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Found 5 results

  1. Hi! Strange request, I know. BUT I am looking for a necromancer/dark arts caster to organize a plot/roleplay to curse my character so I can continue to write/roleplay him the way I originally intended. After talking to one of the story and lore team, I now know that the initial written plan won't work. So the next best thing, I need a necromancer to curse me. I'm happy to go over character details and plot here in PMs, whatever you need. Thanks! Edit: Thanks for the offers of help and friendly chatter! My original vision isn't entirely feasible within the lore of LOTC, which is totally fine. So I'm gonna talk to some peeps and see what we can do and see where it goes.
  2. 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
  3. TELUMKINESIS AND ARMIGERS - THE SOUL OF THE SWORD Lore Overview For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”, while the magic that they wield is called Blade Manipulation or Telumkinesis. OOC; Telumkinesis must be taught to someone by a player with a valid TA. It takes up 2 spell slots to learn. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ The Armiger and their Vessel; How it works Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and things move through the world at the Armiger’s whim. The way Vessels work is that when imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator. The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Telumkinesis. There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. Due to the straining nature of both keeping consistent connection to a Vessel and fighting, it’s impossible to connect to multiple combat Vessels whilst one can connect to up to two Mundane Vessels. A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/ The Origin of Telumkinesis The birth of Telumkinesis begun with two conscripted brothers, a Housemage and a knight. The Housemage wasn’t a fighter, however had spent so many days at war that he became more familiar with a blade than the rhythmic sound of a sweeping broom. The Housemage lost his brother, overwhelmed with the regret of being unable to fulfill a promise made during the gentle respite of camp between battles. the soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. Imaging his confidant, grin on their face as they first master how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel. It’s believed by those who’d studied the history of the Telumkenetic art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana on a lesser level. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. Image courtesy of Pinterest https://www.pinterest.com.au/pin/187462403228691100/ Mana Burnout A consistent flow between Vessel and Armiger makes Telumkinesis highly mana intensive, and will cause intense strain during use for the Armiger. To keep a reasonable amount of energy during Vessel usage, Telumkinesis causes extreme narcolepsy in everyday life. This comes with various obstacles; Armigers will experience the following symptoms when outside of combat as a result of their lethargic nature once they reach Tier 2. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/437975132493690858/ Purpose During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience. We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat. Skill Tiers [!] Telumkinesis takes up 2 Spell slots. The following is the mechanics of Telumkinesis. Tier 1 [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana. Teaching Tip 1st - 2nd year of study. The student must be taught how to connect an object to their personal mana pool. This must be done in a calm environment, where the student can concentrate without fear of distraction. 1 IRP lesson should take place during this time. Tier 2 [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ] The Armiger is now capable of learning how to imbue their first Vessel. They are capable of connecting 1 Combat Vessel, and 1 Mundane Vessel. Spells Teaching Tip 3rd - 5th year of study. The student can now confidently summon their Aura, and imbue a pulse of their mana into an object. Now, the student will begin learning how to sustain that connection through the object and their personal mana pool. They can do this by directing a constant flow of their mana into an object, and manipulating it in various ways. For example the student could flow mana into a small toy, causing it to dance back and forth. ~ 2 IRP lessons should take place during this time. Tier 3 [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ] The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use. They are capable of connecting 1 Combat Vessel, and 2 Mundane Vessels. Spells Teaching Tip 5th - 8th year of study. Now that the student is comfortable with Vessel combat, they may consider now moving their focus from martial art to the mundane, and learn how to use two Mundane Vessels at one time. This is very tiring, and will cause extreme lethargicness after training. ~ 2 IRP lessons should take place during this time. Tier 4 [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] The Armiger has become impressively skilled in both Combat and Mundane Vessel usage. They are capable of connecting 1 Combat Vessel, and 3 Mundane Vessels. Spells Teaching Tip 8th - 13th year of study The Armiger now understands the inner workings of Blade Manipulation magic, and must simply practice honing their skills to gain proficiency. ~ 3 IRP lessons should take place during this time. Tier 5 The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels. Redlines Redlines - Crafting Vessels Redlines - Combat Vessels Redlines - Mundane Vessels Changelog N/A Credit - My thanks goes out to the following Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore. The special thanks goes to Charbi who made the icon and Armiger title artwork, and to Unduibatily who gave a lot of insightful advice to myself and Americansimp on what mindset we should adopt in writing magic lore. And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming from our past experience in attempting this lore, and the Loremag feedback we'd received. -
