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Found 208 results

  1. Good evening everyone, One of the recent issues that the LT has been working on is addressing the magics that allow for answer-key RP. One of these magics is mental magic (Click here to view the topic). With that, we wanted to reach out to the community to share some of our thoughts and gather your own opinions on the future of this magic. Issue 1 - Information Gathering: The main reason mental magic came to our attention was its use as an answer-key magic in roleplay, as currently this magic is capable of digging around in the thoughts of a character and extracting details about a specific event the practitioner wants information about. We’ve identified this as an issue, as it allows a character with mental magic (force, and a bit of time), to essentially extract any information the target in question has access too - whether this be the result of a murder they were involved in, or a casual conversation they had last week with Joe about a soul tree, and while the later may be ‘important’ to the individual digging through a mind, it may not have been to the character who holds that information. This kind of ability kills dynamic RP, thus we wish to address it. One proposed fix to this is to allow mental magic access to only either surface thoughts (things currently on the mind or being discussed) with limited access to deeper memories at a substantially higher risk to the mental mage and subject, or to restrict the mage’s access to only memories heavily steeped in emotions, or memories being actively stressed by a mage. These changes would allow for the target of mental magic to better defend themselves - potentially eliminating the need for mental barriers in the process. We want to hear your view on this aspect of mental magic, and if there are any fixes you have in mind. Issue 2 - Lack of Risk: Another aspect of mental magic we want to look at is the risk to the target of a mage, verses the risk of using the magic to the mage themselves. Save a bad headache and the consequences of attacking a clearly stronger opponent, not too much risk is associated with mental magic currently (we’re looking to change that). One big option we have on the table is to make a mentalist more susceptible to the emotions and stressors of a target. This would force a mage to have either a more subtle touch, or become more skilled at dodging the defenses of an agitated mind if they wanted to succeed and not be absolutely traumatized by the amplified stress of another being. This may also come by means of making the mage experience amplified emotion or mental trauma if they were to make an error during the infiltration process. Everything is still up in the air, so if you have a better idea, we want to hear it. Anything you all have to add to the discussion would be much appreciated by the team, and we’ll be looking over all of the replies to better gauge what the community believes is the solution before beginning to work on things. Thanks!
  2. The Norlandic Rout of 1660 The crow soars through a sky roiling with black smoke, blind to the bloodshed below. For what is there to see but another monument to the self destructive madness of mankind? Ordered by the raw throat of a man choking on the cloying smog of war, a flight of arrows scales the stairway to the heavens. Barbed tips glint red in a sky riddled with clouds of ash, their sharp edges as cruel as the heathens for which they are meant. The crow jerks away, but even it cannot escape the brutality unfolding below. With a squak torn from its lungs by the weight of an arrow punching through its frail body, it tumbles down into the muddled mess of men below, anchored to the ground by their heavy armor. As the creature falls, so do a hundred arrows, cleaving through the tender flesh of the Norlandic levies, shredding their poorly woven gambesons like leaves punched through by hail. Screams erupt amongst their uneven ranks as even now, their weakest men begin to falter. The peasants can do nothing when the might of the Renatian legions marches across the battlefield, their ironshod boots drumming a beat on the ground more terrifying than any war drum. At their front, leading upon tall steeds clad brightly in glittering steel and the colors of their bloodline ride the most revered Aurelius and Antonius, their lances like darts of divine power moulded by the hands of GOD, to be driven into the chests of those heathens who would oppose them. And lead they did, with shouts of encouragement to their men and followed by their loyal captains and lords, they crashed into the feeble enemy. One could write pages about the tactics that had been elaborated by the greatest minds of the Kingdom in the sleepless nights that preceded the battle. The smoke-filled tents, light by candles at the darkest hours of the night, where Aurelius paced back and forth before a map, his best men at his side, eyes red with fatigue, yet gleaming with the all powerful light of faith and conviction. But in truth, one would speak only of ideas then, great ideas, but ideas nonetheless. The truth of the battlefield can only be recounted in terms of brutality and slaughter. As the legions of men in gleaming black armor advanced behind the cavalry, their pikes and halberds pointed down like thickets of monolithic bramble promising nothing but death, the Norlanders broke. Shattered by the devastating attacks spearheaded by the elite and faced with the uncompromising façade of an ELITE fighting force, their minds sought an alternative, and found it in flight. Flight back to their homes and hovels, their meagre existence spent cracking stones and scrabbling at a dry and hostile land for the smallest harvest of grain. A flight ended all to soon for most, as with great shouts, the cavalry lept into the fray once more, swords sprinkling lush fields with a fertile rain of blood. The levies fled in a confused mass, their unprotected backs so easily carved by steel that had been forged with the purpose of being tested against true men. But such a test would have to wait, for as they fleed, they fell and died in droves. The Kingdom had won again, and at the tip of the spear, the King who had brought them glory once again. Ave to the King, Praise be to GOD, and may every man glory in the splendor of our great nation. A series of paintings of the event are added to the tome.
  3. Elora's [Arcane] [SA]

    MC Name: UndoneGravy Character's Name: Elora Character's Age: 50 Character's Race: Elf What magic(s) will you be learning?: [Arcane] Fire Magic Teacher's MC Name: fragilewoodElk Teacher's RP Name: Greiret Everhilin Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  4. [MA][Arcanism] Rickard Henrik

    MC Name: GildedDuke Character's Name: Rickard Henrik Character's Age: 37 Character's Race: Demi-Ascended What magic(s) will you be learning?: Arcanism Teacher's MC Name: Paleo Teacher's RP Name: Avalos Faean/Filanir Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  5. Magic Teach Apply

    MC Name: joniomega Character's Name: My character's name is Omega. Character's Age: My character's age is 24. Character's Race: My character's race is Highlander. What magic(s) will you be learning?: My character want to learn Fire Evocation. Teacher's MC Name: Hobolympic's Teacher's RP Name: Balek Irongut Why fire evocation?: Its because my character like's fire. He like all the colors that it can have especialy the red because its his favourite color. And to because he like the chaos, but only in enemy places, monsters or for use it in rp battles. But he only want to use it for keep safe the inportant persons of his live. What bad things can make the fire evocation?: The fire evocation its difficuld to learn as all the other evocations or magic types. And you need to go slowly, making sure that you can make fire or burn things because if not you can burn your self or your friends.
