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DUNE WARDEN THE GREAT BURNING Dune Wardens, followers of the Grand Spirits Ramakhet and Aztran, are devoted protectors of the Desert. They wander the sands, calling upon their myriad of blessings to cleanse the sands of impurities. Dune Wardens will rarely attack each other, unless one deems the other a traitor to the sands. When out of the sands, they feel a slight pull beckoning them towards the wastes. These devoted followers must learn Old Blah, so that they may call out to Aztran to bless them. To achive this, the being will devote their mind and body to the desert in a ritual called The Great Burning. Requiring one other Dune Warden to guide their meditation, a being may allow Aztran to bless their skin, covering their entire body in a terrible, festering sunburn. This sunburn must not be allowed to heal, should it the connection would be severed, leaving the Dune Warden mundane until they cleanse themself once more in the desert. This process will be lead through a meditation in the glaring sun, at high noon and the leading Dune Warden must have a valid [TA] Redlines: Teachers must have a valid [TA] The Tier 1 Warden must emote their body being burned all over, a very painful process that leaves their body festering with cracks and burns. Should they let this heal, their blessings would be warranted mundane, unable to cast. This will have no detriment in CRP however it must be emoted in normal encounters. Dune Wardens do not under any circumstance know Ramakhet's name, and only receive his blessings through Aztran's name. The magic system that Dune Wardens rely on is called Flares. During the day cycle (Sunrise to Sunset) the Warden has a certain amount they can spend. However, they may go 50% over this line, leading to horrific burns on their bodies. They are able to cast one more spell after that, however it would result in a PK, with their skull being set ablaze from the inside. See more in the Tiers section T5 Dune Wardens are able to Spirit Walk, however only with Aztran. However, with a Shaman present, they may follow along to the domain of other Spirits Dune Wardens are able to understand and speak Old Blah, needing it for a large majority of their spells. However one must study Old Blah with a teacher or spend multiple months studying it for themselves IRP. It is a very challenging language, so emote accordingly Takes two magic slots Tier List Dune Wardens time is often spent meditating, aimlessly wandering around the desert, praying to Aztran, mumbling chants and swinging around religious items. Rarley, the most zealot of them will be covered in prayer beads, veils, masks, armors, and other items of prayer. Flares are the currency that allows Dune Wardens to call upon the Desert Spirits, limiting how much they can summon a day. Each day cycle, they have a limited amount. Resetting at Sunrise every day, this allows for Dune Wardens to recharge themselfs. However, daily the Dune Wardens may go 50% over their set limit, causing horrid burns to their bodies. Am example would be a T4 Dune Warden normally has 100 Flare, however he can cast 150, causing horrid 2nd to 3rd degree burns all across his body. Anything past this can be cast once, however it would result in a horrible death. A terrible flame would burst into action in the middle of their skull, hollowing out their head and sending flames licking from their eye sockets, nose, and mouth. This is a Hard PK, should you choose to go over. Tier 1 - Student These are students who have completed The Great Burning, allowing themselves to follow Aztran. Only beginning their journey, they have a very basic understanding of the rhythms of the desert, thus limiting their ability to call upon blessings. Students posses 10 available Flares per day Lasts 1 OOC week Tier 2 - Wandering Wisp Wandering Wisps are Dune Wardens who have studied the desert, slowly acclimating to the sands. Now understanding their ability further, they have a wider array of abilities available to them. Wandering Wisps posses 25 available Flares per day Lasts 1 OOC week Tier 3 - Burned Bauer Burned Bauer's are on their way to Mastery. They have begun seeing the patterns in the sands, and adjusting to the new heat, far more perceptive than before. Burned Bauers posses 50 available Flares per day Lasts 1 OOC week Tier 4 - Follower of Aztran Followers of Aztran have almost Mastered the waving and waning of the sands. They are starting to figure out the desert secrets, whispers of old being carried in the wind. Followers of Aztran posse 100 available Flares per day Lasts 2 OOC weeks Tier 5 - Zealot of Sand These beings have Mastered the Desert, surviving in the harsh wasteland and serving in Aztrans will. These beings have fought great desert beasts, brought honor to the Spirits names, learned to dance with the Deserts rhythm, and heard it's voice. Zealots of Sand posses 150 available Flares per day Final Tier, can submit for a [TA] Whilst in the Desert, their footsteps are muffled, requiring one extra emote to notice the sound CASTS These casts are broken down into 5 different Tiers, allowing a person to roleplay their character learning the ways of the desert. N = Non-Combative C = Combative N + C = Both Tier 1 Casts Mirage [ N + C ] A Dune Warden may call down the eye of Aztran, for three emotes may show an area, object, or person in the distance. This projection would only be able to be seen by anyone targeted, invisible to all who were not hit. The Illusion may not get within 5 blocks, before it begins waving and dissipates. Whilst mostly free form, the caster may not show scenes that of which they have not witnessed themselves, or heard stories of. Redlines: - Takes 2 flares for each person, the mirage would last 3 emotes - Any being without blood or sight would be unaffected, just feeling a little warm - Can be used in CRP, however it will never directly harm a combatant - Takes two emotes to cast - Effected people would begin sweating profusely, feeling extremely hot - Can only be casted Sunrise to Sundown - Requires Old Blah incantation Glare [ C ] The caster can temporarily blind a combatant, the glare of the sun shining from any available surface, including the beings own weapon. This flash would be directly into the attackers eyes, causing them to be stunned for 1 emote. This can also be used for aesthetic purposes, allowing the sun to passively shine off of the casters eyes, with lesser force. Redlines: - Takes 2 emotes to cast, if interrupted the caster if stunned for 1 emote - When casted, the target is blinded for 1 emote [Excludes anything without eyes or blind, but should it have ANY way to see, it would be effective. This includes Aniimi and robots that can see] - Can only effect one target, before having to prepare the to cast again - Should the emote be interrupted, the caster would be stunned for 1 emote - Can only be casted Sunrise to Sundown - Takes 5 Flares to cast - Requires Old Blah incantation Dancing Sands [ N ] The Dune Warden may bring the available art of the desert, Dancing Sands. Should they have a bottle of sand, they could pour it onto the ground, focusing, making the sand dances around in shapes. These can be scenes of people fighting, descriptions of faces, or topographical maps. The purpose of this spell is to allow the Dune Wardens to tell history and stories in a physical sense. Redlines: - Can never be used for anything CRP related, unless OOC consent is given from everyone in the encounter - Can animate piles no bigger than that with the height of a small dog - Takes no Flares to cast - Should the caster take his focus off of the scene, it would all fall into a pile of inanimate sand - Must have a physical object in their inventory representing the sand, unless there is a sand block within 6 blocks that they may pull from Tier 2 Casts Scalding Sands [ C ] A sand caster with enough practice can manipulate small handfuls of the grainy resource in a combative manner. Using the glare of the sun, they heat the sand up to a scalding temperature, before sending it flying towards the chosen target. On contact, it would cause 2nd degree burns. Whilst it can be casted from a bottle of sand, you could only cast it once with the amount in any one flask. The movement of the sand would not be the caster throwing it, but an unforeseen wind carrying it in a stinging swarm towards the target. Redlines: - Costs 5 Flare - Can hit beings in a 3 block horizontal line, with a range of 4 blocks. However it can concentrated to a smaller stream to travel farther, with a horizontal of 1 block, but a range of 8 blocks. - Takes 2 emotes, one for the heating of the sands and the other for the moving of the swarm - Requires Old Blah incantation -Can only be casted between Sunrise and Sundown Tier 3 Casts Heat Exhaustion [ C ] The caster can summon the gaze of the sun onto a maximum of 3 targets. This would cause them to feel the full effects of the desert sun, causing great thirst and terrible exhaustion. On these chosen targets, it would seem as if the sunlight was brighter. Redlines: - Takes 15 Flare to cast - 3 targets maximum, 1 target minimum - Movements are halved for 2 emotes ( Horses reduced to 6 blocks, Sprinting reduced to 4 blocks, attacking reduced to 2 blocks ) - Can be used 2 times per encounter - Takes 3 emotes - If interrupted caster is stunned for 1 emote - Can only be casted between Sunrise and Sundown - Requires Old Blah Incantation Chameleon [ N + C ] After surviving in the desert for so long, the Dune Warden begins to notice the patterns in the sands, enabling himself to camouflage among the dunes. Pulling sand over oneself, they could go practically invisible to the naked eye. Redlines: - No flame cost - Last indefinitely as long as the caster does not move - Takes 1 emote to cast - Takes the normal eye 3 emotes to spot the caster -Heat signature will not reveal them, however their Mana (should they have any) may - Can be casted at night - Can only be casted in the desert, onto of sand blocks Tier 4 Casts Sand Spike [ C ] A caster that stands in the desert day call upon the strife of the desert, pulling forth jagged, sharp obelisks from the dunes. Ranging from 3-6 feet long, these desert spikes come out with enough force to stab through chainmail armor. Redlines: - Costs 15 Flare - Target must be within 10 blocks and must be standing within 2 blocks from a sand block -Spike will remain the entire encounter unless smashed, requiring 2 hits from any weapon and 1 hit from Boomsteel or Earthruned weaponry - Takes 3 emotes to cast - If caster is interrupted they will be stunned for 1 emote - Caster must be standing in the desert - Requires Old Blah Incantation Sandstorm [ N + C ] Able to be summoned once per encounter, when two or more Dune Wardens gather, they may call forth a storm of sand. This would effect all beings present, for the entire encounter. It greatly reduces vision and mobility. Redlines: - Costs 50 Flare - Should casting be interrupted, casters would suffer 1st degree burns to their faces - 5 emotes to cast - Requires two casters, if 3 join it is 3 emotes, if 4 casters join it is 2 emotes. The maximum of this is 4, capping at 2 emotes - Horses are reduced to 6 blocks, Sprinting is reduced to 4 blocks, attacking is reduced to 2 blocks - Characters may only see 3 blocks ahead of them - When casted, any spell that requires sunlight will cease to work for the rest of the encounter - Must be cast in the desert -Requires Old Blah incantation Tier 5 Casts Swallowing Sands [ N + C ] Twice during an encounter, the caster may call upon a sand lurking Swallower to crack open the ground, devouring a 5x5 area. The sand would bubble, the Dune Wardens dance was answered. Sand would fall into the toothy void, before slamming shut, sand falling back into place. This is a special dance, taught only by the Greatest, most knowledgeable Zealots. Redlines: - CANNOT be used without the victims OOC consent, usually used as a fancy death or to add to an rp encounter - Can be used twice during an encounter - Takes 3 emotes as a lone caster, 2 with extra casters helping - Once the victim is swallowed, their gear is spit back up through the sand - Takes 50 Flare - In [ST] events, it is up to the [ST] if this can be used - This call is to add to an encounter, not take away from it, use it as such - Requires that the dance is taught from a [TA] with the IRP knowledge of the dance - Characters who can summon this Swallower know IRP what it looks like, but can never describe it, only as a spiked monstrosity - Can only be summoned in the desert Purpose I consistently play this sever, and for the longest time I have been hoping that the Desert would have a way to breath life back into it. I truly believe that bringing a specialized magic that aims to bring activity to a certain region could greatly benefit this. I think that sand magic is greatly unutilized that I hope to change that with this [Magic Lore] post. Credits Vazeh BigBlu_42 Citations
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During the first war, Many descendents were left powerless against the forces of ruin and darkness that tore through their homelands. Seeing this, Tahariae convened directly with these lost and suffering peoples to bestow upon them his blessings and boons. In this, they became the first of the clerics. Through antiquity, Tahariae’s following of clerics have been marred by the unworthy, falling to inaction, insufficiency, and even becoming that very darkness which they had sought to purge. For this reason, the clerics were sundered, a tarnished stain upon Tahariae’s name. However, following Azdromoth’s apotheosis, and the death of his beloved brother, Xan- Tahariae sought to not give up upon the endeavor of a mortal following; but to reinvent the idea, though no longer in the image of the now-dead Lion’s paladins, nor in the image of the once-sundered clerics. Thus now he scrutinizes his Arbiters closely- for they are the means to justify the ends, and He is the judge, jury and executioner of His vision, in service to the purity that the creator initially bestowed upon descendantkind. The vision of purity is the creation of a mortal world inherited by descendantkind without the meddling of the deific and daemonic. Arbiters are a mere extension of this higher will, that serve only to enact this sole imperative, entrusted unto them by Tahariae. An ‘Impure’ being is defined as any descendent who has forsaken their pure nature by having their soul altered by any means, or those who are under deific or daemonic influence. This is the firm and absolute law that has been bestowed upon the Arbiters of Tahariae to enforce and follow. To betray this mandate is to betray their purpose, and Tahariae has no use for those who do not act to fulfill the vision of purity. I. An Arbiter authorized on behalf of Tahariae shall, for the purposes of the execution of this Mandate, have the power to enforce the following Mandates to the full of their capacity and utilize any amount of force necessary as is reasonable and proportionate to the situation. If an Arbiter has reasonable grounds to suspect that any person has failed to adhere to these Mandates, they have full jurisdiction to impose any punishment as is reasonable and proportionate to the offense. If an Arbiter has reasonable grounds to suspect that another Arbiter has failed to adhere to these Mandates, they have full jurisdiction to revoke the authorization granted by Tahariae. For the purpose of these Mandates, harm is defined as the loss or damage to a person's property, rights, or physical or mental well-being. Impure beings shall not be considered protected by this Mandate nor are they considered to have rights, including all mentions relating to harm. II. A person must not commit offenses upon their fellow person. A person commits an offense if they— Mislead, misrepresent, or lie with exception to situations where not doing so would reasonably lead to the harming of themselves or another. Act in a duplicious manner to cheat or swindle for the basis of self gain. Take what is not rightfully theirs with the exception of articles or items that violate this Mandate or would reasonably be used for the undue harming of themselves or another. Act with undue offensive contact or cause bodily injury, including battery and assault, with exception to situations of self-defense or in the defense of another. Take another’s life with exception to situations where it is in punishment for an offense which is arbitrated by an Arbiter authorized on behalf of Tahariae, or where not doing so would reasonably lead to the immediate harming of themselves or another. III. A person must not knowingly aid, abet, collaborate with, or assist impure beings with exception to situations of duress where not doing so would reasonably lead to the harming of themselves or another. Actions performed while under duress are to be reviewed on a case-by-case basis and are still subject to the full force of punishment up to and including the penalty of death, as is to be arbitrated by an Arbiter authorized on behalf of Tahariae. An Arbiter must not work with a chapter of holy-mages, as they are deemed impure, unless if it is deemed: reasonable and proportionate to the situation where it is exercisable to save lives, or stop catastrophe. IV. A person must reasonably act in opposition to impure beings, practitioners, and sources where it is excisable to save lives, with exception to situations where acting would reasonably lead to the harming of themselves or another, or cause catastrophe. An Arbiter must act even if it would cause harm to themselves, unless it is deemed: liable to cause more undue harm than good, or it is not exercisable to save lives, or stop catastrophe. A person must not knowingly create, distribute, possess, or use articles or items which are imbued with impure magic or are