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    • Kyle1322

      Public Lore Removal Notice   12/02/2017

      On the 20th of December, the Public lore section will become temporarily private in preparation for the new world. If you have any final notes or things you wish to do, do it before the 20th! When the exodus happens, it will become available immediately afterwards, so it won't be gone for too long.
    • Serethia

      The Hibernia Grotto   12/04/2017

      This year's Hibernia Grotto will be appearing over the next few days! Be ready, as its opening times may be somewhat random over the course of the following week.

Latest Lore Updates

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  1. Earlier
  2. Regions Taxes will be coming back. All regions will have to go through application again Regions wanting to be accepted should be complete, meaning they are built to a functional standard before they will be accepted Regions will be slowly transferred in, larger the city longer it will take for it to be put in. Noble houses are being reset to clean out inactive ones. Those still active will receive full refunds at staff discretion. Accessibility to the map itself will be available soon for viewing. Magic Mages will start out without their magic and get one tier back every other week. Archmages will be a tier ahead of other mages to help them teach. All magical items and artifacts are being removed and reset. Archmage keystones are exempt from this revocation. The list of all items being removed are: All artifacts. Player-created magical items. Casting instruments with additional magical properties. Event loot with magical properties. Items that are not being removed include: Materials and alloys (including those acquired from events.) Player-made materials and alloys. Casting instruments without additional enchantments. Trophy event loot. Mundane event loot with no magical properties. Player-made weapons and armor. Traits Divine traits are getting removed from players. Vallahism is not a divine trait and is not going to be removed from players Championships are included and will be taken from their current holders. Profession Professions will be getting a system that benefits players effort, more information will come at a later date.
  3. Lore Journal: May 2016 Onwards

    “He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into the abyss, the abyss gazes also into you.” - Friedrich Nietzsche The Fallen Also, We have fixed the Techlock to Re-Allow the use of Molotovs, after a long discussion. Handheld Explosives however remain gone.
  4. The Fallen Conduits of the Void “He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into the abyss, the abyss gazes also into you.” - Friedrich Nietzsche Voluntary acquisition of this trait results in guaranteed permadeath. Basic Overview: As the inexorable tide of the Void surges across the land not all fight back; there are some both desperate and depraved enough to instead embrace the creeping destruction threatening to overtake the land in exchange for great power and, perhaps most temptingly of all, assurance of their own survival. The Fallen are those who have pledged themselves to the Void and become its conduit, a legion of the damned who are either compelled to or voluntarily work to bring about the end of the world as mortalkind knows it. Appearance: Those among the ranks of the Fallen are quickly warped and altered by their binding to the Void. They begin to slowly and visibly rot from within, with their flesh growing both slimmer and far more pallid. In addition the color of their eyes begins to be gradually overtaken by a creeping ebony darkness that only grows greater the longer their service to the Void persists. In total it appears as if darkness itself is eating away a Fallen from within. Upon all Fallen located somewhere on their flesh is a glimmering brand made of twisting and indecipherable glyphs that serves as a physical representation of the contract they’ve made with entropy itself. Acquisition: The few desperate enough to side with the Void often find that it finds them first. Dark and intangible whispers plague the dreams of those vulnerable to corruption and most likely to be willing. Those scant few twisted enough to give in find themselves guided onwards towards the far corners of the land where occult ruins stand tall. It is there that they are greeted by a dark representative of their kind who guides them through the process of beginning their descension. Though the full details of the pact and the rituals required to make a contract with the Void are obscured, it is common knowledge among those learned in the occult that the final step is always the consumption of a still-beating heart torn from one of the Void’s greater minions, perhaps even a former member of the Fallen who lost the Void’s favor. Others find themselves brought in service to the darkness that lies beyond through other means. Some of those among the Fallen actively serve in that foul role as representative of the Void’s horrors, tirelessly working to convert their former kith and kin to the same dark path that they now follow. In those cases the ceremony is much the same, though the consumption of a heart is oft replaced with equally profane and terrifying atrocities that serve as fair substitute. Consequences of Servitude: Few decisions have the same reverberating and permanent impact upon an individual as choosing to serve the Void does. Those who serve the Void are forever cast out by the Pantheon; unable to gain their boons and rejected from their favor. Nor will common society accept them; if someone recognizes a Fallen for what they are it is likely they’ll be burned at the stake (or worse.) The price of power is even greater than this alone, though. A Fallen is incapable of being revived by anything other than the whims of the destructive and intangible force that they pledged their soul to, and it does not take kindly to servants that have failed it. Perhaps the biggest consequence of all though is that pledging your soul to the Void is an inescapable fate. This trait cannot be lost once it is acquired, nor can the contract one makes be broken. The Fallen are truly, completely, and irrevocably damned. Effects: The boons that the Fallen glean are as unique as the other horrors that spring forth from the void. There are however some universal features that are shared by each among the ranks of the Fallen beyond the general alterations to their appearance. A member of the Fallen grows in strength the longer they survive in service to the Void, unless the direct intervention of their dark masters accelerates or hinders this process. Universal: (These are the abilities that all Fallen share.) Damnation Those who pledge themselves to the Void are irrevocably damned. There is no escape from this fate; a willing pact with entropy itself always leads to an individual’s inevitable doom. The natural forces of the world revolt against those who are among the ranks of the Void’s endless legions; they cannot be revived by any means other than the whimsy of their dark masters and they cannot become Blessed or Shamans or gain any other boon of the natural world or the Pantheon. Prophet of Ruin Through areas of great destruction and mass desecration and other horrifying ruins the members of the Fallen can see the handiwork of the Void and its entropic effects upon the world. A ruin is far more than just a pile of rubble, and a wasteland is verdant for them in ways that those free from the influence of the Void can barely comprehend. A member of the Fallen may use any major ruin or site of devastation as a shrine to both pray and commune with the Void. Through this, they can gain crude knowledge of the future by reading what the Void has wrought in destruction and what in particular they should do next to help accomplish their dark master’s goals. In addition, Fallen Mages may use applicable sites as substitutes for Leylines for purposes of the spell Meditation. Final Act A Fallen selfishly holds their grip on life in spite of all odds, held together in part by their own force of will and the dark power flowing through them. When a Fallen would die, they do not simply die. Instead they manage to hold together just long enough to complete one action after they would’ve otherwise died. This action can be as simple as swinging a sword or as complex as casting an elaborate spell that takes hours of effort to bring about. It does not matter what this Final Act is as long as it’s one concrete physical action. Abstract acts that require the completion of multiple actions to do such as choosing to hunt down your killer or make a masterpiece artifact do not qualify for this ability. A Fallen will be able to complete this final act even if reduced to nothing but a torso: their flesh will contort and repair as it either manipulates what it can of itself or pulls its broken fragments together to temporarily complete it. They cannot die until this act has been completed or interrupted. If a Fallen manages to use this final act to kill an individual they instantly reap their victim’s life essence, reducing all wounds they suffered down a single severity category on the wound severity chart. This effectively restores them to the point where they are living once again and capable of acting, although if they do not receive medical treatment within the next day for their injuries they will begin to die again. For every time a Fallen manages to successfully resist death using Final Act they permanently gain another action that they can use when reduced to this state once again. For example, a Fallen who has killed their way out of Final Act twice will have three actions they can complete in this state in future conditions before they die again. Final Act is always available the moment a Fallen is brought to a state they’d die, even if it occurs immediately after being revived by this ability. Inversion Perhaps the most potent boon that all Fallen receive is a dark endowment to their own natural skills and talents. Each member of the Fallen acquires one of five Inversions, partly chosen and partly determined by the incomprehensible will of the Void at the moment of their descension. The Path of the Profane (This can only be selected by characters with a divine trait.) Those who turn away from the Pantheon to embrace the Void find themselves gifted in ways that they never would under the gods. Their former blessings do not leave them; instead they find themselves with greatly enhanced equivalents granted by their dark master. These dark boons are much akin to what they imitate with some key differences. They are almost always visibly distorted by the dark power that fuels them, and they are all profane in nature. Followers of the Profane Path experience the following changes: Any brand or marking they had that was bestowed by their blessing is immediately replaced with the emblem of the contract they’ve made with the Void. This taint spreads into their abilities as well, which alter in appearance to match their new profane power. There are no longer any restrictions on the usage of their blessing. It can be used freely with no consequence and it can be used to target any creature. Those on the Path of the Profane find that their abilities treat all creatures equally as if they were weak or vulnerable to their effects as long as their target is not a servant of the Void. For example, a fallen Solarii burns undead as easily as they do mortal flesh. Any power granted by a former blessing can be used freely without worry of wasting their might. All cooldowns they experience are at most ten minutes in duration, and in addition they experience no suffering from the act of overusing their abilities or exerting them beyond normal limits. The Path of Chaos (This can only be selected by characters with Shamanism.) For a shaman the act of turning to follow the Void is a far greater sin than most. It is not just a rejection of the natural world most of them once held dear; it’s open defiance of it. Fallen shamans are rare indeed, but their power is not to be understated. They no longer channel just the element they were once attuned to; they channel the raw power and destructive fury of the Void itself. Followers of the Chaotic Path experience