  6. The Bird Soared and Securely Over Mine Kingdom As published 8th of The Deep Cold 1659 " The Mali'Aheral people must not only spout superiority, they must show it. What are you waiting for? Show it brethren." ~Ah'Sohaer Cenwall Maeyr'onn A wise man once said that all things come to an end.... I Ah’Sohaer, the first of his title hereby write my resignation of both my positions-- Sohaer and Maheral of our blessed people effective immediately. Let the official voting of my successor begin. I will end my term with a story of a simple mali’aheral who hoped for more… Atathri Glaeus. A sickly name to give a child, cursed snake. He was a simple child running away from home, ready to take on this world like none other would… first to the famed Enchantry where he would learn from and meet the greatest magicians in the world. He stood, scar on his left eye, standing in the freezing cold mountains shouting at their gates-- a mali with no knowledge of magic. Bold this pure High Elf was… this boldness would only make none other than the grand leader of the Enchantry to greet him and accept him into their hold… this is where his journey to the Arcane began…This is where he met the most influential magis of our times, where he shed his scar to be wholly pure of form… transformed into Cenwall Glaeus. Cenwall Glaeus would seek to return to Haelun’or, the true home of all mali’thill. This is where he would see ruin, decadence and decay. Shocked his people would be so down-trodden, he saw how the council clung to power yet did nothing with such power. In such distress he met who elves only would call “Fruit Fly”. This man offered a job in what was called the ETHIC at the time, and Cenwall soon grew into an officer of such a force. Integration into the armed forces of the Silver State of Haelun’or was desired by the order. They only wished to protect, yet the council feared them-- they were a force believed could tear down their fake curtain of power. Soon we were thrown out the city as traitors… the first lesson of his life, power. During this time, the Mali’Aheral people stayed in a campsite awarded to them by the Empire of Oren… this is where Cenwall Glaeus met his father Carvalon Maeyr’onn, his true father… A great nephew of one of the founders of Haelun’or-- Nelecar Maeyr’onn, the Lion and first military leader under Maheral Dio. Carvalon was a strict man and soon it was seen between Cenwall and Carvalon their relationship. This is where Cenwall Glaeus was remade into his true form... a Maeyr’onn. Andria, a beautiful elven High Elven woman saw their distress… she too was tired of the lethargy and was a Maheral of old. Soon they led our troops through the streets, weaponless, however extremely zealous in our drive to fix the lethargy which had rested in the leadership-- a result of the recent age of countless coupings. This was to be the final the High Elven people would bear. In what can only be called the Night of Remembrance, the ETHIC drove the councilors from the city and put Andria as Maheral for the reconstruction of their city, for it was half-built and destroyed. Cenwall Maeyr’onn-- myself would grow from the military and into politics, for a vote for a new council under the new administration under Maheral Andria. Soon the people would vote, and so they did. I became Okarir’Maehr, librarian of the Eternal Library of Haelun’or… the most respected of all offices in Haelun’or. It was done, and I moved swiftly to make deals earning knowledge and teaching the people. First a deal with Dragur Library to refill their library and a refilling of the battered and crumbling library of Haelun'or. This is where I learned my second lesson in life, persistence. Tending to the library was not enough for me, I went to making deals with various nations to collect knowledge and gain contact throughout the realms. This was where Andria saw my potential… she absent from my knowledge of this time. This absence would haunt her in her later days of me remembering her. It was a quiet day and I can only see her in the Eternal Library reading the books… she looked tired. I approached and she told me of her coming resignation. Shocked, I wondered who would take her place. It was me… my third lesson, peace. So this was also done, I was named Maheral Cenwall Maeyr’onn-- it was then I had unlimited powers. The system and city had no hope to thrive much longer, I had to revitalize it for our people. I installed twelve councilors, though such was against my main goal of phasing out the ones who only sought power but not wishing to put in the work for the people. I wished for loyalty and through these times it would be what would test me as a leader the most. The city was rebuilt by famed builder Elrith, still a loyal and masterful builder to this day-- the man who built Okarn’thilln of today. With the city built and shrunk to consolidate materials, I waited for those who had devious tendencies to strike. The first week, I was tending the outer realms of the world. I heard of an impending attack and coup under my nation. I rushed back to swiftly end the threat with diplomacy, the leader of such would be my first military leader… my fourth lesson, diplomacy. Such would not be my first threat of ruin-- I heard talks of my second in command at the time Cinh’llytn or now known and banished Lyu Elibar’acal talking of coup behind my back. Whispers long before I had loyal men protecting me at all times. Ralnor, an ex-Sohaer told me of such and pushed me to act. I in my young and brash self went to move. Arelion Laurir’ante, an elven man that I had not known much at the time sent the letter for him to join us. It was their I personally moved to sentence his fate and kicked him in molten lava… such an action would haunt me in my nights alone-- it was this moment killing this elf where I learned my important lesson, culture and security. The mali’aheral people were furious with my killing of a pure-blooded High Elf. The Maheral, “most pure” doing these actions even moreso. I heard whispers of another coup sprouting, yet I knew such had to be done for the security and steady progress of our people… this is when I met my most roudy ally, Athedil Haler’thilln-- a proud and astute old High Elven man. We both came to the conclusion of the importance of the separation of the state and culture. To appease my enemies and restore proper progress of our state I announced the reinstatement of Sohaer and announced Athedil as the new Maheral, where I learned my fifth lesson in life, separation of powers. During this time, during the end of Axios I learned of the secret natures of people-- the greed. One after another my councilors turned on me, attack after attack, yet I survived all of the attacks. It separated the loyal people from the snakes and it gave me more power to bring true security to the state and enact all enemies of the state removed. First the purging of frost witches from Haelun’or, then the purging of all Dark Magi. For the first time in centuries I had created an age of security and an age of progress. My greatest mistake was allowing a wood elf to command my forces. I wished to integrate the lesser elves in our lands-- seeing all elves together as integral to the growth and security of all elves… this was when I realized only a pure mali’aheral can truly lead. Our control of our emotions is the main ingredient in our superiority and it showed during the day of flames when Rhillen, the wood elf threw alchemist's fire on our own men in a stressed battle, ruining our chances of thwarting the coup of the wood elven lands under Awaiti Aureon. The momentum of our people was staggered during this time, and the land of Axios was coming to an end. This is where we come to Atlas… a new land and new opportunity for our people and others. I reformed the government and fixed the problem of top-heavy government. I chose only the most loyal to the people and the state, and alternatively the most zealous in the build-up of our state. Arelion Laurir’ante remained my most loyal friend during this time and to this day. During this time we formed the Sohaerate, formed under the pretence of our ancient alliances and common cultures, negotiated by Varen’thal the current diplomat of Haelun’or at the time. Together we would push forward and in time we saw slow and steady buildup of our power as a state. I set up to making checks and balances of power, even my own and created a voting system in which future governments could properly use. The transfer of power was established and I created new laws alongside Ceruberr to institute Talonni families on the blueprint granted to me by Andria. Soon I met Odessa Visaj, who implored me to recreate the Eternal College to teach our youth and so it was done. For once in a long time our people had hope for the future and steadily we have grown… now we are in the present. War is on the horizon, not a war I wished for but a war of defence in the face of an aggressor-- Renatus-Marna and his allies wishing to attack Norland in attempt to recreate the Orenian Empire and the possible beginnings of a war with The Dominion of Malin who wishes to be a miniture Orenian Empire, killing unarmed High Elven leaders in their gates… I can only hope my people survive the coming times in peace… I rest my hopes in the lessons I taught them during my rule. Such resignation may be heartbreaking to most, for so long we have been steadily progressing the state. Fourty years of memories, security, and hope for the Mali’aheral people under my tenure. First as Okarir’Maehr, then as Maheral, Then as Sohaer, then as both Maheral and Sohaer at once, Ah’Sohaer. I have been blessed by the Silver State and I wish the best for it in the future. May we peacefully transfer power as was done during Andrias departure of power... This is my story, the foundation of the state is their, we as a people just need to stay together and strong against the perils of the world. Together we are strong, alone we are weak. I leave on a journey of self reflection toward the wilds as Larihei herself likely is doing... I did my job. … The bird soared and securely over mine kingdom. MAEHR'SAE HIYLUN'EHYA Signed by, Ah’Sohaer of the Silver Sohaerate of Haelun’or, Cenwall Maeyr’onn Patriarch of the Maeyr’onn Talonnii, Guided by Larihei’s Grace in his Blessed Rule, Laurir and Malaurir of Mali’thill, Sovereign of the High Elven People, Protector of Silver Law and Overseer of the Kharajyr State.
