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Comprehensive Guide To Canon Magic [Deity + Dark]

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Elindor

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So as it turns out I overloaded the amount of information the forums can handle. So this is the (rather lacking detail) counterpart to THIS guide on Void Magic.

 

 

General Rules and Guidelines

Firstly, we need to go over the general do’s and don’ts of magic. These should be followed regardless of the type of magic exercised. There are certain rules that need to be followed, and certain guidelines that should be followed.

 

  • You must follow the lore of a form of magic. If the lore restricts how the magic can be obtained or what other forms it can or can’t be used with, it is powergaming to subvert these.

  • All forms of deity magic are GUILD LOCKED. This is due to the necessity of appeasing the specific deity through actions that are only known by those who are already communing with said deity. Exceptions will exist but these are special cases. You cannot "pick-up" a deity magic without someone showing you the way.

  • You are permitted flexibility to act beyond the current lore in how the magic is performed but ignoring red lines, majorly altering the lore, or creating a completely new form of magic without first consulting the lore team is not allowed.

  • Magic is only equal to any other form of fighting in a combat situation. It does not inherently make you more powerful than other people.

  • There is no endless supply of energy for magic. A connection with a deity is always powered by something. That power will dwindle.

  • Learning magic takes time and dutiful study. You cannot immediately be experienced in any form of magic, and the previous framework for learning was that it took one month to become adept at magic, and over 6 months to become a master of a subtype.

  • Learning multiple subtypes would double or triple the time required to become skilled.

  • Most Deities have expectations upon those whom they bestow power. Learn from someone else how to achieve this as it is easier to stray from the right path if you are operating on your own knowledge only.

  • Magic is intended to be fun and makes you no more useful in combat than an average skilled swordsman. Do not use it to break any server rules or try to work around OOC restrictions.

 

Aengudaemons

It is highly recommended that you understand how Angudaemons before learning anything about deity magics.
Spoiler
An Aengudaemon is a powerful magical entity, above and beyond a shamanic spirit in terms of power and influence. The two primary groups of such creatures are the Aenguls and the Daemons, although truly neutral Aengudaemons such as the Aspects do exist. Aengudaemons are very similar in nature, but the aenguls and daemons tend to be enemies.
 
All aengudaemons mortals have encountered all seek to influence the world to their own ends. The Aspects seek to make nature flourish and promote harmony, the clerical aengul Tehariel seeks to eradicate the undead and unholy, Metztli seeks to create a master race, Dragur sought to hoard knowledge as a dragon hoards treasure, Iblees sought to destroy the descendants of the Four Brothers and Aeriel sought to prevent Iblees interfering with the passage of the souls of the dead. Any aengudaemon not wishing to interfere with the world in some way is, as you would expect, never seen.
 
Aengudaemons strongly avoid physically manifesting in the world, usually only doing so when forced or when truly vital. This is because the act of physically manifesting both makes them mortal, vunerable to direct attack and weakens their magical powers to the level of a mortal mage. Manifesting for too long or using magic while manifest risks rendering an aengudaemon so magically weak they lose the ability to “unmanifest” and are trapped in physical form until something happens that shocks them so severely they are able to decorporealise once more. Several aenguls attempted manifest as people in the days of ancient Aegis. The “Aengul Blood” required to create Ascended originates from aenguls which found themselves trapped in mortal form on the physical plane and bred with mortals.
 
When not physically manifest, aengudaemons can access their full power and cannot be killed by mortals, but their ability to directly influence the world is very weak. Fortunately, all aengudaemons are competent with illusion and mental magics, their minds being far more powerful than those of mortals. Aengudaemons can appear as incorporeal illusory avatars, communicate through dreams, or communicate with mortals in almost any way they choose. While an aengudaemon can communicate with a follower with which they have a magic connection with ease, communicating with other mortals can be quite taxing.
 
Because their ability to influence the world directly is so weak, Aengudaemons work by proxy: they act through followers. They build cults or orders of followers with which to further their goals and thwart the goals of their enemies. While in truth they are not innately good or evil, daemons are seen as evil by the Descendant Races and thus have a tendency to align themselves with isolationists, outcasts, "evil" groups or any other group that is separate from or shunned by most of mortal civilisation as they are. Likewise, while generally trusted and viewed as innately good by most of civilisation, there are aenguls that coldly focus on achieving their goals at any cost.
 
One of the most potent powers of any aengudaemon is form a magical connection to their followers, allowing them followers, to draw on its magical power. This grants the followers magical powers akin to an arcane mage which are not hampered by the impermenant nature of arcane magic.  However, drawing on too much power too soon can overwhelm, physically harm or even kill a user of aengudaemonic magic. Thus, like an arcane mage, an aengudaemonic mage must learn to control their magic before growing more powerful. Forging the initial connection usually requires the help of the aengudaemon or more commonly powerful mages of the order or cult, and thus to gain an aengudaemon’s magic one must share the motives and goals of the aengudaemon and their followers.
 
When manifest, an aengudaemon is akin to a powerful mage in magical power, even though it can only use a fraction of its true power and whenever it does it risks temporarily binding itself to the physical world. When unmanifested, an aengudaemon can channel its power through several followers, resulting in several powerful mages and no risk of harm to the aengudaemon itself. Aengudaemons work via proxy because it is both far more effective, far more efficient, and because the risk to the aengudaemon itself is practically none. Because of this, the colder and less empathic aengudaemons may view the world as little more than a game: the death of a pawn is a setback, not a tragedy.
 
Once an aengudaemon has allowed a mortal mage to draw on their power, they can no longer stop them from doing so. If one of their followers goes renegade and continues to use the aengudaemon’s magic, the aengudaemon will send their loyal followers to hunt them down and use severing magics (usually known only to the highest mages of the order or cult) to cut the rogue off from the aengudaemon. The only other way to sever the connection is to remove the aengudaemon from the world, as was the case with Aeriel and Iblees at the end of the Undead War.
 
Aengudaemons themselves do have a fair few powers. In addition to wielding all the magics they are capable of granting, they have the power to alter living creatures. However, they have very little control over that power and thus its use requires continued experimentation: often, it is trial and error. Dragur created the Dragaar from dragons and Metztli created the Kharajyr from ocelots (and something else), but there were many failures along the way. It is possible that Nemiisae used this power to make her loyal followers (those who became the Mori) more spiderlike, and it is also possible that an uncontrolled and destructive use of this ability is how Iblees cursed the descendant races.
 

 

 

 

Connecting

All forms of deity expect something of their followers. For most this is a life that adheres to their own standards of proving devotion. The circumstances for this differ depending on the deity in question however, in all subtypes, when this connection goes beyond the theoretical and culminates to a point where magic can be cast: there is always some form of energy that is consumed in remaining connected to a deity’s power. Mana being the fuel that is burned in Void magic, all deity magic can only be cast for a limited period of time before the energy that is keeping a mortal connected to an Angudaemon is consumed.