the following changes: The brand that the Fallen’s contract with the void creates is all encompassing over their flesh. It spreads across the surface of their skin like oil forming a full body ritualistic tattoo that unmistakably declares their allegiance to the void. Followers of the Path of Chaos gain access to an additional, new shaman path that compliments their prior abilities. This path of destruction and despair does not replace their prior path and instead merges with it, altering and twisting both the appearance and effects of their prior abilities to some small extent. This path can be found in this trait’s reference section under the name of “Path of the Damned.” The Path of Entropy (This can only be selected by characters with a lit spark.) Many magi finally understand what prices they’ll pay for power when they are greeted with the dark wares that the Void offers to its devout adherents. Spellcasters who give themselves to the Void’s dark machinations are granted foul and profane boons that aid and supplement their casting, granting them additional knowledge and perhaps most importantly of all the power to use it. Followers of the Entropic Path experience the following changes: The travelers of the Entropic Path find their knowledge augmented through fulfillment of their dark master’s whims. They find fragments of information about things that they destroy flitting through their mind. Any item they destroy leaves faint traces of its history and what knowledge it may’ve contained within their thoughts. While most of this knowledge is ephemeral, a fallen can spend a minute of concentration to gain up to three factual pieces of information about what they destroyed by sifting through their thoughts. These pieces of information can be explicitly targeted, though there is always a risk of inaccuracy in trying to pinpoint exactly what they desire. Once this ability has been used on knowledge gleaned from an item three times, the remaining knowledge they possess of it is too fragmented and incoherent to truly decipher from then on. Those magi who serve the Void find themselves gifted with a dark font of power through which they can draw upon to aid in the casting of their spells. They gain an additional secondary mana pool of up to one hundred mana points. This pool can be drawn upon to bolster their own mana pool or pay the price of their spells at a dire cost. Every point of mana drawn from this pool brings the power of the Void coursing through them, gradually eroding them just as they harm the world they are pledged to destroy. An equivalent percentage of the both the caster’s stamina and vitality is lost for every point of mana drawn. Draining this pool of ten points removes a tenth of the caster’s life force. This has the effect of gradually and methodically killing the caster as necrosis spreads further through their flesh the more they cast. Damage caused by this power takes several septs to recover from. Imbued with a supernatural mastery of the manipulation of energy itself, a mage who walks the Path of Entropy is capable of ripping the life essence of their foes as they die away. The very act of murder is enough to sustain an Entropic mage, allowing them to shed away mortal necessities as long as they continue to slaughter. They steal enough stamina and vitality from every sentient creature they slay to restore a fifth of their vitality. For purposes of vitality drain caused by channeling their Void Font this value regained is equivalent to twenty percent. Killing other creatures restores smaller amounts of vital energies subject to DM discretion. When a Entropic mage kills and heals themselves for more than they can heal, that remaining energy instead goes to sustaining and prolonging their existence. For every murder with excess energy they do not age for two septs. The longer this supernatural preservation continues the less and less they need to both eat, drink, or breathe to live. At ten septs of supernatural preservation they no longer need to eat or drink or breathe at all. Entropic magi gain access to a small repertoire of spells that allow them to channel the will and whimsy of the Void. These dark and potent magics can only be cast using mana drawn from their Void Font. This small tree can be found in this trait’s reference section. The Path of the Occult (This can be selected by any Fallen.) Those artisans of the land who would join the Void’s cause are granted the dark power necessary to bring about the most horrifying creations from within their dreams to life, even if their existence might be only temporary at best. These profane craftsmen find themselves channeling the will of the Void to forge the armaments and materiel necessary as fuel for its endless and undying legions. Followers of the Occult Path experience the following changes: Occultists can, through a variety of means often unique to each follower, imbue the entropic might of the Void into their creations as they work. This process allows them to craft dark and potent artifacts and magical armaments at a dire cost: unless they supplement the process of creation with great sacrifices, acts of destruction, or iconoclasm, the resulting item becomes exponentially more fragile and far less durable than it would’ve otherwise been. Those who walk the Path of the Occult can use the dire power that flows through their hands and into their work to unmake creation itself in a mockery of their former talents. An occultist can slowly decay an item back into nothing more than ruined but salvageable remnants of its raw materials by channeling their imbued power forth and into the object. This ability has a range of five meters and takes a number of emotes per turn equal to the item’s rarity. Items with rarities of 8 or 9 are too powerful to be deconstructed. If this power is used on raw materials, it instead reduces them to dust over the duration, taking an additional post for each rarity above common the material is. This does not work on legendary materials. An occultist can send forth the raw might of the Void through raw materials to bring forth a shadowy masterpiece of what could’ve been made. This process destroys the materials as it reduces them into naught but ash that swirls upwards to form whatever they seek to create. This act takes two emotes of concentration for each cubic meter of material they work with, taking at minimum two posts. These shadow constructs are masterpiece items that do not persist for long and last a number of hours equal to their size in cubic meters. Over the course of their duration these items gradually crumble back into the dust that they came from. Anything made in this way must be a possible creation using the materials destroyed in the process. Every Fallen who walks the Path of the Occult may imbue an object of importance to them with a fragment of their power. This process of attunement strengthens the item, doubling its durability and hardness. If it is a weapon it becomes supernaturally lethal, dealing wounds that cannot be naturally healed. If the item is an artifact than all of its attributes beneficial to the Fallen who imbued it are doubled and all of its negative attributes are halved. In addition, its cooldowns are lowered down to a minimum of fifteen minutes if they weren’t shorter beforehand. Items imbued this way count as profane. A Fallen may only have one item imbued at a time in a process that takes eight emotes of uninterrupted concentration to complete. This ritual may also be used to change which item is imbued. Imbuement can only occur once every twenty-four hours. If a shadow construct is imbued it no longer decays. The Path of Severance (This can only be selected by a Fallen who doesn’t qualify for Chaos, or Entropy.) Those warriors who offer their souls to the Void are granted the power necessary to finally put them on par with all foes they might face in its service, no matter whether their enemies wield steel or magic, no matter whether they be mortal or immortal. They become walking heralds of despair and a symbol of the impending end; capable of stealing and destroying the very energies that hold the world together. The very edge of their blades becomes fine enough to even slice through magic and even the souls of their enemies themselves. Followers of the Severance Path experience the following changes: An individual who walks the Path of Severance may treat all magic as if it were solid on a whim. Any equipment they wield can also treat magic as solid. This allows a Fallen to strike and act upon magic as if it were as easy to target as an enemy’s blade. For example, a Fallen can swing their blade through a spell as a mage is forming it, effectively destroying it and counterspelling it. Likewise they can strike against magical wards and slowly hack their way through them, methodically destroying them. The hardness of a spell or magical effect for purposes of this trait is equal to one plus its tier. A Severist can tear themselves and their weapons between worlds, rendering themselves incorporeal. While incorporeal they are immune to all things but magical damage for the duration. Any strikes they land in this state pass through all non-magical material as if it wasn’t solid. If they strike against flesh they cause minor necrosis through the tissues where their blow passed through. While in this state a Severist may become corporeal again at will by tearing themselves back through. If they make a successful attack against a sentient creature then they temporarily sundes the bond between its soul and its body, letting it go adrift for a single turn’s length as its soul desperately attempts to reattach to its body. During this turn they do nothing but froth and spasm in place until their soul reconnects with their body at the end of the effect’s duration. If a Severist sunders a soul in this way then they are immediately jerked back into the corporeal plane and find themselves unable to become incorporeal again for an hour. Those who walk the Path of Severance are not so easily cut down. They are held to life by dark and twisted bonds that keep them permanently alive no matter their condition as both a boon granted to them by the Void and as a punishment if they fail in their tasks. A Severist will be alive even if their heart is torn beating from their chest and smashed upon the stones. They will still be ‘alive’ and thinking and in agony even as they are burnt to ash and spread upon the ocean waves. Pain does not stop or dim for a Severist, though they can effectively keep fighting long past when a mortal man should have been dead as long as their body is still capable of fighting. Instead of triggering on death for them as it normally would, Final Act only triggers for a Severist when they are finally reduced to a state where they can’t fight in any longer. A Fallen on the Path of Severance possesses the ability to truly even the fight between him and an opponent. Using their bare hands they can tear open a hole out of reality and into the Void, initiating a dark and dire challenge to their foe. At the moment it’s initiated the Severist’s target will feel a dark tug upon the entirety of their being that feels as if something is trying to draw them somewhere else. They can either choose to fight against this force or accept its pull and be drawn into the abyss alongside the Severist. If the Severist’s target resists than the Void is unable to pull them in, ripping away at their life force as its grip tears portions of their essence free before it fades. The target immediately loses fifty percent of their stamina and vitality in this case, leaving them fatigued and covered with patches of dead and dying flesh where mass necrosis struck their body. If they refuse to resist the pull and let it drag them away then they and the Severist are drawn into a duel in the Void itself. In this abyssal arena no magical or supernatural abilities work, including the Severist’s own. Both are restricted to only their natural form and the weapons and equipment they fought along. The duel ends when either ten emotes have passed or one of the two combatants has perished, sending them both rippling forth back into the real world. No intervention is possible while this duel takes place, nor can it be scryed. A Severist may only use this ability