2. - Self-Illusions, full list. - Inducement. - Memoir. - Expanding Ritual. Purpose: The purpose of bringing back Cognatism isn’t to take over from voidstalker lore, rather be its own rendition of old Cognatism while following current standards of roleplay. Similarities between the two lore pieces do exist, though as voidstalking is more subservitude and cognatism written here is co-existence there is a big difference between the two. I wanted to further address why the list of abilities is mostly self-rp reliant, simply as I didn’t want to cross over the power which other more intensive magics bring, as taking example from voidstalking. That magic breaks the soul and gives access to ‘voidal feats’ previously unobtainable, cognatism forms a connection through the mind so the feats will be lesser. I hope to of created enough differentiation between the two for it to be considered its own piece of lore as I didn’t want to overlap anything between the two lore pieces. Citations: https://www.lordofthecraft.net/forums/topic/152537-✓-magic-cognatism-rewrite/ https://www.lordofthecraft.net/forums/topic/158898-✗-additioncognatism-the-mind-of-a-horror/ https://www.lordofthecraft.net/forums/topic/197734-✓-voidal-feat-voidstalking/ Credits: Ttwesten / Jenny_Bobbs - Main Writer/Ideas/Conception. Booklight12 - Ideas. Z3m0s - Ideas. Kalehart - Ideas. CephalonAir - Ideas/Edits. ImStuckInHell- Edits. TojoTime - Edits. TwistChunky - Edits. Zarsies - Voidal Horror Help. The intention of Distribution: If the feat is accepted, I will be in discussion with ST members on selected members of the community not aligned with each other to help spread out the magic and not have it gatekept. If you’re interested please reach out to me on discord: E__V__O#0001
  4. Ͳհҽ Ɱҽʂʍҽɾʂ [Ambience] T E D I U M “Boredom and Power are a deadly combination.” The demise of the Izukthii has driven the Daemon of trickery into a droll boredom. Dawning a new guise to meddle in mortal matters would surely stir him from his boredom; however doing so would risk alerting other Celestials to his machinations. Rather than take such a risk, he concocted a different scheme to relieve him. Through the resurrection of a long dead school of magic, he introduced a new element to...enrich the lives of mortals. With this, the Mesmers were reborn. P E R D I T A “All history is lost eventually.” The Mesmers’ origin story is one with great variation. However, it is widely agreed upon that the first Mesmer was created in ancient Almaris. Only two facts remain constant in each retelling of its creation: a desperate man and a bored Llahir. The most common tale depicts a gambler who amassed a debt so great that an execution order was placed upon his head. In his desperation, he pleaded to the Celestials from his cell for a chance at redemption. Yet, his sorrowful pleas remained unanswered up to the day of his execution, when all hope was lost. Only then did Llahir appear before him. Having sensed an opportunity to sow chaos in the mortal realm, the being offered the man a deal. He would grant the man the gift of magic, a Maniette, and the means to escape; all in exchange for allowing the being to place a mark upon his body. The man gladly accepted the hand outstretched to him in his time of need...though in his glee, he remained totally unaware of the Daemon’s trick. The being’s Mesmarae, his magic, now coursed through his veins--allowing the Daemon access to his body whenever it so pleased. The gambler returned to his ways, which allowed the Daemon access to the seedy underworld of mortal society. His infamy grew more infamous with each passing day. His newfound status as a legendary figure drew the envy of his peers, but also allowed him to amass a rather sizable following. Thugs and thieves flocked to him in search of increasing their own lot in life. Even those driven to desperation fell in line, pledging loyalty to the trickster that had granted him such power. The Daemon allotted power to those he believed would further his cause: inciting chaos in the mortal realm. One by one, new Mesmers were marked and gained power. At first, their numbers were few, and it was rare for anyone to grow as powerful as the original Mesmer. However, as time progressed forward more Mesmers came to light, sowing the seeds of chaos in the lands they inhabited. N O V U S “The end is but another’s beginning.” Unfortunately, this period of prosperity did not last. The magic and history of the Mesmers faded into obscurity following the mysterious collapse of the Ancient Almaris. When the last Mesmer died, Llahir grew bored of his game and turned his attention to other matters; at least, until the Descendants landed on Almaris anew. He had long yearned for the time when there existed those worthy of wielding his chaotic power--but finding new hosts proved to be a rather difficult task. He lent his power to various individuals, only to toss them aside when they proved unworthy of this