  7. Magicks Regulator

    MAGICKS REGULATOR MAGISTRATE OF HERMETICS 7th of the Deep Cold, 1658 By decree of the Dean of Hermetics, one Anordal Elverhilin is hereby given the office of a Magicks Regulator, and granted authority over matters of Magicks and the Unnatural within the Canonist Realms. The office authority includes the following: The issuance of Hermetic Licenses, as well as their revocation. The active persecution and interrogation of Rogue Magi and related groups. The investigation of magickal anomalies and discoveries throughout the Canonist World. The elimination of magickal threats and deific cults. The approval of magickal creations and artifacts. ☩ MYSTERIUM FIDEI ☩
  8. [Druidism] [MA] Alydril Serene

    MC Name: EagleEyeKK Character’s Name: Alydril Serene Character’s Age: 145 Character’s Race: Dark Elf – Feral What magic(s) will you be learning?: Druidism: Nature’s Communion and Control Teacher’s MC Name: Torkoal_Tom Teacher’s RP Name: Quillian Caerme’onn Do you have magic(s) you are dropping due to this app? If so, link it: Nope! Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: I agree! Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: I’m fully aware and I understand Have you applied for this magic on this character before, and had it denied? If so, link the app: N/A
  9. MC Name: GaiaLoTC Character's Name: Awaiti Aureon Character's Age: 70 Character's Race: Wood Elf What magic(s) will you be learning?: Druidic Feat Druidic Transcendence Teacher's MC Name: Delmodan Teacher's RP Name: The Owl Druid Do you have a magic(s) you are dropping due to this app? If so, link it: N/A Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  10. MC Name: GildedDuke Character's Name: Rickard Kovachev Character's Age: 35 Character's Race: Demi-Ascended What magic(s) will you be learning?: Water Evocation Teacher's MC Name: DarthArkous Teacher's RP Name: Dorin Irongut Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  11. MC Name: ThatMagi_777 Character's Name: Elvira Character's Age: 30 Character's Race: Wood Elf What magic(s) will you be learning?: Arcanism Teacher's MC Name: Geoman66 Teacher's RP Name: Anordal Do you have a magic(s) you are dropping due to this app? If so, link it: Nada Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yessir-oony Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yep yep Have you applied for this magic on this character before, and had it denied? If so, link the app: Any denial is denied
  12. MC Name: Farryn Character's Name: Elvira Naromis Character's Age: Around 140 Character's Race: Half Elf [Ascended] Link to your accepted MA: What magic(s) will you be teaching?: Ascended Ruin and Demi-Ascended Summarise the Lore of this magic(s): The Ascended are the agents and followers of Aeriel, the Archaengul and Caretaker of Souls, who have existed since the days of Aegis - during the second Invasion. The mission of the Ascended is to take care of the many souls of the descendants, as well as combat against those of darkness that seeks to spread their corruption upon the descendants and the world. For this purpose, Aeriel gifted her agents with different and unique abilities that fit into each aspect of the mission and changes as time goes on, ever changing should it be deemed necessary. As of now, the current abilities of the Ascended correlate to the Living Flame, the nexus that connects all Ascended to Aeriel and serves as the physical manifestation of her will. The one bearing the Living Flame, the Master Sage, can create new Ascended through bestowing Living Embers upon those chosen to become an Ascended. Eventually, those with the Living Ember within them will have the ember turn into a Progenous Flame, allowing the Ascended with such flame to create students of their own. Should the Master Sage perish, the eldest Progenus Flame would become the Living Flame. The Ascended are currently immune to time and any kind of corruption, making them semi-immortal but still capable of dying by physical means and passing on. They can also regenerate passively much faster than the average descendant, which ties in with their ability to take on the wounds of others upon their body. An Ascended is also nigh-immune to poisons, healing potions, drugs, and alcohol as their regeneration nullifies the toxins. Finally, each Ascended holds the ability to invoke soulfire through the ember within their body, useable for combat and more normal means. However, depending on which school an Ascended takes, their characteristics and abilities with soulfire. The School of Ruin Those within the Ruin Sect have soulfire that would cause unbearable pain and burn those of dark nature, from undead to those with corrupted souls. This makes those within this school effective when it comes to eliminating threats directly. The School of Rapture Those within the Rapture Sect have soulfire that would tire corrupted beings upon touch, draining their energy until they fall into unconsciousness. While not capable of destroying dark threats, they are useful when it comes to capturing the dark forces and subduing them. The School of Rapport Those within the Rapport Sect are referred to as Demi-Ascended; they bear the passive and physiological abilities of an Ascended and their bodies are not weakened by the connection with the void. However, their soulfire is gravely weaker than the other two sects and limits their use of it. Write up a lesson that your character would give to a student: Do you have a magic(s) you are dropping due to this app? If so, link it: N/A Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yep Have you applied to teach this magic on this character before, and had it denied? If so, link the app: N/A
  13. Maidens of the Oak... History ~ - Over the years, there have been stories of beautiful, maidens- lovely with shining violet eyes... Their gaze capable of leading a man to their death. It all came from the discovery of the bodies of men, laying in circles in the forest. These people's lives were taken from them, their souls literally breathed out of them... and the very eyes that they used to gaze at the ladies, were gone. The stories originated from summers past, a girl who ran from her home, a broken one. She was in despair.. It is remembered that the girl was blessed with her child, but her father saw it as something disgraceful. The Baby has been conceived out of wedlock, and he wouldn't have it. The girl, whose name was known as Farrenla, ran deep into the dark forest where she became filled with sadness. She had lost her mother,years before- who was cursed with the gift of the frost- and had never seen her again. Her sadness was heard by Aeriel, and the Archaengul took pity on the poor soul. Aeriel appeared to Farrenla, and took her hand. Aeriel gave her a gift... an enchanted oak dagger. This dagger would hold the power of the souls who have died. It would give the wielder immortality... but everything comes at a price. To gain the power of the oak, Farrenla would need to take her life. She would be reborn as a servant to Aerial, to take the souls of Lost Mortals and kill them- and pass them to the Archaengul. Farrenla would stay in this endless cycle for years, taking the souls of the lost- entering villages and kingdoms- She left a trail of bodies; This was all out of sadness. she was alone.. so she would use the blessed dagger Aeriel gave her and she would bestow the gift upon other maidens. When Aeriel heard news of this, she became furious and appeared to the maidens. She cursed them to a life alone, bound by the forest, unable to leave it or the world would see their true souls, corrupted by their malicious deeds. The dagger was destroyed, and the curse of the maidens would stop. The Archengul did leave them one gift, for she was a benevolent being. They would be able to transfer the curse singing the Oak Lullaby... Over the ages, their stories were forgotten... but yet, if you wonder far enough into the forest.. you can still hear the Maidens' songs.. * Note : the sung is used to lure people to their deaths, but the song can be used to transfer the curse to women if the Maidens of the Oak desire so. Thy lost soul comes to us, o' soul.. We shall wait, across the pond Until we meet again.. O' young soul, comes to us- Thy can be free again.. Biology ~ - The Maidens of the Oak are known to be beautiful, seductive, and cunning. They lure people with their lovely voice to gain their souls, and their lifespan. They normally look like maidens of all races, and all complexions- Their eyes are always a striking, mystical violet. Under the shade of the trees, they appear this way- Beautiful and intriguing -, but because of the Oaken curse... if they dare leave their wooden threshold, they would appear as dark, vile beings.. Their violet eyes now glowing.. and their teeth would appear to be sharpened.. Their bones would be pushed up, looking very lanky and bony. They would take the appearance of their vile past... murderers and hags. The skin of the Maidens of the Oak is always cold, like their hearts. Because of the Oaken curse, any male child that a Maiden would conceive, would be deformed and stillborn. Any female child would be taken by Aeriel, never to be seen by their mother. All maidens have the power of the oak- If they cast a spell together, as a Clan.. they can save the female child, and she can grow into a maiden like them. They can also take away power from a maiden as a punishment, or even kill them. Life ~ - They live in settlements in dense forests, ruled by the maiden who has taken the most souls from the people around them. She is known as the Oak Maiden. She would be in power until a maiden more powerful came and took power; But this wasn't a peaceful transition.. The former leader would be killed. If any maiden defies Aeriel's room, the clan as a whole would have to take her power, of maybe even kill her (depending on the severity of the act).