once every twenty-four hours. If the Severist loses, Final Act immediately triggers when they return to the real world. Forced Servitude: Despite the numbers of Fallen it is a rarity among them to be truly willing servants of the Void. As sources of great power fall to the Void’s sway so too does its corrupting influence flow outwards into all those that were once tied to that source. This is most particularly an issue for those who serve the Pantheon. When a god of the Pantheon falls to the Void, all of his servants find their own blessings twisted and tainted as the Void itself laps gently against their soul. This is not a conscious or voluntary descent: to those who fall because their God fell it is as if nothing ever changed. To their perspective they are merely doing what they were always doing in the name of their god and faith even as they proceed to work to accomplish the will of the Void itself. A blessed of Sol may be setting a town aflame preaching the glories of the Void while from their own perspective and within their thoughts they truly believe they are purging a den of monstrous Vallah and praising the glory of the sun. While formerly blessed Fallen are the most common to be trapped into servitude in this fashion, it is possible for other Fallen to find themselves entrapped through different methods. A mage might spend too long in the shadow of a Leyline corrupted by the Void’s taint and be suffused and altered by the power it methodically pumps through their veins. Resistance: The Void’s control over a soul that hasn’t voluntarily given itself over is not an immutable thing. It is an act of deception and a twisting of their servant’s perception. To those who fall to the Void’s influence friend becomes foe and foe becomes friend. There is a brutal irony in it all: this dark influence twists their perception so that they see themselves fighting amongst their friends and comrades against the horrors of the void when in reality they stand rank-and-file with the same aberrations that they lost their freedom fighting. Other twistings of perception sometime occur, although this is the most common. The Void deceives its unwilling servants out of necessity; the realization that they are under its enslavement allows an unwilling servant of the Void to work to break themselves free of their tie. Without the font of their increased power; often whatever led to their corruption in the first place, they are free of the Void. In the case of a blessed freedom is as simple as learning of their fate and renouncing their god and blessing so that they might be free. For a mage who has fallen the act that brings them freedom might be the sundering of their spark. While those who unwillingly serve can break free if they are knocked from the haze that the Void inflicts upon their perception, those who willingly serve can never be freed from their damnation. Reference Path of the Damned [ Walk the Path ] Shakti Cost : -- Cast Time : -- Classification : Passive, Harmful Duration : Passive Range : 3 meters. Effect : Life wilts and dies where you stride. The world rebels against your presence as the elements themselves slow to a halt in your presence. Each movement you make carries with it the power of the Void, and the land suffers for it. This has the effect of making every location you walk unsuitable for life and dimming fire, slowing wind, and even making the tides cower to a halt. Note : Most of the effects of this passive are cosmetic aside from the rot and decay you leave in your wake. [ Foul Conduit ] Shakti Cost : -- Cast Time : Instantaneous Classification : Channeled, Harmful Duration : As channeled Range : 4m + 4m per emote Effect : You draw upon the dark power of the Void, allowing it to suffuse and imbue your being. For every post you draw upon this dark power you regain five shakti points that either refill your own pool or the pool of one of your totems. For every post you overcharge yourself these dire energies spill out into your environment, causing all reality to slowly decay and crumble over time. You cannot move at all while channeling this ability. Every post you overcharge yourself the range of decay and destruction you emanate increases by four meters to a maximum of twenty meters. Note : Any major movement whatsoever causes this ability to be interrupted. [ Void Stride ] Shakti Cost : 4 Cast Time : Instantaneous Classification : Active, Harmful Duration : Passive Range : 3m Effect : The boundaries of this world part for you as you take a step out of this world and into the dark domain of your master. You dissolve into a spiral of abyssal darkness and flow forth to a point within ten meters of your choosing. As you travel you throw through all materials in your wake. If you travel through an object to reach your destination it proceeds to rot or decay. Flesh that is passed through suffers necrosis damage. Note : It is possible to dodge the projectile that this teleportation creates, though it is incredibly difficult. You do not have to exit this teleportation at your destination as long as you pay the Shakti to teleport once again, allowing you to continue traveling towards your next destination. Travel done in this way takes roughly a second per ten meters. [ Annihilate ] Shakti Cost : 5 per emote Cast Time : Instantaneous Classification : Channeled, Harmful Duration : As channeled Range : 25m + 25m per emote Effect : Calling upon the darkest depths of the power you have been given, you bring forth the true raw and entropic might of the Void into the mortal world. You clasp your hands together and then bring them forth, sending forth a curdling beam of raw destructive wrath forth in a blaze of ebon power. This ability creates a beam of abyssal light that goes forth 25 meters before it dissipates. It has a diameter of half a meter. Anything that touches this beam is sent flying back as it’s hit with 500 lbs of force. Objects that the beam touches are instantaneously blasted back, if possible, and the surface of them that made contact with the beam is reduced to nothing more than ash. The beam methodically burrows through objects that it cannot push further back. For every post this beam is channeled it grows half a meter in diameter and 25 meters longer, and it projects an additional 5o0 lbs of force. While this ability is channeled, the caster cannot move far from their initial position without interrupting their concentration. They can, however, move enough to rotate the beam in different directions. Note : This ability requires both of your hands to be free to use. Faint traces of your prior elemental path before you acquired this trait can be seen swirling around the base of the beam. - Void Spells - Dark Lash Void Tier 1 Font Drain: 4 VP + 4 per tier. Cast Time: 1 Post. (See notes.) Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 30m. Focus: The Spark. Target: Any. Effect: Relying upon their will and one brief surge of dark power, the caster sends forth a stream of four foul and lacerating tendrils of profane energy. These temporary appendages spring from the apex of the caster’s instrument and leap forth to a target within thirty meters. Upon impact they either grapple on to an object and pull at it with ten pounds of force per appendage, or they strike deep gouges into whatever surface they connect with. At each additional tier the caster conjures an extra four tendrils of dark energy from the Void. Note: This spell takes an additional post to cast for every two tiers beyond the first that it is cast at. At tier three it takes two posts to cast, and at tier five it takes three. As a rule of thumb this spell inflicts moderate wounds to flesh and does little but scratch armor. The entropic nature of this magic makes damage it causes exceptionally hard to heal or repair, taking twice as long. In addition wounds caused by this spell are especially painful and disrupt concentration when acquired. Each tendril may be aimed separately. If the caster casts this spell without an instrument then they may choose from where these appendages are conjured. Mockery Void Tier 2 Font Drain: 10 VP + 2 per Post. Cast Time: 2 Posts. Classification: Channeled, Safe, Profane. Duration: Instantaneous. Range: 30m. Focus: The Spark. Target: Self. Effect: Through a process of flooding their flesh with a surge of entropic power from the Void, the caster becomes a distorted and horrifying facsimile of themselves. In this monstrous form the caster no longer appears as they once did beyond a superficial similarity that allows them to be only barely recognized by those who knew them. This new form is covered with various alterations and changes common to those horrors that the Void conjures, rendering them a blasphemous mockery of who they used to be. In this state the caster gains the ability to necrotize living flesh with but a touch, and creatures they slay rise up again as mindless undead in service to the Void. They may gain other minor features dependent on the nature of their alterations, but few of them have any true benefit aside from minor increases to the caster’s speed, strength, and stamina at best. In addition, they can cast other Void spells even in spite of channeling this spell with their normal cost and cast times. While Mockery is active the caster is no longer truly mortal and they cannot be killed as long as they maintain the Void’s favor. The moment they suffer a wound foul energies begin to stitch them back together again. Each time they are rejuvenated they lose an extra amount of power from their Void Font equal to the severity of their wound. A minor wound drains only one point from their Font, while a lethal wound drains four. Normal damage from drawing upon the Void Font does not apply while this spell is active. This regeneration can even recover severed limbs. Note: This spell cannot be interrupted as normal channeled spells can. Instead it only ends when the caster is dealt wounds that are irrevocably lethal even in spite of their regenerative properties (complete disintegration) or when they run out of power that they can draw upon. If the caster dies while Mockery is active then the spell immediately ends and Final Act activates. When a caster ends Mockery the amount of necrotic damage they sustained from drawing upon their Void Font immediately kicks in upon a return to their prior form. If the damage caused by ending Mockery is lethal it triggers Final Act. Nebula Void Tier 3 Font Drain: 15 VP. Cast Time: 3 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 20m. Focus: The Spark. Target: Any. Effect: In a dire evocation of the Void’s might, the caster of this spell expels a sharp surge of primal and destructive wrath around them in a twenty meter radius. This blast of fell power necrotizes flesh on contact, growing weaker as it travels. At a meter in range all life is completely and utterly slain, and every meter it travels thereafter it loses five percent of its strength. At ten meters it only kills half of its victim’s flesh, and at fifteen meters only twenty five percent. A sentient creature slain by this effect has its soul explosively rent from its flesh in a surging blaze of dark power that functions as another cast of Nebula, this time carrying with it the faintest remnants of the victim’s magical aura spiraling throughout its radius as it travels. This effect only stops chaining when individuals stop dying to the spell. Note: This spell requires perfect concentration to cast despite its relative simplicity. Even comparatively minor interruptions can lead to this sensitive magical feat failing. Disintegrate Void Tier 4 Font Drain: 9 VP + 3 per Post. Cast Time: 2 Posts. Classification: Channeled, Harmful, Profane. Duration: Instantaneous. Range: 25m. Focus: The Spark. Target: Any area or object less than ten cubic meters in size within range. Effect: The caster sends forth a steady stream of entropic power from the Void towards their target, steadily channeling it into its form. Through this profane act the caster gradually reduces the target of this spell into ash over a short and steady duration. This process leaves behind nothing but inert ash as the very essence of their target crumbles away. Every turn this is channeled, five percent of the caster’s target is reduced to ash. After seven posts of continuous channeling