reasonably suspected to be capable of causing undue harm or catastrophe. Such items must be cleansed where reasonable and appropriate, or— Such items must be destroyed where where reasonable and appropriate, or— Such items which can not be reasonably cleansed or destroyed must be kept under close guard by an Arbiter authorized on behalf of Tahariae. V. A person must reasonably act in defense of another when an undue offense is being committed against them, with exception to situations where acting would reasonably lead to the harming of themselves or another, or cause catastrophe. An Arbiter must act even if it would cause harm to themselves, unless it is deemed: liable to cause more undue harm than good, or it is not exercisable to save lives, or stop catastrophe. An Arbiter must heal those who are wounded where reasonable and appropriate, and— An Arbiter must cleanse those who are corrupted where reasonable and appropriate. The connection of an Arbiter is a grand event, as one commits their dedication to enforcing The Mandate of the heavens, and the virtues that Tahariae embodies. Should an Arbiter find one who is worthy enough to authorize as a fellow enforcer of good, they can choose to share Tahariae’s blessing with another. [T1] [PASSIVE] GRACE is the amount of holy light found in one’s soul, and is generated by calling upon Tahariae’s blessing. It is required to perform many great feats, and to cast the litany of incantations available to an Arbiter. However, a mortal soul, even one with Tahariae’s blessing, is not a perfect vessel for this light. [T1] [PASSIVE] VERDICTS are what Grace is converted to in order to perform feats of healing or to utilize hardlight, and are generated by fulfilling certain requirements within the Arbiters Incantations. [T1] [PASSIVE] MENTAL EFFECTS Tahariae’s blessing causes Arbiters to carry with them the constant feeling as though someone or something is judging them from just out of sight, as though Tahariae wishes for them to remember his expectations. This can, at first, be quite a nerve racking feeling, which can cause bouts of anxiety, stress, and even paranoia in new Arbiters, though eventually the feeling will fade to an uncomfortable itch in the back of one’s mind. [T1] [PASSIVE] PHYSICAL EFFECTS Tahariae’s blessing places a unique strain upon the Arbiter who has been authorized to carry out his will, and the mortal form is not a perfect vessel for his holy light. Arbiters are unable to wield two-handed weapons, nor are they able to wear heavy plate armor due to the strain that utilizing grace places upon them. [T1] [PASSIVE] THE ABJURING WEAKNESS of being authorized by Tahariae’s blessing leaves an Arbiter vulnerable to sources that would disrupt their blessing. Arbiters and their incantations are susceptible to abjuring sources, such as Thanhium and auric oil. When an abjuring force passes through a Tahariae’s light, it will cut through it as though it were not there at all. If an Arbiter is directly stabbed with an abjuring force, then they are unable to call upon Tahariae’s light for a period of three [3] emotes. TIER ONE [Immediate Post-Connection] | MAXIMUM GRACE: Two (2) Incantations: Refraction, Summon Stag, Shield of Faith Rites: Tahariae’s Blessing TIER TWO [Two [2] OOC Weeks Post-Connection] | MAXIMUM GRACE: Four (4) Incantations: Stag’s Step, Judgement: Innocent, Judgement: Guilty, Mending Rites: Rite of Lesser Healing TIER THREE [One [1] OOC Month Post-Connection] | MAXIMUM GRACE: Six (6) Incantations: Mana Sight, Intervention, Wall of Reverence Rites: Rite of Lesser Purging TIER FOUR [Two [2] OOC Months Post-Connection] | MAXIMUM GRACE: Eight (8) Incantations: Rescue, Mass Mending Rites: Sanctified Tribunal, Rite of Greater Healing TIER FIVE [Three [3] OOC Months Post-Connection] | MAXIMUM GRACE: Ten (10) Incantations: Sanctuary, Supreme Verdict, Mercy Rites: Rite of Greater Purging, Rite of Sanctity, Rite of Disavowment REFRACTION “Flectere ad voluntatem.” [T1] [1 Emote: 1 Chant and Cast] (Non-Combative / Active) An Arbiter will find that they are able to utilize Tahariae’s light within them, and the heavenly light of the world around them in new and skillful ways to create harmless heavenly effects. SUMMON STAG “Iungere latus meum.” [T1] [3 Emotes: 1 Chant + 1 Cast + 1 Mount | 1 Grace] (Non-Combative / Combative / Active) A white or silver stag of ephemeral hardened light can be called forth to bound out of the Arbiter. This steed can then be used to assist the Arbiter with long treks through the descendant realm, and is otherwise a stalwart and unflinching companion. STAG’S STEP “Revertamur.” [T2] [1 Emote: 1 Chant and Cast] (Non-Combative / Active) An Arbiter will find that their summoned manifestation of Tahariae’s blessing is more than just a useful steed, as they assist the Arbiter with traveling long distances in the span of moments. Effectively ferrying them away to elsewhere. MANA SIGHT [T3] [1 Emote: 1 Cast] (Non-Combative / Active) An Arbiter will find that as they grow more accustomed to Tahariae’s light, that they gain the ability to see the ambient and active mana within the world around them, for the purposes of locating impure magic to cleanse. SHIELD OF FAITH “Fides protegit.” [T1] [2 Emotes: 1 Chant + 1 Cast | 1 Grace] (Combative / Active) An Arbiter may call upon Tahariae’s light in order to protect themselves or another from holy or dark magics. This shield negates holy and dark magic of tier three [3] or lower that comes into contact with it, and upon negating any spell the shield will dissipate. JUDGEMENT; INNOCENT “Iudicatus innocens.” [T2] [2 Emotes: 1 Chant + 1 Cast | 1 Grace] (Combative / Active) An Arbiter may call upon Tahariae’s light in order to pass judgment upon another person in order to mark them as ‘innocent’. A person that is marked in this manner will be blessed by a protective shimmer of Tahariae’s light, which will transfer attacks made upon the person to the Arbiter instead. Protecting the innocent generates verdicts. JUDGEMENT; GUILTY “Iudicatus nocens.” [T2] [2 Emotes: 1 Chant + 1 Cast | 1 Grace] (Combative / Active) An Arbiter may call upon Tahariae’s light in order to pass judgment upon another person in order to mark them as ‘guilty’. A person that is marked in this manner will find their form marred with glowing writ of the Mandate that they’ve violated, weighing heavily upon them. Punishing the guilty generates verdicts. INTERVENTION “Interventu.” [T3] [1 Emote: 1 Chant and Cast | 2 Grace] (Combative / Active) An Arbiter may intervene on behalf of those around them, and call upon Tahariae’s light in order to cleanse them of certain debilitating afflictions during the heat of battle. WALL OF REVERENCE “Murus reverentiae.” [T3] [3 Emotes: 1 Chant + 1 Charge + 1 Cast | 1 Grace] (Combative / Active) An Arbiter may call upon Tahariae’s light in order to protect themselves or another from holy or dark magics. This wall negates holy and dark magic of tier three [3] or lower that comes into contact with it. RESCUE “Liberandum.” [T4] [2 Emotes: 1 Chant + 1 Cast | 2 Grace] (Combative / Active) An Arbiter may recall Tahariae’s light that is imbued within a person who is marked as innocent in order to drag them to safety. Rescuing the innocent generates verdicts. SANCTUARY “Hic es tutus.” [T5] [3 Emotes: 1 Chant + 1 Charge + 1 Cast | 2 Grace] (Combative / Active) An Arbiter may call upon Tahariae’s light to create a protective dome in an area around them, which keeps holy and dark magic at bay. This dome must be focused on completely in order to be maintained. An Arbiter may not move, attack, or defend while maintaining the dome. SUPREME VERDICT “Summum iudicium.” [T5] [4 Emotes: 1 Chant + 2 Charge + 1 Cast | 3 Grace] (Combative / Active) An Arbiter may call upon Tahariae’s light in order to pass judgment upon another person in order to mark them as either ‘guilty’ or ‘innocent’. A person that is marked as ‘guilty’ in this manner will find their form marred with glowing writ of the Mandate that they’ve violated, leaving them unable to cast certain magics. A person that is marked as ‘innocent’ in this manner will be shielded by holy light. Marking people as either innocent or guilty generates verdicts. The second greatest of Tahariae’s gifts is that of healing. Few others have such a power over the mortal form to mend what is broken, and to restore what is impure. It is through these miraculous feats that Arbiters strive towards the vision of purity. Wounds that can be healed are categorized into the following categories: Minor Wounds: Scrapes, Bruises and Lacerations. Everyday wounds that do not cause significant impairment. Moderate Wounds: Gashes, Cuts, Punctures, and Dislocation. Wounds that are debilitating and cause moderate impairment. Major Wounds: Broken Bones, Impalement, Dismemberment and Mutilation. Wounds that are severely debilitating and can cause permanent impairment or death. MENDING “Laesus reparare.” [T2] [2 Emotes: 1 Chant + 1 Cast | 1 Grace + 1 Verdict] (Combative / Active) An Arbiter may wish to relieve themselves or another of their pain and suffering. They may lay their hands upon an injured person and call forth Tahariae’s light to mend flesh together. MASS MENDING “Maius medela.” [T4] [3 Emotes: 1 Chant + 1 Charge + 1 Cast | 2 Grace + 2 Verdicts] (Combative / Active) An Arbiter may wish to relieve themselves and all those around them of their pain and suffering. They may release Tahariae’s light from within them in a small burst around them, healing all those within the area. MERCY “Misericordia.” [T5] [3 Emotes: 1 Chant + 1 Charge + 1 Cast | 3 Grace + 3 Verdicts] (Combative / Active) An Arbiter may wish to stabilize someone who is on the brink of death, or to mend together more serious wounds. Though they can only perform such a miracle once during the heat of battle. [T2][NON-COMBATIVE] THE RITE OF LESSER HEALING may be performed to repair some forms of mundane harm to a person’s form. Mending together bone, organ and flesh alike, though it can not be used to restore missing limbs or more severe wounds. [T3][NON-COMBATIVE] THE RITE OF LESSER PURGING can be performed to cleanse curses, hexes, enchantments and inscriptions upon an object or item, purge structures of certain impure magic, as well as cure lingering malflame burns upon a person’s form. [T4][NON-COMBATIVE] THE RITE OF SANCTIFIED TRIBUNAL allows two Arbiters to come together to sanctify an area within which they may conduct a fair investigation and trial, without risk of outside influence. [T4][NON-COMBATIVE] THE RITE OF GREATER HEALING may be performed to repair almost all forms of mundane harm to a person’s form. Mending together bone, organ and flesh alike, as well as restoring missing limbs or other body parts. [T5][NON-COMBATIVE] THE RITE OF GREATER PURGING can be performed to purge a soul of impure soul-afflictions, diseases, curses, marks, and hexes. Though there are limits to what an Arbiter can purge with their authorization of Tahariae’s light. The greatest of Tahariae’s gifts is that of renewal through defeat. Though Arbiters are a tool and extension to fulfill the vision of purity, only the most leal, faithful and successful of his followers will come to know the true measure of Tahariae’s gifts. For he seeks to maintain and keep those Arbiters of his who have proven themselves quality servants, worthy of his efforts. [T5][STRUCTURE] THE FONT OF RENEWAL are consecrated reflective pools formed of Tahariae’s holy light, which refract in a brilliant display of colors and heavenly glow. Arbiters who wade within the pools will be healed of all mundane wounds, and will be restored to a youthful health and appearance. This font is also where Arbiters will emerge from in the event that they perish. [T5][NON-COMBATIVE] THE RITE OF SANCTITY is the rite in which a tier five [5] Arbiter who knows this rite may create a Font of Renewal with the assistance of two [2] Arbiters of tier four [4] or higher. [T1][PASSIVE] TAHARIAE’S BLESSING is the means through which Tahariae protects his Arbiters through death with his holy light. His blessing will automatically be enacted to ensure his leal servants are able to continue to enact and enforce the vision of purity and uphold justice. Should an Arbiter determine that another Arbiter is unfit to serve the vision of purity, such as a lack of moral character, a breaking of the Mandates, or for other reasons, they may carefully weigh the option of disavowing Tahariae’s blessing within their fellow Arbiter. This is seen as a last recourse and a terrible act, because Tahariae has little tolerance for further failure and thus will not give his blessing a second time. I thought to myself, “Wouldn’t it be funny if minecraft user Ibleesian wrote a holy magic?” So here we are. Clerics have had a storied past with a lot of issues and pain points, both in terms of community and lore. I wanted to step away from those things and give Tahariae’s recent rewrite a new magic. Healing and Support magic is an archetype that can tend to be bland, and difficult to balance due to its tendency to simply wipe away roleplay impact. I believe I’ve struck a good balance between lasting roleplay while still fulfilling the class fantasy of a support. IBLEESIAN - Writing, Proofreading, Editing SQUAKHAWK - [Tahariae Lore] WEREWOLF - The Dividers, Tahariae Lore MY FRIENDS - Moral Support, Feedback
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At the dawn of sunlight, the Seraph-God Eshtael dutifully maintained the balance of all of creation to create a stability of good and evil, of light and dark. With impunity and indiscrimination, she removed those that grew strong enough to threaten this balance. Her valiant chains of white light bound and trapped all those who could one day come to bring change upon the stability that she so diligently maintained. Her siblings in the heavens grew to despise her, as Eshtael became a barrier to their growth. On many occasions, Eshtael allowed what others in the heavens would consider grave atrocities to occur. From the attempts of the now-sundered Gazardiel to reset the world, to the escape of the likes of Iblees and Azdromoth from her bindings, to even the death of the once Aengul of Order, Xan. Eshtael fights not for good nor for evil, but to maintain a state of equal balance between both. As the heavens shake with outrage and change, The Seraph-God now hides away in her domain, the Bastille, fearful and anxious of her siblings’ wrath. She remains twisted by this fear yet still stands dutifully to her mission—instead sending her seraphs to threats of imbalances to seal away the unnatural that attempt to dissuade the balance of the heavens. The balance of the heavens is the delicate fight between good and evil, right and wrong. One does not exist in the absence of the other. Seraphs work to maintain this balance on the mortal plane. They do not blindly fight evil for the sake of honor, justice, or a righteous cause, nor do they seek to commit needless violence or harm upon others for the sake of evil, or to further the actions of one side or another. Those who commit good do so because it is their purpose within the heaven’s balance, just as it is the purpose of those who commit evil to do so according to the heaven’s balance. The Seraphs do not exist to stifle the innate purposes that either side was created to accomplish, but to ensure that no one side grows strong enough to completely eradicate the other. When a force grows too strong and offsets this delicate balance, Eshtael’s Seraphs are there to right the upset. With impunity and harsh judgment, they are to keep upon the mortal plane what is meant to be there and remove the forces upon the mortal plane that are not meant to be there, such as inferi, voidal horrors, and beings of the heavens who descend to the mortal plane. The connection of a Seraph is a grand event, as one commits their dedication to the Balance and the virtues that Eshtael embodies. Should a Seraph find one such person who they believe has the ability to commit to such a path, they can choose to share Eshtael’s valiance with another. [T1] [PASSIVE] EQUILIBRIUM is the state that a Seraph must reach in order to perform the valiant miracles and spells that a Seraph has access to. A mortal descendant is not a perfect vessel for Eshtael’s valiance and must work to properly balance the great boon that has been gifted to them, lest it overwhelm their mind. [T1] [PASSIVE] THE MANTLE OF THE FIRST SKY The emotional weakness of being connected to Eshtael’s valiance leaves a Seraph prone to having a more difficult time balancing their inner sense of self and separating their own emotions from the anxiety that tinges the blessing that overflows from their form. As such, they are extremely susceptible to magics that affect their emotions—unable to reach their own inner Equilibrium while affected by these external sources. A Seraph also passively produces their strong emotions within a small area around them, which other Seraphs are inherently aware of. [T1] [PASSIVE] THE ABJURING WEAKNESS of being connected to Eshtael’s valiance leaves a Seraph vulnerable to sources that would disconnect them from their magic, as their wings flow freely when they have reached their Equilibrium. To have their wings severed by null-magic would bring a Seraph agonizing pain, akin to having them ripped from their body. They will then fall out of their Equilibrium and are instead overcome by fear and anxiety. [T1] [ITEM] THE BONDS OF ESHTAEL are holy chains which have been imbued with Eshtael’s valiance, and are the implement through which a Seraph casts their spells. This allows them to more finely utilize the vast font of Eshtael’s valiance within them. These chains will always have a white glow. They will typically wrap about one of the Seraph’s arms, or may float in some aspect near their person. TIER ONE [Immediate Post-Connection] | Maximum Spell Casts: 