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Latest Lore Updates

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  1. Last week
  2. Lore Journal: May 2016 Onwards

    Vallah Lore has gotten a small overhaul, and the Addition of Vallah Lords along with transition symptoms now marks the end for the Rework and Rebirth, of Vallahism. We hope you enjoy the final product in full. Vallahism Sanguimancy, The Bloody Tree
  3. Vallahism

    IMPORTANT Vallah drink around 10% (1 pint) of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. The following list contains the immediate effects of blood loss, in regards to our universe, based on percentages: 10% - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly. Go get a blanket c: ) 20% - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety. 30% - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse. 40% - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death. 50% - Death. Each race has a different amount of blood in their body. Adult Orcs have 12 pints of blood. Adult Humans, Elves, Syrien and Half-Elves have 10 pints of blood. Adult Dwarves have 8 pints of blood. Adult Halflings and Lirram have 6 pints of blood. Sinnehliv do not have blood that can be consumed by Vallah. Vilo blood is considered poison to Vallah, and cannot be consumed. Races that can contract Vallahism: Humans Elves Halflings Dwarves Orcs Lirram
  4. Vallahism

    OOC Days 1-7 (IC Weeks 1-7) The newly cursed party would begin to feel sick due to the curse taking hold of their body. Symptoms would start like the common cold. Over the next few weeks the cold would worsen into flu like symptoms. More and more effects from the Vallah Curse itself would begin to be present. After so many weeks, sickness begins to wear off as the Vallah Curse begins to fully take hold of the newly cursed. OOC Day 1 (Day after being given Vallah Curse) | IC Week 1: This week the character would begin to experience symptoms as if they had the common cold. Such symptoms may or may not include: Pain in the muscles Congestion, runny nose, sneezing Chills, tiredness, fever Red, itchy, or watery eyes Headache, pressure in the sinuses OOC Day 2 | IC Week 2: Cold symptoms turn more so to Flu like symptoms. Symptoms due to the Vallah Curse begin to emerge. Above Symptoms Dry Cough or Cough with phlegm Chills Slight dehydration (Due to the need for water slowly waning) Small Loss of Appetite (Due to sickness symptoms, and the vallah curse transitioning the affected away from the need for food) Skin begins to pale. OOC Day 3 | IC Week 3: See above symptoms. Below are more symptoms due to the vallah curse. Loss of appetite grows a bit more. Skin begins to look even more so pale. OOC Day 4 | IC Week 4: During this week the newly cursed would start to feel a lessening of Flu like symptoms. Though still be pale, and have aversion to food. New symptoms would include: Whites of the eyes looking red and irritated. (As the Vallah Curse begins to try to target the Iris) Oral Pain as the canines begin to grow and other teeth are affected. Begins to feel uncomfortable in the sun. Minor skin irritation to gold and silver begins to emerge. OOC Day 5 | IC Week 5: Aversion to food would lessen, though the affected would begin to like any meat less cooked. Oral pain continues as canines grow. Skin irritation to gold and silver worsens. Added Symptoms for this week are: Whites of the eyes look less irritated. Outer ring of the Iris begins to have a red hue during the night. Begins to feel weaker with extended time in the sun. Nail’s of the curse begin to become discolored and the nails begin to toughen. OOC Day 6 | IC Week 6: Skin is unhealthily pale by this point in time. The redness in the iris at night continues to take over the newly cursed’s natural color. Nail’s continue to become discolored, opaque, and toughen,. Added Symptoms for this week are: Skin around the fingernails begins to turn black. Fingernails begin to not be able to be cut by ‘usual’ tools. Extension skill of the finger nails may be discovered. Begin to feel much more weak in the sun. OOC Day 7| IC Week 7: All the symptoms for a Vallah have emerged, though the transition is not complete until the [ 8th OOC Day | 8th IC Week ] when the cursed temporarily dies.
  5. Vallahism

    Vallah Lords The Defiled Nearly all dismiss the existence of ancient creatures so dark and twisted as the Vallah Lords, as simple tales told by fires to scare misbehaved children. The truth however, is far from this: From the shadows of ancient catacombs and the dark recesses of imposing keeps, the Vallah Lords reign over their covens through their mastery of vile magics, their plots unfolding unbeknownst to the world who deny their very existence. A Vallah Lord comes to be when the curse itself progresses so far that it not only takes possession over their body, but over their spark as well. As the curse writhes and festers within their accursed bodies it overwhelms the spark, horrifically twisting and corrupting it, pouring forth the foul nectar of the curse into it. Through this defilement, the first Sanguimancers were ‘born’ their very being so tainted with the depravity of the curse and their desire for blood that they were able to gain control over it. The existence Vallah Lords is essentially unknown to the world except to the few who have interacted with them. Vallah Lords are exceptionally rare and many of those who exist are ancient, hailing back to the primordial struggles between the Solarii and Lunarii. These creatures have managed to not only survive their curse, but have thrived with it, revelling in their depravity and dark schemes. Physical Changes: In appearance Vallah Lords essentially look the same as Greater Vallah. However when exposed to direct moonlight, the true form of a Vallah Lord is exposed, their skin papery white and their features akin to that of a bat: Their fangs greatly elongated, ears tapered, eyes sunken, and their nose malformed. (This does not apply when the spell “Bloodform” is in use.) Skin of the accursed begins to pale and whiten almost akin to the texture of the moon. Their veins blacken further, painfully visible beneath their skin, especially so near the extremities. The iris of the eyes turns a bright amber, and gains a distinct reptilian appearance. The canines of the cursed grow a full inch more, extending beyond the normal tooth-line of the jaw. The rest of incisors remain very sharp. Vallah do not require food or water, only blood and flesh. They do not hunger, nor do they thirst. They are only capable of digesting raw flesh and blood- and cannot consume the normal feast of mortal-kind. Vallah Lords do not suffer under the curse of aging, and remain entirely immortal from it, causing them to never age past when they were infected. The nails of the cursed become a darker shade of black, with no pink hue beneath them. At will, the cursed can extend these reinforced nails by two inches to serve as a natural weapon, the structure of the nails becoming as resilient as High-Carbon Steel. Nails may only be trimmed with gold or silver clippers. Blood is a rich black colour, no longer red. During the night-time, a Vallah Lords possesses roughly twice the speed of a standard human being, as well as almost twice their average agility and dexterity. The transformation into Vallah Lord removes the boon of added strength in favor for a greater magical potential. During the night-time, a Vallah Lord may excrete a glue-like substance from their skin, permitting them to adhere to surfaces much akin to a spider. They may even crawl along walls, ceilings, and the underside of floors. These changes are visible during the Day, and Night: Vallah Lords carry visual changes into the Daylight, but are not harmed by the rays of the Sun. In such, they appear to look the same as a Greater Vallah during the day, a large majority of their abilities [barring skin resilience and Sanguimancy], is inactive. Acquisition: A Vallah Lord comes to be when the curse itself progresses so far that it not only takes possession over their body, but over their spark as well. As the curse writhes and festers within their accursed bodies it overwhelms the spark, horrifically twisting and corrupting it, pouring forth the foul nectar of the curse into it. Vallah Lords have all come to be through the subjugation of other Vallah, both lesser and greater, and the subsequent regular feeding on them and through their vile deeds. Note: The transformation of Vallah Lord requires a non-standard character application after 2 months of being a greater if they wish to “upgrade”. Though, the character may not simply become a Vallah Lord. Rather, those who show prowess in creating and running a proper coven with both greater and lesser vallah will be more liable to receive it in the end. [Lore Team Approval]. Mechanics: During nighttime, a Vallah Lord gains an infrared range of vision. However, the sensing of heat and infrared also means that flames will blind them temporarily. This sight is “toggleable” and can be activated or deactivated during the night at will. Infrared visual spectrum is not powerful enough to sense heat through walls, or obscuring structures. It operates as standard vision. Vallah Lords carry a strange immunity to the sun: they are weakened in such a way, that their powers largely remain dormant, however- they still possess the appearance and nature of a Greater Vallah, being relatively easy to spot if not covered. During the daytime holy effects (such as Solar Fury) still work with increased effectiveness against Vallah Lords. The blood of a Vallah Lord is far too irregular for normal or magically altered pathogens to take hold, making the cursed entirely immune to all disease and plague, including ones which are artificially created. Vallah Lords do not suffer under the curse of aging, and remain entirely immortal from it, causing them to never age past when they were infected. Vallah Lords have their beneficial effects become suppressed during the day, barring disease resistance, aging, and the usage of Sanguimancy. Artificial light does not reproduce the effect. Vallah Lords suffer an extremely crippling weakness to holy and good-aligned divine objects during the daytime. Vallah Lords do not require sleep, however still can without effect. Steel, iron and bronze weapons strike blunt against the skin of a Vallah, only bruising and never severing the skin in any shape or form. Full gold or silver weapons are extremely effective, the mere touch of the metal afflicting the vallah with a burning sensation and causing their wounds to cease regeneration for a long period of time. [6 OOC Hours] This is still effective during the daylight. Vallah Lords gain increased regenerative properties while it is nighttime, and heal at 8x the rate of a normal person. Wounds when struck against them seem to almost regenerate in front of people's eyes. Silver and gold however will stop the regeneration all together for a period of time, and when healed will leave a very visible and nasty scar. Vallah are repelled and are significantly weak to the spells and blessing of Sol and Dahriim during the night-time. Creatures of the night; such as wolves, bats, rats, and other vermin, take no interest in Vallah. The Vallah Lords can carry full telepathic control over these animals. This means that these animals will not attack Vallah, and will only retaliate if they are first struck. Vallah Lords can only maintain this control over a single creature within their line of sight. Feeding off someone causes the victim a great deal of pain and leaves a very clear mark. They cannot ever sustain off animal blood nor blood from a jar; it must be fresh from the body for them to be properly satisfied. Feeding drains a human of two litres of blood, enough to sustain a Vallah Lord for seven septs, after which they must feed again. Most vallah feed by sinking their teeth into the flesh of their victim, creating a series of incisions that bleed readily. The cursed then either lap at or suck upon the wound(s) until they are sated. The saliva of the cursed slowly coagulates, preventing the victim from bleeding out after the feeding processing. Vallah Lords cannot consume mortal food and drink and do not receive cravings for mortal fare; They can only digest blood and flesh. Vallah Lords who fail to feed for seven septs go feral, see below. Vallah Lords attain roughly twice their normal speed during the night-time, possessing an almost inhuman dexterity and agility compared to a standard Vallah counterpart. During the night-time, a Vallah Lord gains the strange and uncanny ability to climb upon surfaces much like a spider would- their limbs and body forming a somewhat glue-like residue at will, which can adhere them to surfaces, and aid them in traversing passages in the most disturbing ways possible. Feral Vallah: When starved of blood for seven septs, a Vallah Lord begins to grow feral. Their bodies assume the very same changes that mar them during the darkness, though permanently. Skin becomes pale and brittle as parchment, while the veins beneath show as dark and tepid lines and scars beneath the flesh. Their claws and teeth sharpen and extend further, making it so that they appear more as a cruel and murderous beasts than their standard race. All fear for death and harm fades as a singular goal takes over what conscious mind remains. This goal is to feed. Throughout day or night, they will seek prey without regard for personal safety or the safety of the victim. Whether this victim be another cursed with the affliction or a mere mortal, they share the same risk. In this state, the Vallah Lord shall likely consume and destroy the entire corpse, gorging upon it in an animalistic rage till their stomach can hold no more. After their needs are satiated, they fall into a comatose state for a period of twenty-four hours, returning to life without a single memory of what befell them while they were feral. Cure: There is no cure to this advanced state of Vallahism. OOC Notes: The Curse of Vallah Lord cannot under any circumstance pair with any other blessing. All others are revoked upon the acquisition of this trait. A character may not be turned without the player's OOC consent. If a Vallah attempts to turn another character ( but the player does not consent ) then they are still cursed for a week, though on the eighth day the victim wretches black blood for hours rather than being killed by the curse. After this point, they are not cursed. Vallah are usually, and erroneously, grouped with other undead - but the cursed are not classed as undead. In light of this, they can become pregnant. The progeny of Vallah, or Vallah and Non-Vallah is always also cursed. Children born of these dark trysts are typically known as spawn. The child of a Greater Vallah or Vallah Lord will always be a lesser unless it is between two greaters or higher, in which the child will be a Greater Vallah. The child of two Greater Vallah or Vallah Lords will assume the latent abilities of a Greater Vallah, though it must be activated through some feat of heroism or harrowing experience. Vallah Lords cannot be revived by normal means.
  6. Sanguimancy, The Crimson Tree