  4. “That which holds us together holds power, and it is that power which we must harness.” -Page 1 of Spiritus Scientia Overview Spectromancy is, in its truest form, burning the soul to create supernatural effects. The secondary part is forming a bond with a creature from the other side. Phantoms must bond with descendants, and descendants must do vice versa. Spectromancy is a One Slot magic Spectromancy can be practiced with a valid [MA], it can be learned from someone with a valid [TA] or from learning the ritual from a valid [MArt] or other source that details the ritual Spectromancy requires both a descendant and someone with a valid [CA] as a Phantom Learning and Casting In order to start learning Spectromancy, one must learn the bonding ritual. The easiest way is to have someone else preform it. To cast a spell in Spectromancy, you must start by burning a portion of you soul, this requires [1] emote, then to mold the Umbral Mists into the effect you desire (dependent on the spell) then to release it which requires [1] emote. The Umbral Mists The Umbral Mists are a byproduct of soul burning, Umbral Mists are released from you as you burn away a portion of your soul, the Mists are then able to be shaped into different effects, as determined by the spell, the amount of soul that is burned determines how much Mist is released, as shown by the table here: 0 SP: No mist 1 SP: Small puff of mist that lasts a few seconds 2 SP: Large puff of mist that lasts 1-3 minutes 3 SP: Substantial amount of mist that lasts 5-7 minutes 4 SP+: Grand amount of mist that lasts 10-20 minutes If someone were to die inside the Mists, they cannot be revived for 1 OOC day, if someone were to attempt to heal inside the Mists, magically or mundanely, it would fail. Soul Points (SP) Soul Points are an OOC measurement for how much substance someone’s soul has, most descendants have about 3 SP, when you hit each tier in Spectromancy, you will expand your pool of SP. SP cannot be recovered by normal means, by default, once a Soul Point is burned, its gone for good. The exception being is certain events, event items, MArts, and CAs that all have the properties of regaining SP. The following table shows SP progression. T0 (normal person): 3 SP T1: 6 SP T2: 8 SP T3: 10 SP T4: 14 SP T5: 20 SP If one were to use all of their SP, they must force PK, this is the result of their soul being completely burnt. Spellcasting Mental Whispers Cost: [1] Emote, No SP usage Description: Speak with your partner telepathically, use /message for this, lasts [3] emotes Effects: Leaves you with a moderate headache, no long-lasting effects but this must be rp’d Soul Pyre Cost: [1-3] Emotes, 1-3 SP Description: Create a small ball of blue-grey flame, this flame is created using 1 Emote and 1 Soul Point, you can overcast this for up to 3 Emotes and 3 Soul Points, this ball of flame is about baseball size, each time you overcharge it grows in size 50%, 100% 1 emote, 150% 2 emotes, 200% 3 emotes, this ball is made using your burning soul, this ball of fire will not burn the opponents soul, only their body, unless they are a phantom, if a phantom is burned by this flame, the fire will continue burning, burning 1 Soul Point every emote, when the phantom is burned out completely, they get all their Soul Points back at the end of one OOC week (as if they were dispersed 3 times in a week) If someone is killed with this flame, they cannot be revived for 1 OOC day. Effects: Casting Soul Pyre in any measure will cause major pain, it will feel as if the hand you are conjuring the flame in is on fire, and as if that flame were eating away from that limb, after the flame is released it will feel as if you were just burnt by the hottest flame, the next 3-5 hours depending on how much you charged the flame is how long the effect will last Soul Contract Cost: N/A Description: A Host or its phantom may open up a soul contract with another descendant, this involves splitting your soul into 2 halves, and giving that half to another person as well as receiving their half, this means that you mustn't burn their soul while casting your spells meaning if you burn their soul, the contract is null and void, if this happens go through the effects of Soul Siphoning, if the deadline is not met go through the effects of Soul Siphoning. The deadline is discussed IRP, (an agreement must be made or the spell fails) The Deadline can be from 1 OOC Week to 1 OOC Month. Effects: When you open a Soul Contract, you give up half of yourself to receive the half of another, this means that you won't be able to open another soul contract, you also might be prone to bouts of feeling either not whole, or maybe just sad in general, you can also rp as you don't act much like yourself when under a soul contract, you don't take on the