0 Spells: Sacraments: Mantle of the First Sky, Bonds of Eshtael Forging, Sacrament of Chains, TIER TWO [Two [2] OOC Weeks Post-Connection] | Maximum Spell Casts: 2 Spells: Calling Chains, Prayer: Striking Sacraments: The Gift of Sharing, Sacrament of Consecration, TIER THREE [One [1] OOC Month Post-Connection] | Maximum Spell Casts: 4 Spells: Prayer: Smiting, Tempt With Flight, Sacraments: Mantle of the Second Sky, Sacrament of Greater Consecration, Sacrament of Binding TIER FOUR [Two [2] OOC Months Post-Connection] | Maximum Spell Casts: 6 Spells: Aura of Denial, Bastille’s Gate Sacraments: Sacrament of Shackles, Sacrament of Limitation, Sacrament of Greater Binding TIER FIVE [Three [3] OOC Months Post-Connection] | Maximum Spell Casts: 8 Spells: Aura of Penance, Prayer: Exaltation Sacraments: Sacrament of Flight, Sacrament of Falling, Mantle of the Third Sky, Sacrament of Sealed Creation CALLING CHAINS [T2] [2 Emotes: 1 Connection + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may call forth a spectral chain, either in their hand or near their person, which shoots forth to attempt to drag a nearby person towards them. PRAYER: STRIKING [T2] [3 Emotes: 1 Connection + 1 Cast] [Type: Light] (Combative / Active) A Seraph may call forth a Prayer, which is a spectral version of the Seraph that serves as a stalwart guardian of its immediate area and is unable to move. When a Striking Prayer is roused to act by nearby movement, it will attack the one who triggered it with their chains, and knock them back, before dissipating. PRAYER: SMITING [T3] [2 Emotes: 1 Connection + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may call forth a Prayer, which is a spectral version of the Seraph that serves as a stalwart guardian of its immediate area and is unable to move. When a Smiting Prayer is roused to act by nearby movement, it will lift its hand to point at the one who triggered it, and mark them, before dissipating. TEMPT WITH FLIGHT [T3] [3 Emotes: 1 Connection + 1 Cast] [Type: Light] (Combative / Active) A Seraph may offer to temporarily gift a pair of spectral wings made of Eshtael’s valiance to up to three [3] enemies, allowing them to immediately move. For each enemy that accepts the gift, the Seraph is able to move themselves an equal amount. AURA OF DENIAL [T4] [3 Emotes: 1 Connection + 1 Charge + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may imbue an area around them with spectral chains that will reach out to clasp at the limbs of those in the nearby area. These chains will prevent all means of magical movement, and slow regular movement by half while within the area. BASTILLE’S GATE [T4] [3 Emotes: 1 Connection + 1 Charge + 1 Cast] [Type: Light] (Combative / Active) A Seraph may call forth an array of weapons made from Eshtael’s valiance, which will form near their person and upon being cast will fly forth to strike at their enemies, with the speed and trajectory as though they had been thrown. AURA OF PENANCE [T5] [3 Emotes: 1 Connection + 1 Charge + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may imbue an area around them with the same fear of pain and death that caused Eshtael to lock herself away to the Bastille, causing everyone within the area to be feared for the duration that they are within the area. PRAYER: EXALTATION [T5] [4 Emotes: 1 Connection + 2 Charge + 1 Cast] [Type: Light] (Combative / Active) A Seraph may call forth a Prayer which will then step forwards to embrace the Seraph, covering them with a shimmering white light in order to confer a boon upon them, before dissipating. [T1][NON-COMBATIVE] THE SACRAMENT OF CHAINS A Seraph can utilize Eshtael’s valiance when outside of combat in order to form spectral chains of light. These chains retain the strength and durability of steel, and can be used as one might use rope or shackles. [T2][NON-COMBATIVE] THE GIFT OF SHARING A Seraph may create a feather formed of Eshtael’s valiance to give to another, as a symbol of guardianship. When the feather’s valiance is used, it will impart a deep sense of urgent fear upon the Seraph, as well as a vision. [T2][NON-COMBATIVE/COMBATIVE] THE SACRAMENT OF CONSECRATION A Seraph may consecrate their arsenal by imbuing an item with Eshtael’s valiance, allowing them to summon or recall a consecrated item over the course of two [2] emotes. [T3][NON-COMBATIVE/COMBATIVE][PASSIVE] THE MANTLE OF THE SECOND SKY A Seraph gains a passive effect based on the person or creature most recently bound to their Vault or executed with the Sacrament of Binding. [T3][NON-COMBATIVE] THE SACRAMENT OF SHACKLES A Seraph may mark a person for absolution, shackling their wrists with Eshtael’s valiance. Those who are shackled in this manner can not cast holy or dark magic above tier three [3]. [T4][NON-COMBATIVE] THE SACRAMENT OF LIMITATION A Seraph may mark a person for absolution, shackling their wrists with Eshtael’s valiance. Those who are shackled in this manner can not change their form nor alter their appearance through magical means for the duration that they are shackled. [T5][NON-COMBATIVE][PASSIVE] THE MANTLE OF THE THIRD SKY As a Seraph completely masters their own Equilibrium and their connection to Eshtael’s valiance, they gain an additional set of wings. Should the Seraph have three [3] sets of wings total, they may passively float up to one [1] foot off of the air, or glide while midair, and they may also use their wings to take off into the air, rushing off to some faraway location or traveling a large distance in a matter of moments. [T5][NON-COMBATIVE] THE SACRAMENT OF SEALED CREATION The height of a Seraph’s power, they may seal away a portion of another’s power within an item in the creation of a unique and powerful artifact. [T3][STRUCTURE] VAULTS are consecrated prisons formed of Eshtael’s holy valiance. The area which a Vault occupies is overwhelmed with her holy light, allowing the creation of the near-inescapable cage through which her Seraphs may bind things to. [T3][NON-COMBATIVE] THE SACRAMENT OF GREATER CONSECRATION is the sacrament in which a tier three [3] Seraph may create the Vault in which they will bind away things that are deemed to have upset the balance of the heavens. [T3][PLAYER EVENT] ESCAPING THE VAULT In order to break a person or creature free of the Vault that they are trapped in, first the consecration of Eshtael’s Valiance within the area must be defeated. This occurs as a player event. Once the player event is concluded with a successful defeat of a spectral apparition formed of Eshtael's valiance, the vault may be unlocked and destroyed as any mundane structure might be. [T3][NON-COMBATIVE] THE SACRAMENT OF BINDING is the sacrament in which a tier three [3] or higher Seraph may bind a person who is unable to fight back with chains forged of Eshtael’s valiance, in order to lock them away to a Vault. Should the person’s will be strong enough to resist being bound, then they will instead be executed, as the chains tear through their form. [T4][NON-COMBATIVE] THE SACRAMENT OF GREATER BINDING is the sacrament in which a tier four [4] or higher Seraph, accompanied by at least one [1] Seraph of any tier, may bind a large creature who is unable to fight back with chains forged of Eshtael’s valiance, in order to lock them away to a vault. The disconnection of a Seraph is a solemn event, a last resort should a Seraph feel as though one of their own has failed in their purpose to uphold the Balance and values of Eshtael. Seraphs who have failed in this manner may be given a chance to atone, or they may have their wings ripped from their person leaving them disconnected from Eshtael and her valiance forever. Despite being one of the ‘Big Four’, Eshtael has never had an approved magic, and she does not see much current use. I thought this was a shame because her themes and ideals are so nuanced and interesting. So I’ve decided in the interim while waiting for the fall update to be posted, to work on this piece. I took to heart some of the feedback I got for my Tahariae write, and decided to try something completely new that I felt was more in line with something I would actually like to play. As a result, I feel like this piece is very self-indulgent, yet I hope that others will find interest in the concept and I’ve done my best to balance it and follow the lore submission guidelines to the best of my ability. As always, I wrote this piece for fun during my downtime, and even if it doesn’t get approved I feel as though I’ve learned a lot through the research and process of creating this write. I was planning on posting this in 2032 but I finished it a bit early. IBLEESIAN - Writing, Formatting WEREWOLF - [ESHTAEL LORE] MEOWMAXER - Consultation, Research
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(The missive was spread far and wide across Aevos.) It's been some years that I have remained low and out of sight, For better or worse. As it stands many of the people I used to council and care for have left the lands, setting off for better places. I nepir rosalis, Will extend my services one last time from Soleaum a vassal of Lurin. A hunters guild It's been becoming more and more apparent the art of hunting and fighting invasive creatures has long grown stagnant. Using my collection of constructs I have located a good amount of troubling predators that are becoming increasingly destructive to its environment. Armaments and tools Many a beast carries parts and pieces that can be crafted into armaments and armor. We shall aid those who go on the hunts in forging these pieces into weapons and tools they wish for. (Player events can be requested, we do both common and monster hunts. reach out to nepir) For those of more magical inclination I still teach magic be it, I have been wounded by a student I will not name for the are aware of their own actions. 2 fire evocations 1 sensory illusionist These will be the last I impart my arcane knowledge to. *A map was on the back, guiding people to soleaum* (X:3503.500 // Z:703.500)
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<The following is posted in Celia'nor and the Silveira Sect halls.> The Silveira Sect The Silveira Sect Presents: The Grand Voidal Mage Tournament Event : Join The Silveira Sect for an epic display of magical prowess as the most skilled voidal mages from across the land come together to compete in thrilling battles. Witness incredible spells, strategic duels, and mindboggling displays of power. Whether you're a mage yourself or just a fan of the arcane arts, or even an aspiring student don't miss out on this chance to get involved! DATE OF EVENT: Sunday July 21st 3PM EST Register now to secure your spot in the tournament. (Message phantuhm on discord to register and about where it will occur.) _______________________________________________________________________________________________________________________________________________________________________________ _________________________________________________________________________________________________________________________________________________________________________________________ REWARDS 1st place will receive: 100 mina + surprise ST signed item 2nd place will receive : 100 mina 3rd place will receive : 50 mina
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THE SEARCH FOR A MAGE Issued at Year 176 of the Second Age With Cerulia gaining traction within the Lurinite sphere and our realm within theirs growing at a steady pace, The Cerulite Council has decided that we seek a mage to take up residence within Cerulia and aid us with our magical affairs around the lands. WHAT WE SEEK We seek a mage of any race familiar with the voidal arts who is understanding of the balance necessary between that which is natural and the void. Those who apply should be capable of enchantment or crafting while remaining level-headed and expressing humility to those they meet. If nobody qualifying applies then I will take it upon myself to teach someone who has the aforementioned characteristics. WHAT WE OFFER We here within Cerulia offer that which we offer to everyone who works for our Most Serene March, though due to the special nature of what we seek, we also have added additional perks. -A home to live in -Access to a Mana Obelisk -To never worry about food -An optional stall where you may sell goods for free -A potential seat on the Cerulite council as High Mage of Cerulia if proven capable -Knowledge that you search will be searched for you -A painless and swift execution if found you use dark magic or consort with darkspawn And with such our applications are open as of today. If no suitable mage is found by the desired time then a new missive will be posted in search of an apprentice. ETERNAL WE MARCH signed, The Former Silver Lubba, Mika “The Resourceful” Anarion, Serene Marq of The Most Serene March of Cerulia and Minister of Defense of Lurin, Protector of the Lurinite Floodplains, Lord of Lubba’s Keep, Lubba Knight of Lurin, Founder of Lurin, Founder of Cerulia, Brickmaster of Lurin
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What does Magic of any kind, or its many (usually morally dubious) power sources smell like? Of course, from what I understand substances like liquid Mana/Lifeforce allow for them to be made physical and tangible, does this mean that they have a taste and or smell? What about the taint of the void? Does ice conjured by a Voidal Mage smell any different by the one wielded and imbued by the magic of a Frost Witch? What about flames? Whether it be of Malflame or Dragonfire, or the Holy Light of Paladins and or Templars. Would a flower be any different to the sense after a Druid has tampered with it? Yes, I woke up like an hour ago. Yes, I am aware of the risk I place upon myself of the consequences of such a controversial post. But nontheless, another will one day ask the same question irp and we will all look like fools when we are without answer, the truth must be revealed! On a more serious note, while an emphasis is put on 'smelling', the rest of the senses are equally interesting. Answering that for example a Demi-Djiinn's magic brings about a certain taste akin to that of the mashed potatoes that your grandparent used to make when you were young...Certainly would change one's view on the magic itself. It's also really good for writing if we are being honest, having your character's own organs be roasted by dragonfire, would be a somewhat visceral experience and I do think discussing what the other senses would pick up other than merely the pain caused by it would always be really freaking interesting. And small show of hands, this entire post is inspired by 'In Stars and Time' which I came around all the way back on December and has probably become one of my favorite stories in recent years. Within It's story whenever a certain magic took effect, a heavy smell of Burnt Sugar was noticed by the protagonist, growing all and more denser, potent and terrible as the story progressed, which I personally found really interesting and unique! Certainly made it feel more personal and memorable of an experience for me personally.. (Good game, go play it, but only after you respond to the post!!)
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A Promise to Akezo 20th of Sun's Smile, SA 167 These pages strongly smell of cactus green with a faint hint of sage and nutmeg. Today was a pretty important day for me, as I finally got to meet another great spirit: Akezo, the immortal spirit of healing and vitality. I always wanted to meet him, as I always tended to her shrine in the old Krugmar, and prayed to him many times in my medical career. Hera, my current teacher in the shamanic art of Farseeing, brought me in her realm through a spiritwalk, though it was a bit different than what I usually experienced from my more frequent spirit walks through the Stargush'stroh; The smoke that Hera conjured was warmer, and way calmer than the dead cold cyan mist I'm used to, and instead of being pulled down or feeling as if falling, i felt a pulling upwards. It was very refreshing, as I always wandered what it would feel like to fly, or levitate. I Woke up in a huge hall, surrounded by quartz pillars and marble arches above them. It was pretty dark, but fortunately the place seemed filled with a faint blue light, letting me see a throne at the end of the hall. Sat on the throne I finally saw her: a huge winged serppent with shiny diamond scales, her eyes pierced the darkness with their icy blue shim, and it was like they were looking through my very soul. Akezo firstly thought Hera brought there just another soul in need of purging, but i tried to erase her doubt by reeting her in Old Blah with: "Lup Akezo, za kulat zrii trafat lat". I studied it for a few years, but it wasn't easy to remember all the words, especially when time was not in my favour. She seemed to have liked it, and so we both started speaking in Old Blah (at least I did some good practice with a native speaker). She told me not many uruks came to his realm, but a lot of desendants did just to get rid of their curses: a shame I thought, our land has always been inflicted with great wounds, but there are not many that have the will or kindness to heal them, instead of making them deeper. She then asked me if I was to pact with her, and I accepted. She asked me who I was, what I wanted from her and what I was willing to give. I waanted the power to heal my people of every harm that could come to them, and in truth, I was willing to give everything for that chance but that would not be a wise answer to give to any spirit, so as an equivalent exange, I offered my worship, my medical skill at the service of others and, in the future, to be the teacher of many other medics to come. Then I woke up, with the command from Akezo to build a shrine for her, and a renewed hope that our horde would be more safe, thanks to her power. Lup Akezo!