    Sanguimancy A powerful, yet hidden tree of magic, Sanguimancy has become nothing but myth in the eyes of the world. Countless atrocities committed by those who wielded it led to it becoming a forbidden art, and ultimately disappear to the sands of time itself. Recently, Vallah have become stronger, and their prowess has allowed them to delve into the dark arts once more. A forbidden form of magic no longer, Sanguimancy has wormed it's way back into the eyes of world, yet hidden at large still to the majority. The first Sanguimancers came to be when Greater Vallah transitioned into what is known to the few privileged or unlucky enough, as Vallah Lords. A Vallah Lord comes to be when the curse itself progresses so far that it not only takes possession over their body, but over their spark as well, horrifically twisting and corrupting it, pouring forth the foul nectar of the curse into it. When this occurs the structuring of the spark itself changes dramatically, an empty pocket is formed that serves as a Blood Well, gradually building up and storing blood on its own, but also able to be filled by the Vallah. This hollowed out pocket can store up to 5 pints of Blood indefinitely. When Vallah regenerate lost blood, the excess flows into the empty space of the Blood Well. Blood is replenished at a rate of 2 pints per OOC day. The Blood Well can also be replenished by feeding or through specific Sanguimancy spells. The Corrupted sparks store mana in four tiers, tier one has a cap of 25, tier two 50, tier three 75, and tier four 100. Any blood that is taken in beyond the feeding requirements and capacity of the Blood Well will immediately be converted to mana at its lowest conversion rate of 10 mana per pint. The spells of Sanguimancy are cast using either or both blood and mana. First the blood from the Blood Well is used, after this the Sanguimancer can continue casting spells that require blood, however it will instead use their own blood, weakening them physically: see Vallahism lore for effects of blood loss.Vallah casting Sanguimancy more leeway. A Sanguimancer can survive blood loss with only a mere 5 pints in their body. This will allow you to use 10 BPi inherently before succumbing to loss of blood. The spells of Sanguimancy are divided into four tiers based on the level of Vallahism achieved by the caster. Lesser Vallah can cast up to tier two Sanguimancy spells, Greater Vallah tier three, and Vallah Lords tier four. Because the transformation of one’s spark is so traumatic and destructive, one’s spark can never truly be healed resulting in a permanent 20% reduction in total mana should they ever attempt to learn any other form of magic. When a spell is being cast, the Sanguimancer’s casting hand or hands will swell with blood, darkening the entirety of the hand and surrounding it in a dark aura. If a Sanguimancer is casting in someone’s line of sight, it will be evident that they are casting a spell. Tier 1 Blood to Mana Sanguimancy Tier 1 Mana Cost: 0 MP. Blood Cost: 1 BPi per 20 MP. Cast Time: 1 post per pint converted. Classification: Channeled, Harmful. Duration: As channeled. Range: Self. Focus: Blood Well. Target: Self. Effect: The caster is able to harness the energy in their own blood by converting it directly into mana. Every post the spell is channeled for converts more of the blood into mana. Cast at Higher Tier?: Yes. Note: Higher tiers of this spell simply improve upon the blood to mana conversion rate as higher tier caster’s will utilize spells that require more mana. At tier one the blood to mana conversion is 1 BPi per 20 mana. At tier two the blood to mana conversion is 2 BPi per 45 mana. At tier three the blood to mana conversion is 3 BPi per 70 mana. At tier four the blood to mana conversion is 4 BPi per 100 mana. Leech Sanguimancy Tier 1 Mana Cost: 10 MP per BPi stolen. Blood Cost: 0 BPi. Cast Time: 1 post per BPi stolen. Classification: Channeled, Harmful. Duration: As channeled. Range: 12m. Focus: Corrupted Spark. Target: Target’s open wounds. Effect: The caster is able to pull the blood from their targets open wounds, directly into their Blood Well. This spell only works if there is an open wound present, and its effectiveness is directly proportional to the size and severity of the wound. This spell can also be used to pull blood that is freely in the environment, whether it be spilled on the floor or in a container. Cast at Higher Tier?: Yes. Note: Higher tiers of this spell differ by tier, tier two simply increases the conversion rate whereas tier three changes the nature of the spell itself. At tier one, 10 MP is expended per BPi stolen. At tier two, 8 MP is expended per BPi stolen. At tier three, 6 MP is expended per BPi stolen. At tier four, The spell takes three posts to charge but can be charged longer with greater effects and the blood is instantly pulled when cast as opposed to being channeled. When cast, the Sanguimancer pulls one BPi per post charged with a minimum of three pints at 5 mana per pint, from the target area of their victim through their orifices and even their very pores. This spell can be charged up to the point where it can pull every last drop of blood from the victim, effectively mummifying them. The spell costs only mana. Note that the target area must be exposed in some manner, blood can be pulled through cloth but anything of greater density than leather will prevent such, however it can be pulled through the visor of a helmet. Crimson Rush Sanguimancy Tier 1 Mana Cost: 0 MP. Blood Cost: 0 BPi. Cast Time: Instant. Classification: Active, Harmful. Duration: 1 post per Pint. Range: Fangs. Focus: Blood Well. Target: Victim’s Blood. Effect: The caster deeply bites into a mortal, just as if they were feeding. Upon channeling this spell, the caster can drain more blood than is normally required to feed, and fill the hollowed out spark they carry within themselves. This storage can only hold 5 pints of blood at most. There is no limit to how much they can drain, though they cannot exceed their own limits. Cast at a higher tier?: No. Note: The blood stored within their corrupted spark can be used to cast spells, instead of sacrificing their own blood. Blood Shift Sanguimancy Tier 1 Mana Cost: 5 MP. Blood Cost: 0 BPi. Cast Time: 5 Posts. Classification: Passive, Harmful. Duration: Permanent. Range: Self. Focus: Corrupted Spark. Target: Self. Effect: The caster channels an illness or infectious disease within themselves that has been absorbed during their time as a Vallah, and shifts it to become part of their own blood pool. Upon doing so, any blood of their own that impacts the raw skin of another will cause them to contract whatever is currently shifted into by the Vallah in question. Cast at a higher tier?: No. Note: Only 1 disease may be shifted into at a time. Plague Bolt Sanguimancy Tier 1 Mana Cost: 6 MP. Blood Cost: 0.5 BPi. Cast Time: 1 Post. Classification: Active, Harmful. Duration: Instantaneous. Range: 25m. Focus: Corrupted Spark. Target: Object or person within 25m and line of sight of the caster. Effect: A crimson bolt of blood is launched toward the target of the caster, and inflicts only minor cut wounds following impact, exposing the bloodstream. Upon touching raw flesh however, the bolt of blood corrupts and sinks into the flesh of the target, applying the disease that is currently shifted into the caster at an extremely accelerated rate, the victim feeling the lesser effects of the disease almost immediately. Cast at a higher tier?: No. Note: The disease that is applied upon impacting raw flesh is determined by the current affinity of the spell "Blood Shift". Sanguine Blade Sanguimancy Tier 1 Mana Cost: 8 MP. Blood Cost: 1 BPi. Cast Time: 2 Posts. Classification: Active. Duration: Permanent. Range: Self. Focus: Fingertips or palms. Target: Self. Effect: The caster is able to create a blade out of the blood they have stored and harden it. The blade is akin to the strength and properties of steel. The blade will last permanently as long as it remains in the the caster’s hand, if removed the blade will lose its properties and will liquify once more. While in the caster’s hand, the caster can instantaneously dispel the sword returning the blood used by the spell to themselves, however the mana used is not returned. Cast at Higher Tier?: No. Rapid Regeneration Sanguimancy Tier 1 Mana Cost: 10 MP per post cast. Blood Cost: 1 BPi per post cast. Cast Time: 1 post of charge plus one post per pint of blood converted. Classification: Channeled, Harmful. Duration: As channeled. Range: Touch. Focus: Blood Well. Target: Self and “Donor.” Effect: The caster is able to draw blood directly from their target and into their body, rapidly healing any wounds not afflicted by holy damage or silver weaponry. The user must maintain contact with their target and the spell takes a post to charge before any effects were take place. The longer the spell is used, the more the wounds are healed and the more blood is drained from the target. If this spell is interrupted at any point it is cancelled. The spell costs mana and the blood of their target. Cast at Higher Tier?: Yes. At tier one wounds such as lacerations and minor organ damage can be healed with two BPi. At tier two wounds such as major limb damage and severe puncturing of the organs can be healed with three BPi. At tier three all but the most fatal of wounds can be healed and limbs regrown and the spell can be cast on up to two “Donors” using a total of 5 BPi. Note: None. Preservation Sanguimancy Tier 1 Mana Cost: 14 MP. Blood Cost: 0 BPi. Cast Time: 3 Posts. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus: Corrupted Spark. Target: Gathered Blood. Effect: The caster can preserve enough blood for one feeding. This is directly proportional to their state of Vallahism and determines the amount of blood that can be preserved. The blood must be fresh for the spell to succeed and is bound to the same constraints as feeding. The spell costs mana and the blood of their target. Cast at Higher Tier?: Yes. At tier one, one BPi can be preserved. At tiers two and three, two BPi can be preserved. Note: The blood must be stored properly in a hermetically sealed container in order for it to remain preserved. Thicken/Thin Sanguimancy Tier 1 Mana Cost: 8 MP. Blood Cost: 0 BPi. Cast Time: 1 turn. Classification: Active, Harmful. Duration: Indefinite, but is dispelled when used in accordance to the tier casted. Range: 25m. Focus: Instrument’s Apex Target: The area before the caster. Effect: The caster is able to change the very density of their targets blood, this spell can be used both offensively and defensively. Thicken: the caster thickens their targets blood, helping to lessen the amount of blood lost from wounds regardless of cause. Thin: the caster thins their targets blood and disrupts its ability to clot, causing wounds to bleed excessively, even causing death if not careful. Cast at Higher Tier?: Yes. Note: Blood cannot be thickened or thinned to the point where it would overtly cause damage to the target on its own, the spell is meant to be used in conjunction with targets that are already, or will be wounded. This spell cannot cause damage to the cardiovascular system on its own. Sanguine Shield Sanguimancy Tier 1 Mana Cost: 3 MP + 2 MP per tier. Blood Cost: 1 BPi. Cast Time: 2 Posts. Classification: Passive, Safe. Duration: Permanent. Range: Self. Focus: Fingertips/hands. Target: Self. Effect: The caster forms a shield of blood in front of themself. The blood itself, while still visibly liquid, is able to stop up to three projectiles from proceeding to the other side of the shield, causing all momentum towards it to cease instantly. Cast at Higher Tier?: Yes. Note: Tier 2: The caster forms a full shield around themselves. Using this ability, the strength of the barrier has also been increased to deflecting five projectiles, rather than three. Tier 3: Increasing the very thickness of the caster’s skin, the caster both creates the spherical barrier shield, as well as strengthens their own body. Silver and Gold weapons will no longer penetrate their skin for three contacted strikes. After this, the effect wears off the caster, and their flesh returns to normal. Tier 2 Blood Bolt Sanguimancy Tier 2 Mana Cost: 8 MP +4 MP per post charged. Blood Cost: 0.5 BPi per post charged. Cast Time: 1 Post. Classification: Active, Harmful. Duration: Instantaneous. Range: 40m. Focus: Caster’s Fingertips. Target: Line of sight. Effect: The caster draws blood from their Blood Well and forms it into the shape of a spike, its size proportional to the amount of blood drawn which in turn is proportional to the amount of emotes it is charged. This spell is akin to an arcane missile, but is shaped in such a manner that it behaves as a piercing projectile such as a crossbow bolt with a similar force to a high draw weight crossbow bolt specified with each tier. The accuracy of the spell varies with the range cast at. Cast at Higher Tier?: Yes At tier two, the bolt strikes with a comparable force to a bolt fired from a 100lb draw-weight crossbow, easily piercing armor up to leather and chain. Iron plate armor itself can only be penetrated at the joints. At tier three, the bolt strikes with a comparable force to a bolt fired from a 500 lb draw-weight crossbow, the bolt takes two posts to cast and can pierce up to iron plate with ease, and can only pierce steel plate at the joints. At tier four, the bolt strikes with a comparable force to a bolt fired from a 800 lb draw-weight crossbow, the bolt takes three posts to cast and can penetrate up to steel plate with ease, and can only pierce armor of higher tiers at the joints. Note: None. Coagulate Sanguimancy Tier 2 Mana Cost: 8 MP + 4 MP per post charged. Blood Cost: 0 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: 2 or 5 Posts. Range: 25m. Focus: Corrupted Spark. Target: Anything living being with blood within range and line of sight. Effect: The caster is able to manipulate their targets blood in such a vile manner that it begins to coagulate, much akin to when exposed to snake venom. The blood in the target limb will clot slowing or even disabling the area for two posts. The spell requires at least two posts, one to prepare and one to cast. However, the spell can be charged for longer and its effects can be increased. When charged for 1 to 2 posts the target limb will go limp, and be disabled for 2 posts. After three posts of charging the entire enemy will be rendered paralyzed for 5 posts. Cast at Higher Tier?: No. Note: The spell requires total focus, and any movement interrupts this spell, ceasing it in its tracks. The spell is only. The spell can only be used to target limbs. It cannot be used to cease bodily functions such as breathing, a heartbeat, or brain function. This spell causes no permanent damage to the cardiovascular system. Laceration Sanguimancy Tier 2 Mana Cost: 6 MP. Cast Time: 1 Post. Blood Cost: 1 BPi. Classification: Active, Harmful. Duration: Instant. Range: 10m. Focus: Blood Well and Corrupted Spark. Target: Any target within sight and range. Effect: The caster extends whip-like tendrils of blood from their palms, using them to lacerate the flesh of their targets. The damage itself is generally not severe enough to cause alarm or worry of death, however it opens the target to subsequent draining from the leech spell. Cast at higher tier?: No. Note: Cloth and gambesons provide little resistance, but anything thicker will make this spell ineffective without additional lashes. Unholy Circle Sanguimancy Tier 2 Mana Cost: 25 MP. Blood Cost: 2 BPi. Cast Time: 5 Posts. Classification: Passive, Safe. Duration: Permanent. Range: 5m. Focus: Instrument's Apex. Target: The willed circle. Effect: The caster spills his own dark blood onto the ground, peeling it about into four runes within an unholy circle. Upon the completion of this spell, it begins to glow deeply with crimson light, indicating its readiness. Cast at a higher tier?: No Note: This spell is required for all unholy summoning spells of the Sanguimancy Tree. Call of the Night Sanguimancy Tier 2 Mana Cost: 30 MP. Blood Cost: 0.5-3.5 BPi. Cast Time: 5 Posts. Classification: Passive, Safe, Profane. Duration: Permanent. Range: Circle. Focus: Animal in question. Target: Unholy Circle. Effect: The caster gathers a dead carcass from a creature of the night, and places it within an Unholy circle. Upon casting this spell, the vallah channels his blood into an amorphous, yet ethereal form of this animal, turning them into his familiar. Cast at higher tier?: No. Note: The caster can only have one familiar or conjured creature at a time. The caster must have seen a creature to create a familiar of it. Familiars can be ordered to attack targets. Blood familiars can pick up objects as they are made of physical materium. The following commands, which must be spoken to the familiar within chat range, can be given to a familiar and they will carry it out to the best of their ability: “Attack” , "Go to location'", "Stay here", 'Follow me'", "Sit", and "Fetch" Familiars can be seen by other people-- mages and non-mages alike. Familiars cannot talk, cannot retain information and therefore cannot be spies. Requires a Tier 2 “Unholy Circle”, see tier 2 for details. Very small-class familiars such as rats/bats require one half (½) pints of blood for invocation. Small-class familiars such as cats require one (1) pint of blood for invocation. Medium-class familiars such as wolves/lesser shikes require three and a half ( 3 ½ ) pints of blood for invocation. Eyes of Prey Sanguimancy Tier 2 Mana Cost: 5 MP. Blood Cost: 0.5 BPi. Cast Time: 2 Posts. Classification: Active, Safe. Duration: 10 emotes. Range: 25m. Focus: Caster’s Senses. Target: Familiar. Effect: The caster channels his unholy power into a true sight of what his familiar sees. During this period, the caster can control the familiar just as if he were piloting it, and can see and hear everything it can in tandem. The side effect of this is that the Vallah lord is vulnerable, and able to be attacked as it cannot use his own senses. Any harm that comes to them causes this spell to fail, and return them back to where they are located originally. Cast at higher tier?: No. Note: Familiars move on the ground at a standard 10m per emote, and flying creatures move at 15m per emote in the air. Familiars are visible to the naked eye, but create no sound during movement. When the creatures are in a player’s line of sight, they are as detectable as the creature they emulate. However, when not in a player’s line of sight they are very difficult to detect without the aid of magic or special abilities. While the spell has a casting range of 25m, the familiar can be “piloted” beyond this range indefinitely. Dark Rune Sanguimancy Tier 2 Mana Cost: 10 MP. Blood Cost: 0 BPi. Cast Time: 5 Posts. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus: Blood Familiar. Target: Flat Surface. Effect: The caster creates a rune on a flat surface, forming it out of blood used to create a familiar, effectively turning the familiar into the rune. The familiar can later be re-summoned instantly using the second part of this spell called “Dark Summon.” The rune can also be used as a means to cast spells at greater distance: If the rune is within the caster’s line of sight, they can cast Blood Bolt, Laceration, or Perforate from the rune using the blood from the rune instead of their own. Cast at higher tier?: No. Note: The ranged spells cast through the rune use the blood stored in the rune as opposed to the caster’s blood. (If a 3 pint familiar is used to create the rune, the caster has 3 pints available to use for spells.) Dark Summon Sanguimancy Tier 2 Mana Cost: 20 MP. Blood Cost: 0 BPi. Cast Time:1 Turn. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus:Dark Rune. Target:Blood Familiar. Effect: The caster places their hand on the Dark Rune where their familiar is stored, imbuing it with mana and summoning the familiar, forming it from the blood of the rune. From this point the familiar functions like the familiar formed in Call of the Night. Note: The familiar can be dispelled with an instant cast to repost half of the blood used to originally create the familiar itself. (2 Pints are returned.) Eyes to Soul Sanguimancy Tier 2 Mana Cost: 4 MP per emote. Blood Cost: 0 BPi. Cast Time: 3 Posts Classification: Channeled, Harmful. Duration: As channeled. Range: Line of Sight. Focus: Instrument's apex. Target: The Eyes. Effect: Staring into the eyes of the other, the caster procures a spell of persuasion and command. Forcing a maintaining of eye contact, the caster may command the target to do basic, single worded commands. Should these grow more complex, the target will merely be able to steel themselves against the effects. The spell itself acts as a form of persuasion, and thusly makes the other wish to enact it from either fear or need. The target will not feel as if they were forced to act, almost as if it were hypnotism. Cast at Higher Tier?: No. Note: The spell cannot be utilized in a fashion that would cause someone to commit actions of involuntary nature (EX: One cannot stop the beating of their heart, or failing to breath.) Eye contact must be maintained for one to properly utilize this spell. Commands such as ‘Kneel’, ‘Sit’, ‘Walk’, are some of the commands applicable to be used. Crimson Haze Sanguimancy Tier 2 Mana Cost: 8 MP. Blood Cost: 0.5 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: 3 Posts. Range: 20m. Focus: Corrupted Spark. Target: The Eyes. Effect: The caster takes control over their target’s blood flow, filling their eyes with their own blood to temporarily impair their sight, and blinding them for three posts before the blood flows out of their eyes. Cast at Higher Tier?: No. Note: The amount of blood lost is negligible and will not negatively affect or harm the target in any manner beyond the temporary blindness that occurs. Tier 3 Boil Sanguimancy Tier 3 Mana Cost: 10 MP + 6 MP per post charged. Blood Cost: 0 BPi. Cast Time: 1 Turn Classification: Channeled, Harmful. Duration: 3 Posts. Range: 20m. Focus: Corrupted Spark. Target: Any exposed flesh that is visible and within range. Effect: The caster, having mastered control over blood, is able to manipulate its physical structure to the degree where they can drastically lower its boiling point. This can be done to the point where the blood cells' proteins will begin to denature and the cells themselves will begin to lyse at room temperature. The spell is channeled and, the longer it is channeled the more severe its effects are. As it is cast, the targets blood begins to boil, starting at first post after casting as an intense burning sensation without any visible damage, on the second post it progresses to painful, weeping blisters as though the target is being burned. On the third post the targeted will appear as though they have been burned by an actual flame, destroying flesh from the inside out. This spell can be cast from a maximum of 20 meters The spell costs only mana. The effects of this spell generally are not enough to kill unless left untreated. Cast at Higher Tier?: No. Note: Being hit by this spells produces very similar effects to being hit by a fireball. Changing targets takes a post of concentration. Unholy Induction Sanguimancy Tier 3 Mana Cost: 30MP. Blood Cost: 0 BPi. Cast Time: 3 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: Fangs. Focus: The Curse. Target: The Victim. Effect: The Vallah sinks his teeth into the victim of his choosing, cutting his own cheek with his razor sharp fangs. Normally, the conversion to a Vallah takes a long period of time, however the caster can bypass this, and convert someone into a Lesser Vallah after a single [OOC] day of suffering. The side effect of doing this is that they become their thrall, their actions heavily suggested when the caster gives them command. Cast at higher tier?: No. Note: The person in question MUST consent OOCly to becoming a thrall of a Vallah. Being a lesser Thrall, any order given by the caster to their subject is taken as if they were compelled to, and for almost everything except suicide, is followed with little resistance. This spell requires you to be inside of an Unholy Circle during casting, resulting in the destruction of the Unholy Circle. Blood Web Sanguimancy Tier 3 Mana Cost: 20 MP. Blood Cost: 1 BPi. Cast Time: 3 Posts. Classification: Active, Safe. Duration: 10 Emotes. Range: 15m. Focus: Instrument's Apex. Target: The caster's target or direction they throw toward. Effect: The caster unleashes a web of coagulated blood, sticking it across an area within 15m. Anyone caught in this web will be trapped, and must roll a 1d20 to escape. Rolling a 17 or higher will allow them to be freed from its grasp. After 10 emotes, the webbing fades, and melts away into the ground below. Cast at higher tier?: No. Note: Those stuck in the web will be trapped there for 5 emotes. The caster shoots these webs, so it can catch people who run. Mind Sludge Sanguimancy Tier 3 Mana Cost: 4 MP per emote. Blood Cost: 0.20 BPi per emote. Cast Time: 2 Posts Classification: Channelled, Harmful. Duration: As channeled. Range: Touch. Focus: Instrument's apex. Target: The brain of a creature, sentient or otherwise. Effect: Procuring the blood of the caster, the black sludge of the vallah is forced through the very pores and orifices of the caster, and into the mind of the other. For the first 5 posts, only basic thoughts and memories may be accessed, but the longer the spell persists, and the more sessions used, the more the target's mind is bent and crushed. This spell requires a certain amount of concentration, and is not easily cast in a combat scenario. Note: The spell in of itself is highly dangerous, as it gradually harms and erodes the mind of its victim, causing damage irreparably and eventually leading to death. Greater Vallah are immune to the effects of the spell due to the altering of their body. The most common use for this spell is for Vallah to make empty thralls for them to feed upon, as the degradation of the mind leads to a loss of will, sense and reasoning Create Profane Artifact Sanguimancy Tier 3 Mana Cost : 15 MP. Blood Cost: 3 BPi. Cast Time: 10 posts, 5 posts preparation, 5 posts channeled. Classification: Active, Safe, Profane. Duration: Permanent. Focus: Item. Ritual and Runes: In a perversion of the normal method of creating magical artifacts, the caster places the object in question in a watertight basin before drawing forth 3 pints of blood. The caster then submerges and coats the object in their accursed blood before using their profane power to channel mana into the blood to saturate the very essence of the object. Effect: The caster imbues in the item a specific spell, or set of spells, thereby enchanting it. The conditions upon which the spell will cast are determined by the mage during the channeling. Cast at higher tier?: No. Note: This spell does not lock out mana, however any mage can only have 3 created or permaneced items at any time, due to strain on the Corrupted Spark. Bloodform Sanguimancy Tier 3 Mana Cost: 20 MP. Blood Cost: 0 BPi. Cast Time: 5 Posts. Classification: Permanent, Safe, Profane. Duration: As channeled. Range: Self. Focus: Caster's Body. Target: Caster. Effect: Forming a physical shape from the blood of the person itself. The caster's physical form is temporarily and agonizingly torn asunder. Turning into an entity of pure blood, the caster may manipulate their shape into any appearance they choose, so long as it uses all of the blood within their body. In this form, all spells the Sanguimancer knows may be cast at in a single post, but require twice the mana of their usual costs. When the spell is dispelled or interrupted, the Caster returns to their normal form. Cast at Higher Tier?: Yes. At tier three, the caster appears to be a figure made purely of blood. At tier four, for a total cost of 30 MP the caster is able to restructure their body entirely, forming skin, hair and nails at will, shifting the very makeup of their own cells. The caster, if they know their target well enough is able to appear almost exactly like the figure they are imitating, this however results in any spells being cast costing three times the mana normally required and spells still take the original post count to cast. Note: Any damage assumed in this form in this state affects the blood count of the body directly. The effect costs 1 pint of blood to maintain for every OOC hour it is active, however is highly dangerous to assume. Should one not be careful, they could easily perish to both an opponent, and their own doing. Remove Pathogen/Poison Sanguimancy Tier 3 Mana Cost : 8 MP. Blood Cost: 0 BPi. Cast Time: 3 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: Touch. Focus: Corrupted Spark. Target: Target’s Bloodstream. Effect: The caster takes control of their target’s bloodstream, singling out any poison or pathogens present within and removing it within 1 pint of blood. The pathogen or poison tainted blood is then directly transferred into the caster’s Blood Well, adding them to their arsenal. Cast at Higher Tier?: No. Note: None. Pact of Negation Sanguimancy Tier 3 Mana Cost : 15MP. Blood Cost: 5 BPi. Cast Time: 1 post. Classification: Active, Safe. Duration: Instantaneous. Range: Line of sight. Focus: Instrument’s apex. Target: Any spell of the same, or a lower tier. Effect: The caster proceeds to make a Dark Pact, instantly sacrificing their blood for their survival. Sacrificing a large quantity of blood, and a considerable bit of mana; the caster may wipe away magical essence created by a singular spell with the mere wave of their hand. This effects effects both permanent and casting in nature. Should this be used on a spell being cast, it causes the opposing spell to merely fizzle from a sanguine streak of blood sent towards the instrument. Cast at Higher Tier?: No. Note: If the spell is permanent, then the effect is dispelled for 24 ooc hours before returning. This spell in addition to the normal MP, Pact of Negation costs the MP of the opposing spell + 5 MP for each Tier the opposing spell is above three. Manifest Sanguimancy Tier 3 Mana Cost : 3MP + 3 per BPi. Blood Cost: At least 1 BPi. Cast Time: 3 posts. Classification: Active, Safe. Duration: Instant. Range: 5m. Focus: Instrument’s apex. Target: Pint(s) of blood. Effect: The caster is able to shape blood itself. Using their efficient abilities, the caster may wield blood in ways which are mostly non-threatening. Cast at Higher Tier?: No. Note: None. Vampiric Grip Sanguimancy Tier 3 Mana Cost : 15 mp + 5 mp per emote Blood Cost: 0 BPi. Cast Time: 1 Post. Classification:Channeled, Harmful. Duration: As channeled Range: 10m. Focus: Fingertips. Target: Any movable object within sight and range. Effect: The caster takes a firm hold over the blood of the other party, ripping them from their feet and dragging them towards the caster. Depending on the weight class of the victim (1oo-150, 150-250, and then respectively 250+) the target is pulled anywhere from one to three meters per turn, capable of basic arm movement. For example, they might seek to manage a grip and struggle against the Vampiric Grip, or to raise a shield and bat away offenders. This process does not specifically ‘harm’ the party, but afflicts them with seizure-like symptoms in the afflicted limbs on relevant limbs for the duration of the spell. In addition, this spell does not halt downwards momentum - a person cannot be pulled up, but they can be dropped with the spell. Cast at Higher Tier?: No. Note: None. Tier 4 Upheaval Sanguimancy Tier 4 Mana Cost: 25 MP. Blood Cost: 3 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instant. Range: 10m. Focus: Instrument's Apex. Target: The ground within 10m of the Caster. Effect: The caster summons a geyser of blood beneath a target, sending them 5m up into the air and spraying blood all around it, up to 8m away. The blood covers everywhere, and will cause others to contract any disease that the Caster is currently shifted to. The victim who is launched is hit with enough force to launch a 200lb man 10 feet into the air. Even if the target is not launched, they are still struck with incredible blunt force. Victim’s hit with this spell have are susceptible to contracting diseases from Blood Shift. An area with a radius of 5m remains contaminated with this blood for 4 posts. Cast at higher tier?: No. Note: This much blood will find a way into the skin, being in range is a guaranteed contraction for a disease. Rise of the Blood Moon Sanguimancy Tier 4 Mana Cost: 20 MP. Blood Cost: 1 BPi. Cast TIme: 8 Posts. Classification: Passive, Safe, Profane. Duration: 25 Posts. Range: Line of Sight, 30 meters from the Caster. Focus: Instrument's Apex. Target: Vallah. Effect: Stirring Vallah within the area, a hypothetical blood moon is centered around the caster. Formulating the blood as sacrifice, the other vallah within the vicinity have the benefits of becoming feral. Upon the caster's will, such vallah can have either the positive, negative effects, or both of becoming feral. This trance-like state will last for 25 posts. Should a target leave the designated range of the caster, the spell becomes null for the specific target. Should non-vallah be present, they may also be afflicted with the negatives of the curse, should the caster specify this. Note: The caster may not decide which effects to procure during the duration of the spell. This must be decided as it is being cast instead. This spell can only be cast at night. Asphyxiation Sanguimancy Tier 4 Mana Cost: 10 + 10 MP per Turn. Blood Cost: 0 BPi. Cast Time: 2 Posts. Classification: Channel, Harmful. Duration: As Channeled. Range: 6m. Focus: Corrupted Spark. Target: Any living creature within sight and range. Effect: The caster denatures the hemoglobin in the target’s blood, depriving them of oxygen, essentially choking them. The spell is instantly cast after its two posts of buildup though the user must be close to pull off such a feat. After the initial cast the target would begin gasping for air and only able to function a minimal degree. On the second post they would be desperately trying to breathe, to no avail as their body begins to shut down and they fade in and out of consciousness. On the third turn of channeling after casting, they will slip into unconsciousness, and on the fourth post of the channel, they will inevitably die. As this spell is a channel if it is interrupted at any point the targets blood will immediately begin to function normally. This is a close ranged spell and can be cast at a maximum range of 6 meters. Cast at Higher Tier?: No. Note: None. Corruption Sanguimancy Tier 4 Mana Cost: 60 MP. Blood Cost: 2 BPi. Cast Time: 5 Posts. Classification: Channel, Harmful, Profane. Duration: Permanent. Range: Touch. Focus: Corrupted Spark. Target: Vallah being given Sanguimancy. Effect: This is the spell used to create Sanguimancers. The caster uses their control over their own blood to transfer the entire contents of their Blood Well into the body of their target and forcing their accursed blood into their untouched spark, twisting it grotesquely, tearing at its very core and distorting it. This spell requires direct contact and will use the entirety of the blood capacity of the caster’s Blood Well as well as all of the mana stored in their corrupted spark. The process is indescribably painful and renders the target extremely weakened for an OOC day. Cast at Higher Tier?: No. Note: This spell can only be cast once every two OOC days. This spell requires OOC consent as having a corrupted spark prevents any other form of magic from being learned or used and leaves permanent damage to the spark if repaired. This spell can only be cast on Vallah, non-vallah will immediately and gruesomely die if this rite is performed on them as their bodies cannot withstand the intense procedure. Liquify Sanguimancy Tier 4 Mana Cost: 20 MP. Blood Cost: 0 BPi. Cast Time: 3 Posts. Classification: Channel, Harmful. Duration: As Channeled. Range: Touch. Focus: Corrupted Spark. Target: Victim being touched. Effect: The caster grabs hold of exposed flesh (anything less than leather counts as exposed.) And over the course of three posts liquefies the limb or part of the body grasps, turning it into blood and automatically absorbing the blood into the caster’s Blood Well. This spell only begins after its initial cast time passes. The spell takes three posts to complete. After the first post the area would suffer minor damage, generating 0.5 pints of blood. After two posts the area would suffer major damage, generating 1 pint of blood . After three points the area would be completely destroyed, generating 3 pints of blood. Cast at Higher Tier?: No. Note: The spell is interrupted if contact is broken at any point. Perforate Sanguimancy Tier 4 Mana Cost: 15 MP. Blood Cost: 2 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 10m. Focus: Blood Well and Corrupted Spark. Target: Cone in front of Caster 7m wide at furthest point Effect: The caster secretes 2 pints of blood from their pores, shaping it into an innumerable amount of needle-like spikes of hardened blood before launching them in a cone in front of them up to 10m away and 7m wide at its furthest point, penetrating anything short of chainmail. Cast at Higher Tier?: No. Note: The spell is wildly inaccurate and must be cast within 10m of the target for any hope of causing real damage. Blood Pool Sanguimancy Tier 4 Mana Cost: 15 MP. Blood Cost: 2 BPi. Cast Time: 1 Turn. Classification: Active, Safe. Duration: Instantaneous. Range: Self. Focus: Blood Well and Corrupted Spark. Target: Self. Effect: At the cost of blood and mana, the caster instantly transforms themselves into a pool of blood before reforming into their previous form. This spell is especially useful for dodging or negating attacks, however its blood cost ensures that it can only be used a few times in a short period of time before becoming life-threatening to the caster. Cast at Higher Tier?: No. Note: Blood lost during this transformation is directly pulled from the Blood Well and the bloodstream. Mana to Blood Sanguimancy Tier 4 Mana Cost: 30 MP. Blood Cost: 0 BPi. Cast Time: 1 post per Pint Created. Classification: Active, Safe. Duration: Instantaneous. Range: Self. Focus: Blood Well and Corrupted Spark. Target: Corrupted Spark. Effect: At the cost of a large amount of mana, the caster can create a single pint of blood. This Blood, while it can be used to perform spells and to negate the effects of blood loss, cannot bypass the need for a Vallah to feed. Cast at Higher Tier?: No. Note: There is a 10 post cooldown period between being able to cast this and Blood to Mana. Crimson Tendrils Sanguimancy Tier 4 Mana Cost: 8 MP. Blood Cost: 1 BPi. Cast Time: 1 Turn. Classification: Passive, Safe. Duration: Permanent until dispelled. Range: 10m Focus: Blood Well and Corrupted Spark. Target: Anything within range and sight. Effect: The caster creates a tendril of blood that is used as an extension of themselves and can be used as though it were another arm, with a maximum reach of 10m. The tendril has roughly half the strength of the caster themselves. An infinite number tendrils can be created, granted the caster has enough blood and mana, but the second tendril costs double the price of the first and so on. Once dispelled the blood used is returned to the caster, however if the tendrils are cut off or destroyed the blood is rendered unusable. After one OOC hour of having the tendrils present they will begin to leech blood from the caster’s body to remain active, weakening the caster. Cast at Higher Tier?: No. Note: None. Sanguine Flight Sanguimancy Tier 4 Mana Cost: 10 + 10 MP per Emote. Blood Cost: 1 BPi + 1 BPi per Emote. Cast Time: 2 Turns. Classification: Channeled, Harmful, Profane Duration: As channeled. Range: Self. Focus: Corrupted Spark Target: Self. Effect: In one twisted act the caster twists their own bodily fluids to ever greater amounts of pressure, funneling both raw power and gore outwards from within their Spark and their Blood Well outwards. Unfurling tendrils of mana outwards in a woven conjuration almost emulating wings, the sanguinist spews forth their own gore at both incredibly high pressures and speed. This raw outpour of force essentially sends the Vallah Lord traveling forth at high speeds. This sends the caster flying forth a speed of ten meters per emote in whatever direction they’re facing. In their wake everything is drenched in gore. Fragile surfaces such as skin and cloth are torn apart in the deluge while harder surfaces are at best gouged by the deluge. The amount of damage causes scales with proximity to the source of the deluge; those twenty meters away will take minimal harm while those within five meters might have their bones broken by the sheer force of impact. This causes minor damage to all individuals in its wake and infects them with whatever disease the Vallah Lord has currently Shifted inside of them. Cast at Higher Tier?: No. Note: Prolonged use of this spell can cause lethal wounds upon a Vallah Lord and perhaps even drain them dry. This spell does not ever involuntarily end; it can only be ended with countermagic or voluntarily by the sanguinist who casts it. As a result it’s far more difficult to interrupt using traditional methods and far more dangerous to utilize.
  7. Earlier
  8. Lore Journal: May 2016 Onwards