 

Corruption

Magic is a powerful tool. However it is not bereft of flaws, and like any tool, the path of magic will leave an individual lacking in other areas. Across all areas of magic though, the outcome tends to be the same: proficiency in magic makes you physically weaker.

  • Druidism:  Druidism expresses its weakness in a different way. Due to the connection to nature druids are simply more susceptible to being 'lost in creation' when in such a close-proximity-fight. The aspects grant the druids health, somewhat negating the weakness the power gives to other divine magic users.

  • Holy Magic: One would not think that a holy mage is subject to weakening, however such is unfortunately the case. Just like the power of the void, the power of an aengul is corrupting and withering.

  • Fi'hiiran'acaele: You guys have 2 void connections. Think of the arcane troubles and then multiply them by two.

  • Other AneguDaemon: Mortals cannot exist in the Seven Skies in their physical form, so the physical body is poisoned by the influence of any deity upon them.

  •  

  • Necromancy: Individuals who necromance are weak for a similar reason that arcane mages are weak. Their power source is something unnatural to deal with. The very shifting of life force weakens their bodies and just like the arcane mage they can not build such muscle.

  • Soul Puppetry: Curses to a degree act on the user with their corrupting power. Making them weaker as their body is constantly under corrupting stress.

  • Frost Witches: Frost witch bodies are essentially perpetually frozen in whatever state they were in when they underwent their transformation. Because their bodies are frozen they are slow to change. Natural healing in particular is incredibly slow, but most importantly their muscle mass will remain the way it was when they were transformed.

 

Magic Guides

 

Archetype: Druidism

The Druidic Order is an ancient order stretching all the way back to Aegis. It exists to protect nature and in doing so serves the Aspects from whom the Druids receive their gifts. The Druidic Order are the only ones who know the secrets to communing with the Aspects and will only share these secrets with those whom they trust.

 

Nature’s Communion

The most basic of Druidic abilities, all other subtypes of Druidism may be learnt after first becoming experienced in communing with nature.

 

Spoiler

padlock.gifLOCK STATUS: Member's of the Druid's Guild only

 

Druidism is an ancient form of magic, tied to the most ancient of all Guilds of Aegis, the Druidic Order.  Centuries of guarding secret knowledge and protecting nature has been this Order’s calling, bringing balance through healing land and spreading verdure with their unique arts.

 

Druidism is controlled in such a way, and taught, through a clever process of training that is designed to “indoctrinate” the student into a certain way of thinking, opinion, etc.  That is not to say it is always successful, but it is a powerful tool of regulating who has access to these arts.

 

As with any training, these things occur in stages.  The most commonly known one is Dedicancy.  This stage is most common because it is the one newcomers enter the Order as.  During this time they are given tasks and lectures over a period of time that teach them the Order’s culture, and an appreciation for all things natural.

 

This process, cleverly designed, to open the mind of the Dedicant to the flow of nature, through meditation, assistance and an understanding of ways.   When the Dedicant has finally completed their tasks, and their Guide has deemed them ready, they are instructed to devise and complete their Grand Task, a milestone task for a Dedicant that shows they are ready to take on the full mantle of responsibility of being a Druid.

 

Upon completing this task the Guide takes the Dedicant to the Attunement Pool, an area within the grove high in natural Druidic Energies, and begins the Attunement Process.

 

This process involves the Guide invoking an ancient knowledge to forge a connection to Nature within the mind of the Dedicant.  ((Ideally at this stage the Dedicant should get an MA for basic Druidism))  One could consider their initial training to be similar to opening a small hole to allow light to pass, and then the attunement process as using the small hole to bore a larger one, creating a ray of light-a connection.

 

Thus is the way one comes into Druidism.

 

Rules and Guidelines

  • Druidism is strict in how it is obtained. You can only have Druid magic if you are attuned to nature, and you can only get attuned by an experienced Druid. Because of this, you need to walk the Druidic path in the Order; you can’t obtain the magic otherwise.

  • Experienced Druids of the Druidic Order have the ability to break an attunement, so if you act in opposition to the views of the Order or abuse the Aspects’ blessing in their eyes, you may be found and have your attunement shattered by a group of elder Druids.

  • A Druid that uses another form of magic runs the risk of being outcast from the guild and have their attunement severed because of it.

  • The Druidic Order has certain abilities that are secret. Just because you get attuned does not mean you suddenly have access to them. You need to learn of them and how to go my doing them IC. Shapeshifting is a prime example. While it’s lore is publically available OOC, it is a tightly kept secret IC, making it something that can’t be RPed without being taught.

 

This is the most basic of the Druidic abilities.  It is this that all other abilities are based off, therefore this must be trained as well when when raising other skills.  Additionally, it has its own strengths, regarding speaking with nature.  No Druid may advance any skill more than their current Communion tier.

 

Tier 1:

The Druid has been attuned.  They are very aware of an ebbing lifeflow of the world around them, but are unable to interact with it unless going into deep meditation.  At most they can exchange  simple images or thoughts, nothing sophisticated.

 

Tier 2:

The Druid has begun their training, and through many meditations they have gained a quicker ability to connect to nature.  Animals are somewhat receptive to the Druid, and their words hold some mystical weight when asking favors from them.

 

Tier 3:

The Druid has developed a respectable skill of being able to speak with the environment without need for meditation.  Animals comply with most requests, though aren’t hostile unless the Druid is attacked.

 

Tier 4:

The Druid has trained for decades now, they can feel the ebb of trees, speak to them and hear them back.  The Druid has the ear of most animals, and is at harmony with most things around them.

 

Tier 5:

The Druid has mastered every aspect of Communion.  This Druid has been said to have trained for a century to attain such prowess.  Dreams of the Aspects have passed through them, and they are at utter harmony with every part of nature they interact with.  No animal raises a claw to this Druid, even the most savage beast gives pause at the word of the Druid.

 

Previous Guides/Lore

 

http://www.lordofthecraft.net/topic/90140-druidism-guide/

 

 

Control of Nature

Manipulate nature by calling upon the aspects

 

Spoiler

padlock.gifLOCK STATUS: Requires Nature's Communion

 

Control of Nature is a valuable skill that affords the Druid dominion over the world around them.  Shall they aid the growth of the grass and trees?  Shall they entangle their foe in vines?  Perhaps they will learn to grow saplings immediately as they touch the ground.

 

Tier 1:

The Druid has begun to emanate an aura of empowerment, things that would grow in years and months, after continuous meditation can grow in weeks and days.  Crops seem to yield slightly better quality harvest.

 

Tier 2:

The Druid is able to coax growth of a full sized oak within an hour, and he has the ability to produce good quality crops from harvest.  

 

Tier 3:

The Druid can sow seeds and watch them spring to life before them in an instant, and they can coax them into shapes, even convincing them to move.  Crops that this Druid blesses produce wonderful harvest.

 

Tier 4:

The Druid has the ability to raise a forest upon a whim around him!  Plants grow when he commands and crops that spring from his blessings are bountiful and great.

 

Tier 5:

The Druid has been an ally of nature for so long, flowers seem to spring from his feet as he walks.  He can grow even in the most infertile of land, and springing up trees that should not belong to grow mighty and strong.  The blessed crops of this Druid are legendary and no nation who hath been gifted such shall ever starve.