boon. That is, until he found a group of three tricksters to whom he bequeathed knowledge of the ancient practice. Modern Mesmers practice a less potent form of chaotic magic. While Llahir sought to empower them, he did not intend to make the path to greatness quite so easy. Instead, he sought to spur their imagination through placing limitations upon them. While he did not detail the method for doing so, tricking the system he had created was greatly encouraged. Much like the Mesmers’ magic, he underwent a kind of rebirth. The Daemon took on a new name and was then forth known as ‘the Watcher’. P E R S O N A “Are you ready to roll the dice?” Rolling the Dice [Magic Explanation] Mesmer’s draw their power from the link formed between themselves and the Watcher. This link sends waves of mana to a Focus, which is then redirected to the Mesmer. Without a focus, there can be no link--and thus the Mesmer is rendered incapable of using their gifts. This serves as a precaution meant to protect the Mesmer themself. Without a Focus, the surge of power would overwhelm the mortal caster and cause them grievous harm...or in the worst case, death. Spells must be taught, with the exception of the ‘base’ spells, which each Mesmer knows innately. All Spells come at the cost of charges, or mana bursts that are stored within the Focus. Rolling the Dice is the basis of all Mesmer casting. RPly, this effect happens when one uses the focus to make a random selection. [Ex. Pulling a card, Spinning a wheel, etc.] OOCly/Mechanically, this is done by using the rolling plug-in. All rolls are out of 20, though the flavor effect of high-tier spells may be exempted from this rule. All spells require a roll. This emphasizes the fact that each spell is a gamble for the Mesmer. The more powerful the spell, the more likely it is that the spell will backfire on the caster. Casting any Mesmer spell requires 3-4 emotes at the base level. However, other spells may have a higher or lower cost depending on the desired effect, Connection to Focus [T1-T2] → Connection to Focus → Rolling of Dice → Effect of the Spell. The Mesmer forms a Connection to Focus when they draw mana from within the focus and channel it in preparation for a spell. This task scales in difficulty according to the Mesmer’s tier. A higher ranked Mesmer may find this task easier than a lower ranked Mesmer would, for example. T1-T2 Mesmers require two emotes to connect to their focus. Most often the Mesmer becomes very relaxed upon connection or suddenly filled with energy. One of these must be emoted as a Mesmer’s tell. Rolling the dice requires the Mesmer to use their focus. At this point, the Mesmer should roll a D20 to determine the spell’s effect. Once these emotes have been completed, the Mesmer is then allowed to emote the effects of the spell. The Mesmer’s Mesmerac glows brighter than usual until the spell effect ends. Mesmers possess a greater soul in order to practice as a Mesmer. The Watcher is a possessive creature; for this reason, Mesmers are not allowed to engage in certain Magics. The Magics forbidden to active Mesmers are as follows: Paladinism, Azdrazi, Naztherak, Necromancy, and Mysticism. One who has been touched by the aforementioned Magics may not become Mesmers. Those who wish to become Mesmers may seek out a Master Mesmer. Master Mesmers have finished their studies and have access to all available Mesmer spells. These magicians must be Two-Slotted in order to put up a TA. Most Acolytes of the Mesmer path spend a period of one (1) to two (2) years in study acting as assistants to their teacher before beginning to practice magic themselves. Mesmer is a feat up until T3 whereupon they may Dedicate up to two slots. Slots taken must be noted on the MA after the Calling event. Redlines - Only creatures in possession of a Greater Soul are capable of becoming Mesmers. Constructs, Atronarchs, and all other creatures lacking a Greater Soul are incapable of becoming Mesmers. - Active members of the following orders are prohibited from becoming Mesmers: Paladins, Naztherak, Necromancers, Azdrazi, Druids, Shamans, and Mystics. - All magics not defined above may be mixed with Mesmer Magic. [Ex. Blood Magic, Voidal Magic, etc.] - Siliti, Epiphytes, and other beings of that nature may not become Mesmers. - Every spell a Mesmer casts requires the Player to roll a D20. If a Player is caught casting spells without adhering to this rule, they will be stripped of their magic and blacklisted. - If the Mesmer has a visible Mesmerac they must emote it flaring/glowing when they cast a spell. - The ‘Tell’ for the Mesmer must be emoted when they connect to their focus. - You must be a Two-Slotted T5 Mesmer to make a TA. Tier Progression Tier One: Newly initiated Mesmers’ have access to T1 spells. They cannot further their studies until one year [one (1) ooc week] has passed. This time is typically spent studying or researching their newfound magic. A Mesmer must make their