  14. [MA][Ascended] Rickard Kovachev

    MC Name: GildedDuke Character's Name: Rickard Kovachev Character's Age: 33 Character's Race: Human What magic(s) will you be learning?: Demi-Ascended Teacher's MC Name: Jallentime Teacher's RP Name: Heial Vientos Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  15. [Water Evocation] [MA] Samuel Katke

    MC Name: bloody_russian Character’s Name: Samuel Katke Character’s Age: 24 Character’s Race: Human What magic(s) will you be learning?: Water Evocation Teacher’s MC Name: DarthArkous Teacher’s RP Name: Dorin Irongut Do you have a magic(s) you are dropping due to this app? If so, link it: I do not. Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes, I do. Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes, I am. Have you applied for this magic before on this character before, and had it denied? If so, link the app. No, I have not.
  16. MC Name: ThatGuy_777 Character's Name: Guyden Aureon Character's Age: 137 Character's Race: Wood Elf Link to your accepted MA: What magic(s) will you be teaching?: Herblore Summarise the Lore of this magic(s): Herblore expands the standard Druid’s arsenal almost limitlessly, employing preexisting knowledge of flora with their natural energies. Allowing them to intensify and diminish properties at their discretion. Enhanced regenerative capability, abated risk of heart failure, heightened flammability of natural oils, reduced acidic properties, magnified stench - the possibilities go on and on. Druids will often utilize these to produce extraordinary medicinal salves, balms, remedies, and potions. Working hand-in-hand with alchemy. Write up a lesson that your character would give to a student: “Sister...have you been updating that journal I entrusted thee? Pertaining to herbs and other flora since your dedicancy.” With a hand on her hip, the fair skinned mali'aheral seems shy for words “...I suppose, why? I won’t tend any wound you slice open Brother.” She pressures him as they strode through the cindered meadow. Her demeanor wrought with displeasure and worry. “No no no!” He chirps thrice “You misunderstand llir, for I only wanted to sh-” The Willow Druid’s voice cuts off as something catches his eye. Dashing forth with his companion in tow, they discover the deceased source of the ravenous fire. The remnants of a campsite between several blackened trees, bearing a long dead pyre. Grass, canopy, tents, all incinerated. Nothing else left except for a couple fire flowers near jutting stones. Finding peace beneath the clear gaze of the Sun. “I get a sinking feeling that the pyre set the canopy alight. Spread across the trees...the wind carried the embers.” She deducts, scanning the entire area twice-over until deciding to fall backward into a pile of soot. Poof. “Ayla, as attentive as ever Sister.” Exclaims the green-robed Mali’ame, shielding his eyes from the windswept plume. The maiden’s veil of green and turquoise now utterly ruined. “Rest with heart that nature shall reclaim, en mass at that. So long as we work with that goal in mind, it shan’t even take a year.” “Am I weak, Brother? Unable to guard these woodlands, these glades on my own?” “Nonsense. You’re still but young.” Wandering over to one of the blazing flowers, narrowly stepping over a scorched descendants skull, he’d fall to his knees. “Come over here - what know you of my little friend?” Much to her dissatisfaction, the soot covered high elf would eventually join him at his side. Quizzical. “The fire flower? They combust upon death. Birth new sprouts from their ashes...prefer milder climates...are a praised substitute in alchemy. Why?” Yet revelation spreads across her face as she appears to concentrate. Eyes leaking their emerald energies. “This one...no, they’re all near their end. Shouldn’t last for long.” “Exactly. This makes them perfect subjects for you to practice with llir. Give it a go - try to let them burn brighter than any of their predecessors! Not like much more could catch on fire.” She nods once, having gone quiet. Reaching her hand out to delicately cup the flame-shaped petals, wisps of vivid green begin to twinkle in the corners of her vision. The senior druid watches her handle the flora with utmost attention. Never too close “As before with the Tippen’s root. Envision its eventual end - a humble spectacle of flames. Focus that image in your mind, that blossoming inferno. Lead its path to that which burns the brightest.” As the essence of the Fae swirled around the wilted flower, it would appear to offer a meager sheen in the sunlight. The elfess visibly strained while she worked to augment its flammability. Parting her hand, she looks back to Guyden for assurance before proceeding. Repeating the process with the others. One flower after another until the entire small patch radiated the same viridescent hue. The druidess left slumped over with a blank, exhausted stare after an hour’s worth of concentration and perseverance “The deed is done.” “Wondrous…let us await a result.” He remarks, drawing her away from their volatile vicinity. ...Time passes. Watching in patient anticipation. Little more than a brief few words shared. Then each flares as if a bonfire. Beacons under a quickly darkening sky. The Sun departing as the Moon took its stead. Crackling flames, gradually reducing them to ash at the mercy of the wind. Do you have a magic(s) you are dropping due to this app? If so, link it: None whatsoever Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: You bet it Have you applied to teach this magic on this character before, and had it denied? If so, link the app: Not applicable
  17. MC Name: ThatGuy_777 Character's Name: Guyden Aureon Character's Age: 137 Character's Race: Wood Elf Link to your accepted MA: What magic(s) will you be teaching?: Blight Healing Summarise the Lore of this magic(s): Regarded as one of the rawest forms of Druidism, Blight Healing is the art of a Druid utilizing their own natural energies to mend blight, pestilence, decay, taint, and various scars upon the land - magical or otherwise. To this extent, a Druid can manage to bring life back to flora long withered, and it is through this practice that they’re able to conduct some of their most rigorous and dedicated efforts for the sake of maintaining the natural balance. However, so too is this technique one of the most tasking of Druidic abilities, draining even the eldest defenders of nature. Write up a lesson that your character would give to a student: The trio of druii’ wandered for what felt like ages. Over babbling brooks and beyond jutting peaks, there feet restless. Through the densest thickets and pass badger and bear alike. Until they had finally made it into a pleasant meadow. Surreal. Vivid blooming bushels of scarlet, topaz, indigo, and more. Beneath a brilliantly blue sky, beholding the beaming rays of the Sun. “Ayla, ayla. We have arrived.” Proclaims Guyden, rolling back his verdant sleeve before waving his ashen-hued hand of bark towards the colorful haven. “When thy eyes befall this, when thy mind swing to their lavish tune...what stands out amidst the rest?” Donned in an attire that appeared a mishmash of humble robes and protective chainmail, the tan-skinned follower quelled his sheer eagerness. Clearing his throat as he spoke “If I might propose, this area has remained untouched by unnatural hand throughout time immemori-” “Wrong.” Coos the final accompanying elfess, cloaked head-to-toe in an elegant veil of green and turquoise. The golden trimming faintly catching the light as she spoke more assertively “It’s quiet, but I can hear their cries…” Like that, the fair-skinned mali’aheral rushes ahead, leading the other two further still! Behind a hedge. Their vision met with the harsh sight and scent of soot. Staining the lush pasture as if with a gigantic brush stroke. The surrounding grasses and shrubs having