 

 

 

padlock.gifBlight Healing

Heal diseased lands of their corruption and decay, restoring the soil and bringing new life

 

Spoiler

padlock.gifLOCK STATUS: Requires Nature's Communion

 

Blight healing is a most noble ability of the Druids.  Lands afflicted by blight, or plague, disease and death, decay or magical scarring are given new life, and in the place of the infertile soil there is verdure.

 

Tier 1:

The Druid begins to slowly bring fertility to the soil.  Plagued or diseased plants cannot be revived, but spread of the disease can be halted with concentration and meditation.

 

Tier 2:

The Druid is able to heal plagued and diseased plants, though magically harmed plants seem to be beyond their ability.

 

Tier 3:

The Druid can, with their ability to Control Nature, reseed the dead and decayed wood, plagued plants or diseased flora, and grow them back into the ground.  This is an interesting way to treat extra lumber!  It is easier to heal decay in a large area, and fertility can be added to land at a much quicker pace.

 

Tier 4:

The Druid can now heal a large area of land quickly.  They can bring even the sickest ancient oaks back, grow a tree from a stump even.  

 

Tier 5:

The Druid has become a master of bringing life from the brink of total death.  If the Druid meditates for a long period of time it is said that they can grow a tree even from stone.

 

 

 

Nature’s Healing

Combine Druidic herbalism with healing powers to bring your friends back from the brink of death.

 

Spoiler

padlock.gifLOCK STATUS: Requires Nature's Communion

 

Druids are renowned for their healing prowess.  If it be a leafy patchup or a life-saving antidote, it is said that save for the monks or magical clerics, their natural remedies are unmatched.  This art is so interesting as it combines with the practice of Druidic herbalism with their natural magic.

 

Tier 1:

The Druid knows basic herbology. They spend great amounts of time meditating and preparing plants to release their juices and enhance healing properties.

 

Tier 2:

The Druid finds powerful herbs with properties of healing (such as pennywort, calendula, marshmallow, gotu kola, chamomile, echinacea, etc) and meditate with them before preparing salves or poltices with them.  They will boost the inherent properties of the plants.  Sadly this augmentation fades with time, but it’s still a noticeable increase.  Wounds can heal about a third  the amount of time it would take normally to heal.

 

Tier 3:

The Druid can combine their bandages with herbs and plants that they have enhanced with magical properties to offer quicker healing to the patient.  A Druid can give tea that will soothe a cold, even cure it with its enhancements to the leaves.  The applications are endless!

 

Tier 4:

The Druid can enhance poultices without meditating with the plants.  They can heal wounds in less than a day depending on severity.

 

Tier 5:

The Druid has mastered the art of healing, and can heal most wounds within an hour or two.  Leafy stalks tend to grow from their finished work!

 

Shapeshifting

Transform into an animal to escape danger or perhaps create it.

 

Spoiler

padlock.gifLOCK STATUS: Requires Nature's Communion

 

This basically explains the process that you must undergo to gain the ability to shapeshift. The book will be found in-character and transcribed into readable vernacular by three Hierophants if this lore is accepted. I will briefly go over the Trials of Spirit and the Ritual of Departure now.

 

The Trials of Spirit

 

  1. The Druid must pray to Cernunnos and ask him to watch over the Druid as he begins the Trial of Spirit.

  2. The Druid must complete the Task of Acceptance by living with the species of animals the Druid has chosen. He must eat what they eat, hunt how they hunt and overall live how they live. Once he can communicate with each individual animal and is generally accepted into their society, he is ready for the next task. (It will take much less time and be much less difficult to complete this trial by doing it with less dangerous animals, such as rats. The Druid would have extreme difficulty doing the task with tigers, obviously.)

  3. The Druid must complete the Task of Strength by killing one of the animals he has lived with. Once he has killed the animal, he must skin it for the Ritual of Change. The spirit of the animal will engulf the Druid and linger around him forever. Cerridwen will use the spirit aura of the killed animal along with the pelt to transform the Druid into a replica of the killed animal once the Druid has completed the ritual. The last part of the task is to bury the animal in an honorably manner which is decided by the Druid to fully respect the animal.

  4. The Druid must complete the Ritual of Change. The ritual is started by entering the Grotto of Cerridwen, a hidden place in the Druid Grove. The Druid must have a Hierophant that has already been blessed with the power of shapeshifting with him, along with the pelt of the animal he has killed. The Hierophant will lay the pelt on top of the Druid and the two will bow their heads. Cerridwen will decide if she should bless the Druid with her gift. If Cerridwen does bless him, the Druid will go through the transformation process. After a day, the Druid will shift back into his original humanoid form and the pelt gone.

 

The Ritual of Departure

 

  1.  The Druid must enter the Grove of Cerridwen again, ideally when he feels that his services as a Druid are no longer required and he has made a positive impact in his life as a Druid.

  2.  The Druid must bow his head once again, praying to Cerridwen. This time, the Druid would be asking specifically to make a permanent transformation.

  3.  The Druid will either be transformed or remain a humanoid. If the Druid is transformed, it is permanent. If the Druid isn't, it could mean several things, such as the Druid hasn't made enough of an impact in Druid history yet or the Druid is currently too important to the Order and his service is still required.

 

Extra Information

  •  The Druid will remain shapeshifted for about one hour each time. After the Druid has shifted back to his humanoid form, he will feel extremely tired and fatigued. As time goes on with the gift, the Druid will become more experienced and adaptive to it. Master shifters would be able to stay shifted for even up to a day, but once they shift back they would likely fall into a deep slumber instantly.

  •  The Druid can make the change permanent only after he's made a major positive impact on the Order. If Cerridwen believes the Druid is worthy of the honor, she will allow the Druid to make the transformation permanent through the Ritual of Departure. However, this is a very difficult feat and will likely never even happen. It is more of an honorable way to walk away from the Order rather than just perma-killing your character. (Think of Druids like Saviticus and Respiren. Those two are probably the only ones worthy of doing this and I doubt they would.)

  •  The Druid's body will remain in shapeshifted form if he dies while shapeshifted.

  •  The Druid will have at least one green tattoo on each limb to stand out while shapeshifted. Each tattoo can vary in shade and shape.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/81980-loredruid-magic-shapeshifting/

 

 

 

 

Archetype: Shamanism

Ancient magic of the orcs communing with Uruk Ancestors and other Spirits.

 

Latauman

Request curses and blessings from the Ancestors.

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

Latauman speak with the Ancestrals, asking for their guidance in matters. They also invoke and evoke the power of Greater Ancestral Spirits, using their power to boost their own. How much they are boosted depends on the tier, and only higher tier Lataumans can invoke the blessings of the more powerful Ancestrals, such as Gorkil or Dom.

Farseers: They speak with all the Spirits, and due to the non-linear nature of the Spirit Realm, they are able to gain snippets of the future and the past from them, as well as being able to see very vague portrayals of events in other lands as they occur. The distance they can go backwards, forwards, and the clarity of their visions of events in the past, present, or future depend on the tier.