Maniette while in this tier in order to progress to T2. Connection to Focus takes two (2) emotes. Tier Two: This stage takes place after the Mesmer has come to better understand their new power. While the Calling has not yet taken full effect, the Mesmer may begin to start displaying more chaotic behavior. This stage lasts three years [three (3) ooc weeks] minimum. During this time, the Mesmerac forms as a small tattoo on the Mesmer’s body. Connection to Focus takes two (2) emotes. Tier Three: When they enter T3, the Mesmer begins to hear the Call. This provides them with more spells they can use by allowing them to take up to two (2) slots of the magic. This stage lasts three years. [Three (3) weeks OOC] Tier Four: At this point, theMesmer’s Mesmerac grows larger and becomes more complex. The Mesmer’s magic becomes more unstable, sometimes lashing out when they are under duress (See ‘Wild Surge’ in Abilities) This tier lasts four years. [Four (4) years OOC] Tier Five: Few Mesmers ever reach this point in their studies. However, those that do gain access to T3 spells. Mesmers cannot advance past this tier. Mesmer Focuses A Mesmer’s power must be channeled through a Maniette, more commonly known as a Focus. Focuses are personalized for each Mesmer. For this reason, they can come in any number of shapes and sizes. Dice, cards, and mina coins are the most common forms for a Focus to take. When in their first stage of study Mesmers must either choose or make a focus. The T1 spell imbue focus can be used to bond with the object. After that, the object acts as a Focus and can be used to cast Mesmer spells. All Mesmer focuses must have two-sides or otherwise be capable of creating some kind of random result. A bear statuette, for example, would be incapable of being a focus. However, a spinning wheel would be a serviceable option. If a Focus has multiple pieces [ex. A deck of cards], all imbued pieces must be together in order for the Focus to function properly. If even a single card that was there during the imbuement is missing from the deck, then the deck cannot function as a Focus until that card is returned to the deck. To counteract the risks associated with losing part of a focus, Mesmers can choose to imbue select parts of their focus. For example, ½ of a deck or one of their dice. This allows the user to replace part of a focus without having to start from scratch with a new one. In order to cast spells the Focus must spend charges. The amount of charges available scales to the current tier and slot level the Mesmer is at. Each spell has a charge cost which must be spent in order for it to be cast. After the roll the dice emote the spent charges may recharge again after 1d4 hours. T1: 3 Charges T2: 6 Charges T3: 12 Charges T4: 15 Charges T5: 18 Charges One Slot Dedicated: Four Additional Charges Two Slot Dedicated: Four Additional Charges Focus’ can be manipulated in small and subtle ways, such as making a deck of cards hover over your hands, changing the color of one’s dice, etc. These are purely cosmetic and cannot be used as an advantage for the Mesmer. Hovering focus’ must still be within arm’s reach, you cannot manipulate dice to roll a certain number, etc. Redlines - If someone takes, or attempts to take part of a focus [Taking a card from a deck, taking one die, etc] players who imbued half of their focus MUST roll a d20 to see if part of the focus was taken. Evens mean the focus remains untouched, odds mean they took a focus part. - Maniette must be made through the T1 spell Imbue Focus. Focuses can only be remade if part of the focus is destroyed or lost. - An object can only be made into a focus if it can allow random selection. Wheels, Dice, Cards, etc. - Mesmers cannot cast spells without a Focus. The sole exception to this is the spell ‘Imbue Focus’ which may be cast without. - Focus’ must be ST signed. Mesmeracs When a Mesmer completes their first year of study, they will awaken to find a small glowing tattoo located somewhere on their body. This mark is a Mesmerac; a claim left upon the Mesmer by the watcher to warn off other Celestials. The Watcher is extremely possessive, and does not allow the claimed to perform certain Deity-gifted magics. When the Mesmer reaches T4, the Mesmerac grows in size and becomes harder to conceal via conventional means. It is said that the design of the Mesmerac reflects the Mesmers inner being; however, no one truly knows why Mesmeracs take a certain form. Even the method through which they appear on one’s body is currently unknown. Once the tattoo is formed, it can not be changed in any way. Tattoo ink, scars, and anything else that might obscure the lines of a Mesmerac fade within one narrative day of being inflicted. Mesmaracs start off small, in places easily concealable by the Mesmer practitioner. They cannot be multicolored. However, they do glow in the color of the Mesmer’s aura. The Mesmerac can only change color if the color of the Mesmer’s aura