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A good way to keep track of your magical knowledge! Alright, so, last week we (@_Grey_W0lf_ and myself) have posted a spreadsheet, which focuses on the topic of alchemical knowledge and a way to track what you have mastered on your personas! Now- We have promised last week that we are also reworking a old document, which @_Grey_W0lf_ created in the past, which focuses on all the magical forms, spells and feats. And it is finally done! I've reworked the old document and updated it with a new format, checked all of the lore pieces, split some stuff up to make it easier to track and much more! So here it is! An excellent way to keep track of all your Magical Knowledge, the spells you have mastered and even the Feats you have obtained! https://docs.google.com/spreadsheets/d/1nUEZKO3dnFZ1V8zrwnCFQr9sBFGfyFWeZNBNMeSaAQQ/edit?usp=sharing If we are missing anything or did a mistake, feel free to message @_Grey_W0lf_ and myself (Please add both of us to the message) on the Forums or on Discord! Changelog 02.09.2023 - Adjusted Mysticism Section - Thanks to @TheWhiteWolf
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“The Ways to Learn Magic and Possible Changes to Seeking Masters.” By: Eldorain (sethsj) The Summarized Lore Behind Hoktmat Politics and Magic from my Point-of view: The sorcerous hierarchy in Hohkmat provides an intricate roadmap for individuals navigating the magical society. The journey begins with the determination of one's sorcerous path, emphasizing the significance of a powerful retinue in achieving a position of influence. The retinue, composed of attendants such as Sanfi, Familiars & Exotics, and Aspirants, plays a crucial role in showcasing one's power and authority. Attendants serve diverse functions, from mercenaries to exotic creatures, contributing to a mage's overall influence. The progression through sorcerer ranks, including Novice, Journeyman, and Adept, reflects an individual's proficiency in magical arts. Apprenticeship is highlighted as a pivotal step, where aspirants align themselves with a mage to eventually become heirs to a magical lineage. The system of magical true lineage underscores the importance of the apprentice-Master bond, akin to a blood relation in other societies. The text also introduces the Masters of the Arcane, including Masters and Sages, overseen by the Council of Masters, which adds a layer of recognition for those who have reached the pinnacle of magical mastery. The forum delves into special orders, introducing Viziers and Lord/Lady Magisters as mages with exceptional magical prowess and political influence. The highest authority, the Grand Magister, leads Hohkmat and is judged not only by individual magical power but also by their ability to unify magi, promote talent, and handle magical threats to society. The text concludes by emphasizing the importance of retinues, political acumen, and magical proficiency for those aspiring to challenge existing leaders or claim significant positions within the magical hierarchy. Overall, the guide provides a comprehensive understanding of the intricacies of magical progression and political dynamics in Hohkmat. The Summary of the Great Paradox, Political Power, and Aristocracy. The City-States of Hohkmat emerge as a fascinating realm with a rich magical tapestry and a distinct societal structure. Guided by the Three Mysteries—The Great Paradox, The Eternal Pursuit, and The Sorcerer's Path—Hohkmat's sorcerers navigate a complex world where magic, power, and the pursuit of knowledge intertwine. The Great Paradox encapsulates the dual nature of sorcery, emphasizing the balance between chaos and control, while The Eternal Pursuit delves into the acquisition and acknowledgment of power, shaping a society where the meek may rise and the content may fall. The Sorcerous Path, the mystery of the future, empowers individuals to ascend from slaves to kings through magical mastery. In the governance of the City-States, a Feudal Mageocratic Oligarchy takes shape. Lord-Magisters, the most powerful sorcerers, lead noble Mage-Lords in fealty to the Grand Magister, who wields absolute authority over the realm. The Ziggurats, majestic structures housing the central government, symbolize the core of power. The Grand Magister, titled Sorcerer-King, holds sway over the Chamber of Stars, a bureaucratic force executing the nation's will. The dynamic Lord-Magisters, with their power bases and magical prowess, constitute the Chamber of Lord-Magisters. In this aristocracy, apprenticeship and magical lineage play a pivotal role, distinguishing noble houses and shaping succession. The autonomy granted to Lord-Magisters is balanced by their allegiance to the Grand Magister, whose charisma and coordination skills are crucial for effective governance. The intricate dance between power, politics, and magical mastery defines the unique and captivating world of the City-States of Hohkmat. The New Added Idea to Learn Magic: The City-States of Hohkmat unfold as a captivating realm where sorcery, societal hierarchies, and magical mysteries shape the landscape. The Three Mysteries—The Great Paradox, The Eternal Pursuit, and The Sorcerer's Path—guide sorcerers in navigating the delicate balance of chaos and control, pursuit of power, and the empowering journey from apprentice to mastery. A Feudal Mageocratic Oligarchy, led by the Grand Magister and the Chamber of Stars, governs the City-States, with Lord-Magisters holding significant autonomy. For aspiring mages, the path to magical mastery is intricate and challenging. Masters, the seasoned sorcerers, are selective in accepting apprentices, and those seeking to learn magic often find themselves struggling to secure a mentor. The tradition of apprenticeship, viewed as a sacred bond akin to blood relations, creates a barrier for newcomers. Self-taught individuals can only progress to a certain rank without formal acceptance into a magical house. To prove their worth, aspiring mages must independently master magical arts and showcase their skills during yearly exams, a crucial event where they demonstrate their learning to potential Masters. The struggle for acceptance into a magical house is marked by the need for self-motivation and rigorous training. Those who manage to reach a certain proficiency independently face the challenge of convincing a Master of their capabilities. The yearly exams become a make-or-break moment, where aspirants lay bare their magical prowess and understanding of the Three Mysteries. Only by impressing a Master can they hope to be accepted into a noble house, joining the ranks of Lord-Magisters in the City-States of Hohkmat. This rigorous system ensures that only the most dedicated and skilled individuals ascend the ranks of magical society, contributing to the dynamic and competitive nature of Hohkmat's magical hierarchy. “I serviet, I erit officii.” (OOC) In Hohkmat, if you're itching to be a magic whiz, you grab these cool elemental magic books from the library or cough up some coin at the city "tax" place, where a city shop could be setup. Now, the tricky part is deciding which magic house you want to roll with. To impress these magical folks, you've gotta take exams every week(OOC) or a whole year (IRP). Showcasing your fire, air, earth, and water magic chops is the deal. But hold up—getting into a cool magic house isn't just about flexing your magical muscles. Nope, it's all in the hands of the big shots, the Masters. They're the ones who decide if you're in or out. It's not just about being a magical hotshot; you've gotta prove you get the whole void thing and how Hohkmat and everything around it works. So, buckle up, grab your magic books, and get ready for a wild ride into the mystical world of Hohkmat! Book examples: 1. Book of Flames - A Guide to Pyromancy - Learn the art of Fire Evocation, the most common and accessible elemental magic. This comprehensive guide introduces the basics of controlling and summoning flames. From lighting torches to wielding destructive fireballs, this book is a must-read for budding sorcerers seeking to harness the power of Pyromancy. Master the flames and ignite your magical journey! 2. Whispers of the Winds - The Secrets of Aeromancy - Explore the mysteries of Air Evocation with this guide to Aeromancy. Delve into the realm of wind manipulation, levitation, and the subtle art of controlling the air around you. While the difficulty level is uncertain, the book provides insights into the potential and challenges of mastering this element. Unleash the power of the winds and soar to new heights! 3. Earth's Embrace - A Geomancer's Handbook - Geomancy, the art of Earth Evocation, is a rare and challenging discipline. In this handbook, discover the secrets of shaping and manipulating the very ground beneath your feet. Unearth the complexities of Geomancy, from creating barriers to manipulating terrain. Aspiring Geomancers, prepare to delve into the depths of earth magic! 4. Aquatic Whispers - Journey into Hydromancy - Dive into the depths of Water Evocation with this guide to Hydromancy. While the risk of drowning looms, this book explores the delicate art of controlling water. From summoning rain to shaping water currents, the mysteries of Hydromancy are revealed. Approach with caution, but master this art, and you'll hold the power of the oceans in your hands!
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[!] Letters are dispatched via bird in mass to all within Hohkmat How primitive it is to scar a follower of the void to decipher superiority We are above such barbarism. The one whose mind speaks with the wisdom of the people should lead them Where do we find ourselves if we allow our system to favor warmongers and thugs? We get uncultured swine, the likes of which the void should never be trusted with. What we want is a just unification of the Void's people, a one mind that serves to better itself as an entity for the good of the void and its people, rather than this short sighted bickering the likes of which we should only expect from animals. We can be better than this, we are better than this. I ask of you the people, would do you not embrace the Void wholeheartedly? Do you not believe it is the key to our salvation? Were we to put our faith in the Void, trusting those beside us to stand with us against the dark. Then would we truly know greatness, then would we truly know prosperity. I ask that you do not allow yourself to be misled by the bickering of lessers Do not allow the darkness within you Stand united against this barbarism Favor the book before the sword It is together we can form an unbreakable brotherhood It is only together that we might glimpse at greatness. Excellence without Compromise Lord Magister and Servant to the People [!] Sometime later a group gathers to discuss as word travels (Feel free to react and comment below as well as consider this letter common knowledge)
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People of Aevos, farmers and philosophers alike, I come before you as a humble servant, with the void as my tool. I write this message today in hopes that it finds you well, in order to ask for your patience. I am a very busy man and I have been for many centuries now, but it is my dedication and commitment to my craft and people that continue to beckon me forth to havens of knowledge such as Hohkmat, despite my lack of presence in many cases. It is my intention to nurture a small sect of our reality within my own district, to that of a beacon of light for all who would wish their reality malleable. . . To all that would wish to sculpt the realm in their image. A place where creativity seeps from the very walls of the establishment, the inspiration so real it bursts forth into reality in the form of magical flora and fauna. This is the reality I wish to procure within my district, but it is not possible without your assistance. No matter the strength of any singular mage, it is unity that creates true greatness, standing side by side with someone like minded and trusting, knowing if the worst were to occur, they would be by your side standing with you against the dark. This is the strength I require from you all, this is the environment I wish to nurture. . . But I can only do it with your help. Assist me in ushering in this age of greatness with the void as our tool and your names shall be written in the history books, immortalized forever as those who walked the path uncharted, leading the way for future generations to flourish, enriched by our accomplishments. Allow me time and I shall give you greatness Lord Magister of Hohkmat and Eternal Servant to the Realm
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This is a serious post!!!! So here im making an application for the army of milkman. Who is milkman? you may ask. in short hes the fallen druid and a dwarf who wants to kill all of the elves and mages on the continent beacuse he was betrayed by them when he was lied to about "lactomancy"and wasted all of his live for it the idea is simple the army will try to assasinate the king of Hanseti-Ruska for the place of the Milkman to make a great army for killing all of the elves and mages. The elves and mages are the essence of evil and they are responible for the death of many so The Great Milkman Will kill them for the properity and the good of the Society! All of the people who will join me will get high ranked jobs in the new Milko-Hansa-Ruska kingdom like generals or Royals in the Palace. Lets make Aevos Great again! If you want to join Message me
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THIS IS A SERIOUS POST!!! So First. The people that are joking about my name will be also exterminated if they will not apologize and be loyal to the army of the Milko-Hanseti-Ruska Empire that will form. I will make some things more clear for the Milkman Loyalists and thats some of them: 1 The Place of meeting will be in the desert near krugmar. 2 There shouldnt be a lot of killing during the assasination of the King Of Hanseti-Ruska if it isnt needed. 3 The Country will be secular so if you belive any god you will be fine. 4 The elves and mages who will be loyal to the Country will be saved but they will used as a "Forced Soldiers". 5 The People can also become "The Recruiters" who will spread the word about the army of milkman If any Ruler of an Kingdom/Other Countries Wants to support the Milkmans army Message me At the Later hours The Power will go to My right hand Why Should i attack Hanseti-Ruska and not any other Country? You may ask yourself And the anwser is easy: Beacuse When i We to exterminate elves we need a power for it And the Best option for getting that power will be Hanseti-Ruska. When i will die The power of the country will be taken by The AbraxasReaper and There will be a Statue of me with my Grave at the legs of my statue (The satatue will be in capital) When i will take power In the 3 days People who want to emmigrate can do so! Lets make Aevos Great Again!