other person's mannerisms but you don't act like who you were before, you must complete the task within the Deadline or you will have the other person's soul half taken from you, but you don't get your half back. While under the effects of the contract, while you approach the end of the Deadline without completing the task, you will undergo detriments, 1 Week Effects: Day 1: Nothing Day 2: Nothing Day 3: Nothing Day 4: Moderate to Severe Migraines Day 5: Mind feels foggy, starts to feel physically weak Day 6: Extremely hard to think, moving becomes a moderately hard task, (like moving a heavy couch on your own) Day 7: You can't think about anything other than task at hand, you're not able to move to do anything other than the task, you cannot talk like a normal person, your speech is limited to that of a stereotypical zombie about the task. For the 1 Month, each of the detrimental stage begin at the start of a new week. If you fail to meet the Deadline, you must undergo the effects of the Soul Corruption Spell but the sliver starts at 50%. Soul Corruption Cost: 1 SP Description: Plant a sliver of your soul into some elses body, by doing this they will gain one soul point, if this point isn't burned, then you can start to grow it, this means that the silver begins to grow inside that person's soul, slowly but surely taking control, the sliver grows each time you cast this spell on it again, but this time it only grows the sliver, each time you cast the spell, the person will suffer a mental attack, (use crp) this means that the person will be in their mind fighting a faceless figure, (they both get an average arming sword) if the victim wins, the sliver will be reduced in size by 10% and cannot grow for the rest of that OOC day, if the caster wins, the sliver grows to take up 10% of the soul's room, meaning that if you cast it three times on one person, the sliver is taking up 20% of their soul, the victim does not know that their soul is being taken over until it reaches 50%, at which point they will begin the have symptoms like those of Soul Siphon other than they do not leave, they will stay unless the victim gains more than 50% control of their soul, when the sliver hits 100%, the caster will have turned the person into a Desolate. (placeholder for CA link) Soul Siphon Cost: [5] Emotes Description: Siphon energies from another's soul, (requires OOC consent, if none is given, only half their soul can be taken, meaning you must stop siphoning when half their soul is gone) must be T5 to start Soul Siphoning, you can 'pass' the spell to another, but anyone below T5 cannot start the spell, Emote 1: Siphon 1 Soul Point, Emote 2: Siphon 1 Soul Point 2 Total have been Siphoned, Emote 3: Siphon 2, Total 4, Emote 4: Siphon 1, Total 5, (diminishing returns after 3) Emote 5: Siphon 1: Total 6 (you may stop siphoning whenever you see fit, such as when you don't want to kill the person) Effects: As you have absorbed someone else's soul, per one point siphoned you must rp an elven day acting similar to that person, the soul must be of a descendant, you also retain a large headache within that span Create Bond Cost: [8] Emotes Description: While not necessary for creating a bond, it can certainly help to enlist someone who has a bond to help you create one. If a Phantom, an unbonded descendant, and a Host or phantom of T5 are all willing to preform the spell, a new bond can be made between an unbonded Phantom and Descendant Phantom Abilities Umbral Form No SP Usage Bend your lifeforce's ectoplasm into an inky black color, blending with shadow like how water mixes with itself. As long as you are within shade, you can become invisible at will. Shadow Step No SP Usage Teleport from shadow to shadow while in Umbral form to avoid detection whilst moving, you can only teleport to a shadow 15ft away from you. (5 Blocks) Consented Possession No SP Usage Fall into your Host's body taking control of them, this can only happen if the Host is allowing it, this possession can only last 3 irp hours before the possession becomes draining for both parties involved, if you wish to extend it further, you can spend 1 SP and continue for an hour, after you leave their body you cannot use this until 1 OOC day has passed. Greater Umbral Form 1 SP Bend your lifeforce’s ectoplasm into an inky black color, infusing it with Umbral Mist, you can extend the mist from yourself and create darkness in a 15ft aura (5 blocks) within this aura, you can become invisible at will, you can also extend this darkness to natural shadows, creating a billowing cloak of darkness behind you, this will grant you 1ft more to your aura, you can do this up to a 25ft aura, this will last for 1 OOC hour or until you dismiss it. Dark Ascension No SP Usage Reach into Ebritaes and pull out a part of a soul, for every [1] Emote you spend doing this, game .1 SP, meaning you need to spend [10] Emotes to gain 1 full SP Descendant Abilities Detect Ectoplasm No SP Usage Take a deep look around you while channeling your inner soul to detect the ectoplasm around you, this will light the ectoplasm into a bright, glowing white color visible to others Channel Phantom No SP Usage Allow a Phantom to temporarily take slight control of your body, this possession cannot cause harm to you, it cannot be used to cause harm to others, it can move with much difficulty, it can speak with the voice of the phantom, and can only last 10 OOC minutes. You can choose to take the phantom