changes; though it is also possible for the mark to maintain the original coloration. Removing the Mesmerac is impossible. Even those who abandon the practice are incapable of removing it. If the flesh containing the tattoo is wounded in a way that would obscure the tattoo, the Mesmerac remains in place. The portion of the scar that would obscure the lining disappears within a day of being inflicted upon the Mesmer. If the limb containing the tattoo is removed, the tattoo will manifest on a different part of the body after a narrative day has passed. Unbeknownst to anyone, the Mesmerac has a hidden purpose. Upon completion of the mark being formed, it acts as a bridge between the Mesmer’s body and the will of the Watcher. After Mesmerac’s grows at T4, the Watcher is able to take control of the Mesmer’s physical body. Should this event happen, the Mesmer finds themselves trapped in their own subconscious. Redlines: - The Mesmerac’s design is determined by the player. They can depict animals, abstract images, and most other things. However, they can not depict words associated with any language. At most, they can depict a string of letters which amount to gibberish. - Their glow is faint. A Mesmerac can not provide enough light to illuminate an area. - The Watcher can take control of the Mesmer’s body at any point following the Memerac’s growth at T4. This MUST be a ST event. The Watcher will not cause direct physical harm to the Mesmer, but may cause some trouble while wearing their skin. - Mesmeracs can not be multi-colored. They match the color of the Mesmer’s aura. - A Mesmers’ corpse can only be identified by those who have been told ICly that the scorched remains of a Mesmerac identifies the body as a Mesmers’. - If a Mesmerac is visible, the Mesmer must emote it flaring brighter when casting a spell. The Calling Only after four (4) full years [four irl weeks] of practicing does a T3 Mesmer begin to hear the call. This means the Watcher has finally taken notice of the Mesmer, and has decided to give them the chance to gamble with it. Initially, the Calling begins with the Mesmer feeling a faint sensation of being watched. Ultimately, it culminates in a dream. In this dream a person with an ever-changing visage offers the Mesmer the chance to increase their power--all in exchange for a little gamble. If accepted, the Player dedicates one (1) slot to the Magic. The entity will then offer the Mesmer the chance to play another game which, if accepted, will end with similar results. The Player will dedicate another slot and gain access to higher level spells. Once the games have been completed, the entity will thank the Mesmer before vanishing from existence. The Calling will only happen once for a Mesmer. The entity that approaches the Player can take many forms; though it often chooses to take a form familiar to the Mesmer by mimicking a person they know. It is naturally skilled at every game, though it has a random chance of winning or losing each one. However, the Player still uses a slot to further advance their practice of the Magic regardless of the game’s outcome. It’s personality, much like its form, is ever-changing. Each Mesmer may perceive it as having a completely different personality than another might. It prefers to appear in a unique form each time. The only constants among all appearances of the Watcher is its playful and possessive nature. The dream will end if the Player is hostile towards the being in any way. The Mesmer can never experience the Calling again, even if they drop the magic and take it up once more at a later date. When the Calling occurs, the player must roll out of 20 to see what would happen should they choose to drop the magic. Odds mean that they retain their magic slot, but Evens mean that the Watcher consumes the slot. Redlines - The Calling must be RP’d by the Teacher of the Mesmer. They may not progress to T4 until they have completed the Calling. - The Watcher - or what may be claiming to be the Watcher - will never harm the Mesmer. It is not malicious. It seeks only to sow chaos for the sake of its own entertainment. - This event only ever occurs once. If the magic is dropped then relearned, it may not repeat, leaving the Mesmer stuck at a feat-only level. - The Watcher is extremely possessive of its Mesmers. For this reason, it may express jealousy if the Player has other magics. This is only ever expressed in an event. It has no bearing over what the Mesmer can or cannot do. Spells Mesmer spells harness the chaotic energy of their patron. Because of this, all effects are entirely reliant upon the luck of the caster. More powerful spells have bigger backlash associated with them, because more is gambled with the casting of such a spell. High risk, high reward. All Mesmer spells must be taught by a Teacher before they are able to be used. Base spells are the only exception to this rule. All spells require Charges to be spent in order for them to