 

The Spirits

The Spirits, the inhabitants of the Spirit Realm that fall under Elemental and Immortal, are able to manipulate certain aspects of the world, pertaining to the Spirit’s own aspect. As well as Elemental and Immortal, there are also two other distinctions in Spirits: Greater and Lesser Spirits. Greater Spirits are more powerful than lesser, as the name suggests. Both kinds are almost constantly committing acts of malintent against one another, be it either direct fighting, conspiring against a certain spirit, or getting shamans to praise themselves more rather than others, the latter being much rarer in the case of the Lesser Spirits, as explained later.

 

The Spirits themselves are virtually countless in number, due to many being created on the whims of Apohet. However, they are often not heard by shamans, as their voices are drowned out by the more powerful Greater spirits, and so despite their being an innumerable amount, only the Greater Spirits can be heard from the spirit realm, as well as the fact that the many Greater spirits are often brought under the control by other Greater spirits through means of war and such, and so are silenced by them. A Lesser Spirit could become a Greater Spirit, however it would have to fight and control many other Lesser Spirits so that their power grows enough to be considered such.

 

However, while Lesser Elemental Spirits cannot be heard directly, they can still be accessed by shamans. This is because all Lesser Elementals are under the control of their Greater Elemental counterpart. When an Elementalist or Witch Doctor calls upon the power of an Elemental, it is not the Greater Elemental who directly intervenes, instead they “send out” one of their Lesser minions to do the job.

 

Spirits gain power through a number of ways, which are:

1. Age of the spirit, how long since their creation

2. Interaction with and praise by the living. Spirits who get more mention, or more use gain more power

3. Amount of spirits said spirit controls. As mentioned before, Greater spirits will often bring other ones under their control, so that they are able to influence more aspects of the world. 

 

Inversely, spirits can lose power in the same way, for example if a spirit receives less praise, it will lose power, or if one of the spirits it controls breaks free, it will lose influence on an aspect. Power within the spirit realm allows the spirit to control a larger area of the spirit realm (this has no effect on the real world, it’s just like how nations vie for land in the living world), and attain higher standing in the eyes of their peers.

As a side note, ancestrals are not spirits as such, like Elementals or Immortals, they are merely just departed souls residing within the Spirit Realm. However, some souls that are exceptionally spiritual, or strong in life in a certain aspect may be made a certain kind of spirit, different from Elementals and Immortals, although this is a rarity, with even such spiritual leaders as High Shamans seldom being granted this honour. These very lucky souls are able to lend Lataumans who come to them in the Spirit Realm some of their power, such as Rax giving a Latauman greater physical strength, or Gorkil granting greater prowess in military command. Ancestrals who can share their power are called Greater Ancestral Spirits, with the ones who cannot being Lesser.

 

 

Great Ancestral Spirits

Ancestral spirits are always depicted as their form when they were alive

 

Krug - The Greatest spirit of all, he is said to be omnipotent and omniscient, he is possible to summon, trying to do so, could kill the shaman.

Gorkil Said to be the greatest general in history.

Lur - The greatest hunter history.

Rax Said to be the greatest warrior of all time.

Bradduk - Famed as a great Chieftain

Dom - Said to be the greatest Shaman in history.

Ugluk - Third born kub of Gorkil, renowned as a great warrior.

Azog - Said to be the greatest smith in history.

Kurak - Also known as the wolf of Lur, when summoned causes the shaman to transform into a half orc, half wolf creature, losing their mind for the short while they are transformed.

Tor - Also known as the Fist of Lur, renown for his calm, collective intellect and physical strength.

Trickster - Trickster of Lur, his true name is unknown, he was renowned for his subterfuge.

Bralkor - The Axe of Lur, known for his great resistance to physical damage.

Jarkun - The Sword of Lur, known for strength combined with dexterity and speed.

Krathol - Also known as The Lord of Pain, known for being able inflict unbearable pain on his victims.

Yaggo - Sometimes called the greatest rider of all time.

Dregort - The greatest boat builder and captain to have ever lived, ledged holds his mother was Ankrus herself

Grumbag - Known in life as a great builder, he is the patron off all Yazgarens

Vargo - Known for being a great alchemist.

 

Immortal spirits

 

Tessadar - Spirit of the Hunt, depicted as a giant three headed hawk.

Enrohk - Spirit of Bloodlust, Savagery, and War, depicted as an armored bastard.

Shessept - Spirit of Revenge, Plots, and Stealth, depicted as an orcish woman with the lower body of a snake.

Jevex - Spirit of Order, Hard Work, and Self-Sacrifice, depicted as a giant hammer. Enemy of Shessept.

Ixli - Spirit of Forbidden Knowledge, Truth, and Judgement, depicted as an eye.  He provides knowledge at the cost of sanity.

Ogrol - Spirit of Despair, sapped strength, and entrapment, depicted as a cage full of writhing bodies. He attempts to lock all who summon him away in his prison.

Kor - Orcish Spirit of the dead, actually a daemon in disguise subdued by Krug to guide orcs to the afterlife. Depicted as a cloaked man with an open hand.

Ankrus - Orcish Spirit of the sea, fishermen, and safe travels. Depicted as a aquatic feorc wielding a spear.

Arwa- Spirit of fertility, harvest and farming. Depicted as a plump feorc.

Annihilus - Orcish Spirit of destruction, malicious intent, and internal strife. Depicted as orc covered in open wounds.

Trokorl - Spirit of engineering, machinery and building, depicted as a Goblin with goggles and a hammer

Luara - Orcish spirit of the moon, once a greedy Angul, but trapped by Krug and cursed never to see the sunlight, depicted as a pale white wolf

Xanophax - Another subdued daemon, trapped in the spirit world.  He only attempts to escape through manipulation but is destined to never succeed. He has never been seen but all Shaman hear his pleas for help throughout the spirit world.

Ramakhet - Orcish Spirit of the desert, barren lands, and sand. He is never seen and therefore is only represented by his name. Sworn to scour the world of all life at the end of time.

Krathol- Spirit of Pain, suffering and starvation. Depicted as a pile of dry bones

Veist - Spirit of Illusion, Tricks, and thievery.  Depicted as a goblin with four eyes.

Freygoth -Spirit of the wild and wild animals, he takes any natural form he may desire.

Glutros - the spirit of greed and obesity, he is depicted as a cake.

Thulesia -Spirit of lust, pleasure and beauty, depicted as a naked slave girl

Orgon - Spirit of Disease, Pestilence, and failure. Depicted as a festering, starving orc with six arms, each holding a rusted and broken weapon.

Kesaroth - Spirit of envy and jealousy, depicted as a golden bull

Leyd -Spirit of dominance and physical strength, depicted as a clenched fist

Scourthos - Spirit of cleansing and purging, depicted as a vial of clear water

Theros - Spirit of intelligence and learning, depicted a wise old teacher. Brother of Betharos.