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My character always wanted to help nature it he lived in a forest for most of his live in a forest so he wanted to to do something good using the magic. His father (a highlander) wanted to use magic but it never succeeded so bamdun wanting to make his father proud in the afterlife he decited to be teached by the masters of druidism. 1 anyone can teach but elves 2 im a dwarf. My name is Bamdun Hammerworthy
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Welcome to elLuthien'thill Step into the world of ElLuthien'Thill, the mystical silver boutique where enchantments and mischief meet! Our shop is dedicated to providing our customers with unique and magical artifacts that will elevate their spell-casting game to new heights. Our custom enchantments are crafted with care and tailored to fit your needs, whether you're a seasoned wizard or a beginner seeking to explore the world of magic. With a wide selection of spell components, powerful amulets, and mysterious talismans, you're sure to find something that speaks to your inner sorcerer. Our knowledgeable staff is always on hand to help you find the perfect item, and we pride ourselves on our commitment to quality and customer satisfaction. We believe that everyone deserves a little more enchantment and mischief in their lives, and we're here to help make that happen! So don't wait, come visit us today and let us help you unlock your full potential! Because let's be real, who doesn't want a little more enchantment and mischief in their life? ElLuthien'Thill, where magic meets mayhem! Additional Services We are pleased to offer additional magical services upon request, subject to confirmation by our store manager. These services go beyond enchantments and can be tailored to meet the unique needs of our clients. Please feel free to inquire about these services and we will do our best to accommodate your request. Are you a future employee? If you're interested in the position, please submit your curriculum vitae to our store manager for consideration. Successful candidates will receive a notification via bird, inviting them to participate in an interview. We appreciate your interest in joining our team and look forward to reviewing your application. Collaborations? If you are interested in exploring a potential collaboration agreement with us, please contact the owner, Usamea, directly to discuss further. Our collaboration agreements are based on a commission payment structure, with payment terms determined on a per-collaboration basis. We welcome the opportunity to work together and look forward to hearing from you. Locations: Commonwealth of the Petra, City of Vallagne Clermont Court MORE TBA
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Good day fellow role-players, I wanted to address the fundamental flaws of Blade dancing, from the point of view of someone who has attempted many iterations of this lore piece, and its place as a bad lore piece. For those interested this is the passage I will be responding too; This comes from the following article; Now, with that out of the way. I do agree with a lot of this. Blade dancing is an extremely challenging lore piece to balance mechanically as you might struggle to balance weight, weapon mobility, and adequate weakness' for the caster so that they are not so far ahead in using weaponry at range that there is no reason to bother fighting martially. However a line out of this explanation made me realize something extremely important; "While again, a super cool and thematic idea". This line does well to outline the appeal, and reason people want blade dancing at all; it is a cool thematic way to combat opponents. And so I present my reasoning as to why I don't think the idea is fundamentally bad, my solution to the presented problems, and why this piece does not belong in this explanation topic. The goal of blade dancing as a lore piece doesn't necessarily need to put all of the issues that have been laid out into consideration. For example, if Blade Dancing was mechanically identical to LoTC's archery combat, simply reskinned with channeling flying swords instead of knocking arrows and drawing a bow, then they will be no stronger then an archer. We can justify this extremely easy within lore too. I will go through each concern, treating Blade Dancing as a reskinned bow and arrow combat: "What stops the user from not only manipulating blades, but having one of their own?" Alright, instead of knocking the arrow, and a drawing or aiming emote (Emote 1 and 2) we state that player must channel magic into the weapon for 2 emotes before the final, attack emote. The player cannot use another weapon simultaneously because they're too busy holding their hands out focusing on making the flying weapon attack to actually use another blade of their own. "Can they move just fine?" Yes, you can do this with a bow so I don't see why you could not in this instance. You can move up to 4 blocks, and then use a major action to progress channeling the flying-sword-attack, Just like how under the Honor Default combat rules you can move as well as take a major action such as notching an arrow, or drawing the bow. "Are they still strong?" On the cast emote, the strength of the attack is equal to the damage an arrow would have dealt to the target player. You can justify this as a strain caused by using magic at a distance affecting the strength of the flying-weapons swing. This solution would also fix the weight issue; it doesn't matter what weight the weapon is if every weapon deals the same amount of damage towards their opponent. By treating all melee weapons as a mechanically equal weapon, we allow archetypes (Like a rogue using flying knives vs dark knight using a flying greatsword) without their being any power difference between the two choices. "What cost is there to their lore?" If, mechanically speaking, the lore piece is identical to a bow and arrow, there doesn't need to be a cost. Because remember; the hypothetical piece we're making here is simply a reskinned bow and arrow. In exchange for the range these attacks offer us, we have to take longer to make our attack. "How long can they keep it up?" With a bow and arrow you must re-notch and re-draw your arrow each shot, so for Blade Dancing we will say that after the flying sword have swung majestically across the bare chest of the well-oiled barbarian you're fighting; the sword returns to the caster floating in front of them to be re-channeled for a next attack. Again, this is basically a magic-bow-and-arrow. You will be able to use it just as frequently. "What stops them from just stabbing people in the back with undodgeable strikes constantly?" I understand why so many people see this as an issue but it has such an easy solution. The weapon returns to its caster if it ever leaves the casters line of sight. Or even falls out of the air entirely, either works. One might argue that other players will just stand in front of the casters target to break line of sight- and sure. They should become the new target. If this was a bow and arrow they'd get shot instead. And, just a like a bow and arrow, you can utilize things like cover to break a casters line of sight and avoid getting hit. I truly believe that blade dancing's place as a fundamentally flawed concept is only true if you overthink the concepts possible mechanics. And I know this all too well as someone who fell into the same trap. The concept, if made as a reskinned version of the bow and arrows combat mechanics, could exist as a feat that has no further spells. That only exists to give players that unique aesthetic they are looking for. Unfortunately though, now that it is labelled a fundamentally flawed lore piece no one is going to want to try. As in the lore teams own words; "we strongly, strongly suggest not writing these pieces else you wish for a swift denial."
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Arcane Sculpting Whereas the magi of yore once conjured domes to defend cities, and harnessed pure beams of arcane energy to smite their foes, such potent arts have been lost to the annals of time, whisked away from the world at the fickle whim of the void. Nonetheless, attempts to recover such an art has been the aspiration of many magi since then, seeking once more to harness the esoteric force known as Arcanism to fuel their profound machinations. Such was the work of a small congregation of magi in the realm of Almaris, who in their desire to reattain the great works of Rivel, brought forth an art similar to that which had been lost. This, Arcane Sculpting, was the sculpting of mana to form objects of pure evoked energy, allowing mages to employ the art of "Arcanism" in their artificery’s. Explanation Arcane Sculpting is the process of altering and sculpting liquid mana to create a solid in which can be used to shape into a variety of things. This process enables the magi to form all manner of art, furniture, and even tools and weaponry by means of artificery. Arcane Sculpting requires a valid Transfiguration MA. Arcane Sculpting can be self-taught upon reaching T5 in Transfiguration. While sometimes contending with the likes of the more strenuous abilities to learn within Transfiguration, it doesn’t overreach similar study times to firmly grasp the ability to Sculpt the Arcane. One needs only a firm grasp upon the many concepts of transfiguration before first learning it, enabling one to teach themselves at T5 Transfiguration over the span of at least one IRL week, though likely over the course of multiple lessons. The process can at first be exhausting, though it may become more familiar over time, the ceilings of creation limitless. Altering and Sculpting Liquid Mana The process of altering Liquid Mana is a rather simple but tedious one for that of an experienced Alterationist, able to be done alone, with the aid of a greater source of mana (Obelisk, Tear, etc), or within a group for a greater outcome. Concentration is essential for this process, for should one's attention falter, it would sour the mana, using too much of its resource without completing the transition leaving it almost entirely useless. Its basics consist of utilizing Liquid Mana, whether conjured by the user or procured at an earlier time to fortify its state from a liquid to a solid via the Alter Density spell. Once the solidifying process has begun it is now ready for it to be molded to take the form of the casters will. This process often results in the Arcane Sculpture taking the color of the caster or lead casters’ aura, some finding the sculpture even pulsed this color. As the mana is woven into a solid form, the mage may begin to shape it as they wish, binding it as either Soft or Hard Sculpted Mana as expanded upon below. Soft Sculpting Soft-Sculpted Mana is generally much more malleable and translucent, ideal for basic enchantments or shapes, such as a vase, a hovering light, a musical instrument, or other artistic and aesthetic objects. In most cases It has the general consistency and durability of regular glass, and thus, may be shattered with relative ease, making it less than ideal for combat weight bearing objects. Soft-sculpted mana can appear with fine detail, though any visible “sharp” points would not do much to cause damage even if it was deliberately used to do such, at most only scraping against the skin, resulting in breaking itself. Finally, the process of altering soft Mana can also be elongated to create a liquid form much like its original appearance, capable of being utilized similarly in artistic and aesthetic objects, manipulated to appear thicker or more translucent alike it’s more solid counterpart, though it’s fragility similarly affects it’s inability to be used in any way to cause harm, resulting in it dissipating similarly to were it not first bound upon forming. Soft Sculpting Redlines RP Example [1] Algrimmor’s eyes lit ablaze with blue voidal light as he began to channel forth his ability. [2] The old dwarf waved a marred hand over the bottle of liquid mana, pulling it forth from its rest into action as he weaved and sculpted it into its destiny, the rough shape of a dagger forming before he then focused upon solidifying the Mana in place. [3] With the shape now formed, the surface of the mana bubbled and rippled as it was solidified, soon hardening into what would appear to be a vaguely translucent glass dagger of blue hues, unsuitable for combat, though perhaps a fitting letter opener. Hard Sculpting Hard-Sculpted Mana requires much more effort to perform, and requires multiple mages in a ritual, depending on the size of the project. Mana in this form can be made to take on the texture and durability of steel, making it ideal for Tools and weaponry, along with larger structures. Being as durable as regular steel, hard-sculpted mana can be as heavy as steel too. It is oftentimes less translucent than soft-Sculpted mana, though does glow slightly brighter as well. However, to bind this type of mana to the material world would necessitate greater aids, such as mage-gold or Arcanium, to effectively hold it. These applications of sculpted mana will require ST approval in order to be valid, with objects like swords requiring signing, and larger structures requiring ST approval or potentially an accepted MArt application. Unique Effect The reasoning one might wish to fashion a Hard-Sculpted Mana piece over an Arcanium piece would be the additional utility available to the user through the added purity of a piece pure of mana over what is effectively an alloy in Arcanium. That utility being the added ability to enchant additional lesser enchantments onto the piece alongside the regular single enchantment one would be capable of putting on any item. While an Arcanium enchantment can contain a maximum of one T5 enchantment within itself, the Hard-Sculpted piece would allow for an additional two lesser enchantments, often used for greater utility to suit the creator's needs as opposed to requiring additional items to fill such needs. Hard Sculpting Redlines RP Example [1] Balgrimmor took center stage at the altar, glancing amongst his peers as they prepared for the coming ritual, their eyes upon the item at the center of the altar, a large Arcanium hilt. As each member of the ritual honed their connection, they each began to funnel forth their energies for the main magi to utilize. [2] Beginning to work away, the magi central to the ritual called forth a strong flow of liquid mana, twisting and weaving the excess at their disposal, molding it vaguely into the shape of a blade that originated at the Arcanium hilt. [3] Fatigue began to set in amongst the group as the ritual further heightened, the ghostly blade solidifying slowly with great ripples and bursts of energy, its form hardening and solidifying both to the hilt and to reality itself. [4] Winding down now as the remainder of the gathered energies solidified the blade, those present felt the great weight of their efforts pull at their muscles, a taxing but worthwhile process as they now gazed upon the Arcane Sculpted Blade. General Redlines Purpose and Citations Questions Do you think it is necessary or would enhance RP to add a rolling system similar to Arcanium to this method? Or do you think the requirement of Arcanium as a potential precursor is sufficient? Off the back of the last question, should hard-sculpted items exclusively require Arcanium to have a rolling system included in the process alongside at least a day of exhaustion? Or do you think it should be left open for lesser magi to utilize magegold? Right now despite having example emotes, there isn’t a required number of emotes listed anywhere, do you think there should be? Or in the spirit of free form RP, should it be kept intentionally vague? Although only Lesser Enchantments and almost entirely non-combative in use, do you think two extra on hard sculpted items is too excessive?
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In the beggining... Magic was among the greatest things to happen to orc, human, dwarf, and elf kind alike. No matter if it was simple housemagery or casting great snowstorms as a snow witch. Magic has always been used as a source of power to protect not only oneself but all those in need around them. Of course with power it is only natural to have greed. The wish for more is always there... no matter what you believe or what feelings you act on greed is impossible to be fully immune to. Of course danger arises from mages who wish to seek greed as a whole. Dynamancy is founded in the belief that greed is natural, but acting on it is of evil intent. Because of this dynamancers swear to risk life and limb to rid the world of all those granted power that use it for evil and terror. But Of course no system is perfect... good intent can always shift to that of evil. We call these the Dakenmancers, Dynamancers who have lost their way seeking more power than was already provided. To refuse the destruction of evil but to embrace it. As a Dynamancer it is a responsibility... Dakenmancer are not only to be destroyed they are to be prevented. If a teacher of Dynamancy creates a Dakenmancer they are to kill their student before destroying their own life as well. This is to keep balance... even if it is quite unfair at times... Mechanics Shortened Physics: Dynamancy is the redirection of any energy using mana. Dynamancers turn potential energy into kinetic creating energy waves of any kind at will using just mana. Dynamancer: A Practitioner of Dynamancy. A Person who has committed their power to the destruction of evil and to uphold fairness. Dakenmancer: A Practitioner of dynamancy and other unholy arts (Magical or not) A Dakenmancer is committed only to their own will. Dynamancy: The term used for mages who use mana to redirect energy. Whether it be electricity or heat all electricity from a natural source (IE any energy that has been created via nonmagic means) DYNAMANCY TAKES 3 SPELL SLOTS How To CRP Dynamancy Dynamancy gives a user the ability to manipulate existing fire and create lightning, this is done via using Mana to redirect and amplify energy and wavelengths, including sound, fire, friction, and electricity. Electricity being the main part of Dynamancy Ill explain first. Activation of a spell with electricity drains a lot of mana, making the user tired and sluggish if not used right.