function. Without charges, no spells can be cast. Tier One Spells Dice’s Gambit [Non-Combative] [Base Spell] Cost: One Charge Mesmers are no strangers to cheating. However, sometimes loaded dice are not quite enough to beat the system. When that happens, the Dice’s Gambit is used as a low risk gamble to reap higher rewards. This spell allows the Mesmer to will the dice to roll a favorable number for whatever game they happen to be playing. When the user visualizes the dice, the spell will encourage the dice to land on the desired number. ROLL THE DICE 1: The Mesmer’s dice explode in a mist the color of their aura. Normal dice would explode upon use; however, if the dice is the Mesmer’s focus, they would only be stained this color for a narrative week. 2-3: The Dice would roll the opposite of the desired number, causing the Mesmer to lose the game. 4-10: The Dice are not influenced by magic. 11-20: The intended effect succeeds! The dice lands on the intended number as envisioned by the Mesmer. Card Vision [Non-Combative] Cost: One Charge Similar in purpose as the Dice’s Gambit, Card Vision allows the Mesmer to briefly see the other side of playing cards. This allows the Mesmer to change their decision-making based on the opponent’s cards, thus allowing them to win easier or lose gracefully. To cast this spell the Mesmer must have sight of the cards. ROLL THE DICE 1: The Mesmer’s eyes flash with their aura, much like a voidal mage. This renders them blinded for up to an OOC hour. 2-3: The cards visualized are different then the actual cards, making the Mesmer make choices on wrong assumptions. 4-10: Nothing Happens. 11-20: The Mesmer sees the other side of the card clearly. Electric Handshake [Non-Combative] Cost: One Charge Ever get whoopee cushioned? Electric Handshake is a more advanced way of giving someone a spook. The Mesmer generates a small electric shock in the palm of their hand, which allows them to give someone a little surprise. This is usually done during handshakes, but it can be cast anywhere on another person’s body so long as contact is being made. ROLL THE DICE 1-5: The spell backfires, causing a shock in the palm of the Mesmer’s hand. This jolt is twice the strength of the normal spell, which causes a stinging sensation. 6-10: The spell succeeds! The opponent gets a good shock. 11-20 The spell succeeds...however, it is more potent than intended. The recipient finds that their hair suddenly stands up as if it were rubbed aggressively by a balloon. Sparkling Lights [Combative] [Base Spell] Cost: Two Charges Every entertainer needs to dazzle a crowd, and that is precisely what this spell does. Dazzle. The Mesmer summons a wave of sparkling light from their fingertips. Unlike their other spells, the caster can choose what colors the sparks take on. This spell is often used to scare away bandits or other wrongdoers. Sparkling lights can be used as a sort of warning sign for others. The sparks vanish upon touching the ground unless it is otherwise specified by the rolled effect. ROLL THE DICE 1-3: The summoned sparks take on a pungent smell which lingers on the Mesmer’s clothing for an OOC hour. 4-15: The Spell goes off without a hitch, dazzling any who witness it. 16-19: The sparks do not vanish upon touching the ground; instead they turn into glitter. The sparks stun anyone within ten blocks for one round of emotes. 20: The sparks take on an explosive quality. They erupt like firecrackers as soon as they touch the ground. This causes sharp pain if they are touched, but they cause no permanent harm. One-Slot Misty Escape [Combative] [Base Spell] If [or when] a Mesmer finds themself in need of a quick escape, Misty Escape is the perfect spell. Summoning a thick mist that covers up to a ten block radius with the Mesmer at its center is the spell's intended effect. The mist takes on the color of the Mesmer’s aura, though it is a bit darker. This spell can be used as anything from a simple party trick to a way to obscure the area and make for any easy escape. ROLL THE DICE 1-5: The Mesmer lights up like a beacon. Their entire body illuminates in a near-blinding light. 6-10: The Spell’s effect acts as intended, causing a thick colored mist to surround the Mesmer up to a ten block radius. 11-20: The Mist is cast successfully.. but it seeps into the caster’s flesh. Their skin is temporarily stained the color of their aura for up to two (2) OOC days. Impromptu Shower [Combative] [Base Spell] Getting on the bad side of a Mesmer is never a good thing. The Impromptu Shower spell is one of the best examples of this fact. After it is cast, a small cloud will form above the victim’s head and a light shower of rain will begin to fall. The cloud has a visible expression which will change to match the victim’s. For example, if the victim smiles, the cloud will also smile. The worst effect this spell can cause is a slight cold. ROLL THE DICE 1-5: Instead of raining, the cloud showers the victim with illusionary mina. The mina looks and feels real, but disappears when the cloud vanishes. 