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Found 1 result

  1. Written by Aerial and Matheus. Summarization In essence, this magic subtype revolves around using a “soul signature” to inflict powerful curses through the use of puppets. Puppetry Explanation: A soul puppeteer’s power stems from the use of a “soul signature”; this “objectified concept”, for lack of a better word, is instrumental, and key to the overarching art. Traces of one’s “soul signature” can be virtually found in any article taken from one’s flesh. Such articles, when harvested for the purpose of puppetry are dubbed “fetishes”. These fetishes contain varying magnitudes/quantities of one’s soul signature, which can then be passively extracted during the connection process. [ The concept of a fetish is further explained by Meph, and can be found here: https://www.lordofthecraft.net/forums/topic/151743-soul-puppetry-addition/ ] The connection is stringed together by ethereal, intangible material generated from the soul. The entire process is guided by the soul-signature “seeking” its owner, so to speak; serving as an infallible compass directed at the target. Curses are inflicted with very little impunity because when a Puppeteer inflicts pain on another, they also inflict some on themselves, this can be vaguely described as some sort of leakage in the soul link. The amount of suffering one is able to dish out is subject to the level of experience the character holds in this sub-type, dictated by tier; the amount of rebounded anguish also declines as the character’s fluency in the art increases. When afflicting somebody with a curse one must retain physical contact with one’s puppet, whether it be through jabbing, prickling, rubbing, or holding its head over a fire to simulate the sensation of a headache. If said curses center on physical disabilities, such as crippling somebody, then it will be remedied once the curse is broken. Physical deformities brought on by this branch of cursing, however, will remain intact and must be purged by a user of holy magic. The same can be said for any inflicted mental “wounds” or disparities; the magic’s effects transmitted through the soul-link are arrested come the connection’s severance, save for the recollection of these effects previously ailing the individual. And thus, any mental trauma conceived as a result of the puppeteer’s torment must be cleansed through other, less accessible means. Materials: Soul Puppetry primarily uses three sources to use the magic to its fullest potential: the fetish, the catalyst, and the connection. The fundamentals of the art are easy to grasp. You must first harvest the fetish of your chosen victim, then use your mana and mental image of the target to form a bridge between the victim and your puppet. Simplistic puppets can be created with rotten pinewood, whereas high-leveled puppets would be moulded from materials bearing magical properties, such as Netherrack.. The stronger the material, the more experienced the Puppeteer must be in order to use it as a catalyst. Red-lines One may not use the magic to inflict curses pertaining to the arcane. A puppet is a crucial aspect of the whole art, thus, not having one renders the entire art unusable. The puppet must resemble the target to a certain extent, meaning minor details are not required (Major details that tie into someone’s race or physical appearance are. E.G. Sharp, elongated ears for Elven-shaped puppets, a larger physique bearing tusks for orcs, shorter statures for dwarves, a missing arm for an amputee, etc. ) You cannot control what the person feels towards the curse, as such would violate player agency. Like most dark and arcane arts alike, prolonged exposure to the art’s backlash will deteriorate your physique from its prime. Written by Matheus [Soul contracting is available to a practitioner of the art (soulbinding) starting at Tier 4] [ Does not occupy an additional magic slot. ] Summarization In semi-short summation, this sub-type revolves around the “consensual” binding of two parties via a magical contract for the sake of its written word being abide by, enforced through the means of contained consequences illustrated by said contract. Explanation: The guiding principles encompassing this application of soul binding is constructed by the same framework that makes up soul puppetry, the utilization of curses channeled through a soulbond. In this case, a two-way dormant curse is set between the contractor and contractee, under the pretext of the penned vows being followed through without failure; and, should its stated decree be broken, from either the practitioner or contract-signer, judgment shall be-fall the infringer (whatever the set punishment may be). The curses/consequences the contract may impose upon defectors are quite versatile, perhaps even more so than through classic soul puppetry; curses that inflict festering wounds, twist minds into derangement, or even ones that warrants a visit from death itself are all viable options to police the contract’s policy. [ The curse’s reach is only within the contracted individuals, and cannot interact with entities/forces outside of one’s flesh. ] The primary variable as to whether they are activated or not, is of course, the contract’s conditions themselves. These can range from the simple prohibition of wandering into a certain-area, or talking to a certain someone, or even performing a certain action, down to more specific, pinpointed circumstances under that which will press for the curse(s)’ action. The amount of conditions available to being tied onto a single contract are hard-capped at 2 and 4 (for tier 4 and tier 5 practitioners respectively). Timers may also be set as a contract’s life-span, which will completely disperse the contract’s effects upon the end of its duration. By default, set time limits will be measured in IRL time, (Or Elven/Saints’ time) for the sake of simplicity. [ A contract’s time limit may not be extended/shortened once a contract has been set in motion. ] Should one wish to void a contract before the allotted time, or null its effects without the use of a timer, simply tearing the fabric that the contract is housed in will dismember the connection. It should be worth noting that ALL curses poised to drive the contract’s will, whether physical, mental, or magic in nature will be immediately vanquished once the contract comes to an end. Materials/Requirements/Guidelines Soul Contracting requires a slightly more extensive set-up than soul-puppetry: The first thing you will need to get started is the signer’s presence, as they will be crucial to the entire process. Basic parchment paper, or any other suitable replacement, is required for the contract’s canvas, along with a feather or a brush to write/sign the contract with. Blood/Inchor is required from both parties, wherein they will use for the signing procedure. The penned signature must consist of the writer’s true name, as a fabricated name will hold no significance/value in the binding, and the contract’s effects will be barred from being set in motion. The penned signature must also be that of the name bearer's own hand-writing, down to the nuances that skulks within its individuality. This means forgery will be unable to bypass this requirement. Red-Lines A Curse’s direct effects are limited to the entities connected by the contract. (However, one could set a curse that drives one of the two linked individuals to perform a task that brings harm to someone outside the contract’s direct reach.) The contract’s repercussions must be fully acknowledged by the signer. (AKA, all the contract’s consequences must be outright showcased in the contract’s print, or told, provided the the signer themselves cannot read. ) Should one of the stated consequences be that of a “PK”, full OOC consent is required, regardless of the situation. Curses may be “magical” in nature, but be reasonable; it is advised to model curses out of conventional SP, or at the very least consider their layout. Due to the signatures requiring the signer’s own handwriting, physically forcing their hand (literally) to pen their name will not work.
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