Betharos -Spirit of alcohol, cactus green and celebration, often depicted as a young dim Orc, in direct contrast to his brother, Theros

Gentharos - Spirit of smithing, smelting and forging, depicted as Orc with no legs, hammering an anvil

Drelthok - Spirit of sleeping and dreams, often depicted as a dark cloud

Eathros -Spirit of dawn and dusk, often depicted as a red sun

Cotrestro - Spirit of memory and the recording of knowledge, depicted as an endless book

Letrothak -Spirit of hindsight and excuses, often depicted as small orc with eyes on the back of his head.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/105917-shaman-lores/?hl=Latauman

http://www.lordofthecraft.net/topic/94645-lutaumen-magic-lore/

 

 

Elemental

Through communicating with Spirits, the natural world’s elements can be manipulated.

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

They use the Elemental Spirits to shape and change the world, for example they may use Scathach to manipulate and control fire. The amount of an element they can manipulate depends on tier. A Tier 5 Elementalist may, with enough concentration, be able to control two elements simultaneously (either manipulating a mix of two elements I.E. Mud, or just plainly manipulating two separate elements), however with only T3 power for each element. Elementalists are able to make a pact with one of the first 6 Elemental Spirits, whereby their skill in manipulation of the Element corresponding to their chosen Spirit increases. However, the Elementalist will find that the opposite Element becomes harder to control, as the Elemental Spirit is displeased with the shaman for choosing it’s rival. The opposites are:

Fire - Water

Earth - Air

Metal - Water

Lightning - Earth

 

Elemental spirits

 

Scathach - Spirit of Fire, depicted as a burning wolf.

Aqathro - Spirit of Water, depicted as a iridescent blue fish.

Bregthar - Spirit of Earth, depicted as a Shur’Dru

Fiarza - Spirit of Air, depicted as a albino white hawk

Kulthark - Spirit of Metal, depicted as a silvery snake

Neizdark - Spirit of Storm, depicted as a lion with a mane of lightning

Binazdar - Spirit of Light, depicted as bright white cat the brother of Radzanib

Radzanib - Spirit of Dark, depicted as a jet black cat, the brother of Binazdar

Fanzra - Spirit of Chaos, depicted as piece of paper with scrambled numbers, the brother of Arznaf

Arznaf - Spirit of Order, depicted as peice of paper with numbers in order, the brother of Fanzra

Ringat - Spirit of Life, depicted as a white fox, brother of Tagnir, they are always seen together

Tagnir - Spirit of Death, depicted as a black fox, brother of Ringat, they are always seen together

Omnizan - Spirit of Space, depicted as a three snakes joined at the tail, each one representing a directional plane (X, Y and Z)

Sandru - Spirit of Time, depicted as an hourglass showing how long the person has left to live.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/105917-shaman-lores/?hl=Elemental

 

 

Witch Doctor

Experimenting with strange rituals and out-dated alchemy.

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

They use the Immortal and Elemental spirits to curse and bless people, as well as using them to create elixirs and potions, which are effectively curses and blessings in bottles. Witch Doctory is quite chaotic, and it is not for definite that a witch doctor gets the type of curse or blessing they wanted. The power of the curse or blessing, and the likelihood they get the spirit they intended to depends on tier.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/105917-shaman-lores/?hl=Witch

 

 

Farseer

Travel into the Spirit Plane to see further than ever possible for mortals.

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/105917-shaman-lores/?hl=farseer

 

 

 

 

Rune Smithing

Ancient Dwarven runes alter the effectiveness of an object

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

 

Runesmithing stems from the ancient gifts departed upon the dwarves by a divine entity in days long past. While mainly attributed to great blacksmiths, the art resembles stonemasonry far more when watching one work out the shape of runes with hammer and chisel.  The power seems to requested from the Dwarven Gods, the Rune priests attributing their powers as Gifts from Yemekar the creator to perform his divine work as maintenance to the world, but also acknowledging Ograhad (Their god of knowledge) who preserves this art and remembers its nature.

 

 The art its self is comprised of multiple languages formed around certain nouns, like Fire in the elemental Dialect or Gate in the objective Dialect. This is then supported by a series of verbs that give this noun purpose. An example would be “Fire Draw”, which would purpose all fire in the vicinity of the rune to be drawn towards said rune. The total list of cannon dialects is as follows: Dark, Dwed, Elemental, Holy and Objective.

 

A runesmithed item will degrade with speed from the stress applied from the runes, and will need constant maintenance from some relevant to the creation of said item as well as a Rune Priest. A cup from a water draw rune to never spill for example would need both a potter to repair the cup and a Rune priest to refurbish the rune its self.

 

 

A couple rules about Runesmithing that stand for both the users of the Items and the Runesmiths.

 

Don’t claim to have knowledge of a rune you have not fully discussed and know about with a Loremaster or the Runes creator. Nearly every rune has multiple special rules and will only fit in certain areas of the Runic Diagram, with specific effects. (For instance, air runes explosively compress all air manipulated upon destruction, or that you can’t harden water.)

 

Similarly, don’t run around with a runesmithed item and expect it never to degrade. A tool will degrade eventually and we do keep tabs on all in existence in a document. If its seriously old we may just tell you it’s defective or inactive.

 

Don’t go around claiming you can runesmith items OOC or attempt to if you’re not a runesmith and not learning from one, you can’t. One runesmith probably can’t even make you be able to start runesmithing either, as initiation is divided.

 

Finally, generate roleplay with the items. The magics there to be used and shared with all, it’s a cultural piece, and should be embraced. 

 

 

 

 

 

Cleric

Priest Healing

Prayerful commitment pays off when your friends require supernatural healing

padlock.gifLOCK STATUS: Requires a connection to an Aengul

 

Spoiler

 

Concepts of Clerical Healing:

 

Clerical healing capabilities are based around one’s understanding of anatomy and atypical conditions and complications within the body, as well as their mental and physical fortitude. In this sense it is comparable to any other method of healing, mundane practices included. However as a clerical healer furthers their studies and capabilities, they come into their own. Magic in itself is a tool, it is wielded just like anything else. Clerical healings are among the most efficient tools of exotic/magical medicine though, especially in extremely experienced hands. Their efficiency in healing stems from the fact that this is no mere hobby, not something to return home to and study. In many, if not all cases, this is their life. A practice as old as the original homelands of Aegis itself, and expanded greatly upon since then.

 

How Healing Works:

 

Clerical healing is based upon one’s connection to their proclaimed patron. In past and present there have been many faces, many names and many theories behind the sources of these powerful magics. With that said however, mortals can never be truly certain of where or who their magic comes from, for now. Tahariae is recognized by the Clerical Order though, and it’s their members who first used the magic, and their members who have been known to be most proficient in it, this detail is not to be dismissed in one’s consideration of where the true source comes from.

 

Similar to other magics, a connection must be made in order to prepare and cast a healing spell. Clerics typically establish connection with a familiar prayer, or incantation, something personal and unique to them that centers their mind upon the task at hand. Once this connection is established, the clerical healer may move on with their work on either themselves, or the victim at hand.