6-15: The Cloud manifests as intended. It rains down upon the victim. 16-20: The rain instead manifests as a sudden downpour. Occasionally thunder can be heard from the cloud. Imbue Focus [Non-Combative] Cost: Ten Charges Imbue Focus is one of the most important spells in any Mesmer’s collection. However, only those who have gambled with the Watcher are capable of learning it. New initiates require another Mesmer to help them bind their gifts to a Focus. This is the only Mesmer spell which can be cast without a Focus. Those who know this spell may use it to create a new Focus to replace a missing/destroyed one. As mentioned prior, they may also use it to find a Focus to a Mesmer who does not have access to this spell. The Mesmer who casts this spell must be touching both the Focus and the person it is being bound to. A misty aura will spread from the core of the one being bound before encircling and melding into the core of the Focus. When the aura has faded, the object may then be used as their Focus. ROLL THE DICE [Note, it is suggested that the one being bounded roll for the spell] 1: The Spell fails, and must be redone. A cooldown of two (2) OOC hours is required before the spell can be reattempted. 2-20: The spell is completed, and the Focus is bound correctly. Two-Slot Minor Illusion [Non-Combative] [Base Spell] While the Mesmers are not quite as skilled as Voidal Illusionists, they are capable of creating small illusions. Illusions created using this spell can be nor larger than a foot in both width and height. They are also incapable of producing any kind of sound. Minor illusions cannot copy or create the image of a Mortal; however, animals and plants may be mimicked. Upon summoning the illusions, the Mesmer may manipulate it into doing certain actions. For example, they could make an illusory cat walk. The illusion is unable to affect the world around it. Since it is immaterial, anything that touches it will phase through. ROLL THE DICE 1-3: The Illusion is a truly warped mimicry of the intended object. 4-9: Something about the Illusion is off, but it is minor enough that it may go unnoticed. 10-15: The Spell goes off without difficulty. It works as intended. 16-19: The Spell is overloaded! The illusion is colored in the Mesmer’s aura and has glittery accents. 20: The Illusion temporarily behaves on it’s own. It may change form entirely, or choose to roam about the premises. Mimicry [Non-Combative] [Base Spell] When a Mesmer is able to cast T2 spells, they suddenly become capable of unmatched feats of mimicry. Once they learn this spell, the Mesmer is able to perfectly replicate any word or phrase that they have heard in the original speaker’s voice. They can not, however, create new sentences, speak at length, or copy phrases that they have not heard verbatim. ROLL THE DICE 1-3: The Mesmer’s voice does not replicate the intended target. Instead they emit the sound of nails raking down a chalkboard. They cannot speak in any language until the passage of fifteen (15) OOC minutes. 4-15: The Spell is has the intended effect. 16-20: The Spell is empowered. After the intended word or phrase is spoken, the Mesmer’s voice temporarily warps into a high or low pitched version of their normal speaking voice. This effect lasts thirty (30) OOC minutes. Tier Two Spells Gibberish Sight [Non-Combative] [Base Spell] It is unwise to get on a Mesmer’s bad side. This spell is but one of the many reasons why that phrase rings true. This spell can be cast on any person in their line of sight; and it causes that person to be rendered temporarily illiterate. When the victim looks at any sort of writing the lettering will appear to them as ancient indecipherable runes. The spell's duration can last anywhere from thiry (30) OOC minutes to one (1) OOC hour. ROLL THE DICE 1-5: The Spell fizzles. The target of the spell’s eyes flash in the caster’s aura. 6-10: The Spell has the intended effect. 11-15: The Victim’s eyes turn the color of the caster’s aura until the end of the duration. They suffer the effects of the spell regardless. 16-20: The effect of the spell rebounds onto the next person the Mesmer looks at, excluding the original target. Roll the Dice again. This is capped at three total victims. Illusionary Animal [Non-Combative] Cost: Five Charges Ever see a talking animal? Well now you have! This spell makes any who perceive the target of the spell as an animal of the Mesmer’s choosing. This is just an illusionary effect, and anyone who can see through illusions can immediately tell that the person is not truly an animal. The victim can continue to act as normal, speaking and moving without issue. Should someone touch the area the target stands, they feel behind the illusion and touch the target. ROLL THE DICE 1-5: The Spell misunderstands the directive, and instead of making an illusion of the animal.. It temporarily makes the target think they were the animal. This effect lasts three emoes after the initial effect emote. 