on a target it is immediately and completely reduced to dust regardless of its prior state. Note: This channeled spell is incredibly easy to interrupt compared to normal spells and requires generally perfect concentration. If the caster is interrupted the spell abruptly ceases. Disintegrate can be cast on sentient creatures and makes no distinction in regards to whether something is alive or dead or if it has a soul. The presence of a DM is required whenever this spell is being cast upon artifacts or magical items. Create Darkwell Void Tier 5 Font Drain: 50 VP. Cast Time: 10 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 30m. Focus: The Spark. Effect: At the pinnacle of the power an Entropic mage gains is the capacity to open a permanent hole leading from beyond this world and into the Void itself by burrowing through existence itself with a beam of energy from the Void itself. These stable rifts are referred to as Darkwells. From within this seemingly bottomless abyss flows a constant stream of entropic energy that permeates the land around it and gradually eats away at the very fabric of reality itself. These horrifying rifts spread their accursed taint over an area roughly a thousand by a thousand meters. It is always twilight in land under a Darkwell’s influence; divine traits do not function and all magic cast by non-Fallen magi suffers an additional ten percent failure chance. Not only do these holes serve to taint the land they lie within, but they serve as a permanent gateway from which the horrors of the Void may endlessly stream forth. The cooldowns of all Fallen do not apply while within the vicinity that a Darkwell effects. In addition, Chaotic shamans have infinite Shakti while in the influence of a Darkwell, and Entropic mages regain both twenty mana and a fifth of the energy within their Void Font every hour they spend in its presence. Perhaps the most terrifying property of all that a Darkwell possesses though is its horrifying erosion on the world around it. The wind does not blow and no natural currents or tides exist. Clouds stagnate and hang in the air and fog does not leave. Natural fauna flee, waste away, or suffer a worse fate as the dark hand of the Void remakes them in its monstrous image. Flora rots and wilts as the land slowly flattens, leaving behind nothing but ash, dust, and endless horrors. Even more fearsome is how weak reality itself is. Those who serve the Void can minorly alter reality and perform feats of magic even without the ability to cast within the area of a Darkwell through sheer force of will alone. All things wrought through will however begin to fade and dissipate away the moment they’re left unattended; as is the nature of the Void’s entropic power. A Darkwell cannot be easily sealed. To safely close shut a rift to the Void requires immense feats of magical craftsmanship done by the hands of countless mages working in uninterrupted synchrony while horrors from the Void continue to pour forth, fighting endlessly to stop them. The only safe method to seal a Darkwell that does not require that level of effort requires a cabalistic ritual and the voluntary sacrifice of a sentient creature with a soul. The act of sealing shut such a breach requires their soul to be quite literally torn from their flesh and stitched into the torn edges of reality itself, forming a crude bandage and barrier over the hole so that reality might naturally restore itself. This act resorts in permanent death; when the tear at last seals the soul used to bandage the rift is lost forever to the Void’s cold and eternal embrace. If someone falls into a Darkwell or is forced within its depths they immediately die over the course of several minutes as their physical form is methodically annihilated by the absence within. Their soul is left adrift within the Void where it may not truly escape; it is forced to wander until it either finds the breach from which it ended up submerged in the Void or another similar opening, or worse yet gradually dissolve into that primordial nothingness just as its body did. As a result, all those who die to the ravaging effects of a Darkwell are twice as hard to revive as they normally would be. There is also a chance that those who are thrown within a Darkwell can have their souls lost within that eternal abyss, resulting in true and permanent death. Note: Darkwells share only one unifying trait in appearance: an endless empty abyss that occupies a roughly three meter radius. The structure and land around them that house the Darkwell itself can vary vastly in appearance. Permanent Death upon being thrown into a Darkwell is entirely up to DM discretion depending on the circumstances leading up to the person(s) end. This spell requires a DM and approval of the Campaign Team to cast.
  5. Lore Journal: May 2016 Onwards

    After a general discussion and Consensus, the Techlock has been updated with the Addendum of no longer allowing Handheld Explosives of any kind. This also includes alchohol based explosives like molotovs. Blasting kegs, and large barrels of powder for explosives however are still just fine.
  6. Lore Journal: May 2016 Onwards

    The First edition of Aethier's Lore Primer has been released, and can be found by following the hyperlink. This is a general guide to unwhitelisted players, or returning members who have lost track of general lore. For the most part it serves no purpose to active players who have read the lore, however does give a brief guide on those who are active and have not read the important bits on how to get started reading it.
  7. Aethier Lore Primer

    Lore Primer Welcome to Aethier. Whether you're a new or old, this thread serves to help you understand the key elements of our setting. If you're an older player, this thread might also help you access specific topics relevant to your own roleplay or story. You may find links to other threads or parts of the forums hyperlinked in blue. ♦ The Essentials Below are the core elements of lore that make Aethier, Aethier. At the very least, it is important a new player has a general understanding of these concepts. High Fantasy If you're new to Aethier, or are returning after a long hiatus, this section is particularly important. The fundamental concept to understand is that Aethier’s setting is high fantasy. Unlike other settings more grounded in reality, magic and monsters are abound, and the world is populated by many different races available for play. That said, there is still a place for more realistic roleplay that is more medieval than fantasy, but keep in mind that in Aethier, magic is not so rare as other settings. The World Aethier’s map covers a portion of the known world, a string of islands and small continents known as the Provinces of Aversia. Your first character is likely a denizen of this part of the world, born and raised in any of Aversia’s distinct biomes. Alternatively, your character may originate from one of the foreign continents that surround Aversia. Additionally, the server map is larger in roleplay than it would be with a 1:1 scale to real life proportions. On the server, you can circumnavigate the map in little more than an hour on foot, but in lore these continents are far larger. Cities however are the same size as they appear on the server. Technology and Real World Cultures Aethier’s setting is fantasy, but it mingles with the technology of the late medieval period. Architecture, weaponry, and technology all mimics those seen in 15th century medieval Europe, though with some exceptions. For more information on what is and isn’t permitted in terms of technology, specifically in relation to firearms, read up on our tech-lock. Religion and Gods The gods of Aethier are real and tangible beings, with a history of dabbling in mortal affairs through blessed individuals, their champions, or direct divine intervention. The latter occurrence is the most rare, and more often players will interact with the divines through their servants, those blessed with some degree of power for their piety. Religion on Aethier is more akin to the cults of ancient Greece than it is the all powerful Catholic Church seen in Medieval Europe. Faith is generally treated as a personal affair, though there have in past been attempts to unite various groups of worshipers under a single banner. That said, the general lack of holy texts for the gods leaves worshipers often on their own or in small groups of worship. Death and Revival Unlike other servers where death is permanent, players are served by ancient faction of healers who resurrect characters who have died. They are known as the Ascended. The caveats regarding revival, and the application to have a character revived, can be found here. Races Aethier has a number of races available for play, including the standard roster of humans, elves, orcs and dwarves, but also multiple unique races. Some may be played freely, others however require a non-standard character application. These applications do not follow a set structure, but simply require you the player to prove you understand the lore around that race before you’re allowed to play one. Magic and Artifacts Magi, or mages, are a somewhat common occurrence on Aethier. Though magic wielders are a minority, they are often very powerful and can make powerful allies or dangerous foes. Magic is learnt like any other subject from a mage capable of teaching, though others gain power by instead searching for artifacts. An artifact is any magical item or weapon that wields some special property, the power and rarity of these treasures varies greatly. They are often found in long forgotten dungeons, whereas others may be gifts from the gods, and others may instead be crafted by the player them self. All threads regarding magic may be found here. The sub-forum for known artifacts can be found here. Other forms of magic include: sanguimancy, necromancy, and shamanism. Information on these can be found in the general magic link. Blessings, Curses, and Traits As mentioned, the gods are a pivotal influence on Aethier, and this can be seen in the blessings and curses they bestow upon mortals. By far the most common is the curse of the Vallah, also known as Vallahism. Those afflicted become supernatural predators who feed on the blood of the living. Click here for a full list of traits. Plants, Animals and Materials A large part of Aethier is allowing players to harvest materials from the world by scheduling events for the search and collection of rare plants, animals, ore, etc. Nearly all real-world, and setting appropriate, animals exist in Aethier, and will not be listed in lore. The exception to this rule are domesticated dogs and horses, for which Aethier has its own specific breeds. Within the earth, characters with an aptitude for mining may delve in search of rare ore and gems, these often fetching a high price at auctions, or serving as materials to be used in armour, weaponry, or magical instruments. Plants and trees may also be collected for selling, or instead can serve as the reagents for alchemy. ♦ Further Reading Now that the essentials have been covered, delve further and learn more about the world. Politics The realm is governed by the Heilig Empire, a powerful monarchy that revers humanity above all other races. Its influence spans several continents, where one can find a multitude of vassal-states like the Kingdom of Norheim, a northern faction of arctic dwelling warriors, or the Tavoran Coven, a duchy ruled by the bloodthirsty Vallah. To access a full list of political factions on Aethier, click here. Job Opportunities This sub-forum is a place where players advertise themselves for service, or put out requests for players to fulfill a specific task. If you’re looking for work, find or make a thread here. Character Sheets and Progression Trackers Most players keep a character sheet, or profile, for their characters, a comprehensive guide to who that character is. Likewise, those who wish to log and keep track of their skills will often create a progression tracker, which can serve as evidence that your character is as skilled as they claim to be. ♦ Final Remarks If you feel as though anything was missed here and should be added, do not hesitate to contact a member of Lore Team, the more comprehensive this guide is the better.