(Roll) You also need to emote once to activate a spell. Activation also takes 5 seconds. When charging a spell for electric Variation of dynamancy the longer you emote and hold the spell the more effective via range, damage, burns, etc. for every 2 seconds it increases 1 block in the range starting at 2 blocks. (tier level applies.) The focus needs to be exact with electric dynamancy, if you roll a d20 under 5 it will backfire, and depending how long you charged the spell can decide energy. If you held the spell for 5 or less seconds you will get minor burns if you held the spell for 10 seconds or less you will get second-degree burns if you hold a spell for longer than that you will get third-degree burns., if you roll 7 or less the spell will not work. If attacking physically or in a stressful situation, focus will be harder, so anything under 7 (d20) will cause a spell to cease function. Release takes 1 - 2 emotes depending the spell and how long you charged it. If charged for 5+ seconds it will take 2 emotes. If the spell is more powerful or is made for destructive combat it will also take 2 emotes. Fire Variation of Dynamancy and how to CRP it. Fire Dynamancy can only be used when near a fire source, including torches, campfires, lanterns, and fire blocks yet not near lava. Activation of a fire spell will cost less mana and will also take only one emote. It is easier to charge fire spells, as charging every 2 seconds will increase range by 3 blocks maxing out at 10. Less focus is required with fire, but rolling under a 5 (d20) will burn you severely, minimum burns can be second-degree. If you charge a fire spell to the maximum and it backfires you will need immediate medical care or it could be fatal. Releasing a fire spell takes 1 emote. Remember you can only manipulate fire from a fire source so fire whips and swords from torches and little fireballs from lanterns. Remember to also roll for accuracy! Sound CRP Sound CRP is not meant for combat, you can make a grouchy noise but other than that this will not help you in combat. It takes 1 emote to cast a sound spell. Focus is required when trying to make yourself louder or your voice sound better. So being distracted or attacked will make this variation impossible. The release takes no emote but costs small amounts of mana to cast and continue to keep it going. See Mana training to improve time. can last up to 5 minutes (each tier is +1 minute. maxing out at 10 minutes before a recast is needed) Medical CRP Activation takes 1 emote and 2 mana points. Charge begins to burn through mana depending on how long you keep up the spell, see mana training. Focus is required and any major interruption(examples being screaming, loud banging, bells, earthquake, etc.) will render the spell no longer working and can even harm a patient more, (roll d20, if less than 10 from a major interruption the spell will harm the patient.) The release takes 2 emotes and a roll to make sure the spell does not backfire, this is because of the ability to restart the heart of a comrade. More On Spells And Their Potential! Spell Potential Spell potential is not super limited, a spell can only be so effective yet depending the casting style of the user and what they decide to do as well as how experienced they are a dynamancer can do just about whatever they want with energy as long as it follows range. With the amplification of energy you have a lot of options so long as the are not made to Powergame. or cancel out another's action. | | \/ Range Lightning spells max out at 12 blocks. Fire spells max out at 10 blocks and you need to be near a fire source or be holding a lantern, torch, etc. Sound-related spells can reach 20 blocks. It takes 1 emote for lightning spells to be active and another emote for them to be cast. If you are injured in a fatal way your range becomes halfed as your mana control will be harder to control when you are bleeding out. Mana Training A Dynamancer must be good at controlling mana. All Dynamancers have to undergo 1 saints week of training before they can cast spells. New Dynamancers will require more mana to cast spells as they have less control over their mana. For a dynamancer to train mana they have to sit at a candle and try to focus mana to their hands to heat their fingertips. Then snap and light the candle. Upon doing so they attempt to make the fire larger and smaller without making it go out. Mastery of this will take a saints week. Casting spells can also train mana. Physical Affects All Dynamancers undergo physical changes the more they do Dynamancy. Often veins become more visible along the body making it appear like there are blue and purple vines spreading under the skin. This is the least noticeable at the beginning of Dynamancy but more practice makes it more noticeable. If the Dynamancer is a practitioner of other magic arts it is also less noticeable. (Dakenmancers, or dynamancers who practice voidal or other anti-cannonist arts will not have this affect at all.) Required When Learning Dynamancy is unable to be learned by the unintelligent or easily distracted. Though some certain creatures with low intelligence can become mages often this is nearly impossible for those trying to learn dynamancy with below-average intelligence. This is because the direction of mana needs to be on a course perfect with that of what you are trying to do otherwise a spell will backfire. Immense training is needed before you can attempt any kind of teaching or general use outside of small spells like mana training spells and sound spells. (To train actual spells you need to have mastered Dynamancy Fully) Medical Variation of Dynamancy Some practitioners of Dynamancy can restart a heart (3 emotes and a 2 blocks range) while some simply warm or cool down a patient with a fever. Some will even use electricity to seal a cut wound or remove an infected area of skin. (other player must roll a d10 for pain levels) It is recommended to learn medical tactics before studying this form of dynamancy. Redlines Rolling a 5 or under on a d20 will cause a spell to backfire causing damage, and you will be temporarily unable to use Dynamancy. If attacking with physical strength dynamancy you use becomes weaker, as you have less focus on redirecting the energy with your mana. When casting a spell you become vulnerable and unable to fight back until the spell is finished, depending the amount of emotes needed to cast a spell. Dynamancers can not use fire or lightning spells in water, the fire will certainly go out on any torch or lantern you are using, and lightning will shock you. On top of that it is impossible as when trying to swim you can not focus enough to direct mana anyway. Dynamancy is weaker and costs more mana when bleeding excessively. Unable to use fire spells when raining Cannot wear metallic armor when casting a spell as they can disrupt focus due to how heavy they are and can conduct electricity killing the mage. When bleeding profusely (bleeding out fatally) spells will be impossible to cast. A Dynamancer can NOT access voltages that are lethal unless a spell of their own backfires. Lightning blade and whip can cause serious lashes and burns but can not remove limbs fully. It can burn the skin and nerves mostly off but there will be enough there in the end to hold together the limbs. Base Spells Lightning Spells: Lightning Arc The User creates a large bolt of lightning that can travel around the users body. It appears to be a rope made of energy and can be grabbed and used as a whip. When a person is whipped it can leave minor burns and lashes around the area whipped. As the user moves their hands an arc of lightning will grow in length around them. Looking like a stream of fireflies they surround the user in a spiraling motion. This spiral grows in size until it covers the user or the user grabs the large arc now fully spread around their body. Thundering Touch By touching your opponent and sending electricity into their body you can cause their muscles to spasm making them unable to use weapons for 1 emote. This will also render the arm used to cast the spell useless for 2 emotes. Upon touch the opponent begins to flinch uncontrollably and shake as if having a seizure. Their chest puffs in and out as their arms flail, they fall to the ground still shivering from the horrifying experience. Their hands shaking not from the electricity, but fear. The caster is also stunned for 1 emote as electricity just flew through their body. Doing this spell on the head of an individual will make it more likely to backfire. You must roll a NAT 20 for it to be effective at all. Anything less will backfire and cause you to be stunned. Electric Channel You can use this spell to form shapes and detailed sculptures of lightning. Uses more mana depending size and detail. A Dynamancer pulls electricity from the air as it shoots into a ball, then it begins to shift into a sort of square. It begins to spin in the dynamancers hand over and over again. Finally, the dynamancer begins to shape a bird and sends it off, an electric bird flying into the sky. Electric Blade Experienced Dynamancers can create a blade made fully of lightning while newer dynamancers may channel electricity into a sword made of conductive metal. As a dynamancer holds the handle of a shattered sword lightning begins to gather around where a blade should be. The lightning grows and shrinks as if the sword was breathing, finally taking a perfect shape of a sword. Appearing finish the hilt seems dark compared to the blue glow of the lightning sword. Electric Redirect If a dynamancer shoots a lightning bolt, or if any surge of energy is directed to a dynamancer you can redirect it into the sky, (costs massive mana and can only be used once per resting period unless it is a small jolt from like a bit of redstone etc.) As a lightning bolt shoots to a dynamancer he quickly makes a circular motion with his arms redirecting the electricity to the sky, like a huge slingshot. As it flings into the air the lightning suddenly cracks sending down little sparks of mana. Fire Spells (Fire Source Needed, note you can strike the ground with electricity on a flammable substance to start a fire but it will cost an emote.) Flaming Blade Using a torch a dynamancer can create a sword out of fire. Depending the size of the sword depends the mana cost. Must be holding a torch. Can cause 2nd - 3rd degree burns. as a dynamancer holds a torch a spiral begins from the small flame at the end. Forming a great sword of fire in the caster's hands. His body and surroundings showered in light as sparks fly from the engulfed blade. Flaming Whip Using a torch a dynamancer can manipulate the fire to work as a sort of whip. causes 2nd degree burns. A dynamancer lifts his hand holding a torch, then slamming it down to his waist. Upon doing so the flame grows into what appears to be a rope of fire. The whip is twirled effortlessly seeming to have no weight at all. Fire Flies Using a lantern or nearby fire source a dynamancer can create small balls of fire (6 inches in width and height) and shoot them at an enemy or use it to light something. can cause 2nd - 3rd degree burns. as a dynamancer smashes a glass lantern to the floor it engulfs the grass in flames. The dynamancer Flicks his fingers pushing energy from the fire into little spheres, creating fireballs. Using these small groups of fireballs he shoots them at his opponent. Flaming Fist A Dynamancer can channel fire to spread across their limbs which can be used in hand to hand combat to burn the enemy with their punches. It can be put out easily with water. If something draws all focus of the dynamancer away from his spell he will lose control and burn anything the fire was near, including body parts. 3rd degree burns. The fist of the dynamancer engulfs in flames spreading up his body like a coating of flaming armor. It showers the dynamancer in heat as it grows and shrinks on his body. Sound Spells Music Tamper Using the energy in wavelengths a dynamancer can edit the way something sounds (IE singing or an instrument) based on their imagination. Vocal Amplification A Dynamancer can amplify how loud a sound is, yet not to a harmful level. A dynamancer screams making an ear wrenching echo in the cave nearby. Medical Spells Electric Blade A Dynamancer can make a 1 - 4 inch blade of lightning from their fingertips. This can cut into skin to potential remove an arrow or something of the sort. (Conscious patients must roll pain level with a d10) A jolt of lightning comes down the arm through the veins of a dynamancer, eventually piercing through his fingers like little surgical blade or lightning. Electric Pulse A Dynamancer can send electricity to the heart of a patient to restart the heart. If done too many times the heart can become fried and can potentially backfire on the caster. (Roll d20) A dynamancer places both hands on his dying friend, upon doing so he presses energy into the heart, causing a jolt through his comrade's body. Upon doing so he begins to breathe once more shaking from adrenaline. Melting Touch A Dynamancer can focus heat energy to their fingertips in order to melt skin of a patient back together. As a dynamancer pulls an arrow from his leg he pull energy from the air making his fingertips a red hot. As he stroked his wound the skin melted together causing the bleeding to stop, yet he was still a limp. Thermal Spells Candle Ignition By focusing heat to a candle wick you can light a candle by touching it. As a dynamancer looks to a candle he flicks directing the friction from his fingers into the candle wick setting it alight. Rise and Low Using energy from a candle or torch you can make a flame grow higher or smaller. As the dynamancer rose his hands and lowered them around the nearby lit candle, the flame would grow higher and lower. Freezing touch by redirecting thermal energy out of your hands you can freeze water or grass upon touch, making it nice for a hot summer day to cool off your drink. Can not be used to harm an opponent. Can not be used to walk on water, the ice is only 1 inch thick. As a dynamancer placed a finger in his warm water fractals of ice began to spread around the edges of the cup making the water ice cold once more for his enjoyment! Remember, Dynamancy is flexible. It is made for a user to come up with their own spells, as long as it is in regulation and you do NOT POWER GAME. Tiers Tier 1 A New student, or a tier one dynamancer, can create heat and cool things down, as well as some static electricity along their hands. Nothing more than a shock from rubbing your clothes and then touching someone. They can also light a candle by snapping and touching the wick. Lasts 3 OOC Weeks Tier 2 A tier two dynamancer can bend fire and create electric bolts that can go up to 4 blocks. The fire can be at most from a torch creating a kind of dagger or from a lantern to make a little fake bird or some other kind of little animal to animate and fit in their palm. They can now use sound magic to half effectiveness needing to roll to make sure it does what they want. This can go to the maximum 20 blocks already. They are also able to use the full range of medical dynamancy. Lasts 2 OOC month Tier 3 A Tier 3 dynamancer can create fireballs and swords up to 2 feet in length using a torch or lantern. Their Lightning spells can also reach up to 8 blocks now. By this stage, the veins in their arms are becoming more noticeable. Lasts 2 OOC months Tier 4 A tier 4 dynamancer can now bend fire and electricity to their will, making arcs and all kinds of attacks within a 12-block radius. They can now use fire spells up to 8 blocks away. They can also create whips of fire using torches, up to 4 feet long. (four blocks) The veins in their arms are even more noticeable. Lasts 2 OOC Months Tier 5 By this stage, you have mastered dynamancy. You can spread lightning and fire across your body and not be harmed in any way so long as you are controlling it with mana. If you do not have perfect mana control you will be burned while training to set your hands or other parts of your body ablaze or have lightning spread across those areas. (Roll a d20 9 and below means fail and you are burned, 10 means it has no effect, and 11+ means it works.) (You also still need a torch or fire nearby to cast fire spells even still. Including coating your body with it.)
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Shortened Physics: Dynamancy is the redirection of any energy using mana. Dynamancers turn potential energy into kinetic creating energy waves of any kind at will using just mana. Dynamancer: A Practitioner of Dynamancy. Dynamancy: The term used for mages who use mana to redirect energy. Whether it be electricity or heat all electricity from a natural source (IE any energy that has been created via nonmagic means) DYNAMANCY TAKES 3 SPELL SLOTS How To CRP Dynamancy Dynamancy gives a user the ability to manipulate existing fire and create lightning, this is done via using Mana to redirect and amplify energy and wavelengths, including sound, fire, friction, and electricity. Electricity being the main part of Dynamancy Ill explain first. Activation of a spell with electricity drains a lot of mana, making the user tired and sluggish if not used right.(Roll) You also need to emote once to activate a spell. Activation also takes 5 seconds. When charging a spell for electric Variation of dynamansy the longer you emote and hold the spell the more effective via range, damage, burns, etc. for every 2 seconds it increases 1 block in the range starting at 2 blocks. (tier level applies.) The focus needs to be exact with electric dynamancy, if you roll a d20 under 5 it will backfire, and depending how long you charged the spell can decide energy. If you held the spell for 5 or less seconds you will get minor burns if you held the spell for 10 seconds or less you will get second-degree burns if you hold a spell for longer than that you will get third-degree burns., if you roll 7 or less the spell will not work. If attacking physically or in a stressful situation, focus will be harder, so anything under 7 (d20) will cause a spell to cease function. Release takes 1 - 2 emotes depending the spell and how long you charged it. If charged for 5+ seconds it will take 2 emotes. If the spell is more powerful or is made for destructive combat it will also take 2 emotes. Fire Variation of Dynamancy and how to CRP it. Fire Dynamancy can only be used when near a fire source, including torches, campfires, lanterns, and fire blocks yet not near lava. Activation of a fire spell will cost less mana and will also take only one emote. It is easier to charge fire spells, as charging every 2 seconds will increase range by 3 blocks maxing out at 10. Less focus is required with fire, but rolling under a 5 (d20) will burn you severely, minimum burns can be second-degree. If you charge a fire spell to the maximum and it backfires you will need immediate medical care or it could be fatal. Releasing a fire spell takes 1 emote. Remember you can only manipulate fire from a fire source so fire whips and swords from torches and little fireballs from lanterns. Remember to also roll for accuracy! Sound CRP Sound CRP is not meant for combat, you can make a grouchy noise but other than that this will not help you in combat. It takes 1 emote to cast a sound spell. Focus is required when trying to make yourself louder or your voice sound better. So being distracted or attacked will make this variation impossible. The release takes no emote but costs small amounts of mana to cast and continue to keep it going. See Mana training to improve time. can last up to 5 minutes (each tier is +1 minute. maxing out at 10 minutes before a recast is needed) Medical CRP Activation takes 1 emote and 2 mana points. Charge begins to burn through mana depending on how long you keep up the spell, see mana training. Focus is required and any major interruption(examples being screaming, loud banging, bells, earthquake, etc.) will render the spell no longer working and can even harm a patient more, (roll d20, if less than 10 from a major interruption the spell will harm the patient.) The release takes 2 emotes and a roll to make sure the spell does not backfire, this is because of the ability to restart a heart. Spell Potential Spell potential is not super limited, a spell can only be so effective yet depending the casting style of the user and what they decide to do as well as how experienced they are a dynamancer can do just about whatever they want with energy as long as it follows range. With the amplification of energy you have a lot of options just remember the range. | | \/ Range Lightning spells max out at 12 blocks. Fire spells max out at 10 blocks and you need to be near a fire source or be holding a lantern, torch, etc. Sound-related spells can reach 20 blocks. It takes 1 emote for lightning spells to be active and another emote for them to be cast. Mana Training A Dynamancer must be good at controlling mana. All Dynamancers have to undergo 1 saints week of training before they can cast spells. New Dynamancers will require more mana to cast spells as they have less control over their mana. For a dynamancer to train mana they have to sit at a candle and try to focus mana to their hands to heat their fingertips. Then snap and light the candle. Upon doing so they attempt to make the fire larger and smaller without making it go out. Mastery of this will take a saints week. Casting spells can also train mana. Physical Affects All Dynamancers undergo physical changes the more they do Dynamancy. Often veins become more visible along the body making it appear like there are blue and purple vines spreading under the skin. This is the least noticeable at the beginning of Dynamancy but more practice makes it more noticeable. If the Dynamancer is a practitioner of other magic arts it is also less noticeable. Required When Learning Dynamancy is unable to be learned by the unintelligent or easily distracted. Though some certain creatures with low intelligence can become mages often this is nearly impossible for those trying to learn dynamancy with below-average intelligence. This is because the direction of mana needs to be on a course perfect with that of what you are trying to do otherwise a spell will backfire. Immense training is needed before you can attempt any kind of teaching or general use outside of small spells like mana training spells and sound spells. (To train actual spells you need to have mastered Dynamancy Fully) Medical Variation of Dynamancy Some practitioners of Dynamancy can restart a heart (3 emotes and a 2 blocks range) while some simply warm or cool down a patient with a fever. Some will even use electricity to seal a cut wound or remove an infected area of skin. (other player must roll a d10 for pain levels) Redlines Rolling a 5 or under on a d20 will cause a spell to backfire causing damage, and you will be temporarily unable to use Dynamancy. If attacking with physical strength dynamancy you use becomes weaker, as you have less focus on redirecting the energy with your mana. When casting a spell you become vulnerable and unable to fight back until the spell is finished, depending the amount of emotes needed to cast a spell. Dynamancers can not use fire or lightning spells in water, the fire will certainly go out on any torch or lantern you are using, and lightning will shock you. On top of that it is impossible as when trying to swim you can not focus enough to direct mana anyway. Dynamancy is weaker and costs more mana when bleeding excessively. Unable to use fire spells when raining Cannot wear metallic armor when casting a spell as they can disrupt focus due to how heavy they are and can conduct electricity killing the mage. When bleeding profusely (bleeding out fatally) spells will be impossible to cast. Base Spells Lightning Spells: Lightning Arc The User creates a large bolt of lightning that can travel around the users body. It appears to be a rope made of energy and can be grabbed and used as a whip. When a person is whipped it can leave minor burns and lashes around the area whipped. As the user moves their hands an arc of lightning will grow in length around them. Looking like a stream of fireflies they surround the user in a spiraling motion. This spiral grows in size until it covers the user or the user grabs the large arc