    Proficiencies have undergone a quiet update thanks to Diego and offering a better alternative based on feedback, which can be found on the magecraft thread.
  9. Lore Journal: May 2016 Onwards

    Arcane Core [Reworked] Arcane, The Prime Tree [Reworked]
  10. Lore Journal: May 2016 Onwards

    Necromancy, the Unholy Tree
  11. Necromancy - The Forbidden Tree

    - Necromancy - Of all the studies and branches of the magical arts, none is truly darker than the deepest delve into the occult and profane: Necromancy. Its practitioners and their motives are wide and varied, but it is at its foremost almost always pursued as a means of acquiring power dark and depraved that otherwise would be unachievable. While most aspirant Necromancers usually have noble goals in mind, studying further into the art is almost certainly a surefire road down the path of depravity and evil. Tier One Commune Necromancy Tier 1 Mana Cost: 4 MP + 4 per tier. Cast Time: 5 Posts. Classification: Active, Harmful, Profane. Duration: 20 Emotes Range: 10m. Focus: Instrument’s apex. Target: Object belonging to a deceased individual. Effect: Through use of an object important to the desired individual, the caster can send forth a tendril of altered and attuned mana into the afterlives much like bait to attempt to draw in who they wish to speak with. This tendril manifests there as something of importance to the target, although clearly out of place. If they make contact, they are effectively caught by the spell and forced into manifesting in the mortal realm. The caught appears as a crude manifestation of who they were in life through which they can commune and ask questions. There is no guarantee that the summoned soul will answer truthfully. It is also possible that if the object you use is imperfect or not precise enough you instead call in another, random soul. Due to the crudeness of the manifestation, it is often difficult to tell if you have actually summoned who you intended upon calling unless you are incredibly familiar with who they were in life. Cast at a higher tier?: Yes. Note: The greater the tier this spell is cast at; the greater the bait’s functionality. This spell’s tier directly correlates with how long the targeted individual can be deceased and the likelihood of actually contacting them. At Tier 1, the likelihood of contacting the desired spirit is 50%. You can commune with anyone who’s been dead for ten years or under. At Tier 2, the likelihood of contacting the desired spirit is 60%. You can commune with anyone who’s been dead for thirty years or under. At Tier 3, the likelihood of contacting the desired spirit is 70%. You can commune with anyone who’s been dead for seventy years or under. At Tier 4, the likelihood of contacting the desired spirit is 80%. You can commune with anyone who’s been dead for one hundred and fifty years or under. At Tier 5, the likelihood of contacting the desired spirit is 90%. You can commune with anyone regardless of how long they’ve been dead. For every ten years they’ve been deceased past three hundred, add one percent to the failure chance. A summoned spirit might be incredibly angry at having its eternal rest (or suffering) disturbed, and might very well attempt to take action against the caster. Communing with powerful forces is often very dangerous without proper protections, and might very well result in fates worse than death for a foolhardy necromancer who seeks answers to questions better left unanswered. To contact the spirits of non-player characters you must have the presence of a DM and possibly lore approval on a case-by-case basis. Bar Necromancy Tier 1 Mana Cost: 2 MP + 2 per extra meter. Cast Time: 2 Posts + 1 per extra meter. Classification: Passive, Harmful. Duration: Permanent. Range: Touch. Focus: The caster’s fingertip or any means of writing. Target: Any flat surface. Effect: With careful and methodical movements, the caster draws an unbroken line of arcane script, enchanting it with dark and disruptive power as they work. This crafted line serves no other purpose than to deter or restrain undead creatures. Lesser undead instinctively avoid crossing over these lines, and any that do against their own will find the line’s chaotic imbuement quickly disrupting the grim enchantments that grant them their unlife. A greater undead is not so easily destroyed by such a barricade, although crossing one does significantly and temporarily weaken one in addition to causing a great deal of superficial harm. Cast at a higher tier?: No. Note: The barriers created by Bar are near impossible for the unliving to break. For the living, however, it is incredibly easy to destroy. Anything natural merely scratching a single bar can accidentally unravel an entire protective ward. Lend Life Necromancy Tier 1 Mana Cost: 3 MP + 1 per Emote. Cast Time: 3 Posts. Classification: Channeled, Harmful Duration: As channeled. Range: 10m. Focus: Instrument’s apex. Target: Any living creature or undead. Effect: Drawing upon their own life force, the caster channels it outwards in a single connective beam, tying themselves with a distant target. Through this tie they can funnel their own life energies to heal living creatures or to forcibly flood undead beings with life. This spell is not without its cost, it gradually wears away at its user taking their stamina, strength, and vitality from them with great ease. While a caster can often amplify and put their own life energies to better use, the exchange rate is still roughly the same. The caster effectively exchanges their energies to the target on a one to two ratio: one broken bone in the caster cures two in the target, or greatly wounds an undead at roughly the same ratio. Cast at a higher tier?: Yes. Note: Wounds from this spell are twice as difficult to magically heal. Two necromancers can Lend Life to each other, but the magic will effectively cancel itself out resulting in no change to either. Lend Life is incredibly efficient at destroying undead, given the overwhelming surge of life it forces through undead, effectively damaging the dark magics that hold them together in the process. This spell can be cast at higher tiers to alter whom the source of the life is and how many sources there are. It takes about five posts of channeling to heal a serious wound. At Tier 2, the caster can transfer life from a source other than themselves to a target other than themselves. It must be a living creature. The “Per Emote” cost raises by one. At Tier 3, the caster can transfer life from nearby flora and fauna to a target other than themselves as long as wildlife is nearby. The “Per Emote” cost raises by three. At Tier 4, the caster can target an indefinite number of people and plants to transfer life from to a target other than themselves. The “Per Emote” cost raises by five. At Tier 5, the spell functions the same as it does as tier 4, except the caster improves the spell’s efficiency drastically. It heals at a ratio of one to four instead of one to two. Its “Per Emote” cost raises to seven. Healing someone with this spell after they’ve been fully healed is dangerous, and may cause the formation of cancerous growths and other lasting abnormalities that can have long term ill effects upon an individual unfortunate enough to develop them. Incorporealize Necromancy Tier 1 Mana Cost: 4 MP + 2 per Emote. Cast Time: 4 Posts. Classification: Channeled, Harmful. Duration: As channeled. Range: Self. Focus: Instrument’s apex. Target: A part of the caster’s body. Other targets available at higher tiers. Effect: The caster envelops a portion of their body in a layer of protective magic before plunging it into the ethereal plane. Their appendage turns incorporeal much like that of a wraith. Through this incorporeal transformation, the caster is capable of dealing damage to both corporeal and incorporeal beings as if they were a wraith, but only using this appendage. It is vulnerable to magical damage and to tools capable of harming incorporeal creatures. The caster’s capacity to make themselves incorporeal and other targets incorporeal scales according to the notes below. Cast at a higher tier?: Yes. Note: At higher tiers the caster is capable of changing not just the target of the incorporeality, but also how much of themselves they transform. They can even grow to target other people. This spell costs an additional four mana for its initial cast for each additional tier it’s cast at. At Tier 1, the caster can only target one limb of their own to transform. At Tier 2, the caster can convert two of their own limbs or convert one limb of another person. At Tier 3, the caster can convert their entire form and two limbs of another person. At Tier 4, the caster can convert another individual completely or an object. At Tier 5, the caster can make both a person and an object incorporeal or two individuals. Incorporeal beings are generally only harmable via spells and magical weaponry. Bar blocks the passage of a caster who has cast Incorporealize and treats them as a greater undead for the purposes of the effect. They otherwise behave as a shade. Unweaving effects do not deal harm as if they were a shade, and instead undo the effect and restore them to normality. Sense the Profane Necromancy Tier 1 Mana Cost: 1 MP. Cast Time: 2 Posts. Classification: Passive, Safe. Duration: 25 Emotes. Range: Self. Focus: The caster’s eyes. Target: Self. Effect: Channeling mana into their gaze, the caster’s eyes blacken as they turn their gaze away from the world and instead to the streams of arcane power flowing through the land, searching for the stain of darkness in all its forms. This is a modified and more archaic form of Arcane Eye. Through this, a caster schooled in the necromantic arts can identify and pinpoint spells with the Profane classification and safely examine them to tell their origins. Profane and unholy effects also show up. Casting this spell before using Analyze Object allows the caster to examine profane items and gain more details than they otherwise would from normal examination. This spell also allows its caster to roughly gauge the amount of corruption in an area or on a person that has resulted from repeated profane casting. (See Profane Magic for more details.) Cast at a higher tier?: No. Note: This spell reduces the mental harm caused by examining Profane effects, but it does not fully negate that possible damage. In the worst case scenario the harm that would occur is only halved. At best it’s entirely negated. Harm varies on a case by case basis. Tier Two Lesser Animation Necromancy Tier 2 Mana Cost: 10 MP. Cast Time: 5 Posts. Classification: Active, Harmful, Profane. Duration: Permanent. Range: 5m. Focus: Instrument’s apex. Target: A qualifying mound of animal or human remains. Effect: Perhaps the most fundamental spell of the necromantic arts, the caster attempts one of the simplest perversions of the natural cycle of life: they restore life to the dead. Imbuing a corpse or mound of remains with animating essence that grants it mobility and a mocking imitation of life. Such a creation is a lesser undead, with the type of horror varying upon what remains were used to bring it into being. A creature in this fashion is not sentient, and it functions more akin to a machine than a truly living being. It obeys the caster’s commands for as long as it endures, although the longer it exists the more and more precise each command must be as the spell that sustains it gradually fails. An exact list of what a necromancer can create is not found within this spell, but rather under the current list of lesser undead varieties at the bottom of this document. This also includes the minute alterations to the remains at their creation that allows them to become these variants upon the typical skeleton or zombie that would normally be expected. Cast at higher tier?: No. Note: Corpses slain through holy means or corpses that have been sanctified cannot be animated. The ashes of any body cannot be used to create an undead: they are utterly useless to a necromancer. Every undead a necromancer creates gradually decays not physically, but in the spells that keep them functioning and obedient. Generally, obedience crumbles first. It takes five septs for the average undead to begin to cease obeying its master, and an additional five septs before it at last decays to the point it no longer functions and collapses back to the corpse it once was. The same corpse can be animated multiple times as long as it meets the necessary conditions for revival. A corpse can be revived and instead bound to someone nearby instead of the caster, or merely left unbound. More details can be found in the Rules of Binding. Reap Necromancy Tier 2 Mana Cost: 5 MP. Cast Time: 3 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 5m. Focus: The caster’s spark. Target: Any flora. Effect: In one vile surge the caster thrusts outwards a wave of profane power almost akin to a magical net. This twisted spell sinks into the first plant it connects with. Through it the caster forms a brief and sinister connection to that plant’s own lifeforce before their spell comes rippling back, dragging with it the entirety of that plant’s life energies directly back into their own spark. The sheer amount of stolen energy compressed within as a result of this spell takes only the slightest nudge before it warps into raw magical power that the caster can draw upon to fuel their dark spells. This process restores an amount of mana to the caster equal to the volume of plant life that dies. For every cubic meter of flora that dies as the caster consumes a plant, they gain one point of mana in return. When this spell is cast at any higher tier it no longer affects just a single target but rather all plant life within range. At each higher tier its range increases by five as does its mana cost to a maximum of twenty mana points with a range of twenty meters. As the spell grows in power it grows increasingly inefficient yet still surprisingly useful to a profane caster. When Reap is cast at any higher tier it must consume at least its range in cubic meters of flora to provide any net gain. If it consumes less than its range in cubic meters of flora it returns back half its mana cost as the spell falls short and fails to properly convert the miniscule amounts of energy it gleaned. If it consumes at least its range in cubic meters of flora it returns back double its mana cost as the spell surges and violently converts its stolen life essence into power. If it consumes double its range in cubic meters of flora it returns back quadruple its mana cost as the spell overloads within the caster’s spark, providing them with an incredibly intoxicating wave of direct power. Reap has violent effects on Sinnehliv and other creatures that blur the line between fauna and flora. It steals a fourth of the vitality of any plant-creature akin to a Treant or Sinnehliv when cast upon them and restores thirty points of mana, causing horrific damage in its wake. Plant-creatures that have had Reap cast upon them have large sections of their being spontaneously necrotize or develop horrifying molds equivalent to severe wounds for their race. Cast at higher tier?: Yes. Note: A necromancer has little to no control over where Reap aims when they cast it at a higher tier. Where Reap is cast are left brutal scars upon the land in its wake. Plants that have been Reaped crumble into ash over the course of a day, leaving only a black stain upon the earth where it was once cast. A hasty and wasteful necromancer often leaves trails of blighted land as they go to fill their dire spells. Reap provides a rush that no other spell can truly provide as it leaves the caster overwhelmed with excess raw power, sometimes more than they know what to do with. Repeated frequent use of this spell has been known to lead more than one necromancer into developing an addiction into feasting off the land. Maker’s Hands Necromancy Tier 2 Mana Cost: 8 MP + 1 per Emote. Cast Time: 1 Post. Classification: Channeled, Safe. Duration: As channeled. Range: Touch. Focus: The caster’s hands. Target: Self. Effect: Enveloping their own hands in magic, the caster coats them in magical energies and layered magical enchantments, briefly altering their own capabilities. Dead flesh and bone becomes as malleable to their grasp as clay and earth. Not only that, they can even convert crude materials like dirt and the other crude mundane substances into deceased flesh and bone, as well as vice versa. These crude substitutes possess no life of their own, but they allow a necromancer to both preserve and repair already deceased corpses within their possession. Cast at higher tier?: No. Note: An entire corpse created in this fashion cannot be revived. At least a small fraction of the originally repaired body must remain for it to serve as a target of spells that restore life to the dead. This fraction can be as small as the majority of its ashes, but no more and no less. This spell only works on deceased flesh, not living tissues. While this spell can graft crude living tissue onto living creatures to heal wounds, it can only truly be made to integrate and live again with the aid of healing spells such as Lend Life. Splinter Necromancy Tier 2 Mana Cost: 7 MP. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 20m. Focus: Instrument’s apex. Target: Any creature. Effect: The caster focuses their instrument upon their target, briefly flooding the pathways of their victim’s spark with a sudden surge of raw and untamed magical energies causing sharp damage to their victim’s internal structure. For the most common victims of this spell; those with normal skeletal systems, this has the effect of suddenly and abruptly causing countless microfractures throughout their form causing staggering pain. This effect is generally more potent against undead creatures. Pain caused by this spell is so great that it stuns the victim for two emotes and leaves them generally more vulnerable to blunt damage for the rest of the sept. Undead are affected far worse, and are stunned for three emotes. Cast at higher tier?: Yes. Note: This spell can be cast at higher tiers to strengthen its effect. For each tier greater than two that this is cast at it does greater and far more long lasting damage, though its cost increases greatly to match. This spell costs an additional seven mana for each additional tier it’s cast at. At Tier 2, this spell has only its base effects. At Tier 3, increase the duration of the stun by one emote. One random bone on the target suffers a random type of fracture (avulsion, comminuted, compression, impacted, linear, oblique, spiral, transverse.) At Tier 4, increase the cast time by one post and increase the duration of the stun by two emotes. Two random bones on the target suffer a random type of fracture. This spell now instantly destroys lesser undead with bones. At Tier 5, increase the cast time by an additional two posts and increase the duration of the stun by three emotes. Three random bones on the target suffer a random type of fracture. This spell now not only instantly destroys lesser undead, but it is also capable of destroying any other undead primarily composed of bone (excluding liches) near instantaneously. Miasma Necromancy Tier 2 Mana Cost: 5 MP + 1 per Emote. Cast Time: 1 Post. Classification: Channeled, Safe. Duration: As channeled. Range: 30m. Focus: Instrument’s apex. Target: Any patch of dust or rotting material. Effect: Using their knowledge of undeath a caster can bring back minute amounts of unholy life to dead organic particulate to divine forth imagery of what happened there once before. Through this a necromancer can create a cloud of brownish grey filth that they can manipulate to accomplish one of two effects; a visible recollection of the actions of the creatures that last past through the area (if any) and their deeds, or to create mirages and other brief and crude hallucinations. Cast at higher tier?: No. Note: A caster can manipulate the filth cloud with both effects at the same time to distort the recollection of events they are presenting if they so choose, though there is no guarantee that their alterations will look real and it is entirely dependent upon their skill alone. While this spell could possibly cause minor sickness if the cloud is inhaled, it cannot cause any true harm on its own that consumption or inhalation of the dust it manipulates wouldn’t of already done. Tier Three Steal Life Necromancy Tier 3 Mana Cost: 10 MP. Cast Time: 2 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 25m. Focus: Instrument’s apex. Target: Any living fauna or flora. Effect: In a reversal of the natural processes of life, a necromancer steals the raw life force of their victim to heal themselves. They send forth a simple web of power as they have practiced in their earlier studies into their victims, going to vacuum forth life essence from their victims to heal themselves. This drops the severity of all the caster’s wounds by one stage. In addition, it progresses all of the victim’s wounds by one stage and then adds one new random wound. If the caster has no wounds that can be healed they find their exhaustion partially wiped away and their stamina moderately restored. Cast at higher tier?: Yes. Note: This spell can instead be cast at a greater tier to instead increase the amount of life drawn and the amount of life restored to the spell’s caster. At Tier 3, the base effects of the spell remain the same. At Tier 4, the spell’s cost raises by ten mana points. The cast time raises by one post. It drops the severity of all the caster’s wounds by two stages and it raises the stages of all the victim’s wounds by two. It also generates two random stage one wounds on the victim. At Tier 5 the spell’s cost raises by twenty mana points. Its cast time raises by two posts. It drops the severity of all the caster’s wounds by three stages and it raises the stages of all the victim’s wounds by three. It also generates three random stage one wounds on the victim. Wounds that this spell generates are essentially random but tend towards bruising both internal and external as well as necrosis. Other results are possible, but not guaranteed. This spell can generate lethal wounds if it’s cast repeatedly upon its victim. Void Shrawl Necromancy Tier 3 Mana Cost: 10 MP + 5 MP per Emote. Cast Time: 1 Post. Classification: Channeled, Harmful, Profane Duration: As channeled. Range: 7m. Focus: The Spark. Target: Self. Effect: Spreading their own magical circuits outwards in an unfurling web around them, the caster sends a single magical hook through the planes of existence and into some dark point beyond. They begin to emanate a tangible cloud of both despair and doom from their form and within this twisting radius. This process drenches them in a cloud of tangible entropy drawn from the darkness of the Void itself. All living things within the radius of the caster begin to slowly decay, five percent of their vitality stripped per emote. This horrifying cloud stops all casting barring the channeling of this spell itself. Undead are not affected by the profane decay that Void Shrawl brings. Cast at higher tier?: No. Note: Undead are barred from casting within a Void Shrawl just as living things are. The entropic area within a Void Shrawl technically decays all things, however this effect is only truly pronounced enough to be useful upon living things. Concentration upon anything within a Void Shrawl is generally impossible due to the whipping maelstrom of profane power that it generates. The spell’s caster is only partially protected from the causticity of the cloud, and while they will not decay as others exposed would, they will often emerge from their twisted casting with countless minor wounds. Befoul Necromancy Tier 3 Mana Cost: 7 MP. Cast Time: 4 Posts. Classification: Passive, Profane, Harmful. Duration: 10 Emotes. Range: Touch. Focus: An attuned ritual knife. Target: The blade of the ritual knife. Effect: After ceremoniously dousing the blade of their ritual knife in their own blood, the caster transmutes their gore into a horrifying and vile toxin that spreads lasting blight. This foul fluid seeps into whatever the caster embeds the blade within, whether it be fauna or flora. Even non living things can be afflicted by this dark taint as long as they are organic. Once impaled, this dark ichor seeps its way into the object around it, causing it to gradually decay and rot away. This anointment can only be used once before the spell must be recast. After ten emotes without use; this foul fluid dissipates into black steam that quickly vanishes from sight without harm. Cast at higher tier?: Yes. Note: This ichor’s strength varies heavily upon what is subjected to its caustic touch: Non-magical flora die over the course of an hour, withering to naught but ash in a day. This can include creations made of wood and other plant-based materials, though this effect ceases after destroying four cubic meters of material. Non-magical and non-sentient fauna die in much the same fashion as flora, however their skeleton is left behind. Magical flora befouled by this effect wither over the course of a day, leaving behind only profane and withered husks of what they once were in life. Magical fauna cursed by this effect die over the course of a day, leaving behind naught but their skeletons in the process. A sentient creature afflicted with this spell dies over the course of five septs, leaving behind only their skeleton. They waste away losing a third of their remaining living tissue each day to horrifying and painful rot, only for whatever’s left to crumble to ash on the final day. Damage done by this spell cannot be healed naturally. It can only be treated through alchemical processes or magical spells. All damage this spell causes cannot be undone until the affliction is removed from its victim. The actual affliction cannot be staved off: it’s invariably lethal. For the purposes of spells that dispel magical effects, this counts as a debuff. Befoul can be cast at tier four to convert Liquid Mana into a far more permanent form of the substance the spell would otherwise produce. This raises the mana cost of this spell to twenty. The product of this alteration is a light green and glowing acid that only affects flesh. This substance will quickly eat away through skin and muscle in a matter of seconds, cleaning bodies immersed in a matter of minutes. The only type of flesh it cannot dissolve on its own is bone, chitin, or carapace. Befoul converts Liquid Mana into this twisted fluid at a rate of one hundred milliliters a cast. You can pay the mana cost of Befoul multiple times to raise the amount of Liquid Mana you are converting at a time by an additional one hundred milliliters per times the cost is paid. Command Undead Necromancy Tier 3 Mana Cost: 8 MP Cast Time: 1 Post. Classification: Active, Harmful. Duration: Instantaneous. Range: 10m. Focus: The Spark. Target: Any undead creature. Effect: Perhaps one of the most important spells within an aspirant necromancer’s toolkit is the potential to enforce their will upon undead. Not truly any form of spell, the act of casting Command Undead is merely forcibly making a bridge between the spark of the caster and what remains of an undead’s spark. Through it, they can forcibly manipulate and influence that undead to varying degrees: They can refresh the duration of any bonds that hold an undead in service. Greater undead have an optional saving throw they can roll to try and stop this. The number they have to beat is equal to fifteen plus the number of necromancy tiers that the caster has. They can impose a bond of obedience on any lesser undead as if they had made it. Lesser undead have an optional saving throw of fifteen plus the number of necromancy tiers that the caster has. A caster can force an undead to execute a single command to the best of their ability. There is no duration on how long this effect lasts: they must attempt to complete it until it either becomes impossible to complete or the attempt is successful. Lesser undead have a saving throw equal to sixteen plus the number of necromancy tiers that the caster has, while greater undead have a saving throw equal to thirteen plus the number of necromancy tiers that the caster has. This action cannot be self-harm. Not only can a caster recreate bonds of servitude, they can transfer existant bonds to other individuals. This has no saving throw. Cast at higher tier?: Yes. Note: This spell costs an additional 4 MP for each extra tier that it’s cast at. For each tier above three that this spell is cast at add an additional one to the number that must be beat on a saving throw to resist any of its effects. At tier five and above this spell can compel undead to commit acts of self-harm. Liches are entirely immune to this spell unless you physically hold their phylactery in your possession. Effigy Necromancy Tier 3 Mana Cost: 15 MP Cast Time: 8 Posts. Classification: Passive, Harmful. Duration: Permanent. Range: Touch. Focus: Instrument’s apex. Target: A constructed doll. (See notes.) Effect: Relying on their innate and deep understanding of the layout of spark and its connection to the flesh, the caster creates an artificial tie to their victim’s body that persists in spite of all distance. This foul ritual essentially forces the target to exist in two locations at once, allowing spells to be cast upon them from afar and through any boundaries except planar. The result of this spell is the alteration of the doll to vaguely resemble the intended victim at all times, the item’s twisted enchantment allowing the caster to determine the rough state of their health as well as interact with them from a great distance away. This sympathetic link also allows direct harm and injuries to be dealt remotely, albeit minor and invariably nonlethal. Cast at higher tier?: No. Note: In order to cast this spell you must have a doll crafted containing at least a gram of discarded bodily material from the victim. This can be blood, hair, skin, or any other form. Solids are generally considered best and easiest to work with for the creation process. To properly function, an Effigy must be recognizable at least to people familiar with the intended target of the creation. An Effigy gradually decays over the course of a year, although repeated use gradually wears it down further and further. Through a created Effigy of an individual, you can effectively aid or hinder them from afar by casting spells upon them as if they were in physical contact with you. They can be directly healed or harmed as if they were but a touch away as long as the caster merely maintains their grip upon the Effigy. While an Effigy is a potent tool for wreaking wrath from afar, it is not strong enough to handle copious amounts of magical energy. Casting a spell tier five or greater immediately destroys an Effigy after delivering its effects. An Effigy can handle a total of spell tiers cumulating in five being cast through its form before it’s destroyed. An Effigy can be used to deal nonlethal harm remotely by dealing damage to the doll instead of harming them through magic. Inflicting damage upon the doll inflicts roughly nonlethal equivalent pain in the target in the equivalent location upon their body. No actual wounds appear upon them, they merely feel as if they are there. Inflicting harm generally causes damage to the Effigy and gradually leads to its destruction over time. Someone who has an Effigy made of them is vaguely aware of a foreign and invasive tie to their flesh, although those inexperienced with the spell are unaware of just what exactly has bonded itself to them. Creating an Effigy requires verification that the necessary materials were gathered. If cast upon a player, the caster is required to inform both the lore team and notify the victim. Even though an Effigy is made out of the flesh of a victim it cannot be animated into an undead creature. Projectile spells do not transfer, only spells that directly target a creature can be cast upon an Effigy to have their effects directly transfer. Spells that do not directly target a creature merely cause nonlethal harm through the effigy if they would. An Effigy can be made of an undead creature as long as the Effigy itself is not an undead creature, though this results in the Effigy being inherently unstable. Effigies made and attuned to undead creatures can only transmit one spell before they crumble, regardless of its tier. They otherwise function the same way as before. Tier Four Greater Animation Necromancy Tier 4 Mana Cost: 30 MP Cast Time: 8 Posts. Classification: Active, Harmful, Profane. Duration: Permanent. Range: 5m. Focus: Instrument’s apex. Target: A qualifying mound of animal or human remains. Effect: Using a complex and profane technique built upon the basic practice of reanimation, the caster animates a corpse and makes it into something more than it was once before. By forcibly restoring the spark of the deceased and twisting it into new and more horrifying forms, they prepare the remains of the deceased to harbor a soul once again. They send forth a tether into the planes beyond to pull them back from beyond death and into the realm of the living to occupy a perverse and horrifying new form fashioned from the likeness of their old form. An exact list of what a necromancer can create is not found within this spell, but rather under the current list of greater undead varieties at the bottom of this document. This also includes the minute alterations to the remains at their creation that allows them to become these variants upon the typical ghoulish creations that would normally be expected. This spell cannot create liches. Cast at higher tier?: No. Note: Corpses slain through holy means or corpses that have been sanctified cannot be animated. The ashes of any body cannot be used to create an undead: they are utterly useless to a necromancer. Every undead a necromancer creates gradually decays not physically, but in the spells that keep them functioning and obedient. Generally, obedience crumbles first. It takes five septs for the average undead to begin to cease obeying its master, and an additional five septs before it at last decays to the point it no longer functions and collapses back to the corpse it once was. The same corpse can be animated multiple times as long as it meets the necessary conditions for revival. A corpse can be revived and instead bound to someone nearby instead of the caster, or merely left unbound. More details can be found in the Rules of Binding. Sacrifice Necromancy Tier 4 Mana Cost: 25 MP Cast Time: 10 Posts Classification: Active, Harmful, Profane. Duration: Permanent. Range: Touch. Focus: An attuned ritual knife. Target: Sentient creature possessing a soul. (See notes.) Effect: In a perversion of the normal method of creating magical items, the caster steals both the magical and vital energies relied upon from another living sentient creature at the moment of their death. This effectively allows a necromancer to create a magical item without tying their spark, instead tying it to another sentient creature. This process is exponentially longer and more horrifying. The first step is a traditional practice throughout all forms of magic: the creation of a summoning circle. It requires the necromancer to next make a brand upon the part of their victim’s flesh that corresponds most with the item that the caster plans to create. This brand is key to the process, serving as an additional focus for the spell. It is comprised of an amalgamation of the four runes within the summoning circle already drawn carved into the victim’s skin with a ritual knife drenched in the caster’s blood. When the process is complete they must have the materials or partially complete item in the circle with their intended victim. From there, the process reaches its final stages. The necromancer casts a dark and profane spell that envelops their victim, slowly and furtively siphoning out a small portion of their spiritual essence into an almost tangible form. As the spell reaches its conclusion, they bring their dagger down and end their victim’s life in one swift stroke. This process kills them and severs that summoned essence, sending it flowing through and into the summoning circle and all within. While within the summoning circle the caster can use all of the materials assembled to create or enchant a single item without using one of their ‘spark slots’ as if they had cast create magic item. Each victim is equal to one artifact made, roughly. Cast at higher tier?: No. Note: Creatures without a lit spark are capable of only providing only one ‘spark slot.’ If someone who was the victim of a Sacrifice spell revives they do not revive normally. Instead they reappear with the same brand that was on their flesh at the point of death. This mark also remains persistent if the victim escapes without the spell’s completion. A brand from the Sacrifice spell is not a healthy thing to bear. Nothing can remove it except for the destruction of the item that the victim was used in creating. Whenever they are within five meters of its presence they can feel their mark burning at the sensation. A branded victim cannot be affected by the item that they were used to create, and they are always capable of destroying it with enough effort even if they otherwise wouldn’t be able to. This brand is not a healthy burden to bear: it draws the attention and ire of most profane creatures with ease. If a victim escapes the ritual without allowing it to be completed, the brand created does not merely go away nor can it be removed. It is instead tied to the necromancer (instead of an artifact) who almost took their life and causes the same effects as a normal brand would. Blasphemy Necromancy Tier 4 Mana Cost: 15 MP Cast Time: 2 Posts, or none. (See notes.) Classification: Active, Safe, Profane. Duration: Instantaneous. Range: 10m. Focus: The Spark. Target: Any ongoing or temporary magical effect already created or in the process of being created. Effect: Taking a hold of any extant magical energies, the caster sends forth a surging wave of twisted excess magical energy that pulls forth ambient life energies into the spell’s essence, warping it in turn. This artificial and twisted magical bloating amplifies an existing spell or effect with varying properties dependent on its classifications and duration, granting it new and profane power that it would otherwise not possess. Active spells have their cast time reduced by two posts, and they become profane if they were not already. This cannot reduce a spell’s cast time beneath one post. If they were already profane they instead effect the same area twice over, though the second casting counts as one tier beneath the spell’s actual tier. If a necromancer casts this on a spell that is not their own, then they choose where the recasting effects. Channeled spells have their costs raised by an additional five mana points per post and can have a second target. If they were not already profane, they become profane. If they were already profane then the cost only raises by three mana points per emote. If a necromancer casts this on a spell that is not their own, then they choose the second target and pay the additional mana cost. It otherwise functions as if the targeted spell’s caster is the origin of the recast. Passive spells have their durations doubled. If they are not already profane, they become profane. If they were already profane then the strength of their effects are doubled. Permanent magical effects are temporarily distorted for seven emotes, taking on a profane aura. They become inherently more caustic and harmful where they can, and they warp in ways that are far from beneficial for life to endure. They become profane if they were not already and all harmful effects that they possess are doubled. If they were already profane then all harmful effects that they possess are tripled. This does not apply to Sacrilege or any artifact; it only applies to spells that have been made permanent via permanency. Undead affected by Blasphemy are temporarily made more endurant and become capable of ignoring their weaknesses to effects that would normally be especially effective against them, such as divine magic. This temporary boon lasts seven emotes. This process weakens the bond that ties them to a necromancer, allowing them to break free one day sooner. A caster can instead cast this spell in a way that temporarily renders an undead more vulnerable to harm for three days at the boon of doubling the amount of time they will endure and remain bound. Repeated use of Blasphemy in an area can have long lasting negative impacts on that location. It can lead to the accumulation of tainted magical energy within both the air and the nearby wildlife. This can have wild and unpredictable effects on both what naturally lives there and all that passes through. While unpredictable, there are a few constant results of these effects: affected areas tend to become more hostile and unforgiving to life in general, and the dead tend to spontaneously reanimate. These areas of twisted power form faster than Profane spells normally create them. Cast at higher tier?: No. Note: Blasphemy either takes two posts to cast or none depending on what it’s cast upon. If cast as part of a spell being cast, then it merely adds on to its mana cost and takes no additional mana. If being cast upon a magical effect that already exists then it merely takes two posts. You can cast Blasphemy on something that it can target or affect multiple times. Blasphemy has unpredictable effects on artifacts and other great sources of magical power. If this spell is used on one of those two categories or something that is not explicitly defined above then contact a member of the event team or the lore team for assistance and clarification. Grasp Soul Necromancy Tier 4 Mana Cost: 5 MP + 5 MP per Emote. Cast Time: 3 Posts. Classification: Channeled, Harmful, Profane. Duration: As channeled. Range: 25m. Focus: discuss Target: Anything that bears a soul. Effect: Calling upon the darkest knowledge and power at their disposal, a necromancer extrudes countless tethers from their form made of magical energy that emulate the quintessential bond between body and soul; the Spark. Through these profane bonds a necromancer can interact with any soul that enters the radius of their control, allowing them to manipulate it and its location in various ways given enough time and effort. The potency and strength of an action executed while channeling Grasp Soul correlates heavily with the effort and time expended. A deliberately incomplete list of actions a necromancer can perform is as follows: A caster of this spell may attempt to rip away the soul of another creature from its host. This horrifying process is slow and excruciating for the victim as they gradually numb. Its duration takes a varying amount of emotes depending on the spiritual strength of their intended victim. While they are doing this, they cannot use any of the other functions of Grasp Soul. A brief list of the time it needs to take to rip away each type of soul is available below: An animal’s soul takes three emotes to tear forth. The amount of time it takes to steal the soul of a monster varies depending on its strength, but on average it takes four emotes. Sentient souls take an average of nine emotes of time to tear free from their host. The soul of a blessed takes an average of ten emotes to rip forth from their host. A champion’s soul takes fifteen emotes of concentration to rip free from the flesh that hosts it. Other souls take varying amounts of time dependent both on time and the conditions of their existence. A Necromancer can place a soul within any object capable of serving as a vessel. These vessels include bodies, crystals, gems, golems, magical artifacts, and sealed containers, This takes only a single emote to do so. Not only may they place a soul within those objects, a necromancer may remove a soul from any object it is incapable of altering or manipulating in any way or form in a single emote of concentration. In one swift movement, a necromancer may hurl any soul they have caught with Grasp Soul as a projectile. This projectile travels until it collides with an object. If the object is an applicable container then it is entrapped within, otherwise it merely begins to expediently dissipate into the afterlives. If it collides with a creature or other container bearing a soul both suffer immediate damage as they both attempt to tether to the same corporeal form, temporarily blending. This causes agonizing but nonlethal damage to both and leads to temporary numbness and flashes of unfamiliar memories from the thrown soul. Forcibly drawing power from a soul within their grasp, a necromancer can expend an acquired soul to cast a spell they know or the soul within their grasp knew. This takes a single emote of concentration plus the cast time of the spell. A soul violated by this process is left drained. A necromancer can drain a soul to siphon raw power, gaining ten points of mana per emote of concentration spent on siphoning a soul. Whenever this process is ceased the soul is rendered weak enough to slip free from the necromancer’s bindings. This cannot drain more than fifty mana from a soul before it’s too weak to maintain a grip upon. Using their ritual knife, a necromancer can forcibly banish the soul of any creature by slaying or impaling its soul upon their blade. This sentences the soul to a dark and unknowable fate worse than death unless it’s pulled back to life by some method of revival. Banishing a soul in this way takes two emotes of concentration, and it cannot be revived using Dark Exchange. Any attempts to reach it using the spell Commune prove unreliable at best. All souls ripped free while this spell is cast are caught in a maelstrom of magical power that rages around the necromancer who cast Grasp Soul, perpetually in both pain and turmoil. The size of the maelstrom only grows as they accumulate spiritual essence. When Grasp Soul ends or is interrupted each imprisoned soul goes free. As Grasp Soul acquires more souls the amount of effort it takes to seize another soul decreases. For each soul acquired the amount of time it takes to acquire another soul reduces by one emote to a minimum of one emote total. Cast at higher tier?: No. Note: Souls released when this spell end have a greater likelihood of developing into shades and other forms of incorporeal undead as a result of the trauma this spell causes. Other actions that can be performed using Grasp Soul can be discovered while being supervised by a DM. Explosive Cyst Necromancy Tier 4 Mana Cost: 15 MP (+/-)5 MP increments. (See notes.) Cast Time: 8 Posts. Classification: Active, Harmful. Duration: See notes. Range: 5m. Focus: Instrument’s apex. Target: Any flesh. Effect: By warping small portions of flesh using their vile magic, a necromancer can artificially create an infection within already dead tissue that will prey and feast upon it. As a result of requiring already dead flesh, this spell is normally only easily cast upon an undead or a clump of tissue harvested from a corpse. Within the target this vile conjuration creates a plague somewhere between magic and a real disease, gradually consuming flesh and converting it into copious amounts of gradually warming gas. Over a duration of time this spell creates a disturbing and unpleasantly warm cyst filled with tainted fluids and fumes. While this alone would be unpleasant, what perhaps makes it more unpleasant is that this cyst when fully grown is primed to explode, destroying both the flesh around it and often the underlying bone and sending it scattering forth in a wave of shrapnel and infected fluids. This process not only destroys whatever portion of an undead it’s embedded within when it’s detonated, but it also covers everything in front of the bulging cyst at its point of detonation in boiling blood and embeds within fragments of bone and sticky gore. When the cyst explodes it emanates a conical blast of organic shrapnel that causes first and second degree burns in addition to moderate laceration and piercing damage. Whatever piece of flesh is most affected on a living or deceased creature begins to develop a cyst just like the last one, which will proceed to detonate after the same duration the original cyst took to detonate. If the original cyst had a duration of more than ten hours before it exploded then it takes ten hours to explode. An explosive cyst produced by this spell grows over the course of two hours before it’s primed to detonate, where any significant trauma will detonate it early or it will detonate after a predetermined duration that the necromancer chooses. This duration can be any amount of time, even perhaps years later.. A necromancer can also detonate any explosive cysts that spawned from one of their casts of this spell as long as they are in line of sight of whatever flesh occupies it and are aware of its presence, allowing him to effectively detonate it at any time. Cast at higher tier?: Yes. Note: When this spell is cast at a higher tier than four it can be initially cast on living creatures at the cost of an additional ten extra mana, and its range increases to twenty meters. A living creature can only harbor one cyst created by this spell at a time, though an undead can have as many as their body supports. Infection of a living creature with a new cyst causes the last one to prematurely explode. Any damage caused by this spell is enough to result in infection with a cyst of that particular strain and properties. A cyst always destroys at least one major bone or an organ when it explodes, dependent on location. In addition, its damage within the fifteen meter cone can be measured with this short table: All targets within; 5m: Suffer second degree burns on exposed skin and moderate piercing shrapnel damage. 