  8. Lore Journal: May 2016 Onwards

    After a general lack of use and multiple violations with new processing of alchemy submissions, the "Testosterone Paste" that was used for extensive muscle-mass creation as a substitute for steroids has been officially removed from lore.
  9. Lore Journal: May 2016 Onwards

    Introducing...: Soft Restricted Regions! These regions under "Soft" restriction are set so that culture and names are allowed, but no major weaponry or inventions are allowed from there. Buildstyles and the like are fine, but everything HAS to be in the Medieval era from those locales, decorations included. Techlock/Regionlock
  10. Lore Journal: May 2016 Onwards

    Magic, Races and Reworks V.3 Life, The Living Tree has been released, and Overhauled! The rest of magic will be coming soon. Three new races have been released, and are as follows: Aervan Danakov Leonin Half-Mer [Subrace, Replacing Blessing of the waves, Non-Optional.] In addition, three other beast races have already begun to be theory-crafted, and will come at a later date. Orcs, Sinnehliv and Dwarves have had minor tweaks to them, please check them out! Elves have been totally reformatted, based now on culture. Tribal Elves Noble Elves Dark Elves Half-Elves The Racial Genetics chart has been updated! A legend and a piece of history have been released alongside the Elven reformatting and general final rework. Lirram, in replacement for the Beast-Races as we have dubbed them, are becoming phased out as a whole, however will remain under legacy status with a similar air as the Vilo. No new pups can be conceived, however as long as you have decent enough proof that you have a Lirram [Or are currently Active], your character will NOT be taken away. In addition, Lirram can still revive as normal. What is changing however is that for any reason you may create yourself, the Lirram will receive a free one-time polymorph to change into any race they desire. [That is not Application-Only. If you choose an Application race, you must make an app and willfully cease RP until it is accepted or Denied.] The reasoning is up to you, however this cannot be reversed. Once you have done so, Create a brief PM with the lore team saying which race you have swapped over to. Halflings are also following the Lirram's Footsteps. Vallahism Has been updated for Compatibility with the new races! [Here]
  11. Life, The Living Tree

    Life The living tree of magic connects their casters to what is easily the most basic equinox of the universe. The flat, yet vibrant and complex circle of life, which blooms and grows endlessly like a plague of fertility without end, as well as death. The eternal void, the end of all things..degradation, and eventually, the gift of rest. Tier 1 Analyze Lifeform Life Tier 1 Mana Cost: 2 MP Cast Time: 2 Posts. Classification: Active, Safe. Duration: Instant. Range: Touch. Focus: Instrument’s Apex, or Caster’s Palm. Target: The biological makeup of the lifeform in question. Effect: The caster begins flooding a living being they are touching with mana, be it sentient or not. Using this wave of arcane energy, the caster imprints information that could not be learned by merely observing the plant onto the mana, gaining knowledge and the ability to interact with it using more advanced spells. The higher the tier this spell is cast at, the more information the caster receives, along with the information from the previous tier. Tier 1: Basic information will be supplied such as biological sex, state of health/growth, conditions needed for the growth of small plants (shrubs, crops, etc), the basic condition of the body, including height, weight and whether someone is with child. Tier 3: In depth information such as internal injuries, the rate of metabolism, and specific conditions needed for the growth of large, complex plants (e.g. trees). Tier 5: Nearly perfect information on most of the body’s ability, such as the state of one’s soul (blessed, stable, etc), full knowledge of their physical state extending to pregnancies, be them single or multiple. Cast at a higher tier?: Yes. Note: Analyzing a lifeform using tier 5 may overwhelm the caster with information, perhaps even causing some to slip out of their mind if they do not write it down. The only way to gain knowledge of a disease is through analysation of a being infected by it, dead or alive. Soul Sight Life Tier 1 Mana Cost: 0 MP Cast Time: 1 Post. Classification: Passive, Safe. Duration: 25 Emotes. Range: Personal. Focus: Caster’s Spark. Target: Self. Effect: The caster coats their eyes in magical energy attuned to the most primal and natural of life there is, their vision becomes devoid of colors, edges become fuzzy and everything beyond short range eyesight blurs, though they gain the ability to see souls of sentient beings. What appear to be gentle, white orbs that resemble countless strands of chaotic energy shifting about continuously within the bodies of people in their vision. They stand out against the now colorless world brightly, and can be seen from up to 50m away with direct line of sight, or even through walls up to 10m away. Cast at a higher tier?: No. Note: For more info about the size, type, and color of souls, see this thread. Soul Shock Life Tier 1 Mana Cost: 4 MP Cast Time: 1 Posts. Classification: Active, Harmful. Duration: 3 Emotes. Range: 20m. Focus: Instrument's Apex. Target: Target’s Soul. Effect: The Caster sent a burst of magical energy towards an individual in the form of a thin projectile, one near invisible to the naked eye simply due to its faint nature and speed. Upon impact, this spell causes the feeling of one’s chest being dragged outwards sharply, the reality of the situation being that their very soul experiences a violent ‘disruption’ to its connection to the body, dazing the physical body for 3 emotes as it attempts to reconnect. During this time, the victim would feel as if they were blown back without actually moving, their body freezing temporarily and its reaction to strikes, pain and movement are delayed for this time. Cast at a higher tier?: No. Note: The downside of this spell is a simple one, aim. The soul is both invisible and small, without the spell ‘Soul Sight’ active, using this spell in long range situations becomes a near impossible feat. After being shocked, the connections to the soul develop a temporary defense against the spell, however this only remains in effect for 1 sept, 24 [OOC] hours. Minor Plant Animation Life Tier 1 Mana Cost: 5 MP Cast Time: 1 Post. Classification: Active, Safe. Duration: 10 Emotes, or until the task is complete. Range: Touch. Focus: Instrument's Apex. Target: Small plants or bushes. Effect: The caster can, with a touch of either their palm or the tip of their instrument, impart small plants with the ability to control their various branches and roots as ‘limbs’, along with a simple purpose. In order to move, these plants scurry along the floor like organic spiders using either their roots or branches, stumbling repeatedly on their way to their single goal. This goal can be a plethora of things, bushes can rearrange into delicate yet usable ladders, vines can snake onto wounds and wrap themselves around them in order to stop bleeding, all of these functioning much like a one-use eidolon. If cast on Tier 3, every plant in a 3m radius around the caster rise to perform the single command given to them. This combined work allows the plants to be used for simple yet not directly harmful combative purposes, such as wrapping about another person’s legs to trip them and other similar things. Cast at a higher tier?: Yes. Note: Small plants include bushes, shrubs, saplings, and things of the same size. These plants are incredibly uncreative on the manner of which they perform things, commanding a shrub to trip someone might simply cause said shrub to ram into the target’s legs. Furthermore, they are not sentient enough to make their own decision by any means, and are simply driven by the magical energy imparted within them. Due to the surge of arcane energy through the plant, any poisons within it are neutralized to the point where they can only cause mild discomfort at worst. Nurture Life Tier 1 Mana Cost: 3 MP per post. Cast Time: 1 Post, then channeled. Classification: Channeled, Safe. Duration: Channeled. Range: Touch. Focus: Caster’s Palm. Target: The seedling within the soil. Effect: The caster saturates mana into the seed of a plant, beginning to advance its growth by forcing nutrients into the roots. Whilst doing so, the caster also creates the organic matter for the plant to match the speed of which they are nurturing the plant at. A plant must be analyzed before it can be grown using this spell. Regularly casting this spell on plant life speeds up their growth by a factor of 4, however once it is cast on a plant it must be done intermittently just as one would water such a plant. Failing to do so for a few days will cause the plant to begin to wilt and die as it has become accustomed to growing itself with the mage’s guidance. This spell can be cast at higher tiers to increase its radius, starting at a 2x2 radius from the cast-point and rising by 1x1m each higher tier. Cast at a higher tier?: Yes. Note: This spell must be used carefully, for maximum effect it can be channeled for 3 posts per day for each seed, however going above this will cause tumors and horrific growths to sprout from the plant, effectively leading to its death. Breath of the Wild Life Tier 1 Mana Cost: 7 MP Cast Time: 3 Posts. Classification: Passive, Safe. Duration: 5 Emotes. Range: Personal. Focus: Instrument's Apex. Target: Self. Effect: Through slight manipulations of the flow of one’s blood, muscles and nerves by infusing them with the energies of life, the caster is able to strengthen their body in a rush of their biological functions whilst dulling pain. The spell allows the target to more efficiently make use of their inherent strength, but can not surpass the physical limitations of their body. At tier three, the range is increased to touch, capable of affecting them so long as contact is kept throughout it’s casting. Cast at a higher tier?: Yes. Note: After its use, the spell has the unfortunate side-effect of causing tiredness, nausea