now fully spread around their body. Thundering Touch By touching your opponent and sending electricity into their body you can cause their muscles to spasm making them unable to use weapons for 2 emotes. This will also render the arm used to cast the spell useless for 3 emotes. Upon touch the opponent begins to flinch uncontrollably and shake as if having a seizure. Their chest puffs in and out as their arms flail, they fall to the ground still shivering from the horrifying experience. Their hands shaking not from the electricity, but fear. Electric Channel You can use this spell to form shapes and detailed sculptures of lightning. Uses more mana depending size and detail. A Dynamancer pulls electricity from the air as it shoots into a ball, then it begins to shift into a sort of square. It begins to spin in the dynamancers hand over and over again. Finally, the dynamancer begins to shape a bird and sends it off, an electric bird flying into the sky. Electric Blade Experienced Dynamancers can create a blade made fully of lightning while newer dynamancers may channel electricity into a sword made of conductive metal. As a dynamancer holds the handle of a shattered sword lightning begins to gather around where a blade should be. The lightning grows and shrinks as if the sword was breathing, finally taking a perfect shape of a sword. Appearing finish the hilt seems dark compared to the blue glow of the lightning sword. Electric Redirect If a dynamancer shoots a lightning bolt, or if any surge of energy is directed to a dynamancer you can redirect it into the sky, (costs massive mana and can only be used once per resting period unless it is a small jolt from like a bit of redstone etc.) As a lightning bolt shoots to a dynamancer he quickly makes a circular motion with his arms redirecting the electricity to the sky, like a huge slingshot. As it flings into the air the lightning suddenly cracks sending down little sparks of mana. Fire Spells (Fire Source Needed, note you can strike the ground with electricity on a flammable substance to start a fire but it will cost an emote.) Flaming Blade Using a torch a dynamancer can create a sword out of fire. Depending the size of the sword depends the mana cost. Must be holding a torch. Can cause 2nd - 3rd degree burns. as a dynamancer holds a torch a spiral begins from the small flame at the end. Forming a great sword of fire in the caster's hands. His body and surroundings showered in light as sparks fly from the engulfed blade. Flaming Whip Using a torch a dynamancer can manipulate the fire to work as a sort of whip. causes 2nd degree burns. A dynamancer lifts his hand holding a torch, then slamming it down to his waist. Upon doing so the flame grows into what appears to be a rope of fire. The whip is twirled effortlessly seeming to have no weight at all. Fire Flies Using a lantern or nearby fire source a dynamancer can create small balls of fire (6 inches in width and height) and shoot them at an enemy or use it to light something. can cause 2nd - 3rd degree burns. as a dynamancer smashes a glass lantern to the floor it engulfs the grass in flames. The dynamancer Flicks his fingers pushing energy from the fire into little spheres, creating fireballs. Using these small groups of fireballs he shoots them at his opponent. Flaming Fist A Dynamancer can channel fire to spread across their limbs which can be used in hand to hand combat to burn the enemy with their punches. It can be put out easily with water. If something draws all focus of the dynamancer away from his spell he will lose control and burn anything the fire was near, including body parts. 3rd degree burns. The fist of the dynamancer engulfs in flames spreading up his body like a coating of flaming armor. It showers the dynamancer in heat as it grows and shrinks on his body. Sound Spells Music Tamper Using the energy in wavelengths a dynamancer can edit the way something sounds (IE singing or an instrument) based on their imagination. Vocal Amplification A Dynamancer can amplify how loud a sound is, yet not to a harmful level. A dynamancer screams making an ear wrenching echo in the cave nearby. Medical Spells Electric Blade A Dynamancer can make a 1 - 4 inch blade of lightning from their fingertips. This can cut into skin to potential remove an arrow or something of the sort. (Conscious patients must roll pain level with a d10) A jolt of lightning comes down the arm through the veins of a dynamancer, eventually piercing through his fingers like little surgical blade or lightning. Electric Pulse A Dynamancer can send electricity to the heart of a patient to restart the heart. If done too many times the heart can become fried and can potentially backfire on the caster. (Roll d20) A dynamancer places both hands on his dying friend, upon doing so he presses energy into the heart, causing a jolt through his comrade's body. Upon doing so he begins to breathe once more shaking from adrenaline. Melting Touch A Dynamancer can focus heat energy to their fingertips in order to melt skin of a patient back together. As a dynamancer pulls an arrow from his leg he pull energy from the air making his fingertips a red hot. As he stroked his wound the skin melted together causing the bleeding to stop, yet he was still a limp. Thermal Spells Candle Ignition By focusing heat to a candle wick you can light a candle by touching it. As a dynamancer looks to a candle he flicks directing the friction from his fingers into the candle wick setting it alight. Rise and Low Using energy from a candle or torch you can make a flame grow higher or smaller. As the dynamancer rose his hands and lowered them around the nearby lit candle, the flame would grow higher and lower. Freezing touch by redirecting thermal energy out of your hands you can freeze water or grass upon touch, making it nice for a hot summer day to cool off your drink. Can not be used to harm an opponent. Can not be used to walk on water, the ice is only 1 inch thick. As a dynamancer placed a finger in his warm water fractals of ice began to spread around the edges of the cup making the water ice cold once more for his enjoyement! Remember, Dynamancy is flexible. It is made for a user to come up with their own spells, as long as it is in regulation and you do NOT POWER GAME. Tiers Tier 1 A New student, or a tier one dynamancer, can create heat and cool things down, as well as some static electricity along their hands. Nothing more than a shock from rubbing your clothes and then touching someone. They can also light a candle by snapping and touching the wick. Lasts 1 OOC Week Tier 2 A tier two dynamancer can bend fire and create electric bolts that can go up to 4 blocks. The fire can be at most from a torch creating a kind of dagger or from a lantern to make a little fake bird or some other kind of little animal to animate and fit in their palm. They can now use sound magic to half effectiveness needing to roll to make sure it does what they want. This can go to the maximum 20 blocks already. They are also able to use the full range of medical dynamancy. Lasts 2 OOC weeks Tier 3 A Tier 3 dynamancer can create fireballs and swords up to 2 feet in length using a torch or lantern. Their Lightning spells can also reach up to 8 blocks now. By this stage, the veins in their arms are becoming more noticeable. Lasts 2 OOC weeks Tier 4 A tier 4 dynamancer can now bend fire and electricity to their will, making arcs and all kinds of attacks within a 12-block radius. They can now use fire spells up to 8 blocks away. They can also create whips of fire using torches, up to 4 feet long. (four blocks) The veins in their arms are even more noticeable. Lasts 3 OOC weeks Tier 5 By this stage, you have mastered dynamancy. You can spread lightning and fire across your body and not be harmed in any way so long as you are controlling it with mana. If you do not have perfect mana control you will be burned while training to set your hands or other parts of your body ablaze or have lightning spread across those areas. (Roll a d20 9 and below means fail and you are burned, 10 means it has no effect, and 11+ means it works.) (You also still need a torch or fire nearby to cast fire spells even still. Including coating your body with it.)
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_______________________________________________________________________ _______________________________________________________________________ It was a draining exploration, a lone soul seeking to find himself through the thick and thin of the troubles that grounded him. In the end, he did not find what he was looking for, instead found only the tree that left him bitter and alone. Forcing a remembrance of not the good times, but rather the bad. A plume of flame being the only thing left from the venture. And a bitter elf. The day was hot and humid, the rays of sunshining beaming down upon the Silver State of Haelun’or, the city of Asul’hileia. It was when the times were saturated and abundant with trials of just about anyone, one for a petty argument, another for aggravated assault. Yet an elf, freshly victim to one such trial only for standing up for the justice he believed necessary to better the city. Stripped of his role as government official, his family turning their backs upon him in his time of need. On a bench, he sat tightening his boots with a grim look scouring over his visage. Left to rapid scrutiny by other citizens and ex-family alike, he felt at a loss and filled with melancholy and a dour gait in his move set. Outside, the humid city did he set foot to journey to a long, almost forgotten place. Dressed in a dusty, old set of blue robes and a traveling tunic of red that did not at all quite fit together, yet worn still they were. Not a person batted an eye at his lack of position in the city, finding his way out the gates that were never open did he walk towards the nearest harbor, that being the ruins from a recent undead dragon attack, being Cloudbreaker. Yet he did not care to search the ruins as other bandits and rats might, he only sought a boat, which ultimately he did find. A boat for one, large enough for the cool breeze and the deep blue sea. The wood groaned at the weight of the elf stepping upon the dusted surface, beaten yet still sea-worthy. He fastened a few ropes, raised the anchor and soon was set off, angled to the Northeast of Almaris. The sea was rough, waves high enough to topple the boat at any moment, yet by some outside factor did it stay erect. The wind billowed, pushing the sail forth which in turn propelled the rigid boat the elf rode upon. Days had passed, the nights calming the waters enough for the elf to sleep, if only for an hour or two. The food that sustained him only being dried jerky and hardtack that was swelled with sea spray. In the midst of night did the pessimistic high elf attempt to catch a few winks of sleep, yet the waters were not calm for that he was in the middle of the ocean. They were calm because he was close to his destination, a guttural, grinding sound having cried out as the bottom of the ship scraped against stone and sand alike where he beached. The Elf had been startled awake by the horrific, scratchy sound. Quick, was he to raise the sails and drop the anchor so that the boat would not float away, though it was unlikely it would ride the seas anymore. Upon the edge of the boat did he press a boot, leaning forth to look out at the greenery he found himself upon, a nod of approval showed as he recognized it almost immediately, though perhaps a bit overgrown if anything. It appeared to be the Silver Isles, home to the ruins of Karinah’siol. “Ah.. My home, gone and ruined..” A grumble sounded from the scornful elf, a robust sigh huffed out as he made his way through the overgrown brush. The coos and skittering of the local wildlife appeased him, atleast for a moment, bugs having done well to bite at his form as any tropical isle might house. Yet it was still familiar to him, nostalgic in a way, like a mother tucking in a child after serving them a warm cup of milk to aid in the process. The nostalgia shattered though when the high, silver walls were shown to him. They stood tall but were addled with holes, chunks having been worn out of them due to lack of upkeep. Crumbles of marble littered the outside, many an entrance littered at the base where no doubt that nothing good lived within. His resolve strengthened, as once again, that was not his goal. Instead, it was for something else, so his boots scraped upon gravel roads as he ushered himself forth towards the city ruins. Charred ruins of buildings such as the tavern or the soldier headquarters, the Sillumir, littered either side of the street. Such being the goal of the previous ruler in an attempt to leave the city unlivable in case of outsiders taking over. A sneer, distasteful as the sight was, covered the face of the else as he trekked through the ruins, up an old set of stairs with holes or crumbles. The gates that separated the esteemed ‘thill of the older land from the lesser' were raised. Perhaps a symbol of the integration of the old city's inhabitants joining the lesser in the horrid atmosphere of Almaris, rather than in secluded isolation on the Silver Isles. Or it was simply but a gate that no longer had a purpose, condemned to rotting and gathering rust whilst idle bandits or ruin-explorers wandered through. Such thoughts filled the mali’aheral’s head as he passed through, though soon to come to a stop as he saw what he came for. His old home, where he spent most of his time. Sweat from the trek stuck to the neck of the ‘aheral as he was quick to enter the home, still standing tall and regal as can be, yet worn with time and intruders. The windows had busted in, the sills of such were littered with shattered glass, the door having been taken off at the hinges and simply missing. And so he had no door to open when he entered to find many books, unlegilbe strewn about the floors, the carpet having been ripped and torn, notes scrawled onto the wall via dagger or blade. None of which held any coherent meaning except for perhaps a love feud or otherwise between two distinct lovers. Again, he passes by, leaving it to rest, to not overturn the dusty items that did remain. Instead, the high elf made his way to the room in which most of his time had been spent, studying, conducting experiments, or otherwise. Apart from a broken mirror or a bed with a missing mattress. The only tell-tale signs of it ever even existing were the feathers that had flown from it after it had likely been shredded. And in a bout of rage, but also with purpose did he lift his boot and slam it into the floor, the loosened nails quick to unstick and sling the board up to reveal a hovel to hide items in. Quick, did he calm himself, even as the memories of the past haunted his mind. The times of strife with those who sought only his blood, and for no other reason that he would not join them. The times of sorrow when he felt at a loss on how to continue his works, the times of when he had an overly heated debate that left him ostracized and outcast, as he was now. A deep breath to calm, and another. The heated memories quickly flow away, though oh-so eager to stay. The tired, sleepless azure eyes cast themselves down into the hovel, relieved to find the sack was still there. Took to his knees as he knelt down to reach for the sack and pull it out. The tie that held it closed was withered and easily snapped away at what little force he applied. His hand fished within to open it proper so that he might get a better look. A few trinkets and memorabilia populated the sack, a few of his first letters to his initial, yet ex-beloved, and a sack of minae. “There you are…” He let out a sigh of relief as a folded yet crumpled piece of paper was pulled from the sack. The Elf flicked it open to reveal the image it held. And it was no art piece, instead it was but a simple crayon-like drawing of a stick man that wore something that appeared to be either blue robes or otherwise, and a smaller, shorter figure that wore something lilac, appearing to be a dress of sorts. The two stick figures held hands, and so the elf's fingers tightened on the piece of paper, wrinkling it ever so slightly. A somber feeling weighed down on the elf’s shoulders, a sense of regret at what could have been but never will be. Time had gone on and there was no way to change that which occurs. Time travel does not exist. In a brisk movement, the folded paper tucked away into his pocket and the sack tied with a new string. As there was just one more place to visit in mind. A scuffling of boots kicked up a bit of dust as he made way out of the house and up the ruined street, a tree or two having fallen to block his path but was easily overcome by climbing over. Up a slight incline did he find himself walking, as the Silver Isles were a mountainous set. The travel was quick to wind his voidal poisoned physique, but with frequent breaks did the high elf make it up the path that led to a simple bench at the base of a tree, old yet still showing off intricate carvings. With age, moss and rust had taken root, saddling upon the aged piece of fine metalwork. This spot gave an overview of not only the ruined city but the rest of the isle, where a small Hyspian town has since been built off in the distance. He set himself upon the bench, an eerie feeling at the empty space that weighed heavy next to him. A sorrowful silence plagued his surroundings save for a few croaks from crickets or the like as it was perhaps four hours before the roosters crow. With the lights that were still lit within the ruins and the torches from the Hyspian town, the scenery of the island still held life though nothing like before. The silence offered him too much time to himself, a flicker here.. A flutter there. He felt eyes upon him, yet he knew none were there. But there were, for it was his memories and his thoughts that plagued him, a simple shadow cast over his form, yet incorporeal. The elf shifted forward and buried his head in calloused hands to let out a small sob, only when he knew he was fully alone, and that there were no peering eyes to take such a scene and gossip upon it. There was no reason behind it, except that the sobbing soon turned to wailing and a fit of rage was to be had. A blade was snatched from its rigid sheathe, and aimed with a quick slice did the ponytail that held back golden, blonde locks get cut away only to fall to the grassy park that he populated. The elf flung the blade once the hair had been cut, and off the edge of the raised cliff did it clatter against stone, scraping upon its descent as he rose to his feet. The ilk of his rage had yet to subside, and so his eyes burned bright a mist of an azure, similar to the color of his eyes shimmering around his hands and otherwise, the aura of such pulsated with power. A guttural sound grew from his throat as tendrils of the aura collected in a ball. The bench had since been tilted over and a few meters had been given from himself to the base of the tree where so many memories had been gathered. The ball of aura flashed and was quickly replaced with a ball of blue flame that grew hotter and hotter, taking in all of the oxygen it could get to swell and grow. And grow it did, though no specific form did it take, as soon as the ball of dark blue flame form, did it blast out in the form of a flamethrower. Firstly pointed up towards the leaves to set them alight all the way down to the base, quick to char the outer layer of the tree and thoroughly set it up in flames. A crackling of flame stayed as the magi’s anger subsided, the residual effects of the evocation left upon the tree, likely to be a beacon in the dark of night upon the island as he let out a cool, silvery sigh. His hands stuck themselves into the pocket of his worn coat to ensure the folded piece of parchment was still there. A turn of his heel, did the high elven mage depart from the scene of a burning tree, still as bitter and lost as can be. For there was no finding himself in the past, as he could only be himself in the present, as bitter and cruel as the one in the present might be. There had been little to be gained from the daunting venture to the ruins except for a piece lost to him and faded memories to haunt him, but an echo of the good times and the bad. ________________________________________________________________ _________________________________________________________________
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So I have had an interesting magic idea which grants the ability to redirect and amplify energy using mana. Obviously this new form of magic will be relatively controlled like say learning a small static shock in the first saints week to a fully coating your arm in electricity. This is not meant to be a voidal type of magic but more so a self reliant kind of magic using physical and potential energy and converting it into a little ball of lightning which can give you a shock and maybe a little burn. This magic could also potentially be used in a medical way by restarting a heart or something along those lines with risk of harming the patient (a d20 roll most likely) before i write anything about this magic i wanted to see what everyone else thought about it first and if this is a good idea or already potentially available via a different method or smt.