10m: Suffer first degree burns on exposed skin and minor piercing shrapnel damage. 15m: Suffer irritation on exposed skin and minor piercing shrapnel damage. An additional five mana can be paid at the point of casting to reduce the amount of time it takes a strain of cysts to grow to full time by thirty minutes, to a minimum of one minute. This change applies to every cyst spread by the original. The mana cost can be reduced by five mana multiple times and adding two hours to the amount of time the cyst takes to grow, allowing a necromancer to reduce the cost of the spell to a minimum of five. Tier Five Amalgamate Necromancy Tier 5 Mana Cost: 30 MP + 3 MP per Emote. Cast Time: 6 Posts. Classification: Channeled, Harmful, Profane. Duration: As channeled. Range: 5m. Focus: Instrument’s apex. Target: Any amount of applicable materials. (See notes.) Effect: Through the same dark arts that a necromancer uses to create an undead can an experienced practitioner of the dark arts work to create new and far more horrifying creations. By taking existing undead they can effectively knot their animating essences together to create monstrous combinations of creatures that should not be. With the use of this spell a caster can create variant kinds of undead that would otherwise be impossible to produce as well as other horrifying crafts. Two parts and effects can be joined per emote, and one effect can be modified per emote. Cast at higher tier?: No. Note: The following materials can be combined with this spell: dead flesh, existing undead, and existing profane magical effects. This spell always creates some form of undead, even if its form is as alien and strange as a massive animate set of doors or a floating sphere made entirely of eyes. Creations made with this spell require the approval of the Lore Team to be made permanent. Otherwise they last only for four hours before crumbling into their base components. Pact of Blood Necromancy Tier 5 Mana Cost: 35 MP Cast Time: 7 Posts. Classification: Active, Profane, Safe. Duration: Instantaneous. Range: Touch. Focus: An attuned ritual knife. Target: A pint of blood. Effect: In a simple and disturbing exercise of their knowledge, a necromancer converts a small pool or bowl of their own blood into a twisted and animated ooze, making it an extension of themselves. This gore can do nothing on its own, but when consumed voluntarily and at least somewhat knowingly by any living creature it binds them almost irrevocably to from whom the blood originated. This twisted substance suffuses their being, becoming a part of them. These individuals are referred to as the Bound. While this does effectively bind the drinker eternally to the necromancer’s servitude, they do gain some minor boons. They age twice as slowly and their natural physique is amplified by an additional one hundred percent. Perhaps most disturbingly enough though comes a single great change: the Bound count as greater undead and can command undead as a greater undead could. In addition they are affected by spells and traits as if they were a greater undead. There are some dire trade-offs to the power that this pact grants. A Bound’s life essence is irrevocably tied to their lord, and if their lord perishes so do they. In addition, their lord can kill them at any time as a mere act of will the moment they have line of sight upon their servant. This process takes at most two posts of concentration before it leads to every blood vessel in the Bound bursting simultaneously at once in a horrific geyser of blood. Cast at higher tier?: No. Note: Controlling a Bound counts as controlling a greater undead for a necromancer. A Bound is connected to whomever’s blood is used in the spell, typically the necromancer’s. That does not mean it has to be the necromancer’s own blood, however. This spell cannot be used on an undead. If someone involuntarily or unknowingly drinks the fluid produced by the Pact of Blood spell they immediately undergo a sharp and adverse immune reaction as their body fights off the Pact’s foreign influence. The symptoms of this reaction are equivalent to that of a high fever and an especially potent version of the common cold. Blood can be substituted with other bodily materials in special circumstances to allow this spell to function. For bloodless necromancers other bodily fluids or blood they create using Maker’s Hands serves as a feasible substitute. Dark Exchange Necromancy Tier 5 Mana Cost: 50 MP Cast Time: 15 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: Touch. Focus: An attuned ritual knife. Target: A qualifying mound of remains and a living victim. Effect: Necromancy is a queer art; as it takes life, it can give. The culmination of these sordid arts is a ritual spoken of in whispers, even among the circles of dark Magi that might wield it. The ritual is a slow, decisive art that involves unspoken atrocities commited to the sacrifice, ending with the extraction of a still-beating heart and the redistribution of the target’s life essence. Through this dark and immutably profane process the dead can be brought back to true life in what is roughly an equal exchange; one life for another. The process is imperfect and it oft requires a great deal of work beyond the confines of the spell to truly render right. The exact process that each necromancer uses to commit this foul deed varies, but there are several defined steps that remain unchanging: a string of dire incantations and the initial beginning of the spell’s casting as a brand of sacrifice is carved into the victim’s neck. From there their heart is slowly and methodically excised and forcefully inserted into the stomach of the individual the necromancer intends to revive. If the process succeeds then the life of the sacrificed immediately comes to an abrupt end as their frame is wracked with incomparable suffering for a brief few minutes as they seize and convulse to death, and then anywhere between a few minutes and a few hours later do the vital functions of the revived abruptly begin again as they desperately gasp for air. The revived returns with complete knowledge of how they died and when, and a rough approximation of how long they were gone. They do not return with knowledge of the afterlives, though they can recall some foggy information of their time deceased. This process requires several things to work, though not all of them are required to insure its successful usage. When this spell nears its conclusion and the intended individual is about to be revived the caster must roll a d100. The base DC is zero, however, for each missing requirement the DC raised by ten. The list of requirements is as follows: The soul of the individual intended to be revived. The body of the individual intended to be revived. A suitable body that could hold the soul of the individual intended to be revived. The ritual must take place in an area under the effects of Sacrilege. There must be an object of great importance nearby to the target intended for revival. An object of great importance to the sacrificed must be destroyed as part of the process. A defiled altar that was once dedicated to the Pantheon. The sacrificed must be bathed in an ointment made of Folly of Man. The intended cannot be deceased for more than two weeks. For each week past two weeks they have been deceased raise the DC by an additional ten. They cannot have been revived with this spell before. For each time they’ve been revived with this spell raise the DC by an additional ten. A necromancer can sacrifice additional people as part of the process to lower the DC further by five per each additional victim. They are necessarily killed as ceremoniously as the rest: their lives must merely end in whatever way the necromancer sees fit before the ceremony reaches its conclusion. Anyone left living at the end are not counted for lowering the DC and merely survive with a brand of sacrifice forming somewhere upon their person. Cast at higher tier?: No. Note: This spell is always treated as ‘mastered’ once it’s learned in the proficiency system. If all requirements on the spell are not met then it takes a natural one hundred to revive the intended individual. If requirements such as the soul or the body are missing yet the spell succeeds anyway then they are substituted as a new body is generated using the tissues of the sacrificed victim that is a near perfect replica of the intended individual’s original body. In this case, the heart is not placed into the stomach as there is no body to place it within. The body manifests around where the heart is left. If their soul is missing then it is pulled from the afterlives directly into the corpse. Sacrilege Necromancy Tier 5 Mana Cost: 45 MP Cast Time: 8 Posts. Classification: Passive, Harmful, Profane. Duration: 25 Emotes. Range: 50m. Focus: Instrument’s apex. Target: Any area within range with a maximum volume of a thousand meters. Effect: In one vile act a necromancer distorts and interweaves both magic and raw life energies within a specific region of wave, fundamentally and temporarily warping it. In this space all natural magical energy is corrupted. This procedure leaves a blasphemous field in its wake where all magic becomes fundamentally profane and where evil triumphs with ease. Within an area subject to the effects of Sacrilege, the following effects are true: An area under the effects of Sacrilege counts as a corrupted zone with a Taint Level of five. It has all effects that such an area would have, though it is not affected by the same range and duration rules. Areas under the effect of Sacrilege count as profane and are subject to weakness to all holy effects that do not originate from within it. Sacrilege protects an area from the accumulative detrimental effects of repeatedly casting Profane spells within its radius. Profane spells do not progress its Taint Level, it is perpetually locked at five. The influence of the Pantheon is blocked within the area under the effects of Sacrilege. This includes all of their traits and blessings. All holy effects are nullified within instead of the normal fifty percent resistance in an area with this Taint Level. Wounds made within the area do not heal normally. Instead they heal four times as slowly unless this process is magically expedited. Vitality does not drain within unlike a normal zone with a Taint Level of five. Cast at higher tier?: No. Note: The area of effect created by Sacrilege does not need to possess perfect dimensions nor does it have to be the maximum size. It must merely have that total volume and remain connected to all segments under an individual Sacrilege effect’s influence. Permanent fields of effect subject to the spell Sacrilege have their boundaries defined not by the caster’s initial casting but rather by long chains of fell runes carved into nearby surfaces at the field’s boundaries and center. If these runes are all destroyed then the enchantment will fail. There is no effective size limit to a permanent Sacrilege effect: it just merely takes multiple casts to make and methodic carving and the creation of appropriate totems and obelisks to convey its properties. When Sacrilege ends the area’s Taint Level reduces back to what it was before the spell was cast. Crucify Necromancy Tier 5 Mana Cost: 25 MP Cast Time: 7 Posts. Classification: Active, Harmful, Profane. Duration: Ten hours. Range: 25m. Focus: Instrument’s apex. Target: Any humanoid creature. Effect: In one dark act of cruelty and depravity, the caster grasps at the life essence of their victim using their casting instrument as a medium. Holding it under their will, they forcibly contort and bend it in ways it should not bend, fashioning portions of it into daggers that drive into its own frame like nails. In essence, the caster turns their own victim’s life upon itself as a means of harm. This has horrifying effects upon the target: in short succession they lift a meter into the air as their arms are forcibly spread, crucified upon their own life energies. This is invariably lethal as they proceed to slowly and agonizingly age to death, losing a tenth of their lifespan that remained when the casting started each hour until they eventually crumble to dust. This spell is clearly and painfully obvious: the victim’s life spills from their hands and feet in a nimbus of dark green light flecked with black as they slowly die. To force someone’s own life to destroy itself in such a twisted matter is no easy feat for even the most practiced necromancer, and there is ample time for the victim to resist. When this spell is initially cast, the victim is allowed an immediate roll of a flat d20 to avoid being afflicted by this slow death. On a roll of a 17 or above the spell fails as they are instead only merely afflicted with a surge of sudden and abrupt agony in its place. If this roll fails, they are magically crucified. While crucified they are allowed one flat d20 roll to attempt to escape at any time. On a roll of a natural 20 they break free from their bonds of their own free will and suffer no further harm from the spell. The caster of Crucify can choose to extend the amount of time he works to contort his victim’s life essence in order to maximize his finesse and minimize the chances for his victim to endure the initial formation of the crucifix. For each additional post the caster spends past the first seven to cast this spell, the DC to resist Crucify increases by one. If Crucify is cast for 11 posts instead of 7, it becomes impossible for the victim to resist the manipulation of their spark. None of this voluntary extension of the spell’s cast time has any effect on the flat escape attempt roll. Cast at higher tier?: No. Note: This spell is incredibly easy for external influences to disrupt: it is generally impractical in combat with crowds merely because any victim of Crucify can be freed from their slow death through magical means such as the Unweaving spell. It is also possible to free a victim of the spell without magical aid, although the exact procedure to do so is undocumented and far from common knowledge. While it may seem tempting for a necromancer to Crucify their victim and then kill them personally while they are unable to flee, one core risk comes coupled with that option. The magics that lead to the death of the caster’s prey are incredibly perverse and volatile, afflicting their victim in some form even after their early end. Anyone slain while this spell is acting upon them immediately revives as a horrifying phantom somewhere between a ghost and a wraith. This monstrous creature created from their violated remains has no real trace of who it was in life, instead its agony even after death drives it to the point where it desperately seeks to bring that suffering upon others in hope of some form of relief. This almost invincible shade proceeds to attempt to kill everyone it can until the spell reaches its conclusion ten hours later. It has no true weaknesses, nothing but tier five magic at the bare minimum can even marginally harm it. Only the most holy and divine of weaponry can make even a scratch upon its form. These horrors stray no more than fifty meters from the site of their creation in any direction until the spell at last reaches its conclusion. If this spell is made permanent it does not age its victim, rather it sustains them in a state of indefinite suffering until someone frees them from their magical bindings. They can be still harmed by external factors and influences, but otherwise they are immune to both the passing of time and the natural necessities of the flesh. Someone slain while suspended permanently by this spell does not reanimate as one of the shades that would otherwise form with a death occurring under the influence of this spell. This spell is if anything even more dangerous upon creatures that do not naturally age. If they are undead, they are instead crucified upon the necromantic energies that hold them to life. A tenth of them crumbles away instead of losing a tenth of their remaining life. Creatures that merely do not age lose a tenth of their vitality instead of their remaining lifespan. This damage is hard to repair in even the best possible scenarios, taking months to recover in favorable scenarios. The Black Rite Among the scant few brave enough to practice the darkest art there lies one practice truly depraved and reviled in all of its forms and iterations: the Black Rite. It is a ritual so horrifying that few dare even write allusions to the process in text for fear of what might befall them. The Black Rite is so named for the first and only texts known to carry it in its entirety; a series of tomes that fall somewhere between a series of heretical texts on the Pantheon and a catalogue of all undead ever known to mortalkind. It is claimed to be the final piece of authorship to have resulted from the work of the very first necromancer to walk the lands. The book is not valued though for its opinions on the gods and it is only rarely sought after for its depictions of undead that blend the line between anatomical text and art. No, it is valued for containing the only complete dissertation on Lichdom hidden within the footnotes of its final chapter. Said to have been penned in the blood of his finest students like the rest of his tomes, the ritual to achieve Lichdom has only ever been recording in its entirety there and all other copies of the Black Rite. Copies are rare and hard to come by, but they do exist rarely, all sought out for either to utilize or purge based upon those scant few contents. The Black Rite entails a great deal of both magic, ritual, superstition, and occultism. Through the darkest magics and most profane rituals conceivable a necromancer is capable of stepping beyond both life and death to become eternal and unchanging, becoming a Lich. This long and arduous process is not just one spell, rather it is a complex ritual of five dark and terrifying spells cast upon oneself. There are other supposed steps even just beyond magic that are rumored and sometimes proven involving sacrifice and depraved acts unlike any other. These spells and acts are all profane and inherently evil. Using them stains both yourself and your victim, and merely possessing knowledge of how to even begin to cast them is to throw your lot in with the irrevocably damned. Even worse, the details of the Black Rite and how to achieve it must naturally vary between person to person due to their complex interactions with both body and soul. The Black Rite cannot be taught by another, instead one must discover the specific set of spells necessary to achieve this profane fate on their own, permanently unique to each individual soul. These spells, much like Arcane Core spells, do not possess any tier. If their tier is ever necessary for any form of calculation, treat their tier as six. All Black Rite spells function as listed below unless the caster casts them in succession upon themselves. In that circumstance where a caster uses them all upon themselves they become a Lich as long as all requirements are fulfilled. A Black Rite spell when cast counts as casting the equivalent of five Profane spells at once for the purposes of taint and corruption and determining the number of casts in an area. The Preparation The Black Rite: Volume I “The thread of life thins,” - Line one of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found engraved on the outer rim of a bloodstained basin. Mana Cost: 20 MP + 8 MP Per Emote. Cast Time: 2 Posts Classification: Channeled, Harmful, Profane. Duration: As channeled. Range: 20m. Focus: The Spark. Target: Any living creature. Effect: To become a Lich requires one to enter a state right on the threshold of death itself. Such an act is horrifying on its caster, but upon other creatures it is at least equally as horrifying. Using the profane magics that have become their trade the caster inundates their victim with raw power. In one surprisingly simple act thereafter they use that saturation to rip and tear at they or their target’s vitality with wild abandon, causing both new damage and worsening all wounds they have. For every post that this spell is channeled the target of this spell progresses all of their extent wounds by one stage of severity. This spell then generates a spontaneous stage one wound upon their victim. Every post thereafter it progresses all wounds that existed before this spell another stage of severity and then generates a new stage one wound. It does not progress wounds past stage four and instead leaves their wound at that maximum point. This spell invariably generates damage to its victim that will be lethal if cast long enough. Damage that this spell creates is twice as difficult to heal magically and does not naturally heal. Cast at higher tier?: No. Note: Wounds that this spell generates are essentially random but tend towards bruising both internal and external as well as necrosis. While this spell is survivable, even the best of treatment can never truly undo the vile harm this inflicts without countless cycles of effort. People who are hit by this spell for prolonged periods of time are often left in various crippled and states for whatever remains of their life- if they survive at all. The Binding The Black Rite: Volume II “And the cage so inviting,” - Line two of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found written on the ground amidst the ruins out of several long strands of entrails presumed to have once belonged to Talyirhez. Mana Cost: 20 MP Cast Time: 8 Posts. Classification: Active, Harmful, Profane. Duration: Permanent. Range: 10m. Focus: The Spark. Target: Any soul. Effect: A core aspect of achieving Lichdom is the creation of a Phylactery, an important object that safely houses the caster’s soul and locks it away from death. While for an aspiring lich this spell prepares both their Phylactery and sentences their soul to an eternity within, it has far more depraved effects when cast upon other individuals. This spell irrevocably ties a victim’s soul towards an applicable container when it’s cast, binding it with almost unbreakable shackles of profane power. Whenever the soul is next untethered if it is not already it finds itself vacuumed towards wherever it is bound, traveling across even planar boundaries as it’s pulled into its new imprisonment. The victim of this spell is granted a d20 dice roll for their soul to try and resist this spell’s binding and once again later on to try and resist its pull. During the first save roll attempt the number they have to beat is fifteen, and during the second save attempt the number they have to beat for their soul to successfully escape is nineteen. Souls entrapped with this spell are especially hard to free. It takes great effort and often both the use of powerful soul-manipulating magic or divine influence to free them. Not even destroying the container can free the victim within; instead their soul is equally split amongst the fragments. A soul trapped within this spell will never be able to naturally escape or even decay. Instead it remains as conscious and endurant as it possibly can be within for as long as its imprisonment lasts. Cast at higher tier?: No. Note: Attempting to free a soul bound in this way using Soul Grasp takes thirty emotes of concentration at least. This can sometimes be expedited with proper conditions. The Separation can easily sever souls sealed away this way. The Preservation The Black Rite: Volume III “Keeps death beyond reach.” - Line three of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found carved across four corpses. A knife used in the ritual was found embedded within the fourth corpse where the period in this line would’ve been. Mana Cost: 20 MP Cast Time: 3 Posts. Classification: Passive, Harmful, Profane. Duration: Permanent. Range: 50m. Focus: The Spark. Target: Anything. Effect: The complex enchantments that allow Lichdom to be possible hinge upon the preservation of both body and soul. These very same enchantments can be turned upon flesh and power other than the caster’s own in order to bring about similar but temporary endurance to their target. Using profane arts the caster effectively severs an object off from the influence of the rest of the world in all forms, hiding it away from both normal wear and tear and the forces of rot and decay. This dark field of profane power forms a thin barrier of severed reality that isolates the spell’s target, locking it away. These barriers offer something akin to true preservation. Something under this spell’s influence will not age in any way or form. It will remain in whatever state it was when it was cast and it will stay that way indefinitely or until sufficient harm has been dealt to it. If an item under this spell’s influence takes catastrophic damage the enchantment is immediately undone and reality catches up to the preserved item, aging it catastrophically in a matter of seconds. This spell can be used in conjunction with Sacrilege to spread its effects over the entire area under its influence as long as it’s cast immediately after the zone is initially created. Cast at higher tier?: No. Note: This spell fails when an item has been at least been brought halfway to total destruction. It can also be easily disrupted using holy or other divine effects. This spell can be cast on people, although the effect of it being disrupted can be horrifying if it lasts long enough. The Preservation is a complex spell with complex interactions in relation to both the world and other spells. It is impossible to describe its effects in every situation and as such whenever questions arise related to this spell or related to its effects need answered contact a member of the Lore Team. The Protraction The Black Rite: Volume IV “Now forever I shall be,” - Line four of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found carved into what was evidently the skull of an elf child. Mana Cost: 20 MP Cast Time: 2 Posts. Classification: Passive, Safe, Profane. Duration: Permanent. Range: 10m. Focus: The Spark. Target: Any magical effect. Effect: The magics that a Lich uses to render their own enchantments and existence permanent are not limited to those spells alone. They can be turned upon other spells to accomplish strange and mind bending results. By turning the same enchantments that they use to render Lichdom permanent upon other effects and spells they can render them permanent in the same way. The act of rendering spells permanent in this fashion is a disturbing profane act where they essentially laden the effect with layers of woven and shifting profane power that feast upon the world around them. This act allows a necromancer schooled enough to render any temporary magical effect or spell permanent. A spell made permanent in this way is undone with counterspell or unweaving, but it persists indefinitely unless destroyed or disrupted. Cast at higher tier?: No. Note: This spell works on any magical effect or spell. As long as it persists long enough for it to be cast upon it then it is rendered permanent. There are no exceptions to this rule. If the results of an Active spell last long enough for this to be cast upon than even that is rendered permanent. This spell works on some abnormal things that would not be traditionally considered magical effects on a case by case basis. Each active use of this spell beyond the first takes up one of the necromancer’s spark slots. The Separation The Black Rite: Volume V “Imprisoned without myself.” - Line five of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This fragment was found scorched into a defiled altar. Mana Cost: 20 MP Cast Time: 5 Posts. Classification: Passive, Harmful, Profane. Duration: 3 Septs. Range: 20m. Focus: The Spark. Target: Anything bearing a soul. Effect: The culmination of all necromantic practice and study stems down to one single discovery: the safe and delayed severance of body and soul. To achieve all forms of immortality require the capacity to slowly release the soul and pry it away from its bonds and chains with a level of care and finesse that no other magical art can achieve. This is not just a practice that can be applied to only the act of becoming a Lich, but to any magical process that requires its removal. With this archaic knowledge in hand a Necromancer can release any soul from the imprisonment of whatever vessel it occupies. This process is comprised of throwing forth a single Profane enchantment upon their target that slowly and methodically picks away at the bonds that hold the soul in place, eating away at them like an acid. This enchantment fuels and feeds itself upon the bonds it severs, sustaining itself until at last the soul is free before the spell itself collapses. Cast at higher tier?: No. Note: This spell is too powerful to destroy with traditional countermagic and unweaving spells. It needs special finesse and practice to undo and remove. A container that has been severed from a soul in this fashion can never again harbor a soul. If the soul has a set destination that resulted from another spell being cast upon it then it gets vacuumed to that point. Lichdom The Black Rite: Volumes I to V It is said that the act of becoming a Lich is the ultimate selfishness; immortality achieved through an entire lifespan of depraved research into death and harm upon others only so that you can do so forevermore. Mana Cost: 100 MP Cast Time: See notes. Classification: See notes. Duration: Permanent. Range: See notes. Focus: An attuned ritual knife. Target: Self. Effect: “The thread of life thins, and the cage so inviting keeps death beyond reach. Now forever I shall be; imprisoned without myself.” - The Mantra of the Black Rite. Cast at higher tier?: No. Note: This spell is the final discovery of all research into the art of Necromancy. All delving into the lore and studies of the Necromantic arts eventually lead up to this single dark discovery. The twisted and horrifying rituals that this spell entails are both so complicated and exacting in the prices they require that a caster can only feasibly attempt it once. This spell is deliberately left vague and a great deal of the processes involved are intentionally left undisclosed. Ritual Knives Perhaps unique to Necromancy alone is a singular casting instrument that seems almost foolish to any other mage: knives. The dark exchange of life and death and the abuse of the cycle that keeps the two in check is the fundamental cornerstone of Necromancy as a magical practice, and in order to truly make those exchanges that the art demands it is often that life must be weakened or even taken in the process. It is in this that a ritual knife finds its place. A ritual knife is an attuned instrument much like any other, with one exception. In order to cast through it you must bathe it in the blood of a living creature. For specific spells that require a ritual knife, the blood of the creature that adorns it is often the target of the effect in some way or form, though this is not a guarantee. There are more oddities to a ritual knife than just the fact that they defy and ignore the norm of what is and isn’t a casting instrument. A ritual knife must be an object of importance to the creator, something that they made with their own hand or either assisted in bringing about. It cannot just be any knife they pick up off of a hawkish dealer on any city side street. The knife must be something they craft using their own hands or participate in the creation of, something small and imbued with some semblance of the caster’s will during the process. They must also be attuned during the process of readying it to function as a ritual knife, otherwise it truly won’t function. These requirements often limit them to weapons with blades no longer than five inches made of simple materials such as bone and wood, but the only limit on the complexity tends to be what the caster is capable of accomplishing with both their own skill and guile. The Rules of Binding Death is no easy force to master, even for the hardiest and most depraved of casters. It often comes that a living caster ends up biting off significantly more than they can chew, leading to their dark creations eventually running astray as they break the magical leashes that bind them to their master’s will. The living -and the dead- can only keep so many creatures bound under their control and held strictly to their will. Control Limitations Table Creature Type Undead? Lesser Limit Greater Limit Notes Mortal No. 3 1 All living creatures without a lit spark. Mortal Caster No. 5 4 The average necromancer. Lich Yes. No limit. 7 An ascendant necromancer. Lich, Partial Yes. 15 5 An incomplete or failed attempt at Lichdom. Avg. Lesser Yes. 0 0 The average lesser undead. Avg. Greater Yes. 10 0 The average greater undead. Bound Partial. 5 4 Anyone who underwent the Pact of Blood. Dullahan Yes. 20 0 Undead commanders made from the bodies of executed and dishonored knights. Geist Yes. 1 5 Violent spirits made from the souls of captured and tortured officers. Amalgamation Yes. 0 0 An abomination created using the spell Amalgamation. These horrors are massive composites of countless undead. These numbers are never exact: any creature can bypass the maximum number of undead under their control by expending a spark slot for each additional undead. An expended slot does not need to be the caster’s own, and instead they can be created using spells that refocus the burden onto other individuals. Most undead gradually crumble over time. Holding a creature in a state of undeath and under your thrall is no easy feat, and it can only be done for so long before either the creation or its obedience gives way if they are not constantly maintained. Obedience gives way first before all other things, leading to horrors freely roaming the world unless properly contained once again. Both a blessing and a curse; the magic that holds an undead servant together can only endure so long before it at last gives way, returning them to the peace of death that they were stolen from. Below can be found a table that contains the values that defines the specifics on bondage for each type of undead. Obedience and Existence Table Creature Type Obedience Duration Existence Duration Sentient? Notes: Avg. Lesser 5 Septs. 10 Septs. No. None. Avg. Greater 5 Septs. 15 Septs. Yes. None. Lich (any type) N/A N/A Yes. Liches cannot truly be bound and they cannot truly decay unless their Phylactery is harmed or destroyed. Bound Indefinite. N/A Yes. Bound are still technically alive after undergoing the Pact of Blood, so they do not decay. Dullahan 3 Septs. 20 Septs. Yes. None. Geist 5 Septs. 10 Septs. Yes. None. Amalgamation 3 Septs. N/A Varies. Horrors made using the spell Amalgamation can vary drastically in their composition. A Bound who is turned into an Amalgamation still counts as a Bound for both of the above tables as long as they remain mostly alive. If they have too many modifications they eventually become considered as an Amalgamation for the purposes of these tables. This happens around when roughly a fifth of the Bound has been modified, but it can happen at greater or lower ratios dependent on the potency of the alterations. The Brand of Sacrifice Perhaps one of the darkest of all things that have sprung from the arts of necromancy are its invasive magics that touch upon the souls of others. In order to enact some of their most profane rites a practitioner of the forbidden tree must make a new and far more lenient tether to their victim’s soul than the spark. It is from this dark need that the development of sacrificial branding sprung. A Brand is an opening to the victim’s soul, forever open and forever gaping. Once opened the only way to shut it is to destroy its creator and quite possibly all the creations that have sprung forth. (See the Sacrifice spell for more details.) Those who manage to survive whatever profane rituals led to them joining the ranks of the Branded find themselves perpetually at a disadvantage. This spiritual opening seeps tempting morsels of power that draw in horrors both mundane and unspeakable like sharks drawn to fresh blood in the water. Anyone who bears a Brand of Sacrifice is generally targeted by every form of demonic being, as well as most evil magical creatures. Eldritch abominations also generally take a liking to feasting upon those marked by the Brand. Sentient and free undead also generally target those with this mark. Those who bear a Brand of Sacrifice serve as a beacon to every horror that might want the opportunity to seize an unfortunate victim’s soul. A bearer of a Brand of Sacrifice possesses an attunement to whatever takes advantage of their mark. Whether it be a caster who failed to complete a ritual or a profane artifact they found attached to their soul upon being restored to life, the Branded possesses some innate and instinctual knowledge of how to find the object that defiles their spirit and how to destroy it. (See the Sacrifice spell for more details.) Profane Magic The act of casting spells classified as Profane is no ordinary transgression. Magic deemed Profane is an act of casting in a particularly hasty and brutal matter with no regard for the completeness of the spell’s structure or its integrity. Every spell cast attempts to collapse down into raw mana when it is cast; only held together by the order and structure a mage imposes upon it. A Profane spell lacks this fundamental order that is necessary and essential to all other forms of magic, instead its countless magical loose ends drag inwards pulling in the ambient of the energy of the world around it as it attempts to collapse downwards. This deliberate chaos latches upon its caster and its surroundings with malign grace as it’s cast, pulling in the energies of all things within its range in an attempt to complete itself. The result of this attempted collapse is the spell falling into its intended form and taking effect: a magical conjuration that bypasses the normal limitations of casting in order to bring about far more horrifying and powerful results at cost to both the caster and the world. Profane magic is especially insidious in that it cannot be normally examined. All normal magical spells that are not explicitly equipped for examining Profane magic leave their users with searing headaches and strange hallucinations as they try to examine nonsensical and contorting power that latches upon and rips at the very spells they try to use to examine it. The more direct the attempt at examination is the more agonizing the result. Spells that are specifically tailored to examining Profane magic are often designed deliberately to be incredibly difficult both for other magic to interact with and to maximize the safety of the caster, although there is no guarantee of perfect protection. Those who stare too long into the dark and wild chaotic twisting of Profane spells still often find themselves with the same pains growing if they spend too much time in the process of examination. In the wake of every Profane spell is left a subtle magical taint that can both increase and decrease over time. This taint accumulates both on the caster and within the area that the spell takes place, forming two separate amounts of ‘corruption.’ Corruption and its effects and the duration of existence are recorded below for both people who cast Profane spells and the area they cast it within. Area Corruption Table Taint Level Profane Casts Decay Time Area Radius Effects 1 12 6 Septs. 10 x 10 meters. Faint wisps of light can be occasionally seen within the affected area. The plants within tend to wilt and grey more frequently, and people who spend time there tend to be uneasy. 2 24 16 Septs. 15 x 15 meters. In addition to earlier effects, life no longer normally grows within the area. All things that grow within take on dark and dire mutations that lead to both harm to themselves and other things. People within feel an inexplicable sense of paranoia. 3 36 20 Septs. 20 x 20 meters. Animals naturally avoid the tainted area, and it takes great determination for living creatures to force themselves to enter. Everyone and everything within feel sickly, and sleep within is plagued by frequent nightmares. This is all in addition to all previous effects. 4 48 26 Septs. 30 x 30 meters. Sleep becomes impossible within the affected area for more than a few minutes. Animals will not willingly enter and flee at the soonest opportunity if forced within. In addition, sentient creatures experience frequent shadowy hallucinations within its confines. Plant life no longer grows and slowly wilts within. All spells cast within are affected by the Blasphemy spell at no additional mana cost. Undead are also altered as if under the effects of the Blasphemy spell at no additional mana cost. All previous effects still occur. 5 60 32 Septs. 50 x 50 meters. The dead within the area rise up of their own accord within anywhere between twelve and twenty-four hours of exposure to the affected area. Divine traits and blessings function at half their normal strength. Living creatures feel their vitality slowly drain within, and the hallucinations take on far more impossible and terrifying forms. This is in addition to all previous effects. 6 65 N/A Varies. At this point the corruption becomes ingrained into the land itself and it cannot be normally cleansed. In addition to all previous effects, the area begins to carry Mageblight. Those who frequently visit the area are at risk of both contracting or progressing Mageblight.The size of this area is dependent on the strength of the corruption within. Taint Level: This is the rough category of the amount of taint in an area at a given time. Profane Casts: The number of Profane spells cast necessary to elevate an area to a given corruption level. These casts are cumulative and count casts from previous taint levels. Profane Casts only add to an area’s Taint Level if they are within its Area Radius or the Area Radius of its next tier. For example an area with a level of 4 would count casts within a 50 x 50 meter radius for its Profane Casts. Decay Time: The amount of time it takes for the Taint Level to drop back down by one number. This number resets for every four Profane spells a caster performs within an area. Area Radius: This is the size of the spread of a tainted area. Its central point is where profane casting in that area first began. Tainted areas can merge and join with nearby tainted zones, becoming one larger corrupted area. When this happens they all share the highest Taint Level and effectively become one area. Effects: A list of properties that affect an area at a given Taint Level. Caster Corruption Table Taint Level Profane Casts Decay Time Effects 1 15 5 Septs After minimal accumulated exposure the caster’s skin begins to pale ever so slightly. The rare and occasional fleck of lilac light is visible within their veins upon close examination. This effect is especially prevalent within the eyes. 2 25 10 Septs In addition to earlier effects, the caster becomes an unholy creature. They are affected by divine spells and traits at an additional fifty percent potency as if they were an unholy creature. Their skin pales somewhat further. They can enter corrupted areas without any resistance or any issue. 3 35 15 Septs At this point the necromancer’s skin pales to almost parchment. The lilac taint that flickers through their veins is clearly visible to anyone who can clearly see it. At this point the necromancer is affected by divine spells at a full additional one hundred percent potency as a normal unholy creature would be. 4 50 20 Septs Upon achieving this level of corruption the caster’s body cannot sustain it any longer. Their body surges with tainted light that bursts forth in a aurora of malign power in a ten meter radius around them. All within this radius contract Mageblight or progress a stage, including the caster. After this their Taint Level falls back to one. Taint Level: In regards to a caster, this is their personal taint level that has accumulated inside of them from their repeated Profane casting. Profane Casts: In regards to a caster, this is the number of Profane spells they have cast within a given period of Decay Time. Decay Time: The amount of time it takes for the Taint Level to drop back down by one number. This number resets for every # Profane spells a caster performs. All casts within an area under the effects of the Sacrilege spell or a similar effect do not count as Profane casts for a Necromancer, effectively allowing them to continue casting without fear of consequence as long as they do so within its bounds. Profane spells cast always add to the number of Profane Casts in an area, even if the spell fails to properly cast or miscasts. Wound Severity It’s often difficult to roughly gauge where one wound compares to another in terms of random harming or healing effects. Wound Severity is a system for measuring how one wound relates to another and how harmful those wounds are in comparison to each other. When dealing with a spell that references wounds in stages or in a scale of severity; check the table below for a list of stages with examples for comparison. Not all possible wound types are listed and those listed are merely for reference purposes only. Wound Categorization and Severity Table Stage Severity Wound Type Examples 1 Light External bruises, first-degree burns, light cuts, scrapes. 2 Moderate Deep cuts, internal bruises, microfractures, second-degree burns. 3 Severe Broken bones, degloving, stab wounds, third-degree burns. 4 Lethal Catastrophic organ damage, fourth-degree burns, limb loss. Permanency Compatibility List The following spells are compatible with the spell Permanency from the arcane tree. A spell not on this list cannot normally be made permanent with that spell and instead requires other means or methods to make it endure beyond its normal length. Spells that function differently when made permanent have notes addended on to them that explain alterations to their normal function. Tier 1 Commune Functions as normal. Bar Functions as normal, albeit harder to destroy. Incorporealize Functions as normal. Sense the Profane Functions as normal. Tier 2 Maker’s Hands Functions as normal. Miasma Cannot be edited after being made permanent. Tier 3 Command Undead Enforces permanent obedience on one undead. Tier 4 Blasphemy The effects of this spell on undead and permanent magical effects can be made permanent. Tier 5 Sacrilege Functions similar to its norm when made permanent. Further details can be read in the spell itself. Crucify Functions similar to its norm when made permanent. Further details can be read in the spell itself. The Black Rite The Preservation Functions as normal. The Protraction Functions as normal. (Making this spell permanent requires another spark slot.)
  12. Lore Journal: May 2016 Onwards