and returning any pain accrued back to the body. Reflexive Healing Life Tier 1 Mana Cost: 6 MP Cast Time: 2 Posts. Classification: Passive, Safe. Duration: 30 Emotes. Range: Personal. Focus: Instrument's Apex. Target: Caster’s Body. Effect: The caster coats their body in a field of magical energy, invisible to the naked eye while it remains inactive. Once the caster has been harmed, this spell attempts to repair the damage done to the body by mending scrapes and cuts. 3 emotes after gaining the wound, the area around it glows a soft green as the shield forces the body to close the cut shut. Larger wounds and cuts are also affected, however will only be sealed shut at their surface rather than all the way through, creating a thin fragile barrier of skin that stops blood from seeping from the wounds. Cast at a higher tier?: No. Note: This spell does not heal wounds that are more severe than a single cut or shallow puncture, however does stop blood from leaking, giving the wounded more time to get help before the mended skin fails them. Energize Vitals Life Tier 1 Mana Cost: 4 MP Cast Time: 3 Posts. Classification: Active, Safe. Duration: 10 Emotes. Range: Touch. Focus: Instrument's Apex. Target: Target’s Vital Organs. Effect: The caster shocks the organ with the sudden imbuement of life energy, causing it brief relief of its own biological complexity to perform its task at a heightened pace. This relatively simple act can have rather surprising consequences, as it can be used to start a stopped heart, or return to normalcy any other function that may have ceased, so long as the organ is undamaged. Cast at a higher tier?: No Note: After the organ has been energized, it will slowly cease its heightened state of activity, aligning to the natural biology of the body after some time. Only the vital organs can be energized by this spell. The Brain, The Heart, The Kidneys, The Liver, The Pancreas, The Stomach, The Small Intestine, the Large Intestine and the Lungs can be used as a target for this spell. Thorn Spray Life Tier 1 Mana Cost: 4 MP Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instant. Range: 8m. Focus: Instrument’s apex. Target: Any. Effect: The caster disperses an array of arcane flora, dense manifestations akin to thorns spray out of the apex of their instrument like a buckshot, carrying the potential to pierce skin like countless splinters. Additionally, each count as a projectile for spells like Barrier Shield, or Deflection. Cast at a higher tier?: No. Note: When cast, a d10+5 must be rolled to determine the amount of thorns fired. When reaching the end of their course, the thorns simply lose kinetic potential, and do not have the energy required to pierce skin. Harden Life Tier 1 Mana Cost: 3 MP Cast Time: 1 Post. Classification: Active, Safe. Duration: Instantaneous. Range: Personal. Focus: The Extremity. Target: The Bones Within. Effect: The caster imbues their bones with mana in the form of life energy, allowing the core of one of their extremities to become nearly impervious to breaking for a short time. This hardening allows them the capability to waive heavy damage to their limbs, but does not protect them from the pain that comes along with such an act. It protects the caster from risking severed limbs while mitigating the wounds caused by most cleaving weapons to superficiality. Cast at a higher tier?: No. Note: Blunt force is especially effective against this spell, as the pain it brings about is beyond what the body can cope with. Tier 2 Create Soul Jar Life Tier 2 Mana Cost: 10 MP Cast Time: 7 Posts. Classification: Passive, Safe. Duration: Permanent. Range: Touch. Focus: Instrument's Apex. Target: A container, such as a jar. Effect: Upon casting this spell a mage imbues a container of their choice with life energy, creating a suitable environment to house the soul. Upon sealing the jar the construct is completed, preventing a singular soul held within from escaping and keeping it in the best condition. Cast at a higher tier?: No. Note: The security and ability to contain a soul jar will be compromised upon opening or breaking the jar. Neither of these actions have adverse effects for the soul. Fungal Bloom Life Tier 2 Mana Cost: 15 MP Cast Time: 3 Posts. Classification: Active, Harmful. Duration: 5 Emotes. Range: 10m. Focus: Instrument's apex. Target: Anything within range, so long as it is composed of organic or semi-organic material. Effect: Upon casting this spell successfully, the caster enhances the growth of any natural fungi residing upon the surface. Cast upon creatures, such fungi will quickly cause itching, burning and can even infect wounds if left untreated for too long. Cast at a higher tier?: No. Note: While the spell’s intent can be harmful, it is not by necessity its only use; fungi grown on dead animals can be used as a powerful compost due to its use in decaying organic matter, whilst other fungus make for good use as additives to cooking. Bind Flesh Life Tier 2 Mana Cost: 8 MP Cast Time: 3 Posts. Classification: Active, Harmful. Duration: Instant. Range: Touch. Focus: Instrument's Apex. Target: Target’s Skin. Effect: The caster floods an area with arcane energy, manipulating the surface skin and flesh on one’s body and forcing it to grow and mend back together. While this spell can be used for healing purposes such as sealing a wound, it has far more horrific uses. One can bind another’s arms to their body, or do similar things of more obstructive nature. Cast at a higher tier?: No. Note: Binding unwounded flesh isn’t very potent, and can be ripped apart painfully to force free the bound limb. Contagion Lock Life Tier 2 Mana Cost: 15 MP Cast Time: 2 Posts. Classification: Active, Safe. Duration: 5 Septs. Range: Touch. Focus: Instrument's Apex. Target: Disease. Effect: The caster focuses upon either a disease they have knowledge of, or a body part they believe to be diseased, eliminating its effects upon the body. Rather than banishing the disease altogether they keep the disease contained in a pocket of the body’s vascular system. The disease can not escape this containment but remains healthy otherwise, continuing to spread unless treated properly. Cast at a higher tier?: No. Note: This spell can not only halt disease, but any infections to wounds and lacerations. As such it can be vital in treating wounds simply through its ability to reduce the spread of infection. Cure Poison Life Tier 2 Mana Cost: 5 MP per emote. Cast Time: Channeled. Classification: Channeled, Safe. Duration: Channeled. Range: Touch. Focus: Instrument's Apex. Target: Target’s Body. Effect: This spell floods a target’s bloodstream with mana imprinted with the makeup of a specific poison or venom, allowing it to slowly yet effectively begin leeching the harmful substance out of the bloodstream. This spell must be channeled daily over the course of a varying amount of septs, dependant on the spread of the poison. Cast at a higher tier?: No. Note: To exemplify, a fresh snakebite would simply need a single emote channel of the spell while a more advanced spread needs several casts over several days to fully purge as stated in the effects, losing lethality the more it is treated. The downside of this spell is that the poisonous substance in question needs to be analyzed before its poison can be neutralized, as simply purging it without specification would in turn cause the target’s blood to be damaged. Compress Life Tier 2 Mana Cost: 8 MP Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instant. Range: 10m. Focus: Instrument's Apex. Target: Target’s Lungs. Effect: The caster sends a volatile stream of magical energy towards a target’s lungs, forcing them to compress violently inwards and to expel all the air within them as a result. The mana picks up any contaminants such as blood or water on it’s way out of the target’s mouth, causing these to spew out along with the ensuing series of coughs. Cast at a higher tier?: No. Note: This spell works best if used at point blank range, and if used from afar a d20 must be rolled to beat the number of meters the target is away from the caster. Part Life Tier 2 Mana Cost: 4 MP (+2 per tier). Cast Time: 1 Post (See Effect). Classification: Active, Harmful. Duration: Instant. Range: Touch. Focus: Instrument's Apex. Target: Plant life in front of the caster. Effect: The caster extends their palm outwards, beginning to channel arcane energies in one of two ways. The caster can either quickly attack the very physical structure of the plant, burning away chlorophyll and branches alike to a state similar to wilting. If they wish to be more discreet, or perhaps they do not want to harm the plant life, the caster can also channel for an additional 1 post to shift the branches out of the way instead of wilting them, this in turn causes the bush or anything else cast upon to return to its place after 3 emotes. At tier 2, this spell only affects a 1 meter area in front of the caster, though this grows exponentially with each tier (Tier 3; 2 meters, Tier 4; 4 meters, Tier 5; 8 meters). Cast at a higher tier?: Yes. Note: None. Soul of Oak Life Tier 2 Mana Cost: 5 MP +5 per tier. Cast Time: 2 Posts +1 per tier. Classification: Passive, Safe. Duration: 20 Emotes. Range: Personal. Focus: Caster’s Spark. Target: Target’s Soul. Effect: Looking within themselves, the caster finds their soul, and focuses upon it greatly. With very careful precision, they begin fortifying it, adding layers much like a treebark rigorously. Any magical effects attempting to target their soul must first pierce through the barrier. Spells at a lower tier than this barrier have a very low chance of harming the barrier at all, needing a total of five casts upon it to cause a full failure. Spells of the same tier require three casts to break the barrier down, while higher tier spells shatter the barrier immediately, the soul becoming vulnerable to whatever spell was attempting to affect it. Cast at a higher tier?: Yes. Note: The caster can only maintain two barriers at the same time. Rest Life Tier 2 Mana Cost: 6 MP Cast Time: 3 Posts. Classification: Active, Safe. Duration: 25 Emotes. Range: Touch. Focus: Instrument’s Apex. Target: Any Creature. Effect: Upon casting this spell, the target’s body is brought closer to