out of you at will, if you let an apparition take control of you, they will leave when they choose to leave, they have complete control over you, every 1 OOC hour they control you, you can choose to spend 1 SP to do a /roll contest, winner gets their way. Share Soul No SP Usage Share souls with your bonded Phantom, allowing you to exchange SP with them Reverse Possession 3 SP Attempt to take control of a Phantom you can see, (this cannot be your ghost) do a /roll contest, if you win deduct 3 SP and you control them for 1 OOC hour (negotiable OOC) you cannot make them harm themselves or others, your body falls unconscious as you control the Phantom's Lesser Umbral Form 2 SP Take on a form similar to how your ghost does, your body becomes a dark mist, while still corporal, you can meld into the shadows around you, if you are killed in this form you lose 1 SP and cannot be revived for 1 OOC day. Tier Progression Host Tier T1: Takes 2 Weeks To reach the end of T1, Mental Whispers, Detect Ectoplasm T2: Takes 3 weeks to reach the end of T2, 5 weeks total, Mental Whispers, Soul Pyre, Detect Ectoplasm, Channel Phantom T3: Takes 5 weeks to reach the end of T3, 10 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Detect Ectoplasm, Channel Phantom, Share Soul T4: Takes 6 weeks to reach the end of T4, 16 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Detect Ectoplasm, Channel Phantom, Share Soul, Soul Corruption, Reverse Possession T5: Magic has been mastered, Mental Whispers, Soul Pyre, Soul Contract, Detect Ectoplasm, Channel Phantom, Share Soul, Soul Corruption, Reverse Possession, Soul Siphon, Create Bond, Lesser Umbral Form Phantom Tier T1: Takes 2 weeks to reach the end of T1, Mental Whispers, Umbral Form T2: Takes 3 weeks to reach the end of T2, 5 weeks total, Mental Whispers, Soul Pyre, Umbral Form, Shadow Step T3: Takes 5 weeks to reach the end of T3, 10 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Umbral Form, Shadow Step, Consented Possession T4: Takes 6 weeks to reach the end of T4, 16 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Soul Corruption, Umbral Form, Shadow Step, Consented Possession, Greater Umbral Form T5: Magic has been mastered, Mental Whispers, Soul Pyre, Soul Contract, Soul Corruption, Soul Siphon, Create Bond, Umbral Form, Shadow Step, Consented Possession, Greater Umbral Form, Dark Ascension General Redlines SP cannot be recovered by normal means, souls don’t regen SP Since it has soul altering effects, certain magics can be incompatible with Spectromancy (Shade, Clericalism, Paladinism, etc.) If soul points are all expended a PK must be enforced Spectromancy is [1] Slot magic -----------------------------------------------------------------------------------------------------------------------------[Credits]------------------------------------------------------------------------------------------------------------------------------------------- aCovey, helped me with ideas and criticisms Wavey for ideas and inspiration CaptainTriggered for rp inspiration Sorry for the poor formatting, this is my first time writing a lore piece and am not all that familiar with the writing on LotC forums.
  5. *This thread is over 6k words. For easy of reading, mind the spoilers.* *For anybody wishing to comment "But Fi-magic is the anti-magic, this is unneeded!", abjuration is already present as a spell to negate magic, under transfiguration. Furthermore, counterspell is one ability of the five active ones in the magic submission. As per the submission, it couldn't be even used completely on its own.* Support abjuration! Here's the official banner. Also, first lore submission a magic submission. Big thanks to Lhindir, EdgyMagey for their critique and ideas for the lore, as well as to Fury_Fire for the harsh critique on the first, 1.0 version that shall never be released from shame. Overview: This suggestion is about moving abjuration (but not warding and enchanted wards) from transfiguration into an own school of magic centered around the manipulation of mana in the surroundings, with a spellcasting / usage system different to most other magics, based on available lore and the core principles of voidal magic. This includes current available lore on abjuration as well. The school would retain the original idea of abjuration in the form of one of its spells, with the change that the new counterspell would not simply negate a spell but absorb it for use against its caster. The base idea is a dual system, where the abjurer keeps hopping between two sets of spells, between an attempt to focus on support and endurance or offense and burst. At the same time, it should provide a means of anti-magic other than wards and fi-magic, which is pro-active and weaker than the mentioned two. That's the original principle behind abjuration anyways. The magic would be classified under alteration, arcane magics. But ... why? What's this? The OOC part and summary: Answers to complaints, suggestions and critique: Introduction / History: Definitions: Temporary mana pool: Overcharge: Self-burst: Implosion: Conservation law applied to abjuration: Half-charge: Interruption: Spell specifics: Generating an overcharge Counterspell: Mana Absorption: Mana Draining: Using an overcharge Implosion: Empowerment: Expulsion: Distortion field: Roleplay guidelines: Technicalities: Counterspell: Mana-drain: Empowerment: Distortion field UNLEASH THE HATRED
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