left behind piles upon piles of ash. What decrepit, blackened stalks of flowers remained reaching high to the heavens like statues. Their once agonizing pleads forfeit to the slightest breeze. “Excellent as always llir. Now is not the time for flattery however, as you can see.” He remarks sternly, emerald eyes growing fierce as the absence left the druid feeling little but sadness. Affecting not just he, but all three. “Let your younger steel himself against this trouble, Sister. He needs-” “I refuse to stand on the sidelines watching.” “T’is important. You’ve done more than your fair share. No need to play the martyr, let him practice.” “Can I really be of no assistance, only watch?" “...” Studying her for a few moments, he betrays a weak smile “Your sentiments fall not on deaf ears. Ayla. Trust that if you comply, thou will have plenty opportunity to grow. Show me patience until then.” He extends a fleshy index finger in the direction of the youngest. “Bend low and breath. Concentrate on that which was lost Brother.” “Y-yes si- I mean Brother Willow.” The youngest druid’s breathing becomes raspy, spewing wisps of hickory-hued energies. Akin to steam. Splaying his fingers wide upon the bed of ash. “Look back to when thou first coaxed life to heed your call. How you engrossed yourself wholly. Now, rather than nudging, compel it. Pour your very being into it and lend a guiding hand. Will life to be granted anew.” The semi-armored student shakily bobs his head, focusing intensely on his duty. Clouds of brown mill around his person, drifting to the floor before accumulating into a blanket. Expanding with time. “I can...I will…” He wheezes with wide eyes, hanging his head so far as to practically swallow the dirt. Wisps of natural energy coursing continuously from his form until inevitably sinking beneath the charred soil. “All life wishes to grow, flourish, and thrive. Survival driving all that breathes. Thus the restoration always sounds simple on the surface.” Sweating as seconds gave way to minutes, color returns to nearby blades of grass and arching stalks. “Yet with each complication, the more the scar in question bleeds the Druid of their strength. It's for this reason that so many regard it as the most exhausting Druidic practice.” Developing nausea as minutes gave way to a full hour, the flora nearest to the elf appears to have become vibrant once more.Several stems struggling to bear new pink and violet buds. “Fantastic llir’ii. You’ve shown a deal of improvement.” Gripping his shoulder, he’d offer him a flask. “YES! Whoo. Th-thank you sir.” His chest heaves with each breath. Accepting the flask so to take long, greedy gulps. “You’ve done enough for now, rest. I dare insist.” Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Indubitably Have you applied to teach this magic on this character before, and had it denied? If so, link the app: Negative
  18. [Fire Evocation] [MA] Gantar

    MC Name: MistelPistol Character's Name: Gantar Character's Age: 26 Character's Race: Mali'aheral What magic(s) will you be learning?: Fire Evocation Teacher's MC Name: DarthArkous Teacher's RP Name: Dorin Irongut Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  19. [MA] [Lutaumancy] TheNanMan2000

    Character's Name: Mûrak’Gorkil Character's Age: 101 Character's Race: Uruk What magic(s) will you be learning?: Lutaumancy Teacher's MC Name: Shamanistic Teacher's RP Name: Goj Falum'Lur Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  20. Hermetic Licensing

    HERMETIC LICENSING MAGISTRATE OF HERMETICS 11th of Snow Maiden, 1654 In light of the establishment of the Magistrate of Hermetics at the Second Golden Bull of Rhodesia, the need for a proper decree to inform and instruct the Magi of the Canonist world on the newly set in place regulations has risen. Failure to comply with the following regulations will be met with capital punishment. “And to ye magicians I admonish: GOD is incomprehensible. He cannot be divided nor made again, and his mysteries are the holy mysteries, and no art is alike to his power.” -Owyn, 7:7 Table of Contents: Section I: Definitions and Issuance Section II: License Usage Section III: Magics Roster Section IV: Licensing Process Section V: License Regulations Section VI: Application Form SECTION I: DEFINITIONS AND ISSUANCE 1.1. Definitions The Hermetic License serves as an official approval of one’s legitimacy to practice elemental magics within the boundaries of the Canonist world. The Dean of the Hermetics has full authority over the approval of licenses, and may choose to accept or deny licenses as he sees fit. Should one fail to follow the regulations set in place regarding magic, or practice magic without an approved license within the boundaries of the Canonist world, they will be subject to capital punishment. Magic (synonyms: sorcery, wizardry, spell, charm) - The practice of wielding unnatural energies. Magus (plural, Magi) (synonyms: magician, sorcerer, conjurer, wizard) - A practitioner of magic, usually of the Arcane branch. Arcane - A magic branch wherein Voidal energies are being manipulated. Elemental Magic - A sub-branch of the arcane, consisting of the elements which GOD created. Deity Magic (types: shamanism, druidism, clericism, ascended) - A magic branch wherein magical abilities are granted by an exterior force, usually Aengudaemonic. Dark Magic (synonyms: witchcraft, demonology, necromancy) - A magic branch consisting of unholy and corrupted magics, usually wielded by a dark magus. Dark Magus (plural, Dark Magi) (synonyms: necromancer, black magus, witch, warlock) - A wielder of Dark Magics. 1.2. License Issuance The Magistrate of Hermetics determines which groups and individuals may be issued a Hermetic License. This will be officially authorised by the Dean of Hermetics’s Office, and any affected individuals will be permitted to practice the Elemental magics until further notice or revocation. 1.3. License Revocation A Hermetic permit will become invalid should a Magi break a listed Section V, 5.1., 5.2. And 5.3. regulation, with a right for renewal, see Section VI, 6.3. unless explicitly stated otherwise by the Magistrate of Hermetics. The Magistrate of Hermetics may terminate a license of any kind at any given time as it sees fit, with a right for an appeal unless said so otherwise. A licensed Magi’s permit will be revoked should they: Practice their magic in a public place with no valid reason. Fail to identify themselves to any governmental body (e.g. guardforce) should they be asked to. Fails to follow Section V, A 5.1., A 5.2. And A 5.3. Regulations. Fails to follow Section II, 2.2. Additional Regulations. Charged for any crime against the Church and the Church teachings. Charged for any crime against the Canonist realm they are in. Convert from Cannonism to any other religion. Become an ordained member of clergy. SECTION II: LICENSE USAGE 2.1. Standard Regulations All Hermetic permit holders are subject to Section V, A 5.1., A 5.2. And A 5.3. Regulations, Church Dogma and all local law of each recognized Canonist realm. 