 

It is believed that the patron bestows its power and energy upon the clerical healer once this connection has been made. These energies safeguard a cleric from lethal side effects of their efforts in turn. However while they do not drain themselves of their very life force, there is still an excess of energy flowing through them. Less practiced clerics will become overwhelmed by this, and after some time render themselves unconscious. Clerical healers may have a holy touch, but they still only have mortal bodies. Their stamina improves with practice much like any other arduous task.

 

Clerical healing is a manipulation of pure waves of energy, typically referred to as simply, light. While it is not physically rays of light, it does take on a rather radiant appearance, thus the term. Clerical healing revolves around manipulating this energy into methods a body can use to rapidly repair itself. Naturally something that requires more time to heal, takes more energy and time, as well as experience. A cut will be simpler to heal than a broken bone, a gash where multiple strains of muscle must be healed even more, a disease yet even more, so on and so forth.

 

Clerical healing in this sense is essentially returning the body to its original state, before any accidents or punishment took place upon it. Natural ailments however such as being born blind, being born a cripple, and even age, cannot be reversed by clerical healing. A body is made to age and mature, such things cannot be healed, as there is nothing wrong.

 

Extremely skilled clerical healers may even be capable of repairing what a body cannot do on its own. This is very, very rare however. Extensive knowledge is required on the ailment at hand. If one were to attempt to cure blindness, for instance, that occurred after birth, years of preparation and study would have to be made, along with very practiced hands doing the ritual. (Such tasks are to be monitored within the Order to ensure legitimacy. Clerics outside of the Order should truthfully not be attempting this.) The reasoning behind this is due to the fact that once a cleric attempts to heal someone, or even themselves, an interruption of this process could possibly be extremely deadly.

 

If a cleric takes on a task beyond their capabilities, it is very likely that the victim will die at the hands of the cleric’s incompetence. Much like leaving a wound open mid-operation, if there are not other healers in the area, an incomplete healing will still doom the victim as if there wasn’t a cleric there to begin with. Clerics sometimes can take on the task of another, should the other fail, however this is once again very, very rare. This is essentially a case by case scenario, those within the Order will be trusted to ask the leaders on whether or not their situation is possible. Those outside the Order, should once again, not be attempting this at all.

 

 

The Five Ds of Clerical Healing

 

1. Detail. Speak your incantations or prayers, and emote your energies amassing around you in an aura.

 

2. Detail. Establish the direction your aura is flowing, whether to either hand, your staff, etc. details of a feeling of relief washing over the wound in question for bonus points.

 

3. Detail. Spice up your emotes by looking up anatomical diagrams online, and use their terminology for a researched frame of reference. Represent this magical subtype well, and detail how your magic is repairing what, and what the victim would be feeling.

 

4. Detail. If your character is a lower-tier healer, make subtle hints at their lesser power, such as “nothing but a scar being left” in comparison to a higher tier healer, who would be capable of making baby bottom flesh, etc. Clerical magics ≠ convenience, drawbacks can be fun.

 

5. Detail. Emote exhaustion upon completion, or failure if you’re brave, of the healing process. This is honestly up to you, but once again, the more detail you put into the after-effects of your character’s efforts, chances are the better your role-play will be. Once again, drawbacks can be fun, you just healed a guy, let people pamper your exhausted butt in thanks.

 

So we have detail, detail, detail, detail and… Detail. You see where we’re going with this, yes? Be detailed, and have fun. Also, don’t power-game.

 

 

 

Red Lines

~ The use of Void Magic in tandem with Clerical Magic will halt all advancements in the Subtype until the taint of the Void is completely removed. Tandem use is impossible.

~ Temple Monks alone can attach a soul to a body. You cannot revive a dead person.

~ The light created by priest healing is not powerful enough to blind someone, not even temporarily.

~ Severed limbs cannot be grown back. If its cut it remains cut.

~ It is impossible to learn Priest Healing if you already know a Dark Art

~ Healing is only able to heal. Nothing else. No destroying of undead creatures or using it in combat of any kind.

 

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/94139-priest-magic-guide/

 

 

War Cleric

Wield the Aengul’s gifts of orbs, chains and weapons made of heavenly light

 

Spoiler

padlock.gifLOCK STATUS: Must be chosen by Tahariae

 

Basic Understandings:

The Clerical Order was founded during the Blight of the Undead during Aegis. Its purpose meant to heal what was left in the wake of destruction, and destroy what caused the chaos in the first place. The energies used to heal and cleanse are also able to purify and vanquish. This is the power of a War Cleric.

 

 

How War Cleric Spells Work:

 

War cleric magic is comprised of the same energy used to heal, it is simply manipulated by the caster themselves in a much more raw, somewhat unstable form in comparison to healing’s extremely stable state, for use in combat.

 

With this established and for reasons that may become further evident in the future, a war cleric’s capabilities are only able to be harnessed, if one has been, or is, within the Clerical Order itself.

 

The Clerical Order’s view in regards to use of this magic is extremely strict. Entities within the world can be put into three categories, as far as they are concerned. There are pure entities, who are comprised of divines such as Tahariae and his kin, previously what were once considered Aenguals before the terminology shifted as of recently. There are neutral entities, who are comprised of the five races, mortals themselves. Finally there are dark entities, who are comprised of corrupted beings with influences of taint, mostly consisting of daemon spawn and followers under them. This includes, but is not limited to, shades, wraiths, liches, harbingers, drakes, dread knights, blood mages, and in more abstract terms necromancers and other cultists who use magic of a dark entity, but are not tainted internally.

 

A war cleric’s magic would naturally not be capable of inflicting harm upon a pure entity, should a situation such as that ever arise. A war cleric’s magic is capable of inflicting substantial harm upon neutral entities, and extremely lethal harm upon dark entities. It is worth noting however, that this is simply acknowledging the effects of the magic itself, and not the actual views of the Order, when it comes harming neutral entities.

 

*For whatever the reason may be leading up to contact between a spell and a mortal, it will still inflict harm. This applies to everything except the flames of retribution, which will be explained down below.

 

Known War Cleric Spells:

 

Over of century ago within the realm of Aegis when Thrym Silverfist first founded the Order, the threat of the Undead was already well established. The Order’s history has recorded nearly no peace. In this constantly shifting landscape of war and corruption, its members have sharpened their skills and adapted their arsenal of spells to the threats at hand. Similar in adaptations to any weapon of war, any piece of armor, so on and so forth.

 

 Palm of Light:  The first step into a war cleric’s studies of combative magics. As it has been discussed in the healing guide, the palm of light is not in itself truly light. It is a manifestation of raw power that forms into a thin layer above the skin into a brilliant display of luminescence. This is both an initiation into the war cleric’s path, and one of the most important spells a war cleric has. When one becomes adept, and from then on masterful, the palm of light is capable of blinding those who observe its brilliance for minutes at a time, along with the headaches and pain that follows with staring into a searing light. If one is exposed to it for a prolonged period, it can possibly have permanent effects.