a resting state. Gradually, their heart rate will slow slightly as their body is calmed, allowing them to doze off with incredible ease. The processes responsible for causing sleepiness within one’s body are brought to an active state, quickly causing them to be sedated by their own biology. Cast at a higher tier?: No. Note: While this spell is quite potent in bringing someone to rest it will only work in doing so, for as long as contact is maintained for the duration of the spell. In addition, a person who is unwilling to fall asleep can not be brought to it so easily, and is generally unaffected as a result. Photosynthesis Life Tier 2 Mana Cost: 10 MP + 3 MP per emote channeled Cast Time: 3 Posts. Classification: Channeled, Safe. Duration: Channeled. Range: Personal. Focus: Self. Target: Self. Effect: Under the light of the sun, the caster imbues themselves with mana, infusing their body with the energy to aid them in capturing and altering the sun’s rays into energy. This effectively their lungs to begin converting carbon-dioxide, breathing out oxygen whilst attributing any excess of water to the creation of energy with which to feed their body. The longer the spell is held, the more energy is generated within the caster’s body. Prolonged use of this spell will consume the water held within the caster's body and as such, care should be taken not to overuse it. At tier 4, this spell can be used upon a target in range of the caster’s touch, but requires 6MP for each additional emote channeled. Cast at a higher tier?: Yes. Note: Repeated, daily use of this spell will eventually turn patches of pigment on the caster’s skin green. Tier 3 Rampant Growth Life Tier 3 Mana Cost: 12 MP Cast Time: 3 Posts. Classification: Active, Safe. Duration: 5 Emotes. Range: Touch. Focus: Instrument's Apex. Target: Plant Life of Choice. Effect: The caster overloads a plant with mana, though instead of causing it to eat away the biomass, the mana instead imprints itself with the biological and physical makeup of the plant in question, and begins rapidly replicating. The caster can choose in what form the growth appears, and roughly where it is being directed for the course of 5 emotes, however due to the heavily chaotic nature of the spell controlling it is equally as hard as casting it. For example, the caster can begin elongating the trunk into a rather horrific tendril of tumor ridden, barely living wood, or perhaps cause a web of vines to grow outwards and around a person violently. Cast at a higher tier?: No. Note: This spell can and by all means should be used for combative ability, it carries both the strength to do so and the speed. Once the duration is over, the plantlife affected will likely begin wilting as a whole due to the inability to compensate for such a large mass added to it. The maximum volume affected equates to that of 3m3. Gift of Immunity Life Tier 3 Mana Cost: 20 MP Cast Time: 8 Posts. Classification: Passive, Safe. Duration: 2 Septs. Range: Touch. Focus: Instrument's Apex. Target: Caster’s Bloodstream. Effect: The caster uses their knowledge of all pathogens and diseases they have analyzed within their lifetime, imbuing their body with energy in the form of mana, steadily feeding it into their bloodstream over the course of two septs. This incredibly potent spell immunizes them against those very diseases, altering the way in which their blood reacts to these threats foreign to the caster’s body, not unlike the manner in which a Vallah’s blood is protected. At tier five, this spell can be extended to others by touching them for the duration of the spell, but requires 60 MP to do so. Cast at a higher tier?: Yes. Note: None. Pseudocide Life Tier 3 Mana Cost: 25 MP Cast Time: 5 Posts. Classification: Passive, Safe. Duration: 1 OOC Week. Range: Touch. Focus: Instrument's Apex. Target: Target’s Body. Effect: The caster coats their body or a target’s with magical energy, soaking it into each vital system as the spell progresses. Slowly, their metabolism begins to slow down to what would usually be an alarming rate, their heartbeat goes down to near-standstill alongside the rest of their bodily functions. As a result, the target cannot recall anything from the duration of their magical slumber. During this time, the caster can effectively freeze any disease or venom affecting the target’s body, provided they cast it before it spreads into their entire blood stream. An untrained individual could even see the person in question as in a fatal coma or even dead, and as such caution must be taken when this spell is cast. Cast at a higher tier?: No. Note: While this spell is quite potent in its ability, it will only work in doing so so long as contact is maintained for the duration of the spell. In addition, a person who is unwilling can not be brought to the state of the spell’s result so easily, and is generally unaffected. Aspect of Nature Life Tier 3 Mana Cost: 10 MP Cast Time: 4 Posts. Classification: Passive, Safe. Duration: 2 OOC Hours. Range: Personal. Focus: Instrument's Apex. Target: Caster’s Body. Effect: The caster uses the knowledge they’ve amassed from analyzing creatures across the realm of Aversia, mimicking one of these aspects with perfection. This allows them to loan parts of their strength for their own use, albeit for a utilitarian purpose. Muscular tissues can not be generated due to the risk to the caster’s body, making it difficult to use to satisfy combative needs with this spell. Cast at a higher tier?: No. Note: This spell can be used to create gills akin to a fish, the eyes of cats, and other such creations, but will not be able to produce extensively muscular structures, such as bear arms and dragon wings. Excessive use of this spell can and will create deformations in the skin, such as useless skin flaps where gills would be. Infestation Life Tier 3 Mana Cost: 12 MP Cast Time: 3 Posts. Classification: Active, Harmful. Duration: 10 Emotes. Range: 25m. Focus: Instrument's Apex. Target: Area of the caster’s choosing. Effect: The caster imparts magical energy in an area within 25m of themselves, conjuring an odorless yet alluring mobile scent that catches the attention of any critter or rodent in the immediate 100m radius. The caster in question can choose one of two variants of this spell, the first one merely attracts the critters to the area, perhaps warding off any squeamish individual or animal as they move around in confusion. The other, and rather brutal option, is a scent that invokes a feral reaction within the animals, causing them to react violently and harmfully to any within the area, including other small animals. Cast at a higher tier?: No. Note: None. Puppet Life Tier 3 Mana Cost: 5 MP per emote. Cast Time: 2 Posts, then channeled. Classification: Active, Harmful. Duration: As channeled. Range: 10m. Focus: Instrument's Apex. Target: Target’s Body. Effect: By gripping at the limbs and muscles of a target creature, the caster is able to control the movements of another, be it harshly or lightly. The way one controls another is by using multiple ‘strings’ of mana, much like that of a horizontal marionette. The forced movements can be combated by the other individual providing they are strong enough, requiring merely average strength and no more to completely nullify the effects; those with exceptional strength able to completely rip the tethers or even drag the caster’s instrument out of their grip. Cast at a higher tier?: No. Note: This spell cannot bend one’s body beyond their limitations, and as such cannot cause direct harm. It only controls movement, unable to control internal systems or muscles. Greater Plant Animation Life Tier 3 Mana Cost: 15 MP Cast Time: 3 Posts. Classification: Active, Harmful. Duration: 40 Emotes or until dispelled. Range: 10m. Focus: Instrument's Apex. Target: Target Plantlife. Effect: The caster utilizes the same arcane principles as the ones in Minor Plant Animation, but on a far larger scale. Instead of focusing on small, near harmless plant life, this spell is able to command trees and other flora of the same nature, with more complex goals. For example, one can command a tree to be on guard and attack those who do not wear a specific set of clothing using their branches. The downside of this spell compared to its weaker variant falls down to the mobility of the plants affected, due to the mana being focused around the complex task and spread out in such a large area, the targets of this spell are unable to move using their roots or branches. Cast at a higher tier?: No. Note: The target of this spell does not under any circumstances attack the caster, however can and will attack their friends or family. Life Link Life Tier 3 Mana Cost: 20 MP Cast Time: 4 Posts. Classification: Passive, Safe. Duration: 20 Emotes. Range: Touch. Focus: Instrument's Apex. Target: Target’s Body. Effect: The caster gathers a significant amount of mana, enveloping their own body and the body of a singular being of choice in a thin layer of energy. The bond between these veils of energy allow the caster and their target to cast personal spells of Tier 3 of Life or below twice automatically, once upon themselves, and once upon those who are linked with them. This spell has the added boon of sharing pain and wounds at a cost. While all wounds applied are lowered in severity by a single factor before sharing, continued damage can still read to the removal of limbs, and death similarly strikes both beings at the same time, should one be killed. This spell does not require strict content, however both those linked can break the line at any point, even before it fully sets up. Cast at a higher tier?: No. Note: For reference on severity of wounds, see the wound severity chart below. Floral Edge Life Tier 3 Mana Cost: 15 MP +10 MP Cast Time: 3 Posts. Classification: Passive, Harmful. Duration: 15 emotes. Range: Personal. Focus: Instrument's Apex. Target: Caster’s body. Effect: The caster, holding a plant’s seed in the palm of their hand, channels arcane energies into it and commands its growth. With careful manipulation of the sprouting flora, the caster envelops their body with vines, ones that tighten around wherever they are commanded to go as if clinging onto the mage protectively, however they