2.2. Additional Regulations All Hermetic permit holders are subject to the following additional regulations and privileges: A licensed Magi may practice their art at their own private property as long as their practice does not pose any danger to other individuals/surroundings. A licensed Magi may wield their art(s) for the purposes of studying, hunting, sport, combat and career. A licensed Magi may renew their license, see Section VI 6.3. should their current license be revoked, unless stated otherwise by the Magistrate of Hermetics. A licensed Magi’s permit may be taken away temporarily by any official body subject to a Canonist realm (e.g. A local guard force officer may take a Magi’s permit temporarily if they attend a public mass). Any successful development of current magic(s) must be informed of to the Magistrate of Hermetics. An organized group which teaches and or practices Magic must contact the Magistrate of Hermetics for approval as well as provide room for the Magistrate's office within said group establishment. Failure to comply with any both regulations addressed in Section II, 2.1. And 2.2. Will result in the revocation of a Magi’s license. SECTION III: MAGICS ROSTER 3.1. List of Legal Magics The following is a list of magics which may be applied for in a license permit: ELEMENTAL Hydromancy Pyromancy Aeromancy Geomancy Electromancy 3.2. List of Illegal Magics The following is a list of magics that must be forgo and may not be practiced within the Canonist world: VOIDAL Transfiguration Arcanism Telekinesis Voidal Translocation Voidal Shifting Conjuration Sensory Illusion Mental Magic Cognitism 2. DEITY Shamanism Muun'Trivazja Clericism Druidism Monk Magic 3. BLACK MAGIC Blood Magic Shade Necromancy Soul Puppetry Frost Witch Any newly discovered magic or any magic that hasn’t been listed in the roster should be informed of to the Magistrate of Hermetics for a reward. DO NOTE THAT INDIVIDUALS WHO HAVE SERVED THE CHURCH AND ITS SUBJECTS FAITHFULLY BEFOREHAND MAY RESERVE A RIGHT TO KEEP THEIR ALREADY KNOWN MAGIC(S). SECTION IV: LICENSING PROCESS 4.1. APPLICATION PROCESS Prior to applying for a Hermetic permit, one must read all the appropriate documentation, this includes Section II, 2.1. And 2.2. As well as Section V, A 5.1., A 5.2. And A 5.3. Regulations The process of issuing a license consists of three stages: An applicant must fill and submit an application and ensure all lines are properly filled, according to the designated format, and send it to the Hermetic’s Office at the Adamantine Cathedral ((Reply on Forums)). Within a range of 1 to 7 Saint’s days, a response should be returned to the applicant. Should the application be accepted, please schedule a fitting time for an interview. After the interview, the Dean of the Hermetics will determine whether or not an applicant’s permit has been fully approved or not. An applicant may renew or re-appeal their license, see Section VI 6.3., unless stated otherwise by the Magistrate of Hermetics. SECTION V: LICENSING REGULATIONS A 5.1. HERMETIC LICENSE PROHIBITION CRITERIA A Hermetic License may NEVER be granted to a person who fits within the following criterias: A person convicted of any crime against the Church and the Church teachings. A person convicted of a felony offence. A person that lacks a place of residence. A person currently wanted by an official body within the Canonist world. A person addicted to any impairing substance. A person with a mental disorder. A person placed in a conservatorship. A person whose blood is mixed. A descendant of Krug. A Kharajyr. A 5.2. HERMETIC LICENSE USAGE REGULATIONS A licensed Magi: Is only permitted to wield their magic(s) within the boundaries of either the purposes stated in their application or in self defence. May not use other magic(s) unregistered in combination of their own, and must forgo them. Must immediately identify themselves as licensed Magi when encountered by a guard or any other government official. Must carry a copy of their Hermetic permit at all times. Must inform the Magistrate of Hermetics should their permit be stolen, lost or destroyed. May practice up to 2 types of Elemental magic(s) at a time. Should the licensed Magi wish to change their currently registered magic(s), they must update the Magistrate of Hermetics and forgo their previous magic(s). Must always wear appropriate clothing, so that they may not be mistaken for a rogue Magi during an emergency. Should a licensed Magi be put to immediate danger, they must first declare they possess a Hermetic permit to their allies or an official governmental body before taking any action against their foe. A 5.3. HERMETIC LICENSE USAGE PROHIBITIONS A licensed Magi must not: Use their Magic during an emergency that does not relate to them, unless told to by a guard force or any other government official. Wield their magic(s) in a public space where they may endanger the public. Use their magic(s) for purposes other than those stated in their application. Practice unregistered or illegal magic(s) listed in Section III, 3.2. Be under the influence of any substance while wielding their magic. SECTION VI: APPLICATION FORM 6.1. HERMETIC LICENSE GUIDELINES All applications are reviewed thoroughly, so add as much detail as needed in the correct questions. All questions must be answered. Applicants will be banned if the information provided is false. Altering, removing or adding questions will result in a ban. Answer to questions which are not applicable to you with a “N/A”. Check checkboxes “[ ]” with an “[X]”. 6.2. HERMETIC LICENSE FORMAT This application only applies to individuals. Individual Applications must refer to Section II, 2.1. And 2.2. Regulations as well as Section V, A 5.1., A 5.2. And A 5.3. Regulations. An individual Hermetic License may be granted to a person who: Is a Canonist. Is above the age of 21. Is a resident of a Canonist Realm. Has a stable source of income. Donates a minimal sum of 100 Minae to charity. 6.3. RE-APPLY PROCESS A right to re-apply is reserved to all applicants, unless specified otherwise by the Magistrate of Hermetics. All applicants who have been denied and wish to appeal their denial, must personally direct a letter to the Dean of the Hermetics and discuss the matter privately. An applicant has a maximum amount of 2 attempts of re-applying, before being banned from Hermetic Licensing in the Canonist World. APPLICATION https://goo.gl/forms/mstnyiJea3H2V8g73 ☩ MYSTERIUM FIDEI ☩
  21. [Sprite] [CA] Luella

    MC name: FlyingEagleEye Character's Name: Luella (Luel for short) Character's Age: 5 Character's Original Race: N/A Character's Transformed Race: Purple Sprite Creator's MC Name: N/A Creator's RP Name: N/A Briefly explain the lore behind this construct or creature: Sprites are a type of fae creature whom come from Acerfolia flower, the birthplace of all sprites. Since Sprites are a type of Fae, they are asexual, and can look either feminine or masculine, despite this they do not have a gender. They have a pair of wings which they use to fly, however they cannot fly three blocks (the size of Olog). After that they need to land. The Acerfolia flower can be found in warm forests near streams, and it takes about six weeks for the bud to flourish and a Sprite to be born. They come in different colors, each color representing their personalities and the toxin they possess. Purple Sprites, for example, having mindsets of both the Red Sprite and the Blue Sprite, are supposedly the wisest and level-headed of the Sprites. The toxin of the Purple Sprite is Tetrahydrocannabinol (THC) which when touched with flesh and over a long period time, will cause the person who has the chemical to act extremely high, and would begin to feel drowsy, dazed, and abnormally tranquil. The person would, however, appear completely normal with none of the normal side effects of THC present. Sprites, being a fae creature, could commune with nature such as plants and animals. They can understand common; however, they cannot speak it. Do you have a magic(s) you are dropping due to this app? If so, link it: N/A Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Have you applied for this creature on this character before, and had it denied? If so, link the app No
  22. [MA] [Electrical Evocation] ElevenJellyBeans

    MC Name: ElevenJellyBeans Character's Name: Vivian Character's Age: 39 - Stuck at that age. Character's Race: FrostWitch What magic(s) will you be learning?: Electrical Evocation Teacher's MC Name: Geoman66 Teacher's RP Name: Orsul Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes Have you applied for this magic on this character before, and had it denied? If so, link the app: No