 

  Orb of Light:   By this point the war cleric has learned how to give the energies within themselves a manifested form. More controlled than a simple flash of energy, the orb’s radiance is still prominent, but not nearly as much as the palm of light. The most comfortable and efficient size in which to cast the orb would be naturally as large as one’s palm - the point of focus in which many war cleric’s manifest their power. The larger the orb, the more the war cleric must focus, as it widens past the original point of focus. Capable of inflicting blunt force damage upon its target, its typical casting speed would be the equivalent of 100 mph, or 160 kph. The larger the orb however, the slower it would be.

 

  Manifested Weapons:   The most complex form of a war cleric’s orb of light, as well as a sign of the war cleric’s mastery over this skill. Any weapon the war cleric can call to mind is capable of being made with a honed focus. This can be extremely taxing on the war cleric however, so it is typically reserved for the killing blow of a dark creature, an assurance that it won’t be getting back up again - any time soon that is.

 

  Flames of Reckoning:   Capable of being cast by very skilled and experienced clerics, the ‘flames’ themselves burn strong in the presence of corruption, taint is their oil. Neutral entities who possess no taint themselves will not be harmed, however, as there is nothing for the flames to burn. Sometimes referred to as holy fire, it is considered one of the war cleric’s most powerful tools against corruption and dark entities.

Once the war cleric has accomplished a mastery in wielding the flame, they can eventually use it as a form of cleansing upon the land.

**Flames of Reckoning have no effect on Necromancers. Though they do affect Necromancer's summonings and creations**

 

Red Lines:

  • You cannot force someone to be permanently blinded by the palm of light.

  • All War-Clerics must follow Tahariae as a Patron, (following the new Aengudaemon lore.)

  • New War-Clerics must be connected and taught by an elder War-Cleric who is at a state of mastery of the art.

  • One can never form a animal or other figure through Holy Energy

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/97836-war-cleric-guide/

 

 

 

 

Muun’Trivazja

Ritualistic Kharajyr magic in which Metzli rewards the committed moon gazers.

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

 

Previous Guides/Lore

 

http://www.lordofthecraft.net/topic/93560-muuntrivazja-magic-guide/

 

 

 

Fi’hiiran’tanya

Fi’hiiran’acaele

Temporarily halt the powers from deities

 

Spoiler

padlock.gifLOCK STATUS: Sacrificial Ceremony

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/90931-ailerantanya-wizards-of-life-magic-draining/

 

 

 

 

Archetype: Dark Arts

The Dark Arts operate independent of any deity

Necromancy

Raising the dead to be your minions

 

Spoiler

Lock.pngLOCK STATUS: Gaining enough life force to perform the magic without an experienced Necromancer will kill you

 

Previous Guides/Lore

 

 

Shade

Evoke and manipulate pure darkness

 

Spoiler

Lock.pngLOCK STATUS: Must be turned by an existing Shade

 

Previous Guides/Lore

 

http://www.lordofthecraft.net/topic/104441-shade-clarification-lore/

http://www.lordofthecraft.net/topic/97288-shade-magic/

 

 

Soul Puppetry

Lock.pngLOCK STATUS: Must be taught otherwise you will suffer great consequences. 

Cast curses upon others through voodoo

 

 

 

Frost Witch

Encase men in ice before feasting upon them

 

Spoiler
 

 

Monk

Perform the Divine Triumvirate’s work by healing or resurrecting the people of Anthos.

 

Spoiler

padlock.gifLOCK STATUS: Must be taught by another

 

Monk magic, alternatively called the Blessings or Renumerations of the Triumvirate, are boons granted to the Wilven Monks - not to be confused with the Temple Monks, who are bound into silence and are masters in the ways of ressurection.

 

Monks, once initiated, will choose a dedication to one of the Triumvirate. This determines the trim of their robe, the deity they receive the boon from, and the colour of the renumeration once it is granted.

 

Visualization of the Magic

Once a Triumvirate grants a boon, it manifests with the colour of the Monk's major deity -

 

Keldrith's golden, Tariel's cyan, Rellenia's blue.

  Tqor93d.png               Grid_Block_of_Diamond.png?version=05e60d               9mRJqGn.png

 

 

This magic manifests in lively 'electric-like' sparks of energy in the colour of the Monk's major deity, springing from their hands if directed magic, or from skin nearby if passively regenerating.

 

Monk Healing

Monk healing is very powerful, and can knit together minor wound in a matter of minutes, more grevious wounds in under an hour. Bones can be fixed by dedicated healing by a higher rank monk.  Monk healing can fix damage to any organ, given enough time, including brain damage. 

 

However, Monk healing will not cure amnesia, or any hereditary or lifelong disease, or anything that affects your character's soul itself, such as Witchdoctor hexes, etc. This is because Monk Magic only heals retroactively, working from the 'blueprint' of your soul - if your soul is damaged, monk healing will repair back to that damaged state. This is what Clerical Healing and Monk healing.

 

Diseases and illnesses can be cured by Monk healing, but are difficult to purge entirely. It is often much more efficient to merely slow down or halt the development of the disease, depending on how severe it is. Clerical and Druid magic is much more efficient at curing diseases and pestilence than Monk Magic is.

 

Forms of Monk Healing

 

Prayer Healing

This is the first form of healing a Monk will be able to perform. In order to channel the ability to heal a person, the Monk must pray audibly to the Triumvirate as a whole using a chant of their own devising, usually involving praise to the three deities and their mantra or purpose for the healing.

 

Prayer healing, especially at lower ranks, is many times more powerful in the Sanctuary area, especially near the shrines to the Triumvirate themselves. Monks of a lower rank will be unlikely to have their prayers answered outside of the Sanctuary.

 

Additionally, the burning of scents, or commitment to fire or altar of an object of value to the Triumvirate, such as prayer scripture or the deities chosen material (Keldrith gold, Tariel Iron, Rellenia Diamond), have been known to aid in the process of Prayer healing. On top of that, Monks that work harder and provide more charitable services are often more likely to have their prayers answered.

 

Essentially, anything that proves your dedication to the Triumvirate's ways will aid in your ability to gain their boon. 

 

Silent Healing

A much more advanced form of healing, this type relies much more upon meditation and mental fervency to the Triumvirate than active praising. A Monk that has dedicated themselves to the Triumvirate's way for several years may find that they can now heal without chanting a mantra, but at a much more taxing cost to their energy.

 

However, as a trade-off, Silent Healing is often cited as being much more powerful than Prayer Healing, but the application of both is entirely possible at once! On the other hand, Silent Healing is so taxing by itself that the Monk will likely only use it in dire situations or scenarios where silence is paramount. The use of Silent Healing over months or years will decrease the drain it has upon the user, but never below the point of Prayer Healing.

 

Passive Regeneration

Wilven Monks are granted Passive Regeneration that allows them to stave off fatigue and remain healthy when providing charitable services or acting in self-defence.  Monks will not receive this boon when fighting aggressively, no matter the enemy they face. On the plus side, Passive Regeneration will work if the Monk is knocked out, and its effects are magnified if the user is in a comatose or sleeping state. 