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The Aditean Pantheon An artistic mock-up of a lesser deity pantheon What is the Aditean Pantheon? The Aditean Pantheon are a collection of six lesser-spirits revered as deities by Aditeans, followers of the Pantheon’s chief goddess Aditea who is known as the crystal Queen of Justice. Each of these spirits are merely aspects of already-existing Greater Immoral spirits, not independent deities in themselves. In the Aditean belief, these lesser spirits reflect the teachings of their religion (shown below) and organize around Aditea for the purposes of cohesion and emphasis. However, each of these deities has their own agendas and abilities as well. The Aditean religion also recognizes this, and therefore reveres each deity on their own merit, but still emphasizes the role of Aditea as the overall matriarch of their faith. Aditeanism, or the worship of the Aditean pantheon, is currently a nomadic religion with little formal structure. The Aditeans put great emphasis on personal intuition and enlightenment over formalized dogmas or rituals. Notwithstanding the emphasis on personal revelation, Aditeanism is currently led by a spiritual leader called Adis Penweather, who goes by the title “Crystar Prophet." The Crystar Prophet is exclusively responsible for communicating the will of Aditea and the rest of the pantheon to its followers, while ultimately leading them towards connection with the pantheon and Creation as a whole. Who Are The Aditean Pantheon? Below are descriptions of the six members of the Aditean pantheon. Aditea, Queen of Justice - Lesser aspect of Velkumezt Aditea is the chief of the Aditean pantheon (bearing the title of “Queen”) and represents the ideal of justice. She specifically represents Velkumzet’s emphasis on law, bringing forth justice upon the wicked alike through divine judgments. The Aditeans venerate Aditea as the Queen of the pantheon; whenever a prayer or request is made to any other pantheon member, Aditea is necessarily included. Aditea is called the “crystal queen” for a few reasons. Justice is fundamentally a spiritual concept for the Aditeans. If one’s being is unjust, they are out of tune not simply with Earthly laws, but with divine law. If one is not in tune with Creation’s law, he rebels against reality and becomes a destructive force. Before justice can be obtained, one must seek enlightenment. Crystals, with their numerous natural and reflective properties, help one see hidden things a bit clearer. For this reason, Aditea’s crystalline depiction is said to help the devout perfect themselves on the path towards enlightenment. Aditea is said to manifest in the form of a humanoid made from quartz and other crystals, holding crystal scales in one hand and a mighty crystalline longsword in the other. Aditea is also said to bring justice to evil-doers and protection to the innocent. Exceptionally clear-sighted and even-handed, Aditea is depicted in Aditean myths as a benevolent, kind, yet stern matriarch who demands the best from all those around her - spirit and faithful alike. She is worshiped by rubbing together quartz (or any other crystal) and meditating on her likeness and principles. She can also be connected through meditation, prayer, or bathing in waters blessed by the Crystar Prophet or his underlings. Okal - Patron of Occult Studies - Lesser Aspect of Theruz For the Aditeans, enlightenment is rarely found without an encounter with magic. Magic is viewed as one of the many tools provided by the Pantheon to both study and preserve Creation - both cardinal aims of the Aditean faith. For this purpose, Aditeans petition Okal, the patron deity of occult studies, to aid them in their studies of the arcane arts. Okal is often depicted in Aditean stories as taking the form of a man with a long robe, wearing crystal headband and pointing towards the sky to symbolize enlightenment. He is presented as an intelligent man, teeming with a profound curiosity and a keen awareness of even the most difficult of subject matter. He is worshiped by burning an incense before a book of prayers or spells bearing his name. Dromond - Patron of Physical Fortitude - Lesser Aspect of Leyd The Aditean emphasis on rational enlightenment and mental fortitude does not come at the expense of a strong physical constitution. The Aditeans petition Dromond, their patron deity of strength, to aid them in strengthening their physical bodies, minds, and spirits throughout life. Dromond is depicted as a muscular man with a fist made of fire and two feet with the force to crush the strongest adversary. In Aditean myths, he is depicted as a sometimes hot-headed, but chivalrous man who is willing to defend the weakest amongst him. He can be worshiped by doing mental or physical exercises while invoking his name. Such activities are numerous and up to the creativity of the faithful: physical exercises such as jousting, archery practice, building structures, and so forth. Mental exercises such as reading, word-games, and so forth. Twia - Patron of Joy Amid Conflict - Lesser Aspect of Ublulhar All descendants require hope to steel the will against an internal foe. By calling upon the name of Twia, Aditeans renew their spirits with confidence in their personal journeys. For Aditeans, Twia’s influence is essential in maintaining equilibrium with their emotional states. Too much distress or sadness can overrun any Descendant; the warmth of Twia holds despair at bay. Twia can inspire momentary confidence or long-term hope for a distant goal. In Aditean myths, Twia is depicted as a young lady holding a flower in her hand, radiating divine warmth that manifests as yellow circles flowing off her being. Her very presence is said to cause an otherworldly joy to sweep over all in her presence. She is also seen as a happy-go-lucky woman who never accepts the odds. She can be worshiped by petitioning her and asking her to partition her grace upon the faithful. Pinfin - Lady of Moonlight on Dark Nights - Lesser Aspect of Luara The Moon is one of the grandest wonders of creation. In the darkened night, when dark spawn and other malefactors roam, the moon is the only source of light available. For this reason, the Aditeans pay homage to Pinfin, the lady of the Moon. She is depicted as a woman dressed in purplish-blue robes, her eyes like giant, luminescent moons. She is called upon during especially dark nights for protection, illumination, and balance in the heart of the faithful. She is not written about much in Aditean mythos given her very specific focus. Haldrin - Radiant Lady of Sunlight - Lesser of Aztran Every descendent feels the power of sunlight beaming upon them; even the most frigid of dark spawn cannot escape the sun’s enduring authority. The Aditeans venerate the occurrence of sunlight by acknowledging Haldrin, Radiant Lady of Sunlight. Haldrin, like Pinfin, both play minor roles in the Aditean faith. Haldrin is seen as a symbolic representation of illumination, similar to Pinfin, although Haldrin is called upon for more dire situations. She is depicted as a lady of radiant sunlight in a flowing yellow dress with hair like the sun’s rays. She can be called upon at any time by meditating near a heat source. What do Aditeans Believe? Aditeanism, unlike most religions, does not emphasize a strict dogma. Personal experience and intuition plays a huge part in the faithful Aditean’s relationship with Aditea and the pantheon. Aditeanism does emphasize a baseline of principles, however, which inform the faithful’s personal conduct and their perspective of the world. These principles are only starting points. The faithful are encouraged to use their dynamic potential as Descendants to apply Aditean precepts to every walk of life - innovate them, if need be. The only requirement is to stay true to a few basic narratives. 1. Creation is built on logos (order), and is discernible to most people. Even if this particular thought is unknown to someone, many conduct themselves according to logos. All arts in the world, magical or mundane, are governed by inescapable laws. The very notion of existence itself is governed by inescapable realities: everything grows and perishes. Descendants are finite beings who much operate within Creation’s limits. To go against these principles, as so many do through the perverse arts or other means, is to abuse creation. 2. Justice is the preservation of the logos of creation. Injustice is the abuse of creation. When injustice arises, an Aditean is charged to correct it if possible. If not, exhort Aditea for intercession. Order is not a rigid system or dogma; it is a prerequisite for all life. Order encourages creativity and dynamism, it does not stifle it. The orderly must grow in their knowledge lest they lose sight of Creation and, consequently, forsake order. 3. Enlightenment (knowledge of Creation) is essential to an Aditean. Without order, there is no justice. Without justice, there is chaos, decay, and destruction. An Aditean can only get to justice by first achieving enlightenment. As such, the magical and esoteric arts are encouraged, so long as they do not derive from Creation abuse (no dark arts of any sort). The void, contrary to many other faiths, is seen as a vast well of potential gifted to descendants by creation, not a corrupting force in the world. 4. Creation’s subjects, such as the innocent, demand the protection of all just men. Aditeans seek to protect the innocent whenever and wherever they can, provided they can do so with no great risk of danger to themselves. 5. The Aditean pantheon are spiritual models for Aditeans to reflect. They are not vindictive or vengeful deities that seek total compliance; rather, they are guides that seek to help descendants reach their full potential - within the confines of order. 6. Order without justice is tyranny; justice without order is incoherent chaos. Order is the foundation of justice, but justice is a higher principle than order. Put in other terms: order is the means of obtaining justice. 7. The prophets and priests of the faith are only guides. It is believed they are highly attuned to the Pantheon, yet they are still growing themselves. Intuition and personal relationship with the Gods is the pathway to living a just life. 8. Converting others to the faith is encouraged, but it must happen within the bounds of justice. Any attempt to convert by force is shunned and will result in immediate “trial” before the Crysar Prophet. Practices Aditeans are encouraged to study texts of all sorts as part of their faith to Aditea and the pantheon. There is no single “text” for the Aditean faith. Rather, stories are passed down through oral tradition and the notes and meditations of earlier priests/prophets of the faith. Aditeans routinely pray, fast, perform good deeds, and evangelize the messages of the Pantheon to newcomers. The number of meditations and rituals are numerous and normally specific to particular deities. Generally, however, Aditeans sit near a figurine or a symbol of the chosen deity and reflect upon it in silence. It is believed that the Gods hear the innermost reflections of one’s heart, so in essence they are holding a silent conversation with the Pantheon. Crystals, torches, staves, and other items can be used to enhance one’s worshiping experience. Aditeans have “temple” where a priest/prophet will deliver sermons, impart wisdom upon the faithful, and answer questions en masse. “Temple” can be unorthodox, however; ranging from diverse topics such as the esoteric arts, the nature of reality, the role of religion in man’s thinking, to more theological topics like the role of justice in faith, the desires of the pantheon, and so forth. Temple reflects the constant Aditean push towards enlightenment, rather than lowly indoctrination or dogma. Other than temple, the only other formal gathering observed by Aditeans is “court.” Court, playing on Aditeanism’s themes of justice, law, and order, is called for one of two purposes: A. a violator of justice is caught by an Aditean faithful in the course of their life, and brought captive to an Aditean settlement. B. An Aditean violates one of the tenets of the faith by going against justice. This “court” is overseen by the Crystar Prophet and only him, to limit the amount of political bias present in the process. The Crystar Prophet engages in an inquisitive process throughout the entire session. Should he decide the accused violated the divine Law in accordance with the Aditean faith, he will issue a proper punishment. Death or execution are reserved for the worst of the worst; those who corrupt Creation with dark magics, or who murder innocents, and so forth. Most punishments are relatively minor or rehabilitative, rather than destructive. Conversion Converting to Aditeanism is remarkably easy. A willing convert must seek our a priest or the Crystar Prophet and swear a simple oath before him: I will be a just and enlightened being, in service to the preservation of Creation’s law of justice, and a servant of it’s patron Aditea. May my actions conform forever to my words.” After uttering that phrase, a priest or the Crystar Prophet will bless the convert before Aditea and thus officially initiate them into the faith. Join the Aditean faith today! Wield the crystal sword of justice and pursue enlightenment for the betterment of our world!
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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.
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MAGICAL SOCIETY OF ALMARIS, For years I have been in search of someone who has mastered the arts of the voidal constructs, beings of artificial. I have been searching for someone who is capable of teaching such arts to a humble magi. I’ve had keen interest in that field since the day I picked up transfiguration decades ago, and that interest did nothing but keep on growing. If my letters are delivered to anyone considering such, I ask you to send a bird to the Mages Guild in order for me to receive such. I am sure there are many questions for which I will be more than happy to offer my insights to, but in the name of some anonymity I would like to keep this letter as private as possible. If you happen to know someone who might be proficient in the arts, I ask you forward them this message and if you are a master in the field, I ask you consider contacting me at your earliest opportunity so we may arrange an interview. Signed, Usamea An’asul ARCANUS ET RELIQUUM