  23. Academy of Khronhiem Opening!

    All around the continent, in every tavern and on notice board, papers have been hung. As word spreads quickly around the nations, the time has finally come. "Today, the 18th of Malins Welcome, year 1653, the Academy of Khronheim, is finally completed. A great amount of adepts have applied and are currently being processed, but the building structure itself is complete! The academy will now be accepting initiates for all current studies, and they will soon be promoted to novices as they are assigned to their collective adepts and master's. All who wish to apply may do so by filling out an application and sending it to the Academy. We look forward to seeing you all, and beginning a great new stretch into the future of knoweldge! - Signed ~ Dorin Irongut" Apply now!
  24. Hey boys and girls and other, time for something that's been a long time coming. Since the.. unfortunate rewrite of Necromancy last summer, the undead races have been in a depression of sorts, I suppose you could say. Many, many people have brought this up, and as the Necromancy Magic Rep, I was finally told to do something about it. So here I am. Make sure to vote in the poll above, each voting option is detailed below, and share this with everyone you can. Even if you hate magic or undead or me, I don't care really, I want every opinion here to make this a rewrite at least 80% of you can enjoy. These voting options are based on complaints gathered from many players who either play undead, or are related to it and spend time with the races in some other way. Their complaints are anonymous, and anyone wishing to give their thoughts anonymously as well can shoot me a message on the forums, or my discord: Disclaimer: Text suggestions with significant reasoning will be considered with higher priority than poll votes or less explained thoughts. Thanks, and make sure to check out the Your View: Necromancy for the first part of this. https://www.lordofthecraft.net/forums/topic/170804-your-view-necromancy/ Here are links for undead lore: https://www.lordofthecraft.net/forums/topic/163231-✓-necromancy-rewrite/?tab=comments#comment-1544002 https://www.lordofthecraft.net/forums/topic/150590-morghuul-ghoul-revision/ https://www.lordofthecraft.net/forums/topic/132278-playable-the-darkstalkers-of-xion/ https://www.lordofthecraft.net/forums/topic/142149-the-apotheosis-of-the-liches-lich-lore-update/ Voting ends Monday, unless I decide to make it a week. I'm spontaneous like that. (And want all the votes I can get.) Voting: This is sorted from most complaints to least, so if you get tired of reading at least you saw the most important ones. Ghouls 1) Ghouls are too boring to play. They should be reworked or removed. Pretty much the most common complaint in existence. Ghouls are boring for the player, even with the newest lore giving them sentience and some form of personality. They are used as nothing but fighting tools, and cannot roleplay much outside that. I've also heard echoed that ghouls are seen as either a lesser Darkstalker, or a better cheaper version of a Darkstalker. The eternal question remains, should ghouls be removed or be reworked to be more interesting. Or stay as they are? 2) Ghouls should be the mindless creatures they were before. Another very loud argument. People are split down the middle on this, with some saying the mindless ghouls made more sense and were better for Necromancers, while others claim those old ghouls gave no character and nobody wanted to play them. That's why the rewrite was made to turn them into Morghuul in the first place, but it seems that hasn't worked well in hindsight. Pretty self explanatory this one, do ghouls keep their minds or return to bloodthirsty servants? 3) Ghouls should be able to wear more armor. Again, self explanatory. Armor doesn't weigh as much as some people think, but ghouls still wouldn't run around in full plate. Lichtypes. (Darkstalker/Lich) 1) Ordainment is a horrible ritual and should be replaced. The amount of complaints for this one.. currently, to become a lich or darkstalker, one must become a ghoul first and be ordained. After consuming the bodies of seven descendants (limit 1 per day), they are allowed to return to the Necromancer to be turned by the ritual leader and two helpers. The system of old simply required the ritual leader and two helpers, and many claim the whole situation with ordainment is unnecessary and time consuming, as well as the change to ghoul being horribly inefficient. 2) There are too many Darkstalkers/Liches. Another common one. Recent times have brought about a mass creation of these undead, and many people are tired of seeing them everywhere. I hear it nearly every other week. If you think there are too many of one or the other, or both, or none, let me know so I can think up solutions. 3) Deathknights/Gravecallers are bad and should be reworked. For those of you who don't know, a Gravecaller is a lich with Necromancy and a Deathknight is a Darkstalker with Necromancy. They have more complete souls than normal, but that doesn't affect much. See below for souls. These titles are called dumb quite a bit, and people want them removed or reworked. This is also related to whether liches and darkstalkers should be able to learn Necromancy. 4) Necromantic Soul lore is confusing and should be reworked/clarified. This isn't so bad for most of you, but currently Necromancy has at least 3 different kinds of souls in it, which many people find confusing especially when dealing with other magic. This can be reworked fairly easily, to the benefit of everyone really. Give your votes though this ain't about my opinion. 5) Liches are too weak. This involves.. a lot really. People don't see liches as a step up from normal mages, which is fair enough. The half learning speed is no longer involved, but liches are not significantly more powerful in the arcane like they used to be, not compared to newer creatures. Voting yes on this one means you want liches to be a threat again in some way, which would likely mean buffing their voidal ability and draining power. 6) Darkstalkers should be changed. Because of the dumb limit on polls, I have to combine the last part of this. I've gotten a lot of suggestions about Darkstalkers, but one of the main points brought up is that Darkstalkers and Liches should be more similar, like two sides of the same coin. Darkstalkers should be stronger than ghouls, and significantly so to differentiate them. Darkstalkers should be able to wear plate armor and no longer have weakness to the sun. The list goes on and on for these, I'm also adding a "remove darkstalkers" button for those of you who want that. 7) Necromancy should have an End-Game. Oh boy. The big boy. This I need the most feedback for, so if you're reading this you get a secret prize of being able to tell me how much you hate end-games. This is however a legitimate complaint people have come to me to talk about. They want Necromancy to have a tangible end-game like what Wraiths were, as liches and darkstalkers don't really make the cut in many peoples eyes. Gravecallers and Deathknights, dumb names aside, are not the end-game people wanted as they're just glorified lichtypes. Give substantial thoughts on this please, don't make me decide and have half the server hate me. I want plausible deniability. To prove this was a point, here's a screenshot from the gathered complaint doc: Thanks again for your time and replies, anything given will increase the quality of upcoming Necromancy changes.