 

At lower ranks, this boon will barely heal scratches and will ease the ache of tired muscles, but no more. As the Monk progresses in their art, the wounds that can be healed will become larger and larger, butPassive Healing will never surpass Prayer Healing or Silent Healing in terms of power or effectiveness.

 

Soul Sensing

Having spent so much time working amongst the ebb and flow of Souls in the Temple, and even witnessing the souls of individuals when healing or resurrecting them, that Monks will be able to sense places where a large amount of death or birth has occurred - this effect is particularly poignant when the deaths are more recent. Deaths in the Monk's vicinity will be felt, strongly so if the Monk has progressed enough to have the ability to resurrect.

 

On the negative side to this, a Monk will feel weakened and nauseous around places that have been the site of many deaths. This power serves little purpose, but is a nice added dimension to the life of a Monk, giving them more to roleplay with.

 

Soul Banishing

Monk Healing, in both Prayer Healing and Silent Healing variants will do the exact opposite of their intended effect upon any Undead creature, slowly tearing their soul free of their vessel and un-regenerating their flesh and organs. This is known as Soul Banishing and is extremely intensive upon the Monk. If the Soul Banishing is successful then the soul is thrown back into the soul stream and will be revived back into their mortal form.

 

Soul Banishing does not work upon Liches, Wraiths, Dreadknights, Shades, Scourge or Graven, whose souls have been directly modified [citation needed].

 

Ressurection

Wilven Monks cannot resurrect, especially permanently-killed characters. This game mechanic is meant to be left to non-playable characters for a reason. Sorry guys! If you wish to debate this choice, feel free to PM me or post in the thread. Resurrections previously made in the past won't be voided, of course, but the change starts here if this guide is LT approved.

 

--------------------------------------------

 

Hey there! This guide is just my attempt to put Monk Magic, a very vague thing like Shamanism, down onto paper with limits, pros and cons. I wanted to move away from the Clerical feeling we often have, and move more towards a soul-type deal, where our healing can only repair people back to their factory default, so to speak. I haven't been able to contact any other Monks, and I rarely see any online, but if you guys spot anything wrong I've written or want to smack me then feel free to PM me or post here. More will be added as I get time to write. (-Freya)

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/109807-monk-magic-guide/#entry1033834

http://www.lordofthecraft.net/topic/63613-the-wilven-sanctuary-monks/?hl=monk

http://www.lordofthecraft.net/topic/106560-monk-resurrection/

 

 
 

Archetype: Previous Deities

 

Mists of Xan

Manipulating a holy mists granted by the ancient rival of Setherien

 

Spoiler

padlock.gifLOCK STATUS: Must be unlocked by Xan

Holy Condensation - The mist concentrates into a more compact area, so it is more like a mild haze. It then moves at the will of the caster. If it engulfs a tainted being, the thing will take constant harm, albeit it won’t be particularly quick. If a normal being is within the mist, then it shall gradually be healed, although at a slower pace than one would be injured by it. The speed of its effects depend on how condensed the haze is and how powerful the caster is.
 
Holy manipulation - The mist excretes from their very being, constantly shifting and clouding around the figure’s form, eventually curling around their very form before hardening into a set of heavy, golden armour. No Dark magic may collide against this armour, for if it does, the dark magic is torn to shreds yet, most times costing the user of the Mists greatly.

 

 

Ascended

Those who carry the blood of the Ascended Race can have their potential power unlocked by Aeriel.

padlock.gifLOCK STATUS: Must be unlocked by Aeriel

 

 

 

 

Undead

The hideous servants of Iblees carry corruption on their fingertips

padlock.gifLOCK STATUS: Must be unlocked by Iblees

 

 

 

 

Drakaar's Boon

The loyal hands of Setherien wield a glimpse of their master's power, able to open rifts from which foul beasts emerge.

padlock.gifLOCK STATUS: Must be unlocked by Setherien

 

Breath of the North

A terrible Drakaar fire that freezes rather than burns

 

Setherien's Deception

Like illusion, only more evil.

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Me likey, just one thing. Its Tahariae the aengul of purity, not tehariel or wuteves. ;-;

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Me likey, just one thing. Its Tahariae the aengul of purity, not tehariel or wuteves. ;-;

You're right, I forgot the jingle.

i before e except in Tahariae

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Who currently determines the lock status of the Archtypes and Subtypes?

Tends to be the experienced authority on that particular magic type with backing from someone with a shiny name badge.

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Oh do I want some kind of Lightning or Fire something Elemental, something that would take an Extereamly long time to do

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Oh do I want some kind of Lightning or Fire something Elemental, something that would take an Extereamly long time to do

 

I am confused by what you are saying. Is it a question?

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Oh do I want some kind of Lightning or Fire something Elemental, something that would take an Extereamly long time to do

I'm assuming you mean that this is the type of magic you were looking to learn? In that case, the evocations would be your best option, with fire and electrical evocation both existing. Incase you're unfamiliar with magic on the server, evocation basically means creating and manipulating said element (in this case electric and fire) eg create fireball, throw it at someone. Alternatively, if orcish role play is more your thing, there is an elemental branch of shamanism. I'm not much of an expert on that, but basically in shamanism you manipulate existing elements (by communicating with elemental spirits I believe) as apposed to creating your own.

 

As for something that takes a long time to do. Well, given that there's no longer any restrictions on learning magic, you are free to set your own pace of learning. However you will certainly gain more respect if you fully role play out your learning process (as apposed to insta master, which is somewhat power gaming). To put it in perspective, in the old system it would take roughly 3 or 4 months (real life time) of training before you could be competent enough to defeat a single melee soldier. Thats no longer the case, but bravo to you if you actually want it to take a while and are prepared to train :P

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Me thinked that you couldn't properly manipulated with evocation, more just evoke in a rough shape and throw.

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Me thinked that you couldn't properly manipulated with evocation, more just evoke in a rough shape and throw.

True. Me thinked you is incredibly drunked though. This is the deity magic. Evocation is in a completely separate topic.

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I am a good Christian boy, I never drink.

 

But I was responding to that guy with orange text who mistakenly said evocationists can manipulate their evoked elements.

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Me thinked that you couldn't properly manipulated with evocation, more just evoke in a rough shape and throw.

Of course,the shape will always be rough and the level of control is still faar from linear. However you can still manipulate it regardless. If you COULDN'T manipulate it to a degree, then as soon as a fireball (as an example) was evoked, the Mage wouldn't be able to do anything with it (such as throw it). So yes, manipulation is possible, just not to a fine degree. A water evocationist can't make a fine ice sword, but a jagged, point bit of ice is well within their means. Apologise if my message was misleading :P

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There's an error in the Priest Healing guide, lest the magic has been changed. It says that severed limbs cannot be regrown, but particularly experienced healers can regrow the loss of "minor" limbs (not a whole arm, but perhaps a cut from the wrist or forearm) with excruciating toll on their own well-being. At least, that's how it used to be, so perhaps the magic was retconned once more.

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