    Magic, This time with Feeling! Hello once again Aethier, this time we come with the culmination of over a month of hard, sweaty work. This time, in the form of a new and improved magic system that does differ slightly from the previous. Changes have been made and improvements vast across the board, allowing magic to become not only more accessible, but also more powerful and pronounced then before! We will be slowly and surely drip-feeding the new magic system every 5 or so days until it is all released, along with a big announcement upon the final package. To give a brief TLDR of what changed in this first iteration, look below: -Magecraft can be located [Here] -Proficiencies have been entirely updated, and now are by per Tier per Tree instead of per spell. In short, the active proficiencies are now Novice, Adept, Expert and Master. The fail chances are now 50%, 35%, 20%, and 5% respectively. The changes are as follows: -Any tier in which "Master" is the majority of spells, the tier automatically shifts to the proficiency "Master". In the case of "Adept/Expert," They go to Expert. In the case of Journeyman and Apprentice, the spells are reset to "Adept", and Novice remains Novice. In the case of an even tie in proficiency, round down to achieve the desired result. -Teaching is now entirely new and improved, in which only Archmages and Apprentices can exclusively teach students. This was a long and hard decision which ultimately resulted in this circumstance. Some of the ideas were quite drastic but one thing needed to be done for certain. We needed to increase the flexibility and dynamism of teaching in general. And so we did. Teachers can now teach any number of students they wish, however are only able to teach a maximum of 6 spells per week, split amongst those who they are teaching. Apprentices now also have this same ability, but 4 spells per week, instead of the Archmages 6. -Archmages were generally balanced, to ensure that it is not impossible to combat one. -A new failure chance system has been released, which can be found [Here] -Teaching no longer follows "Bestow Knowledge", and instead follows a dynamism that is made entirely by the apprentices and teachers. However, Apprentices MUST have this new spell casted upon them before teaching may begin. This can be found [Here]. -Teaching still requires a student's OOC approval by the loremaster. -Within the next few minutes to an hour, a new tree will be released, one of two to have been created this month!
  13. Failure Rolls