  25. Hey boys and girls and other, time for something that's been a long time coming. Since the.. unfortunate rewrite of Necromancy last summer, the magic has been in a depression of sorts, I suppose you could say. Many, many people have brought this up, and as the Necromancy Magic Rep, I was finally told to do something about it. So here I am. Make sure to vote in the poll above, each voting option is detailed below, and share this with everyone you can. Even if you hate magic or Necromancy or me, I don't care really, I want every opinion here to make this a rewrite at least 80% of you can enjoy. These voting options are based on complaints gathered from many players who either have Necromancy, or are related to it and spend time with the magic in some other way. Their complaints are anonymous, and anyone wishing to give their thoughts anonymously as well can shoot me a message on the forums, or my discord: Link to current Necromancy lore: https://www.lordofthecraft.net/forums/topic/163231-✓-necromancy-rewrite/?tab=comments#comment-1544002 Disclaimer: Text suggestions with significant reasoning will be considered with higher priority than poll votes or less explained thoughts. Thanks, and make sure to check out the Your View: Undead for the second part of this, linked below. https://www.lordofthecraft.net/forums/topic/170807-your-view-undead/ Voting ends Monday, unless I decide to make it a week. I'm spontaneous like that. (And want all the votes I can get.) Voting: This is sorted from most complaints to least, so if you get tired of reading at least you saw the most important ones. Sorry about the last two poll questions, the devs limit the number to ten so I combined them. Read over them well before voting. 1) The Lore of Necromancy and related creatures is confusing/misleading. This was a common complaint, I would say one of the most common considering I myself find myself having to interpret the lore like Egyptian hieroglyphs sometimes as well. A pretty simple one, do you believe current Necromancy lore is too confusing and should be more streamlined for the casual reader to interpret easier, as well as including all related lore to leave no room for misinterpretation. 2) Necromancy is no longer powerful. Another common one, I've heard a lot of people saying the newest form of Necromancy is no longer a threat, that Necromancers are super weak and helpless. I would give my opinion, but this isn't about me. Give opinions above and below on whether you think Necromancy is all bark and no bite. Another related complaint which I'm lumping in with this is that Necromancers can't do anything without an undead escort, or minions to do things for them. Should this remain part of a magic about making undead, or should Necromancers be able to defend themselves? 3) There are too many Necromancers. Lord help me do I hear this all the time. I hear people say it both ways, that we don't have enough Necromancers and that we have too many. Now I come to you, the people, to see if you'd like more Necromancers running around doing evil things or not. Which would you rather fight, undead or bandits? These are the hard hitting questions journalism won't cover. 4) Necromancers have nothing to do. This is a more complicated one. Not only is this complaining about the everyday activities a villainous zombie maker can do, but it's also a conversation about rules pertaining to settlement raids and banditry. Maybe you've noticed less undead attacks recently? Partly due to the rules, but also see the rest of the questions on this list. This vote, however, is asking if you think Necromancy should be more diverse in it's use rather than just a healing and undead making magic, with things to make a Necromancer excited to hop on after a long day at school. 5) Necromancers have no way to defend against Holy Magic, but should have one. Another age old question, which I want answered by you, the people. Should Necromancers of sufficient strength be able to defend themselves against the tyranny of the gods? Can a dark cloud of lifeforce block out their holy presence, or will the dark always fail to prevent the light from spreading. Give your thoughts, please, as this is an age old issue which I want fixed in the near future, hopefully. 6) Necromancy is too diverse, unfocused. This is about three complaints in one right here. Many people I spoke to were of the opinion that Necromancy was a jack of all trades, master of none sort of situation. Others told me that the lore read like a patchwork of various ideas thrown together on a page. The vote here is whether Necromancy should be more focused on a small number of core abilities, rather than the far reaching set it currently has which sends it all over the place, with a lot of lore bloat in the form of unused abilities. Vivication, for one, I have only ever heard of used once. 7) Necromancy should stand on its own/Take 2 slots. Another mixed complaint because they're related. Currently, many Necromancers will take Blood Magic and other such magics because they give a strength boost to the magic. All opinions aside, this has caused Necromancy to lose its standing as a standalone magic, strong enough to warrant a character all on its own. The question is here whether Necromancy should be strong enough to stand without other magics influencing it, and perhaps even taking two magic slots instead of one. Specific Spells: 1) Draining shouldn't require touch. This is controversial but highly discussed. In the past, Necromancers could draw the life of nearby beings during battle, which made them a far more substantial threat even on their own. This could be interrupted, and it was a bit overpowered, but it did give them more weight. If re-added, it can be rebalanced and changed of course, but this is very related to vote 2 above. Currently a Necromancer must touch someone for a small number of emotes to drain or form a tether to that person, or use a reanimated body to do so. This vote is asking whether you like it that way, or if Necromancers should be able to, within limits, be able to draw lifeforce from nearby living things by focusing. 2) Reanimations are too Self-Sufficient Another controversial one, the rewrite changed reanimated undead from the marionette-like creatures that previous versions kept them as into creatures with their own.. partial mind. Read the rewrite for more details, but basically they are discount ghouls that live to serve instead of the Necromancer moving all the creatures limbs and such with their mind during battle. They've been turned from puppets into robots, and many people want that to be reversed or changed. 3) Taint and it's related weaponry are no longer useful. The rewrite changed taint, as well. Taint used to be a toxic substance which a Necromancer could coat the ground with, or a weapon, creating a variety of scary effects such as making an area inhospitable to everyone except Necromancers. Currently, Stagnation and Affliction have replaced the taint of old, now being a lifeforce black hole and lifeforce plagues respectively. See lore for more in depth explanation. Currently, the old version of taint can no longer be applied to weapons or areas, though many wish to see it return. Plague blades, however, are underutilized and rarely seen no matter how good of an idea they are. 4) Rituals aren't diverse enough, don't do enough. Lastly, I've had complaints that Necromantic rituals are currently all simply an annoyance. From being tedious grinding, to just being roughly the same ritual with a new name, a few people have said that they want more rituals to be included with various abilities, to give the magic a more coven feel. Others have said that the rituals should be more varied and different so it isn't the same ritual with a different skin. Vote above with your thoughts. Thanks again for your time and replies, anything given will increase the quality of upcoming Necromancy changes.