6-10: The Mesmer suddenly appears to have an illusionary effect resembling the animal they attempted to make. This includes sporting a snout, ears, etc. This effect lasts three emotes after the initial effect emote. 11-20: The Spell casts as intended. One-Slot Hideous Laughter [Combative] Cost: 6 Charges Hearing voices is the fear of many men. Hideous Laughter causes a victim to hear a chorus of demonic voices in the confines of their own mind. Such an effect lasts for up to three emotes, but may be stopped earlier should the Mesmer wills it. The laughter may resemble the voices of loved ones or people the victim knows, or may sound like a horrible demonic laugh. ROLL THE DICE 1-2: The Spell backfires on the Mesmer, causing them to hear the laughter of the Watcher and suffer the effects for twice the length of the spell. 3-10: The spell acts as intended, stunning the victim. 11-15: The Laughter warps into utterings in a language long lost, causing the stunning effect to double. 16-20: The spell is too empowered, and the victim begins to laugh along until the spell ends. Additional effects may be rolled with OOC permission from the victim’s player. Two-Slot Memory Incantation [Combative] Cost: 9 Charges The mind is a cage, and this spell seeks to use that to the caster’s advantage. The Memory Incantation spell traps the victim within their own mind. While there they are forced to relive one of their memories from the following list: their Happiest Memory, their Saddest Memory, or their Most Traumatic Memory. This spell only lasts for 3-5 emotes--however, it feels as if an eternity passes for the victim targeted by this spell. The Spell effect can be stopped if the victim suffers physical pain or the Mesmer wills the spell to end sooner. It cannot be used in active combat. ROLL THE DICE 1-6: The spell entraps the caster within their own mind. Roll on the below table and RP the chosen memory. 7-12: The Memory begins to degrade and warp halfway through. It has the opposite of the desired effect. 13-19: The spell has the intended effect. 20: The spell has the intended effect, plus an additional effect. Roll for an additional effect on the table below. Tier Three Spells Third Eye [Non-Combative] [Base Spell] Cost: Seven Charges Opening one’s third eye is typically a rather difficult feat; however, as always, Mesmer’s have a trick up their sleeve that makes their lives just a little bit easier. When this spell is cast, a large eye protrudes from the Mesmer’s forehead. This Eye has the ability to see in the dark. Its iris is the color of the Mesmer’s aura. ROLL THE DICE 1-8: Instead of summoning a third eye, the Memer accidentally merges both of their eyes into one. This effect causes a sharp pain, and lasts about twelve (12) OOC hours before it returns to normal. 9-16: The Spell has the intended effect. 17-19: After the spell is cast, the eyes of the Mesmer temporarily become the color of their aura. 20: The spell works as intended. However, the Mesmer must roll on the table below for one additional effect. Fake Affliction [Combative] Cost: Seven Charges Fake Affliction creates an illusory effect upon a target that causes them to appear afflicted with a horrible disease. This can not actually give the target a disease. The illusion will only last for a period of five (5) emotes after the spell is initially cast. ROLL THE DICE 1-5: The illusionary effect backfires onto the caster. They also roll for an additional effect on the table below. 6-10: The spell is cast, but at a cost. Any time the caster of the spell speaks, pink bubbles escape their mouth. This lasts for the spell’s duration. 11-20: The spell has the intended effect. One-Slot Eyes of the Watcher [Combative] [Base Spell] Cost: Eight Charges The feeling of being watched is one of the worst sensations one can feel. The unfortunate soul targeted by this spell begins to see an innumerable amount of illusory eyes sprouting out of most physical surfaces, people, and flora. The eyes are permanently focused upon the victim, though they do blink occasionally This effect lasts for 1d6 rounds of emotes. ROLL THE DICE 1-5: Instead of summoning the illusion in the target’s mind, the Mesmer casts the spell upon themself. They are covered in hundreds of eyes for the next three (3) rounds of emotes. 6-10: The Spell is cast as intended. However, the Mesmer must roll for one (1) additional effect on the table below that also happens. 11-19: The Spell is cast as intended. 20: Mouths accompany the eyes, taking on the voices of the target’s loved ones. The voices beg the target to save them. They vanish once the spell ends. Imbue Object [Non-Combative] [Base Spell] Cost: Three Charges Imbue Object allows the Mesmer to touch an inanimate object and bestow upon it a small glow the color of their aura that lasts for 1d12 OOC hours. The object receives no other effects. Typically, this is used by Mesmers to sell mundane objects as rare magical items, or scare off enemies by imbuing their weapons. ROLL THE DICE 1-5: The Spell fizzles entirely, instead turning the Mesmer’s hair a vibrant shade of their least favorite color. 