  14. Magecraft

    Magecraft is the art of manipulating arcane energy into spells. Unlike divine spellcasters who draw power from their piety, or shaman who utilize the elements, magecraft is more akin to a scholarly art and is less of a way-of-life. They are also known as mages, wizards, and sorcerers, there being no official distinction between the terms. What is Magecraft? In the most basic terms, magecraft is the art of transmuting mana and arcane energy into spells. To do this, magi must have the knowledge required to harness mana, and use it as both the catalyst and fuel for magical effect. Without the proper training, magi cannot utilize the mana of their spark, and are as mundane as anyone else. For this reason, magi commonly coalesce in councils, colleges, villages and even city-states - allowing for the sharing of knowledge to be a communal tradition. Leylines Leylines are ancient and powerful currents of arcane energy, flowing through the world's crust with a dangerous dynamism. Little is known about their origins, but most scholars understand them as the ancient and godly framework that have existed since time immemorial. Ley lines are largely impossible to map given that they bore like roots through the world's crust, only rarely found on the surface. Miners who stumble upon ley lines often seal passages to keep from them, knowing their power to be dangerous outside of the control of a skilled mage. Touching a ley line almost always results in death, as the sheer power of the arcane current overwhelms the body, reducing the victim to glowing ash. However to those already trained in a magical art, ley lines are less of a natural threat, and more akin to a means of restoring one's mana. Furthermore, a master mage can harness the power of a ley line to activate a novice's spark, so that in time they too might learn to use the arcane currents as fuel for their practice. The Spark Inside each and every being is a soul, a power given by the gods to fuel their bodies made from flesh and bone. The first creatures to walk the earth had their souls carefully implanted, but now, all beings are born as such without the need for divine intervention. The mortal soul was first created by the three original aspects; Time, Magic, and Life. Together, they created a unique aspect of the soul and body, allowing them to create what we call mortality. The aspect of Life granted the soul ethereal purpose, and the body with the ability to reproduce these new creatures that it would use as a vessel. Time imbued the soul with cognition and powerful sentience, and the body with the powerful piece, known as age. The aspect of Magic, today known as Vikret, granted the soul the ability to retain vast amounts of mystical knowledge, while granting all mortal creatures something called the Spark to tie both body and soul together. The Spark is the natural bridge between body and soul and how they interact with each other and the world around them. Dormant in the body of a mortal creature, the spark is unlike the other gifts in its inactivity. Only a surge of great power, such as that wielded by both the divines and the leylines of this world, can ignite this quiet vessel. When the spark is ignited, it immediately drinks the power around it, filling its well of mana to the brim. The second consequence of the spark's activation is that as it burns and flares, it grants the wielder the ability to manipulate its innate power into spells. The Spark is centered within the core of a being (usually in its spine) and it spreads throughout them in countless magical conduits. It is not a physical thing, it is something incorporeal and intangible. Through it a mage can interact with the incorporeal world through the magical arts, though it too in turn becomes malleable when lit. A common metaphor magi use to teach their apprentices, is that the spark is similar to an engine. Mana is the fuel within the spark that is used, and completes the purpose of casting spells. When spells are cast and mana used, the spark slowly rejuvenates its power, drawing from the nearest leyline or concentration of energies. The Spark, Spells and you. Despite its near limitless possibilities and imaginative power, the spark itself does have a limit. A student of magic can only proficiently utilize 75 spells, before their knowledge simply cannot keep up with their being, and they are forced to permanently erase some of what they know to advance further. Spells of a mage’s own accord can be learned independently, and for the first few attempts not carry any effect on themselves, due to it being something they made organically, unique to their purpose and their well-being. A caster can only learn up to 8 "Custom Spells" before their spark begins to wane, and they begin to eat into their total Spell pool of 75. If a "custom spell" is forgotten, a new free slot will open for whatever wishes to take it's place. This can be modified at any time during events, or if special conditions are met. Mana Mana is a term used by mages to describe the arcane energy of their spark, the more mana they possess, the more (and greater) spells they can cast. While the resource is finite within their bodies, it can be rejuvenated naturally without intervention. Frequent casting can result in one exhausting their mana supplies and rendering themselves unable to cast. Mana can be drawn from the spark to draw runes, write scrolls, or imbue objects, though these rituals are often costly in terms of the mana that must be spent. For instance, a mage who imbues a rune with a fireball spell lends not only the mana he would spend to cast a fireball, but also additional arcane energy to keep that spell sealed in the rune. Mana Points Mana points are the arbitrary unit that mages have long since used to describe specifically how taxing certain spells are, and specifically how much mana a given magic user should have. One of the first skills a mage learns is that which accurately tells them how much of their mana they have used, as losing track of this vague quantity can result in a spell fizzling at a crucial moment. Tier 1: 20 MP Tier 2: 40 MP Tier 3: 60 MP Tier 4: 80 MP Tier 5: 100 MP While the Spark carries a large amount of mana and can hold itself without effort, it does need to be regenerated somehow. Luckily within Aversia, leyline surges are common every [4 OOC Hours], and rejuvenate 20 MP every time they do so. This in turn feeds the spark automatically through concentrations of mana being bubbled up from the surface, and allows mages to properly rest and regain their energy. Essence Dehydration Mana dehydration refers to the total deficit of mana within a mage's spark, usually only occurring after the mage has exhausted all reserves (both within their spark and within any attuned instruments) and is now devoid of arcane power. A mage suffering from mana dehydration immediately grows pale as though having lost blood, and will be afflicted with extreme bodily fatigue, migraines, and dizziness for up to a day. The severity of the effects depends on how quickly their mana was drained. Depleting your mana reserves over the course of 24 hours is tiring, but rarely results in acute dehydration, and can be recovered from quickly. However if one exhausts all their mana in less than an hour, they're at risk of collapse or falling comatose. Spell Tiers and Trees Among mages, 'tier' and 'tree' are two different terms used to describe and categorize spells. Tiers are the different power ratings of the spells within a given category of magecraft. Tiers range from one to five, the former being the least powerful and the latter being the most powerful. The trees of magecraft are as follows... Arcane Force Matter Mind Life Necromancy Sanguimancy Magical Instruments Nearly all mages cast with a magical instrument, a tool used to focus and aim their spells. The variety available to mages, and detailed passages describing each type, can be found [here]. Grimoires and Instruments There are several tools key to a student of the magical arts. First and foremost of them all is are the infamous magical tomes for which mages are known: grimoires. A grimoire is a compilation of endlessly memorized and practiced enchantments woven into parchment alongside studiously recorded information on both the theorems and practices necessary to make magic possible. They are a compendium that neatly records everything a mage has learned in intricate detail so that it can be referred to at any time. Grimoires are necessary to retain knowledge of spells. If a mage cannot regularly review their grimoire they’ll find their knowledge of the necessary intricacies of each spell begin to fade. A mage who goes a week without reviewing their grimoire finds themselves incapable of casting any spell they haven’t achieved mastery (in the proficiency system) of. A magical instrument is a means of casting spells. Through the process of attunement a mage can alter the very nature of a compatible item by manipulating it within to form a series of conduits that allow a mage to safely manipulate and control most magic through its usage. The majority of spells practiced by mages require an instrument to truly be cast, although there are some that do not need an instrument. What determines what a spell needs to be cast with is what its focus is. Any spell that requires an instrument to cast will have its ‘focus’ listed as a particular instrument or the apex of any instrument. The focus is essentially the necessary kind of tool needed to create that particular kind of spell. Fail Chance & Proficiency Fail chance is the probability that a given spell will fizzle when cast by a mage. Fail chance is often great when a spell is first learned and unpracticed, but is gradually reduced as a mage's proficiency increases. In essence, the greater a mage's spell proficiency, the lower their fail chance. Proficiency dictates the course of a mage’s mastery. There is no theoretical limit to how much one can learn about magic, but true mastery is impossible to reach without the dedication of time to such a cause. A mage can only boost their progression within magic by a set amount of points for every month they are actively played. Each month, points are allotted to the mage to allow them to do so, though using the points to their potential is up to the individual. For each month eight points are refreshed, to be used within magic only for that very month. Any points unused will not be transferred over. Each tier tree begins as inexperienced, with points spent from left to right, each point spent dictating the new proficiency as listed within the table below. >>> Novice Adept Expert Master Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Listed below; An example of a mage who has progressed through two months of proficiency >>> Novice Adept Expert Master Tier 1 x x x x Tier 2 x Tier 3 x x x Tier 4 x x x x Tier 5 x x x x To properly track these proficiencies, a mage must set up a forum thread within character diaries/profiles to track their progression for the Loremaster to see. It will not be responded to, as it is not an application, however will be called upon for evidence if required. Keep it updated as often as possible, and include the month upon which a tier has been progressed in. Upon the roll of a failure on a 1d100, When a spell is failed one must roll to determine the outcome of the failure by rolling and referencing the failure chart. When a tier 1 spell is failed one must role a 1d10, when a tier 2 a 1d20, a tier 3 1d30, tier 4 1d40, and a tier 5 1d50. If a critical failure occurs one must add +10 to the roll. Note that because Sanguimancy only has four tiers, the rolls increase in increments of twelve: tier 1 is a 1d12, tier 2 1d24, tier 3 1d36, tier 4 1d48. The table for failure results can be found [here] Conversely, there is also a very rare chance for a critical success. In the event of a natural 100 on a 1d100, the spell will successfully cast and the mana points required to cast the spell are refunded to the mage. This means that if a natural 100 is rolled on a cast for blink, immediately after blink uses the 10 MP, 10 MP is restored to the caster. Standing Archmagi and Apprentices There are several magi who are recognized as the paragons of their particular magical art. They are known for propagating and teaching the arts that they in essence represent. These mages are most often referred to as Archmages, though the exact title varies depending upon the culture of the land they reside within. An Archmage’s title and capacity to teach with ease stems from a powerful magical artifact referred to only in secretive whispers as a Keystone. Archmage of Arcane: Merrick Ann Merigold Apprentice of Arcane: Grauzu Dojjur Archmage of Life: Seraphina Apprentice of Life: --- Archmage of Force: Rina Artorius Apprentice of Force: Diana Vors Archmage of Matter: Holly Tanner Dojjur Apprentice of Matter: Carmen Valokomensk Archmage of Mind: Ronja Hollowgale Apprentice of Mind: Ayer Aceso Lord of Necromancy: -- Apprentice of Necromancy: -- Vallah Lord(s) of Sanguimancy: -- Teaching Archmages and apprentices are currently the only people that carry the exclusive ability to teach tiers 1-5 of any tree of magic, dependent on what tree they learn. Any exceptions to this rule will be stated explicitly by Lore Team and/or Staff team. It takes overall a total of 5 spells within any tier before the mage is physically allowed to advance to the next magical tier. If the chain is broken, E.G: 5 spells in Tier 1, 4 spells in tier 2, 5 spells in tier 3, The mage would then find themselves stopped, and unable to access any spells above the broken tier of magic, be it of any tree. E.G: 5 Tier 1 spells, 4 Tier 2 Spells, 5 Tier 3 Spells [Deactivated until the 5th spell of tier 2 is learned again]. Teaching magic is a great responsibility due to the IC and OOC standards a prospective archmage must meet. This thread serves as a guide to allow archmages to better understand their role, and to answer any questions they may have. OOC Information Only the archmages of each tree of magic and their apprentices carry the ability to teach others how to cast and perform magical spells. These are covered by the following prerequisites: The archmage or apprentice is at least Tier 3 in any given tree of magic. The archmage or apprentice have adept proficiency in the spells they are intending to teach The archmage or apprentice has no lore or rule infractions or warnings that would disallow them from teaching magic. The archmage or apprentice may only teach up to their level, e.g. a Tier 3 Matter mage may only raise another person to the same rank. Additionally, they must have reached adept at the tier they wish to teach. Finally, The apprentice may only teach 4 spells per week - unlike the archmage of their tree, which allows them to teach 6 spells a week. For the apprentice, a PM with LT will be required so as to correspond with you regarding your teachings, students, and methods. Students, like you, must be approved by Lore Team in order to be taught. Teaching without Lore Team approval may lead to your character having their magical ability suspended. This is for any and all cases, and carries a Zero tolerance policy. You have been warned. As an archmage who has been approved by lore, and has had their students approved and confirmed, it is important to remind them to update their grimoire threads, as any spell not in that thread cannot be proven as known and may cause issues in the future. Teaching Information All archmages and students require OOC approval. Under no circumstances may OOC approval from lore team be negated. However, once approved, an archmage may begin teaching their student by following the Structure Below: Teaching magic is a complex process, where a teacher will explain the mechanism of the spell in question to the student. This is meant to be creative for an archmage and unique to how they view magic. All mages view magic differently and their ideas of how to manipulate the mana around them vary. Mages can be rather creative, crafting their theorems, however each mage often comes to their own conclusions. This leads often to having different theorems, some not corroborated by others. This is similar to the process that men of science take to explain the observable world around them. Review the samples below as to what is being looked for. After the fundamentals of a spell have been explained to a student they are considered “inexperienced” with that spell and need to figure it out for themselves. The student will always be at this state when a new spell is learned regardless of what proficiency they have with that tier of magic. This inexperience with the spell only lasts while they have never successfully cast the spell and gives them a 65% chance for failure when casting. Once the spell has been successfully cast their proficiency for the spell is whatever their proficiency for that tier of that magic tree is. Example 1: Blood Bolt The Sanguimancer spoke as he began to channel his mana through the blackened blood that pooled in the Blood Well of his corrupted spark. “In order to cast the spell Blood Bolt, one must first understand the composition of blood and the manner by which to manipulate it. To do so one must imbue the blood with mana: once this is done the blood will be able to be controlled through the caster’s will in a manner similar to the process by which mana is manipulated.” He explained to the ashen skinned student that sat before him as he worked. “The initial process of the spell is similar to that of many spells at a Sanguimancer’s disposal, through the control of the flow of their Blood Well and the ability to release enough blood to perform the spell. The caster can achieve such by imbuing the blood with mana and forcing it through the walls of the Blood Well itself allowing it to be freely manipulated in the body.” His voice like gravel, he said this as the vile ichor began to seep through the corrupted membrane of his blackened spark, joining that which coursed through his veins. “Once the blood has been made available for casting, it must be released through a preferred location on the body, generally through the fingertips, palms, or wrists.” While he spoke, blood began to pool on his fingertips as he extended his arm outward toward the direction of his target. “One must then channel their mana into the blood melding it to the desired form of the projectile: a tapered spike similar to that of a stalagmite.” Wiry tendrils of blood began to flow from whence the pools had originated as they began to form the shape he had described, save for the blood that connected it to his fingers the soon-to-be projectile appeared to levitate before him. “The form must then be hardened by condensing the mana contained within it.” The spike began to visibly change, compacting itself and becoming rigid as though it were a crystal. “The caster must then utilize their mana to send forth the projectile at the desired target. To do so, mana must be channeled outward and forcefully behind the projectile, like so.” The moment the Sanguimancer finished speaking, with a burst of mana the spike was sent forth at great speed lodging itself in the abdomen of a bound and gagged prisoner chained to the wall for this very purpose, their screams muffled by the cloth that filled their mouth. Example 2: Counterspell. The Mage slowly raised their wand upwards in response to the glowing embers manifesting before his foe across the battlefield. Within himself he felt reflexively for that pool of power that all Magi referred to simply as ‘mana,’ going to begin to draw it forth with slow and practiced movements of his will. To him it was akin to slowly pouring forth a cup; all he had to do was tilt it and then tilt it in the right direction to access it. So he had focused himself to allow it to begin pouring forth from somewhere deep within him and through his flesh, leading upwards to his arm. He could feel it flow outwards from his skin and into the innards of his wooden wand. Its depths had been reshaped into mortal conduits that he could control and manipulate long ago when he had attuned it, and he had known it well ever since. He felt it fill with power, and so it was that he began to force it out into countless thin threads and tendrils of power. The Mage sent them forth across the battlefield. As he felt them stretch forth, he willed them to bend and twist together into a single spike of raw power. Funneling more power into his wand he sent it spiraling forth until it met his opponent’s own forming spell. Even from here the Mage could feel the contact of the opposing will controlling those distant magical currents. His spell did not yet penetrate, but it would. The Mage funneled more and more power within the spike until it was just as great as his opponent’s craft before he pushed again and felt it split and cleave through his opponent’s spell. From within he at last let his spell unfold in the reverse of what he had done once before. It blossomed and ballooned outwards into the same threads of raw power that it was once before, stretching and ripping his opponent’s work out from within. Such was the act of Counterspelling. Once the following stages are complete, the student has successfully learnt the spell and may continue practicing to improve their proficiency. The Apprentice System New to the magic system, and more importantly overall, comes the apprenticeship decision. Archmages will make an in character choice by casting a spell that will enable their ability to teach others magic called Erudite. This will not affect any of the others students, however it does carry it's own unique benefits and impact things in another way. These are listed below in a neat order. The apprentice will be able to teach 4 spells per week, while archmages can teach 6 The chosen apprentice for a master becomes that archmages "Heir" so to speak. If they go inactive, their character dies or for a plethora of possible reasons do not remain in their position, this person will step up to the plate and resume the system flawlessly, simply replacing the previous master as if the power gap had simply not existed. Apprentices are not to be replaced easily, however it can happen in these ways; die, become inactive, spark is misaligned or they lose their spells by losing their grimoire. In cases where a grimoire has been lost and an apprentice does lose their spells an archmage has the choice of choosing a new apprentice or teaching that same apprentice from the beginning (Interactions with the grimoire are to be explained within its own section.) If an archmage does not choose an apprentice the person that they have taught the most will be considered the heir for archmage. Someone without a lit spark cannot be chosen as an apprentice under any circumstance. Perks of Being an Archmage There are various perks of being an Archmage that is granted to you during the time you are in service, teaching students magic. Archmages have 1.5 times the normal mana pool. This means that all Archmages carry 150 Mana instead of the standard 100. Archmages can teach up to 6 spells a week to any number of students, but the max a student can learn in one week is 4 Archmages spell cap is raised to 100 spells rather than the standard 75, meaning that they have total knowledge over both Arcane and the specific tree they are teaching. Archmages have all spells in their primary tree granted to them due to their keystone.
  15. Lore Journal: May 2016 Onwards

    Rohana, The Volcanic Dragon Sal'uun, The Arid Dragon (Updated) Lavaborn Dragons
  16. Lavaborn Dragon

    Lavaborn Dragon Description: The Lavaborn Dragons are born from the depths of the volcanic areas of Argione. They hold genetic relation to the dragon Rohana, whomst is their broodmother, and derive their name from the magma-like colors that cover their scales. In general, they are around 20-30 feet in length, with a wingspan of nearly three times their body length. They weigh in at around 1500-2000lbs. They live to be around 100 years old. Lavaborn Dragons tend to have shades of reds, browns or grays as their outer scales, with their underbellies usually being a tan color. They are able to blend in more easily with the volcanic rock found within the east, but by no means need to blend in due to their predatorial nature. Often times they can be seen eating the other larger animals and dragons of Argione as a snack. They have four legs allocated like most large lizards would have them, and on their back large wings which are nearly three times their body length.. On their back legs, they have long, clawed toes that can be used to grip prey, or a perch. They have three toes that bend back, and one that bend forwards, making their grip more solid. They have prehensile tails as well, but they are generally only used to grip prey or ensnare something. These tails are unable to support their own weight for a great length of time. These dragons have adapted through the magical growths of the eastern continent. Having a newfound ability innate within the dragon, these creatures are able to procure fire when opening their mouths through magical ability and spewing it towards their enemies. This fire is extremely hot and dangerous, and is capable of being propelled at lengths of up to 100 feet in a conical shape from their mouths. The Lavaborn Dragons are also immune to the effects of their kinds own flames. Should they try to conflict one another, it is done purely through teeth and claws, as well as wild thrashing. Lavaborn Dragons can usually be found living in broods. It is common for them to leave their nests to hunt alone or in pairs. It would be incredibly rare to see more than two Lavaborn Dragons hunting at the same time, as these creatures have found it to mostly be ineffective to do so. Distribution: Lavaborn dragons may be found in the skies in and around the volcanic areas of Argione. They are quite a rare sight, and do not make offspring as common as the smaller dragons in the area. Habitat: Lavaborn Dragons make their nests within the crags of volcanic areas. Being quite loving of these flames and magma, their eggs can be found near its warmth, shoved between rocks to keep them safe. The roosts themselves remain rather barren, and can mostly be identified with a surface area of bone and fresh carcasses from recent hunts. These creatures find little need to create nests for themselves as adults, as their scales are very difficult to penetrate. Around their brood's homes, riches and wealth can be found, as the dragons tend to accumulate and enjoy the appearance of shiny objects, metals, and ores. The eggs however are brittle like rock, and have a low survival rate, keeping the population of the race down in the wild. Should an egg be successfully taken into captivity, chance of survival significantly rises. They are also known to grow larger in captivity should their owners have a large enough holding quarters and enough food, though they are extremely expensive to maintain. Diet: The bulk of the diet of the Lavaborn Dragon tends to be the Miniature Dragons which roam the skies, or other small prey which would not be able to effectively ward off such a beast. These creatures seldom leave the East, giving little reason for the other continents to fear their might. Relations: Lavaborn dragons use large creatures for food. Should the egg be captured at a young age they can be tamed. The only person they will truly domesticate to however is the first person they see. Nobles have long since tried to utilize this, but it has often failed them through inconvenience of who they had seen first. Mechanics: Capable of powered flight Able to breathe fire Cold-blooded; require a period of rest in warmth to function Highly aggressive and opportunistic Material Properties: Their scales can be used in armors and as clothing or jewelry. Their bones and claws can be used for decorations. Their meat can be eaten, but do to their diet, it’s not pleasant to eat. Alchemical Properties: Undiscovered.
  17. Mageblight

    Mageblight The Creeping Doom “Life carries onwards - Yet the toxins of things long since will always remain.” Basic Overview: Those that venture for far too long within the corrupted realms that were once Argione, often speak tales of rampant magical corruption that stains the fabric of the world itself. Yet this corruption does not just content itself to malinger alone within the confines of what is now the Aeklast. Instead it profanely alters all those that are foolish enough to take it into their forms, whether it be by intent or accident. It can be acquired by merely breathing the tainted air upon the continent, though it most often originates from the consumption of any food or drink that sprung from the Aeklast, or perhaps even inflicted by exposure to the terrors of the isle. This staining surge of random magic permanently leaves the faintest trace upon the victim’s soul, wracking their physical form for forever more. There are no heroes that arise from this stain upon flesh and spirit: only monsters crawl forth from its darkest depths. It is from these properties that the curse derives its name Mageblight; a wretched affliction caused by the arts of magi that takes its greatest tolls upon their kind. Physical Changes: The changes that afflict those who find themselves afflicted vary wildly. There are some universal signs of this magical corruption that plague all things influenced. A tainted individual has a tendency to scar over far more frequently and far more noticeably. In addition to these blatant scars that form over most wounds, they often develop a faint tremor in their extremities. The most obvious sign of all however is a clear discoloration to the afflicted’s eyes that result in them developing a faint yellow and lilac stain spread throughout the iris and their sclera. Mental Changes: There are no guaranteed long lasting mental changes to those afflicted by Mageblight, though they grow increasingly more likely the further the curse progresses. It is in some ways a blessing that those worstly affected often were driven mad by the disease long before they reached the point of no-return. Those who are unlucky enough to not find themselves insane early are often at an increased risk of all kinds of mental illness. Origin: The Aeklast is a brutal and wild place now where every single portion of the landscape is infused with blistering chaotic energy. It is a land that has become anathema to traditional forms of life. This energy warps all things intruding upon the Aeklast in wild and unpredictable ways if they expose themselves long enough. It is in that sense that the Mageblight is not a true curse or disease: it is rather a term for the collective bundle of malformations that the rampant wild energy in the Aeklast inflicts upon the careless who roam its wastes. Methods of Procurement: Exposure to the Aeklast over prolonged periods of time leads to it warping those who trespass on its tainted terrain just as it was warped. This taint malingers even in the very air on that wretched continent, and as even the smallest portions of that twisted land are taken in either by consumption or inhalation it begins to warp the victim in the same slow process that happened to the continent’s remains. Nothing is immune to Mageblight, and nothing is resistant. It ignores all traditional defenses and magical resistances excluding only the greatest of them as if they weren't there. Contraction of the affliction is caused by one of the following conditions. Every time one of these conditions is fulfilled again after at least four hours from the last point of either contraction or progression the disease advances down its twisted course. Inhalation: Exposure to the air of the Aeklast for a series of four hours (OOC) continously without at least modest protection leads to contraction. The disease takes an additional four hours per stage to progress in this same manner. For example, to progress from stage three to stage four of the illness takes sixteen hours. Ingestion: Consumption of the Aeklast’s food and drink leads to hastened contraction Eating tainted goods once leads to contraction of the disease. Thereafter, every two meals leads to it progressing yet another stage. The amount can vary depending upon the discretion of any present DM. Drinking foul water from the Aeklast leads to contraction of the disease. Any amount over a fourth of a liter cumulatively of water drunk leads to initial contraction. From there it takes at least a total liter drunk to progress to the next stage of the illness per each stage. These effects can combine and stack together based on the discretion of any present DM. Exposure: Several of the anomalies and monstrosities that lurk in the Aeklast’s wastes can lead to contraction of Mageblight based on the discretion of any present DM. Backfire: Tampering with the magical arts and their products on the Aeklast can lead to unpredictable effects, including contraction and progression of Magelight. Accident: Mageblight can be acquired through accidents with powerful magic in all its forms throughout the land, though this is incredibly rare and not just constrained to the Aeklast alone. Methods of Removal: Procurement of Mageblight is not something that can be easily undone. There is no widely known cure for the disease, though there are stories that tell of it being purged from both one’s body and soul. What is known is that traditional methods of treatment using both the power of magic and the strength granted by divine blessings often lead to it only progressing faster. There are rumors of a cure in the alchemical arts, yet there is no publically known recipe. Effects: Those afflicted by Mageblight are each subjected to unique syndromes of their growing taint. No one tainted is ever exactly alike, though there are some common symptoms that unify them all. A member of the Corrupted roll a d10 to determine what their newest symptom is each time that the affliction’s grasp grows stronger upon them. They also accumulate some base symptoms that are common to all Corrupted who have reached a certain level of taint. The tables below list possible symptoms and the die roll that brings it about. Every time you are required to roll you must be supervised by a DM. Stage 1: 1: You become generally sluggish. It’s far harder for you to get moving again after staying sedentary for prolonged periods of time. 2: You suffer from chronic dry skin. 3: Your body suffers frequent fevers as it tries to purge itself of some taint that it cannot remove. 4: Sweat pours forth from your every pore. You sweat at twice your normal capacity, and it happens in conditions where normal sweating otherwise wouldn’t. 5: You develop webbing between your fingers and toes. This minorly impairs your ability to move them independently of one another. 6: An affliction plagues your sinuses. You begin to sneeze frequently and at random, interrupting you at inopportune moments. 7: A frequent cough plagues you as your saliva and mucus becomes thick and sticky. While your ability to breathe normally is impaired, it is so disgustingly adhesive and congealed that you can use it as a reliable substitute for glue. 8: Your sense of smell grows hypersensitive. While you are able to detect odors more easily, strong scents can easily overwhelm you and bring about crippling headaches. 9: Your scar tissue thickens and hardens to the point where its strength is equivalent to leather. 10: You hit stage 2 of the disease early. Universal Symptoms: Scars form more readily, and wounds in general tend to scar over rather than heal normally. A faint dark stain lurks in the veins of the afflicted, giving them tiny dark stains across the majority of their flesh and in the whites of their eyes. Stage 2: 1: Severe, almost complete hair loss. 2: Nearsightedness. 3: Haemophilia. 4: Albinism. 5: A harsh ringing plagues your ears in periods of silence that renders any period of time without company or sound almost unbearable. This sensation only grows worse the greater the ambient magical energy near you becomes. 6: You begin to sporadically cough up blood. 7: Your fingernails and toenails do not cease growing. They function akin to claws, but if left unattended for more than a sept or two they begin to grow inwards as well, rending through flesh with ease. 8: Upon random portions of your flesh you grow wild and strangely hued hair that is both thick and patterned. It doesn’t burn well and it weakens the damage dealt by blunt force to your body. 9: You begin to see magical auras as if you permanently had arcane eye. This overlaps with your normal vision. Especially potent sources of magic can be blinding. 10: You hit stage 3 of the disease early. Universal Symptoms: The afflicted become more frail at this stage, becoming clearly sickly and losing a tenth of their prior strength. Every attempt to cast is afflicted by the same penalty rolls that plague the east. Every artifact they use is subject to the same misfire rolls, and any trait they still have is penalized by Aeklast trait failure rolls. In the Aeklast, add ten to all penalties. [10 outside of the Aeklast, 20 within.] Stage 3: 1: Infertility. 2: Development of several benign tumors. 3: Sporadic fatal insomnia. 4: Your flesh becomes bloated and pestilent. You contract diseases more easily, but you suffer only half of their effects. Those exposed to any of your bodily fluids contrac your ailments incredibly easily. 5: You develop an insatiable taste for meat. You can no longer stand the taste of anything that is not the flesh of another creature. 6: Several large cysts form on your body at random locations. These cysts inflate with a mixture of buoyant fluids and gas. You become naturally buoyant, however when your cysts are struck they pop violently, dealing massive damage to where they’re located. This coats all nearby in diseased bodily fluids. 7: You grow a new random appendage on one of your hands or feet, determined at random which body part and whether it’s a finger or a toe. The type of finger or toe is also random. 8: The surface of your skin and hair begin to develop a new fine coating of organic material that shifts and reflects light around its surroundings, always maintaining some hue close to what’s around you. This natural camouflage grants crude invisibility after maintaining still for at least a minute of time. Damage and clothes obscure this invisibility, and motion interrupts it. 9: Your tongue grows long and elastic, as well as adhesive. It coils in your mouth and takes up a length of up to three meters long, capable of rapid extension and retraction. It functions as a crude whip and it can transmit any disease you are currently afflicted with. 10: You hit stage 4 of the disease early. Universal Symptoms: At this stage the curse affects the very soul at an irreparable level. Death cannot resolve the afflicted of this curse, as it goes beyond the reparation of the Ascended’s revival techniques. The average hue of their blood becomes a darker shade. Add an additional ten to all penalties that stacks with prior penalties. [20 outside of the Aeklast, 30 within.] Stage 4: 1: The skin upon your visage melts and grows at random, resulting in wild folds of flesh and altered position of the mouth, nose, and eyes. This effect ceases behind the ears and at the neckline. 2: Your blood becomes both oily and sticky. It acts for all intents and purposes as analogous to greek fire, and you become explosive when exposed to sufficient amounts of flame. 3: The contents of your stomach become more caustic and volatile. Your digestive system is doubly more efficient but inherently self-destructive. You regularly vomit up excess acid reflexively to maintain your own integrity at random and inconvenient moments. 4: Your limbs elongate, growing by twenty five percent of their original length. This process is agonizing and leaves you far more awkward and clumsy than before. 5: Development of a randomly located malignant tumor. 6: Miasmic pale grey crystals that crackle with lilac light begin to grow from your flesh at random. These itch perpetually. While they can be removed, this requires blunt force and it’s often far more excruciating than the itching they bring about. These crystals can be attuned and used as consumable casting instruments. 7: You grow a new random limb. This can be a another head, another leg, or another arm. Roll a d8 to determine the result. 1-3 results in an extra leg, 4-7 results in an extra arm. 8 results in a second head. These new limbs always grow from some location close to where the limb would normally originate. A limb grown this way grows over the course of five septs. Your body may warp and contort to accommodate these new limbs. This second head is functional and it gradually develops its own intellect over time that vaguely mirrors your own. If you are a spellcaster, it adds +10 to all casting roll attempts and passively channels your spells for you, allowing you to continue uninterrupted while casting channeled spells. 8: Your skeleton grows dense and thick. The weight of your body doubles and you become far less agile. Sporadic growths of sharp bone begin to protrude from your flesh at random points. This gives you both some resistance to blunt damage and natural defenses. 9: You are sustained off magical energy. You no longer need to eat or drink. 10: You hit stage 5 of the disease early. Universal Symptoms: All other blessings and traits that the afflicted had are lost at this stage. The warping of their body has become so great that it has become incurable by all but the most powerful means; it is as part of them as they are of it. As such, they are vulnerable to divine traits and magic that deal extra damage to unholy creatures. The blood of the afflicted is a thick black and congealing ooze. Add an additional ten to all penalties that stacks with prior penalties. [30 outside of the Aeklast, 40 within.] Stage 5: 1: Your body at last gives out under the force of the corruption plaguing your very core. You die in four hours unless you find some way of saving yourself from the forces ravaging both your body and your soul. 2: All of your flesh begins to methodically melt. Your structural integrity begins to collapse as you over the course of a month begin to melt into nothing but a single gelatinous ooze. You do not die during this process, but your mind gradually decays over its course. 3: You are no longer able to eat or drink normal food and water unless it bears the same taint as you and the Aeklast do. If you ingest something that is not compatible with your corrupted form you suffer from uncontrollable vomiting until it’s ejected from your system. 4: The majority of your body begins to slow and harden. Your joints stiffen and your hair begins to grow outwards in strange and methodical patterns. A compulsion to find a location with good soil, water, and life overcomes you. Over the course of a cycle you begin to gradually become a tree, slowly growing more and more inert as your mind and will begin to fall away like autumn leaves. 5: Your body distorts and shifts to grow new wild appendages that are not normally possible for your race. You may even lose normal appendages in the process. This can result in countless horrifying possibilities, such as developing a single thick tail in place of legs or losing your arms in place of countless tentacles. Limbs acquired from prior symptoms are not lost this way. 6: In one horrifying surge you begin to engage in mitosis on a large scale as if you were a single cell organism. You duplicate, although your duplicate bears very little of your memory or personality. It has two additional stage five symptoms. 7: You begin to ooze toxic mist that can lead to contraction of Carries Daedh as if by inhalation, except twice as quickly. 8: You acquire natural regeneration that allows you to recover from most injuries over no more than the course of a sept, however it aggravates and makes all tumors you currently possess malignant. This can also lead to the rapid growth of new tumors. 9: Every fiber of your being is so infused with chaotic energy that whenever you attempt to cast, the results are inherently disrupted. Yet in spite of all this, you gain some tenuous ability to manipulate your own entropic presence to your advantage. You roll twice when determining if your spell successfully casts, and take the result of your choice. When rolling for a random spell miscast result roll twice and take whichever result you prefer more. If you are not a mage or spellcaster when you acquire this symptom then your spark ignites. 10: You may reroll any prior acquired symptom. Roll twice, and keep one result of your choice. Universal Symptoms: At this point Mageblight is incurable. The afflicted are effectively an abomination once they have reached this point, covered near completely in scar tissue and warped by their various symptoms to the point of unrecognizability. Their eyes are often as black as can be and flecked faintly with the same chaotic magical energies that can be seen in the skies of the Aeklast. They may reroll one symptom they possess every OOC week, or choose to acquire another of a random stage. A reroll of a symptom always rerolls within the stage it came from. If rerolling a gained appendage, you keep the appendage. Add an additional ten to all penalties that stacks with prior penalties. [40 outside of the Aeklast, 50 within.] Aeklast Rolling Table Attached to this trait for reference is a public copy of the Aeklast rolling table. This is included for reference only and is to only be used by people afflicted with Mageblight or on the eastern continent. This table is otherwise information you can safely ignore the vast majority of the time unless you are on the East or afflicted with Mageblight. Artifact Penalties: Passive abilities still function, though some function at reduced varying capacities according to the discretion of the active DM. Active abilities are subject to misfire rolls. When using an activated ability of any artifact, roll a d100, then proceed to check the chart below for the outcome: 1: The item lets loose an explosive surge of energy that inundates both its bearer and all nearby (5m) with a wave of chaotic magical energy, leading to either contraction or progression of Mageblight. It otherwise fails to function. 2-20: The item lets loose a sharp backlash, activating but instead varying wildly both in target and the exact manner in which its effect works, subject to DM discretion. For example, a projectile might fire only to break into three pieces and spiral back to hit the rest of the item user’s party. 21-40: Nothing happens as the item merely fails to activate. 41-60: The item activates as normal, though its effect is roughly halved. 61-80: The item activates as normal, though it takes twice as long to recharge. 81-99: The item functions as normal. 100: Your artifact overcharges and not only does it function as normal, it is immediately ready for use once again thereafter. This can change at DM discretion. Magic Penalties: In the East, every spell can be possibly miscast. When rolling to cast a spell, add ten to whatever number you would normally need to beat in the proficiency system when determining what your d100 roll needs to beat. If a spell is mastered, the DC is 10. A natural 1 in the Aeklast has a different effect than it would elsewhere. It results in a surge of chaotic magical energy that inundates the caster, afflicting them with either contraction or progression of Mageblight and minor damage. On any other failing result, roll a d20 and see the outcome from the table below: 1: An extremely negative consequence occurs, subject to discretion of whichever DM is present at the scene. 2: Your spell implodes, dousing you and your comrades in a surge of magical radiation. All within ten meters of you and yourself contract Mageblight or progress a single stage. 3: Overcharged with the raw energy of the Aeklast, your spell implodes just as it comes into fruition. It entraps itself within your casting instrument as if you had cast the arcane spell “Force of Will” with all the same effects it otherwise would have. The explosion your instrument generates does not have its effect limited to just you, but rather all within range of the eventual detonation instead. 4: As you attempt to cast your spell you find it end up effectively trapped within your spark. You have to spend five posts concentrating before you can cast any other magical spell, item, or trait, otherwise you are completely unable to use them. 5: The target of your spell changes immediately to you if it was not already. If it was a projectile, it fires immediately back towards you in the quickest direction it can possibly travel to reach you. If the spell would’ve already targeted you, it simply fails. If the spell could not normally target you, it targets you even in spite of that with results subject to the discretion of the present DM. 6: Your spell morphs into a far more simple form: you cast a randomly determined cantrip from the Core spells instead of your intended spell. 7: The mana cost of your spell raises by twice its normal amount. If you do not pay the extra cost the spell does not cast, but your own magical essence is ‘clogged’ until you expend an equivalent cost to regain the capacity to cast once again. 8: Your spell’s nature inverts: if it was Safe it becomes Harmful and if it was Harmful it becomes Safe. A spell that wouldn’t do damage before gains the ability to somehow do damage according to DM discretion, and a spell that was harmful becomes completely harmless. 9: Distorted by the chaos of the Aeklast, your spell gains the Profane classification. It’s affected by holy effects as if it were unholy magic. If it was already Profane then it loses the profane classification. 10: Your spell becomes another randomly selected spell in the same tier and school that it was cast at. All costs and post counts required for the original spell remain the same, the effects and target merely change to accommodate the result. 11: Overwhelmed with a surge of magical energy, your spell’s focus and its target both catch aflame. These flames burn a dark crimson hue intermixed with streaks of lilac, and they cannot be extinguished for at least two minutes. Objects this fire spreads to have similar restraints on how long it takes before the flames can be extinguished. 12: You and your target swap places as the fabric of the world distorts around you. Your spell still travels from your end destination towards your target instead of traveling to where your target was before. 13: Your spell fails to weave together properly, instead it blasts forth in whatever direction you’re facing as a raw burst of power. This blast functions as a single concentrated wave of force, causing damage equivalent to an “Arcane Missile” cast at tier five. This beam blasts forth from the apex of your instrument for a number of emotes equal to the tier of the original spell cast. It deals damage to whatever lies at the end of its path. The beam travels indefinitely until it impacts an object. 14: As mana leaves your body to cast your spell, raw magical energy from the Aeklast rushes in to fill the void, refunding you for its cost. 15: In a bizarre feat of magic, your spell takes effect twice. You may choose a new target for the duplicate spell. 16: You find yourself overcharged on the ambient power of the land. Your next spell is far more easy to cast, taking two less posts to conjure. This time discount cannot reduce its casting time beneath one post. 17: Your spell leaves behind ambient magical waste. In its wake the air is left filled with vapors of Liquid Mana condensate. It adorns every surface around the target in a seven meter radius, giving it a blue hue that lasts for a period of an hour before it at last is left behind in countless tiny puddles. While the cloud persists, all spells cast within that radius are cast at their maximum tier no matter how much mana is spent. 18: The raw and fundamental chaotic essence of the Aeklast becomes irrevocably entwined with the spell you are attempting to cast. Roll three times using this list and pick two effects to occur, ignoring the third. If one of your results is another 18 then you are required to take it and roll three more times, accumulating additional effects. 19: In the wake of your casting your presence leaves an echo in the fabric of reality. A wraith that looks similar to you manifests nearby, composed of ambient magic and fragments of physical material. It can recast whatever spell you cast last in two posts instead of its prior post time. The wraith ignores mana costs and attempts to only execute whatever the caster’s last whim was when casting the spell that led to its creation before it fades out of reality. If the caster’s goal was to harm a foe, it attempts to only do that. If their goal was to heal or defend, then it limits its actions to that alone. After ten emote cycles the wraith fades. It can be destroyed early using magical means. 20: A very positive effect occurs, subject to discretion of whichever DM is present. Trait Penalties: None of these penalties affect Mageblight. The passive abilities of traits still function as normal. A trait’s activated abilities do not work as normal, and often fail. They require a d100 roll to determine the result of their attempted use. 1: Your body bursts to the brim with light as your attempt to channel divine energy is distorted by the chaos of the Aeklast. You explode in a nimbus of light that spreads across ten meters, inundating all nearby. Not only do you contract Mageblight or progress it a stage, so does everyone within range. 2-20: While you manage to successfully call upon the powers your blessing bestows, they overwhelm you in a surge of light. You find yourself taking minor damage throughout all your tissues, and everything nearby is damaged as well. 21-40: Whatever effect you were attempting to create applies to you and you alone as best as it possibly can, dealing half of the damage it would cause, if any. 41-60: The effect you were attempting to conjure happens as normal, except at half of its normal potency. There are no other changes. 61-80: Everything occurs as normal. 81-99: Your ability takes effect as intended, except you cast it twice at the same time as you are overwhelmed with a surge of excess energy. 100: Whatever ability you were attempting to use instead applies over a ten meter radius larger than its usual target. Beneficial abilities affect all allies while harmful abilities affect all enemies. You cannot harm allies or help enemies in this way. Other Penalties: Dying in the Aeklast results in your body and soul improperly untethering, ferried up by the chaotic magical energies of the land. If you die in this way you cannot normally be revived. Your body revives of its own accord as some form of lesser undead while your soul is entrapped within the magical maelstroms that plague the Aeklast, damned to suffer for as long as they rage. To save someone who died in the Aeklast, their body must be rescued from the land's wrath and taken beyond the continent's grip so that their soul can be saved.
  18. Lore Journal: May 2016 Onwards

    Uranium Fever The new eastern continent is close at hand, and to start it all off, we will be releasing to public the materials and domestic animals that will be inahbiting it! Fair warning, they aren't really normal in any sense. Let's start with the Materials: We have Three new metals, known as Diziliute, Siran and Valuji, all exclusively located in the east, as everything on this list will be. One new cloth, Filthwisp. And Finally, one new tree. Gargatuan Death Oaks. Three new stones, Etherium Stones, Petrified Necrite and Grotk. Next, we have two new diseases that are, again, exclusive to the east. They are called Jerfaras and Mahspo. Next up, Animals! Eastern Antelope. White Stag [A very good meme for CK2 Lovers] Unicorns..*sigh* Miniature Dragons! Armoured Auroch. Flightless Raptor. Sabre-Tooth Bear. Trickster Crow. Now, some other stuff will come down the pipeline soon, but for now this is it. What I am happy to announce for the month of July however is that July for the lore team is Magic month, which means everything magic related will be touched upon, and fixed for those that have given their ENDLESS feedback on the system. As well, expect two new trees by the end the month [Possibly!] that will be available immediately for use, along with other planned systems.
  19. Trickster Crow