6-20: The Spell is cast as intended. Two-Slot Misdirection [Combative] Cost: Twenty-Two Charges The spell allows the Mesmer to catch a Voidal spell that is thrown at them, and throw it another direction. This is one of the most powerful in the Mesmers collection. Misdirection takes control of the mana within the voidal spell, allowing the user to temporarily redirect it as if it were their own spell. This effect takes a large amount of energy. Disguise Self [Non-Combative] [Base Spell] Cost: Eleven Charges The Disguise Self spell allows the Mesmer to make minor illusory changes to their appearance for twelve (12) OOC hours. They can make minor changes to their features; however, they can not make themselves unrecognizable. Hair color and eye can be changed at will at any point during the spell’s duration. Skin color, scars, and tattoos cannot be altered. The Mesmer may also make themselves appear more masculine or feminine; however they may not completely change their body type. They also cannot change their height. The Mesmer may drop the spell at will. ROLL THE DICE 1: The Spell fails, causing a horrible deformity to appear on the Mesmer until the duration of the spell ends. They are unable to cast this spell again until the duration is up. 2-9: The Spell’s duration is rounded down by half, with a minimum of one hour. 10-19: Disguise Self is cast without issue. 20: The Spell is empowered. Any of the changes made leave irritated skin after the duration of the spell ends, which may result in painful blisters. Abilities Wild Surge When a Mesmer of T4 or higher feels a sudden burst of intense, negative emotions their magic produces a ‘Wild Surge’. This summons a random effect that may influence them or their surroundings. The surge is always accidental, though it is controlled by the player in order to deliver the most fun and contribute to random roleplay. When a surge happens, the player must follow the same emotes as if they were casting a spell; however, it would always be accidental from a roleplay perspective. Roll from the table below to see which random effect occurs. 1: The Player turns into a potted plant for 1d4 emote rounds. If the pot is broken, they return to normal without any memory of becoming a plant. 2: The Mesmer’s shadow begins to relay the Mesmer’s inner thoughts. For example, it might cry if the Mesmer is sad, or gesture angrily if the Mesmer is angry. 3: The Mesmer loses the ability to cast spells for 1d4 emote rounds. 4: The next spell the Mesmer casts will result in an automatic 9 for the ‘roll the dice’. 5: The next person the Mesmer sees is filled with the emotion the Mesmer is currently feeling. 6: The Mesmer suddenly shoots steam from their ears. 7: The Mesmer turns into stone over the course of 1d4 rounds. After the fourth round, the statue shatters and the Mesmer returns to normal. Illusionary Sight T5 Mesmers with at least one (1) slot dedicated to the Magic are given a rare gift from the watcher as thanks for their dedication to him. This blessing allows Mesmers to see through illusions. This only affects mesmers who see with their physical eyes. It has no bearing on beings who see through other means, such as Seers. Red Lines - Mesmer spells must be taught by someone with a TA. The only exceptions to this are the ‘Base’ Spells, which are innate for all Mesmers. - Only beings with Greater Souls may practice the magic. Musin, Constructs, etc. are not capable of becoming Mesmers. - You cannot combine Mesmer Magic with the following: Paladinism, Naztherak, Necromancy, Azdrazi, Druid, Siliti, Mysticism. - Seers, Blood Magic, Afflicted, and other unlisted CA or Magic are permitted to combine with Mesmer. - All cast spells require a roll. This may be done in #w or in another channel. If a Mesmer is found to be fudging their rolls, they will be stripped of Mesmer and permanently blacklisted. - Mesmeracs cannot be identified as anything other than a tattoo unless explicitly told IRP. This includes identifying a body with a scorched mark. - Mesmeracs glow brighter when Mesmers cast spells. This must be emoted if the Mesmerac is visible. This is not required if the Mesmerac is hidden. - Llahir is not known to be the source of a Mesmer’s power. Mesmers believe the source of their power to be the being known as ‘The Watcher’. - Mesmers cannot cast spells without their Focus. - The Calling can only happen to a Mesmer once. Any further interaction with the Watcher is reserved for ST events. - A Mesmer may only ever have one Focus at a time. Purpose Credits @Remyy - Writer Quinn [OOC Friend] - Editor @verriberri - Artist, Brainstorming, Proofreader @JustGrim - Brainstorming, Proofreader
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