    Trickster Crow Description: Trickster crows are a large species of crow, generally ranging 54–67 cm (21–26 in) long, with a wingspan of 115–130 cm (45–51 in). On average, they weigh in at around 0.69–2 kg (1.5–4.4 lbs). They live to be around 10–15 years. Trickster crows are unassuming animals, usually only even seen in pairs or groups of three. They are talkative, and often mimics sounds they hear, including speech from sentient races. They can copy other bird calls, animal calls, and even sounds of inanimate objects, if they happen to be around them enough. They have retractable teeth that line their beaks, and when not in use, they retract into soft sheaths that protect them, and prevent the teeth from causing harm to their feathers or their companions while preening. Otherwise, they are entirely like their counterparts from other continents, at least physically. Their behaviour and hunting habits are what set them apart. While most crows are scavengers, or hunt small animals, tricker crows like to kill and eat larger animals, and they do this by being a part of groups of upwards of twenty birds. The flocks will send out two or three birds to scout for prey, and then lure them in with mimicking calls. The most popular method of luring prey is imitating the sound of their young calling for their mother, or a wounded animal calling for help. They then lure the prey into the area where the rest of the flock is waiting, and then they all attack at once, unsheathing their teeth and using their claws to tear into them. It can take a few minutes, but once the animal is down, they have a feast large enough to feed the whole flock. Distribution: They are found throughout Argione, and are a very common sight at that. They favour the forests, however, and are most often seen lingering about in the trees around areas with prey animals about. Habitat: They roost in a handle of trees, usually sticking close together to stay warm, and simply for comfort. A flock will always return to the same trees each night to rest, and will only move if the tree becomes unsafe. They won’t nest and raise chicks in the roost trees, but they will stay nearby. Diet: They are omnivores, though the bulk of their diet is meat. They will eat carrion, but they prefer fresh kills to anything that has been left for longer than a couple of hours. They will also eat bugs, fruit, and berries between larger meals, as they generally only do large hunts once every so often. They will sometimes also eat fish, but that’s rare, as they don’t generally like water. Relations: Trickster ravens are docile animals, and nonaggressive towards people and other animals. They are generally safe to interact with, as most ravens are simply curious about people, but if one has seen them about, and hears the calls of a person out in the forest, it is often best to ignore them. They can be tamed, even as adults, though it works better with juveniles under a year old, and chicks, if they can be found. Mechanics: Retractable teeth Swarm large animals to kills them Able to be tamed Docile towards people Able to mimic animal sounds, people, various ambient sounds Material Properties: Their feathers can be used for decoration, and their meat is edible, though a bit tough. Alchemical Properties: Undiscovered; likely none.
  20. Sabre-Tooth Bear

    Sabre-Tooth Bear Description: One of the largest land predators, the sabre tooth bear is around 1.5 m (4.9 ft) tall at its shoulder, but when rearing back onto its hind legs, these animals are nearly 2.2 m (7.5 ft) tall, making them tower over just about every sentient species in Aversia. Their upper canines are around 15 cm (6 in) in length, and slightly curved and serrated. They generally weigh in at around 363–453 kg (800–1000 lbs), with females being a little lighter than males, though it’s never easy to tell just by looking at them. Their lifespan is around 20–25 years. While they are bears, they have an almost hybrid appearance; they have larger ears, long tails, and more wolf-like faces than other bears, making them look like they are some sort of wolf-bear hybrid, though that is, of course, not the case. Their coats are usually a light brown colour, with dark brown stripes along their bodies to help break up their shape when moving through the trees. They have long, sharp claws on all four of their paws, which they use to hold prey, and mark their territory on trees. Sabre-tooth bears travel in small family groups, usually consisting of a male, and one to three females, along with their young. Male cubs that reach a year will leave the family group, and will sometimes join forces with other young males to form bachelor packs. These packs will often challenge older males to take over their females and territory, and it’s around then that the bachelors will spit up. Female cubs will stay with the group until they are around two or three years before going off on their own. What makes the bear unique, is a sealing enzyme in their saliva. When wounded, the bears will lick their wounds, and effectively seal them shut with a sticky substance that mixes into their saliva when needed. This helps to stave off infection, or blood loss, though it’s only effective on smaller wounds. Deep, large wounds can be sealed somewhat, but not entirely, and still often leave them at risk for infection. The substance does help to heal the wound, but it doesn’t instantly heal them, or increase the rate of healing substantially. Distribution: They are found in the forests or Argione, and little where else. They don’t like the mountains, or the open plains, but they will travel there if food is hard to find in the forests. They are considered to be rare. Habitat: The sleep in dens dug out underneath the roots of trees, or tucked in small caves. Young cubs will often stay here with their mother until they are a little bigger, and strong enough to keep up with the rest of the pack. They return to the dens each night to rest, even if there are no cubs in the pack. Diet: They are omnivores, though they are mostly predatory. The bulk of their diet is meat, and they favour antelope, though they will also eat smaller predators if their ideal prey isn’t readily available. They will also eat berries and fruits, though this is only a small portion of their diet. Relations: Sabre-tooth bears are highly aggressive animals, and this is double when there are cubs in the pack. A mother bear who has been separated from her cubs will do anything to get back to them, and this includes killing something or someone if they don’t heed her threats. Males will also get aggressive towards other animals and people if they perceive them as a threat to their pack. This aggression is seen in cubs as young as six months, and as a result, the bears cannot be tamed or domesticated. Mechanics: Highly aggressive Saliva can seal wounds and help kickstart healing Live in packs Good low-light vision Material Properties: Most of the sabre-tooth bear can be used in some way. Fur can be used for clothes, bones and teeth can be used for decorations, and their meat, while a bit tough, can be eaten. Alchemical Properties: The glands that produce the substance in their saliva can be harvested. The glands are found underneath their tongues, and below their eyes, and require the bear to be killed to harvest.
  21. Gargantuan Death Oak

    Name : Gargantuan Death Oak Plant Type : Tree Description : Once measuring potentially hundreds of meters in height these trees were twisted and gnarled to the point of becoming something new, the Gargantuan death oaks are predominantly dead wood with thin areas of life in the center of the trunks as they constantly push out dead material, the exterior dead material and bark being extremely dense and durable, with the living wood in the center being incredibly soft and delicate, researchers believe the tree pushes out its denser wood layer to protect the inner central living layer. Additionally the trees only put out their leaves once a year in which they can soak up sufficient energy to maintain their growth until the following year. Rarity : Uncommon Location(s) : Southern Mainland Argione Development : Growing over the course of several millennia these trees are slow growing and the only ones of their kind in the known world, the trees never stop growing and put their leaves out in the spring for only three days before they drop off, It’s unknown if and how they produce seed. Wood Density (Strength ) : Livewood Core : 1 Wood Density (Strength ) : Deadwood Outer Layers + Bark : 9 Special : Can grow to extraordinary size, growing constantly. Properties : The trees have an extremely long lifespan as well as it being unknown if they reproduce. The trees can grow several hundred meters height. The outer wood is significantly more durable than the inner core of the tree. This tree is completely unique to Argione.
  22. Flightless Raptor

    Flightless Raptor Description: The flightless raptor is a strange, bird-like creature that roams the continent of Argione. They are generally around 180 cm (70 in, 5.9 ft) tall at their hip, and they can grow up to 7 m (23 ft) long, from nose to tail. They weigh in at around 498 kg (1,100 lbs) on average. They live to be around 25–30 years in the wild, and up to 45 years if kept in captivity. Flightless raptors appear to be some sort of arcane-mutated bird species, though it is unknown just what bird they developed from. They are giant, unable to fly, and they are predatory. They have long claws on their hands and feet, and their arms are long enough to grasp at prey while they kick out with their back legs. Despite their almost lizard-like appearance, they are still covered in feathers. Their snouts, hands, flares, and feet are the only parts of them not covered in feathers. The feathers are generally a pale, tawny colour, or pale grey-green, depending on where the animal is found; those found in the desert are generally a lighter colour to help blend in with the sand, while those found further south are a more green colour so that they are harder to see in the trees or grasslands. Many of them also have rosette-like spots across their bodies to help break up their form, even when they are on the move. One of their unique features are the flares on either side of their head. They look like large ears, and while they do help with hearing and are set right behind where their ears sit, their primary function is not to facilitate hearing; they are for displays. When relaxed, the flares rest back against their necks, making them less visible. When standing up, they can grow to twice their size from when relaxed, making the raptor appear larger. When blood rushes through them, they will also become brighter in colour. The raptors use them in threat displays, courtship rituals, and––in places where is gets hot––too cool themselves down. Like many other animals in Argione, the flightless raptor is able to use magic, though their specific spell is a very simple one. They can cast and hold Arcane Eye for a few minutes at a time, which allows them to detect active magic. This helps them when hunting so that they know if prey is using their defensive magic to protect themselves, or to avoid other predatory animals that might be able to use dangerous spells. They don’t require a casting instrument, as Arcane Eye is a core spell, though they are able to channel their magic through the one long claw they have on each foot. Flightless raptors are generally found in groups of around five to ten animals, as they use coordinated attacks as well as speed to bring down prey. Their top speed it around 72 km/h (45 m/h), which they can stay at for several minutes at a time before resting. Distribution: They are found throughout Argione, though they are most commonly found more in the northern area of the continent. They are also found in the desert, though their numbers are much smaller there due to the amount of prey that is found there. They are considered to be uncommon. Habitat: Flightless raptors make their nests along the active volcano in the north due to the fact that the heat of the lava can help incubate their eggs. When they aren’t nesting, packs will generally sleep under the same tree, generally during the day, and then head out at night to hunt. Diet: They are carnivores, and survive on meat from other animals. They will bring down just about any animal they can, even going as far as to target other predators if they think they can manage it. Their main source of prey, however, are the eastern antelope. Relations: Despite their predatory nature, they are social animals, and also highly curious. People generally smell like predators to them, so they are not likely to attack on sight. They are wary of strange creatures, but they will also venture in close to get a better look at something that’s new, and doesn’t look outright dangerous. They are similar to wolves in that aspect, and, as a result, it is possible to habituate them to people and tame them, though it takes a lot of work, and a lot of patience. Because of their size and sturdiness, they can be ridden, though it takes a lot of work and a lot of training to get them to accept a rider on their back. When being ridden, they are usually kept in muzzles to prevent them from biting, and similarly, their long claws are clipped down to make them less dangerous. Mechanics: Able to cast Arcane Eye Highly intelligent Very fast Able to be tamed and ridden Material Properties: Their feathers can be used for various things, as can their skin, as it makes good leather. Their bones and claws make for good decorations, but their meat is tough and not considered to be edible on its own, though it can be mixed with other things. Alchemical Properties: Undiscovered; likely none.
  23. Armoured Auroch

    Armoured Auroch Description: Physically, the Ba’Zelli’s mutations are minimal, though there is enough of a difference to label them as a different kind of animal. The armoured auroch is a large animal, standing at around 155–180 cm (61–71 in) at their shoulder, and weighing in at around 700–771 kg (1,500–1,700 lbs). Their horns are massive, measuring almost 127 cm (50 in) in length, though they are surprisingly light despite their size. The biggest change that happened from their mutations are their behaviour; after the shift in their landscape, the aurochs became largely solitary animals, though it’s not uncommon to see a couple of females wandering together with young. Males wander the landscape on their own, only gathering females when the rut begins, and they will fight other males for the right to the females they’ve gathered together. After, they go their separate ways and spread out across the continent. They are, like many animals in Argione, able to use some very simple magic spells. This is where the armoured auroch gets its name; they are able to cast the Life spell Bioshield, strengthening their skin to that of leather, and making it all the more harder to pierce. This is to protect them from the increasingly dangerous predators that now roam the landscape. Their horns are what act as their casting instrument. Armoured aurochs have also become highly aggressive animals. Even with each other, they will fight if they come across one another, especially males and other males. They are not welcoming to competition from other animals either, often driving herds of antelope out of their grazing spots to have all the food to themselves. In terms of appearance, little has changed. They still sport grey and black coats, though spotting is not uncommon on lighter-coated animals, which helps to break up their form, even out in the open. This spotting is more efficient in the trees, however, which is where the animals will flee to if threatened by predators. They also still move on six legs, rather than the usual four seen in most land animals. Their hooves are cloven, which allows them to move in rocky terrain much easier, though they prefer more open, flat, and grassy areas. They are also quite fast despite their size, able to run up to nearly 96 km/h (60 m/h) in bursts, and around 72 km/h (45 m/h) for longer distances. Distribution: They are found throughout Argione, though they are most commonly seen around wide, open plains. They are not particularly numerous, however, due to a slow breeding cycle and simply because their way of life is perilous for young animals. As a result, they’re considered to be uncommon. Habitat: Solitary animals, or the small groups they can be seen in, largely stick to open plains during the day, and then retreat to the edges of the forests at night to avoid being seen by predatory animals. They are largely nomadic, however, so it is rare that they will rest in the same place every night. Their young can walk moments after birth, so even during the spring they will continue to move about in search of food. Diet: They are entirely herbivorous, and only eat plants. Their diet does vary on what plants they will eat, depending on where they live. They will eat grass, leaves, berries, and fruits. They need a lot of food, however, and don’t do well in areas with sparse grasses such as the mountains. Relations: They are highly aggressive animals, especially the males, so it is not uncommon for them to charge if they feel threatened, or feel as if their territory is being invaded. They will flee if they think the threat is too much for them to handle, however. Young animals are very curious and docile animals, and can be captured and kept in captivity. Mechanics: Able to cast Bioshield Highly aggressive as adults Young can be domesticated Have six legs rather than four, making them very fast Material Properties: Their meat, fur, bones, and horns can all be used for various things. Fur can be used in clothes, their meat is edible, and their bones and horns can be used for decorations. Their horns can also be attuned by mages to be used as a casting instrument, though they are usually carved down a bit; a single horn equal to a staff. Alchemical Properties: Undiscovered; likely none.
  24. Miniature Dragon

    Miniature Dragon Description: The “miniature” in the name of this animal is something of a misnomer, as miniature dragons are far from small. They hold no genetic relation to the dragons that exist elsewhere, simply earning the name from appearance alone. In general, they are around 3.5–5 m (11–16 ft) in length, with a wingspan of nearly three times their body length. They weigh in at around 453–600 kg (1,000–1,320 lbs). They can live to be 30–50 years old, with females generally living longer than males. Miniature dragons are generally green or brown with little variation, though their undersides are usually a very pale blue colour. This allows them to blend into the sky when they are flying so that animals they are hunting have a harder time seeing them when they look up. They also blend in with the ground below when looking down, which comes in use when avoiding fights with other dragons. They have two legs, and what would be their forelegs are their wings, with their front toes extending down through the membrane to help stabilize it and protect it from potential damage. On their back legs, they have long, clawed toes that can be used to grip prey, or a perch. They have three toes that bend back, and one that bend forwards, making their grip more solid. They have prehensile tails as well, but they are generally only used to grip branches to keep themselves perched. Resting beneath their tongue, is a foot-long prong that acts as a casting instrument for the miniature dragon. They are able to cast Fumigation, making it appear as they are able to breathe smog. As a counter to their own blinding spell, they have a clear membrane that comes over their eyes to protect them, and a similar membrane that closes off their throat and nostrils. They are able to hold their breath for up to two minutes with the membranes down, but after that, they need to leave the smog to breathe. Fumigation is generally used on prey to blind and suffocate them so that they are rendered unable to flee from their grasp. Miniature dragons are solitary animals, and only come together to reproduce. Otherwise, males and females will fight each other for resources and territory as much as males will fight other males, or females will fight other females. The only time more than one dragon is seen together is when a mother is with young, usually two or three dragonlings. Distribution: They are found all over Argione, and no where else in the world. They are most commonly spotted above open plains, as the dragons are able to spot and dive bomb prey much easier that way. Habitat: Dragons will roost in large trees, and will generally return to the same tree night after night. They mark their favourite roost with scent markings that can be smelled by even humans, and claw marks. In the early mornings, due to being cold-blooded, they will rest near the areas with active volcanoes to warm themselves up fast before going about their day. Diet: Despite their sharp teeth, miniature dragons are actually omnivores. They will eat both meat and plants, though they prefer things such as fruits that drop from trees rather than grasses and leaves. The bulk of their diet is meat, however, and they are considered to be top predators, able to bring down just about any animal they come across. Relations: Miniature dragons see people as another source of food, and will sometimes target them for a meal, as they appear small and easy to kill. Due to the fact that they can fly, they are hard to bring down, and are entirely wild, making them impossible to domesticate. Mechanics: Capable of powered flight Able to cast Fumigation Cold-blooded; require a period of rest in warmth to function Can hold their breath for up to two minutes Highly aggressive and opportunistic Material Properties: Their skin can be used in clothing, and even light armour, and their bones and claws can be used for decorations. Their meat can be eaten, but do to their diet, it’s not pleasant to eat. The prong under their tongue can be attuned by a mage to function as a casting instrument at the same level as a wand. Alchemical Properties: Undiscovered; likely none.
  25. Unicorn

    Unicorn Description: Believed to be mutated wild horses, the unicorn a creature that has stepped right out of mythos. They are somewhat large, standing at about 140–145 cm (55–57 in), and weighing in at around 272–294 kg (600–650 lbs). The horn that adorns each unicorn’s head is around 30–35 cm (11–13 in) in length and curves slightly as it grows so that the point is facing between the animal’s ears. Their average lifespan is about 25–30 years. In every way, the unicorns are horses, but there are a few features that distinguishes them from their fellow equines. Their hooves are cloven like a goat’s, and they have long tails, ending in a tuft of fur, much like a lion rather than the average horse. And then there is, of course, the horn that grows from their forehead. In general, the unicorn is a mostly black animal, its mane and tail fur a pale cream colour, and their legs and nose are also often the same cream colour. It is not uncommon for them to be solid black, or varying shades of grey and brown, but the most common colour is a sort of silver black. There are white animals as well, but they are exceedingly rare. The horn is the most interesting part of the unicorn. It usually an off-white colour, but when night falls, or the animal casts, the horn glows a bright cyan colour. They use this horn to help them see in the dark a little better, mark their territory, and to cast. They can only cast one specific spell: distill. This spell is often used on contaminated fresh water, drawing out toxins and cleaning it up to make it safe for the unicorn to drink. This will often attract other animals as well, and when the unicorn drinks, it’s common to see many other animals joining them, and taking advantage of the clean water. The toxins from the distilled water are then stored in the horn for up to a day, and can be released when the horn is either rubbed against a tree trunk, or thrust into a living being. This helps to mark territory, and potentially sicken or kill potential predators. After the twenty-four hours, the toxins are shed along with the top layer of their horn, and it will no longer cause extra harm. Distribution: They are found throughout the forests and mountains of Argione, though they seem to prefer the mountains, as most grounded predators have a harder time reaching them there. They are only found on Argione, however, and nowhere else. Habitat: They are nomadic by nature, travelling in pairs or in groups of three if there’s young. When foals are born, however, they will travel to the edges of the forests to give birth so that the mothers can see potential danger, and allow the foal to find its footing on level ground. They will generally sleep under trees or under rock outcroppings to avoid being picked off by flying predators while they rest. Diet: They are herbivores, so their diet is made up of various grasses and plants. They have hardy teeth and stomachs, so they can eat most plants and get nutrients from them, even the sparse grasses found high in the mountains. Relations: How they react to the presence of people differs on whether the animal is a full adult, and whether it is a male or a female. Mares, juveniles, and foals will generally flee, but stallions are likely to charge and potentially attack if their feints and threat displays aren’t heeded. Because of this flightiness in youngsters and mares, and aggression in stallions, they are not tameable animals. Mechanics: Can clean contaminated water using the spell Distill Horn is toxic for 24 hours after Distill is used Males are highly aggressive; females are skittish Not able to be domesticated Material Properties: Their pelts, horns, bones, and meat can all be used for various things, such as clothes, decorations, and food. Their horns can be attuned to be an instrument that casts at the same level as a wand. Alchemical Properties: If the horn is removed before the twenty-four hour shed, the toxins can be gathered from the top layer of the horn, and it is possible to gather small amounts of powdered mana, if the toxin happened to be liquid mana.
  26. White Stag

    White Stag Description: The white stag is a mysterious animal that appeared after the magical fallout in the East. Far from small, this animal stands at around 147–157 cm (58–62 in), and weigh in at around 408–498 kg (900–1,100 lbs). They generally live to be around 10–15 years of age. As the name suggests, they are pure white, deer-like beasts that began to appear across Argione after the continent was overwhelmed with the arcane. It is unknown what they originally were, as they appear to be a strange cross between a large stag, and a horse, but their behaviour seems to lean more towards deer than a horse. They stand tall, with strong legs and heavy bodies, thick necks, and narrow, deer-like heads. Their tails start somewhat long, and start as a regular deer tail, before long threads of hair make up the rest of it. Their horns are their most striking feature, however. They have two antlers that grow just in front of their ears, and the horns almost appear to split into two, entirely separate prongs that then twist together as they grow. Despite this, their horns are quite strong, and they will use them to fight one another during the rut, or mark their territory in the bark of trees. Despite the colour being so obvious and striking, every member of the species is pure white, even their horns. The fact that they are just so large is likely the only reason they are able to survive predation long enough to reproduce, though they also seem to give off a strange, almost disconcerting aura that seems to be a deterrent all on its own. This aura seems to be nothing more than the feeling of being unsettled by such a strange, almost ethereal creature, and not from something more sinister. Distribution: They are found only in Argione, and no where else in Aversia. They are specifically found within the various forests across the continent, though just how many animals there are is unclear. They seem to be few and far between, and are considered to be rare. Habitat: They are solitary animals––both males and females––and each animal controls a piece of territory a few square miles wide. They don’t generally have a specific spot that they rest in, preferring to move about their territory and mark trees that border other stag’s territories. Diet: They eat the various grasses and plants that grow in the forests, as well as berries and fruit, and leaves that they are able to reach from the tree. Relations: They are elusive animals, and highly skittish. The scent of something strange will send them running deeper into the forests, and they are not able to be tamed due to their wild and flighty nature. Mechanics: Presence causes the feeling of being deeply unsettled Not able to be domesticated Extremely hard to find and see Material Properties: Their fur and horns, and their meat can all be used for various uses including, clothing, decoration, and food. Alchemical Properties: Undiscovered; likely none.
  27. Eastern Antelope

    Eastern Antelope Description: Originally believed to have been a species of deer before the arcane fallout that engulfed Argione, the eastern antelope has since mutated from prolonged exposure to the arcane energies that have flooded the continent. It’s a relatively small animal, standing at around 81–104 cm (32–41 in), and weigh in at around 40–65 kg (83–143 lbs) for males and 34–48 kg (75–106 lbs). They live to be around 10–12 years on average. They are striking visually, with pale, grey-blue coats marked with off-white chests and bellies, and orange-brown stripes along their backs. It’s unclear why the coat colour came to be, but it is possible the odd colour is off-putting to some predators. Their horns are quite unusual too, as they look nothing like other deer that live across Aversia; they have three horns as opposed to the usual two, and the ones that grow closer to their ears generally made of two prongs, one shorter than the other, and then a third that grows from their forehead. This one is a little thinner than the other two, and is a single prong that grows in a slight curve, pointing towards their back. This central horn serves a very particular purpose, though it is not inherently visible at first. The central horn acts almost like a casting instrument, allowing the antelope to channel mana for the use of magic, but they are capable of only casting a singular spell from the Mind tree: Blur. This spell appears to have a sort of cool down time, but the animals only ever use this spell if there is an imminent threat of danger from a predator. This horn can be removed and attuned to a mage to use as an instrument, at the same level as a wand. They are found in large groups of animals, ranging from five animals to over twenty in a single herd, generally made up of young males, females of varying ages, their young, and anywhere from one to four mature adult males. Distribution: They are found all over Argione, and no where else, as they are the result of the magical fallout that took place towards the end of the Aestatian-Aversian War. They are one of the most common animals, however, and their range stretches to all over the continent, except in the desert and volcanically active areas. Habitat: They favour open plains, as these areas offer plenty of grass and plants to graze on, and the open space allows them to catch sight of predators early on. They are also found in the mountains across the continent, so long as there is grass and other plants for them to eat. Diet: They are herbivores, and will eat just about any plants that they can find, but grass is their main source of food. Relations: It is currently unknown how they will behave towards Aversia’s sentient races, as they have yet to encounter them, but due to the fact that they are a prey species, they are most likely skittish, and will flee if approached. Mechanics: Able to cast Blur Not able to be domesticated Central horn can be used as a casting instrument Material Properties: Their fur can be used for clothing and decoration, their horns can be used for decoration, and their central horn can be used by a mage as a casting instrument, should they attune it. Alchemical Properties: Undiscovered; likely none.
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