are limited to a single limb. Doing this, the plantlife binds to the nervous system of the caster, passively surveying the area and awaiting a signal. Each time the caster’s mind flares up - be it from someone frightening them, or an attack approaching - the vines spring to life and lash at the nearest threat perceivable to the caster. This lash is extremely painful, and can break skin from its sheer speed. If so wished, the spell can be cast at higher tiers. At tier four, the vines can wrap around two limbs, and at tier five the caster’s entire body can be enveloped in far more complex forms of these vines, ones that utilize all of the caster’s senses. While this means they can lash at things without the caster visibly seeing them, they are also far more sensitive, and can attack allies of the caster that act too erratically around them. Cast at a higher tier?: Yes. Note: These vines are not sentient, merely acting as an extension of the caster’s body that acts on reflex. Seeds of rare plants and above can have different effects, however need to have a DM present to judge what these effects will be. Whisperwind Life Tier 3 Mana Cost: 2 MP Cast Time: 2 Posts. Classification: Passive, Safe. Duration: 10 emotes. Range: 10m. Focus: Instruments Apex. Target: Target’s Mouth. Effect: The caster uses their knowledge of nature, life and magic to channel the arcane, creating a veil upon one’s lips. This veil allows them to freely speak Lahn, but they will still be unable to understand the language when spoken back to them. Additionally, the caster can choose to raise their head, speaking into the craniums of nearby trees. A tree will ‘respond’ to the Lahn by changing the structure of its leaves through the effects of the spell and allowing the wind to blow an answer spoken back in Lahn. At Tier 5, the caster is capable of extending the radius to fifty metres around themselves. In doing so, they expend magic into the air around themselves, but the magic loses its capabilities, as the trees do not respond to the words spoken in such a large area. Nonetheless, the action remains possible. Perhaps other actions would need to be undertaken to fully explore its possibilities. Cast at a higher tier?: Yes. Note: This spell can not be used as a substitute to learning Lahn. Any words spoken to trees will be translated back automatically to the caster, but they will not be able to learn anything from such an act. When researching Tier 5 interactions of this spell, a DM is required to be present. Tier 4 Banish Contagion Life Tier 4 Mana Cost: 15 MP + 15 MP per tier Cast Time: 7 Posts. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus: Instrument's Apex. Target: Any Creature. Effect: The caster uses their knowledge of any diseases to seek out a singular disease, drawing it closer to the lungs. The sickness is purged slowly from the body, as it is saturated inside the mucus of the diseased. After a period of coughing fits, the diseased successfully removes the excess mucus from their body, and along with it the disease. Any viruses, bacteria and parasites Cast at a higher tier?: Yes. Note: At tier 5, this spell can be used to purge disease in a much more violent version, rending it from their blood. This will cause the effects of the disease to immediately subside, but will also harm the person in the process as it removes any cells the disease may interact with. This enables the caster to cure tumors, prions and other defects in the body, although often at a much higher price. Baleful Polymorph Life Tier 4 Mana Cost: 15 MP Cast Time: Varies (See Effects). Classification: Active, Safe. Duration: 3 Emotes. Range: 3m. Focus: Instrument's Apex. Target: Target’s Body. Effect: The caster overwhelms the way one’s body is built, slowly altering the shape and characteristics of it. They bend their bones and change their muscle mass, slowly converting one animal into another. This process varies in both cast time and pain depending on how much the target is willing to be affected by this spell. Unaware or resistant targets require three emotes of heavily focused casting before the spell takes effect, the process extremely painful both when it happens and when it ends as their bones shift place and their body tries its best to fight the magical energies altering it. If, however, this spell is cast on a willing subject, it requires a single post and is far less painful. Despite all this, normally the person being cast upon is far too surprised to utilize their new body correctly, and larger creatures such as shikes, mate’kai, or any other event monsters require too much motor skill and familiarization with the form in question to be useful; effectively meaning that anyone turned into such creatures will not be able to do more than hopelessly try to take their first step. Cast at a higher tier?: No. Note: This spell has the same limitations as the spell “Shapeshift”. Harvest Life Tier 4 Mana Cost: 5 MP Cast Time: 2 Posts, then channeled. Classification: Active, Harmful. Duration: Channeled. Range: Touch. Focus: Instrument's Apex. Target: Plant-life. Effect: The caster siphons the chemical energies and structure within plantlife, converting them into mana at the expense of the plant’s structural integrity and health. Depending on the amount of biomass affected by this spell, different amounts of mana will be yielded. Siphoning a mere sapling will grant the caster a total of eight MP, this amount rising in increments of four the older the tree is (sapling → adolescence → mature). Bushes and things of the like yield a mere six MP in comparison. The larger the flora, the more posts it takes to decompose it; while bushes can be decomposed near-instantly, saplings take two posts, rising up to three for adolescent trees and four for mature ones. Cast at a higher tier?: No. Note: Any abnormally sized or rare plant requires convening with a lore team member before this spell is cast upon it. Regenerative Touch Life Tier 4 Mana Cost: 10 MP per 500mL Cast Time: 3 Posts. Classification: Active, Harmful. Duration: Instantaneous. Range: Touch. Focus: Instrument's Apex. Target: Cells caster seeks to duplicate. Effect: The caster focuses upon a structure of the body they understand at cellular level, imbuing it with life magic and forcing it to undergo rapid mitosis. This effect allows for the rapid reproduction of cells that may be vital to the continued existence of a wounded person. Blood can be generated in order to mitigate blood loss, and cells can be generated to clean scarred skin up to the point where the skin will simply be newer than the older skin around it. This spell can be cast on its own, but will not be able to aid the body near existing rot, and is unable to heal wounds on its own. It’s primary function is to regenerate what is truly lost, not to mend wounds or damage inflicted. Cast at a higher tier?: No. Note: This spell requires the use of Analyze lifeform to account for intricacies of the body such as blood type. Plantform Life Tier 4 Mana Cost: 20 MP Cast Time: 3 Posts. Classification: Active, Safe. Duration: 15 Emotes. Range: Personal. Focus: Caster’s Spark. Target: Caster’s Limb of Choice. Effect: The caster somewhat painfully alters their physical form within a limb of their choice, turning flesh into a tightly packed mass of vines and other plantlife, eventually engulfing the entirety of said limb by this transformation. This limb feels no pain, and is far more susceptible to damage to its flesh, however bares thrice as much speed and strength as the caster’s previous fleshy limb. Any damage done to the vines transfers to regular flesh upon the end of the duration. If, by chance, the caster has sustained damage to the limb and still has time to spare, they can travel to a nearby fresh-water lake, and soak their arm in sunlight and water in order to reform it. This requires a maximum of 5 emotes, depending on the damage. At tier 4, this spell may only transform a single limb, however a tier five cast enables one to affect another limb, at the cost of a 10 emote duration and 30 mana points. Cast at a higher tier?: No. Note: If you’re unsure of the time it would take for the limb to reform, contact a lore team member. Stamina Drain Life Tier 4 Mana Cost: 4 MP per emote. Cast Time: 1 Post, then channeled. Classification: Active, Harmful. Duration: Channeled. Range: Touch. Focus: Caster’s Palm. Target: Living Creature. Effect: The caster leeches the energy from within another creature, slowly sapping at their stamina and agility. Those affected by this spell begin to feel their movements turn slower and clunkier, their energy and awareness slowly whittling away the longer touch is maintained. For each emote of continuous touch, the target loses 10% of their stamina, changing dynamically depending on how energetic the creature was beforehand. Cast at a higher tier?: No. Note: This spell cannot cause physical harm, bringing a creature below 30% stamina effectively causes them to collapse and fall into a sleep like state. Soul Manipulation Life Tier 4 Mana Cost: 8 MP per emote. Cast Time: 3 Posts, then channeled. Classification: Active, Safe. Duration: Channeled. Range: 15m. Focus: Instrument's Apex. Target: Target Soul. Effect: The caster takes hold of an already loose soul, manipulating its position in space, effectively enabling them to move the soul freely so long as they are in range. This spell is mainly used in conjunction with soul jars in order to store them for later use, such as inserting a soul into another body at a later occasion. If a healthy soul is inserted into a body that does not have any fatal wounds (or a soul already within it), said soul begins to bind to its new host, allowing one to revive another being should they preserve both their soul and their body after death. If, by chance, the body the soul is inserted to is not its previous host, the process of binding is slightly more complex. For the course of 72 hours, the target will feel nauseous, hazy, and all around off as they attempt to readjust to a different body. Cast at a higher tier?: No. Note: This spell cannot rip a spell out of a living creature, instead, the soul of a creature lingers around their body for 24 hours after death, at which time it can be manipulated. Soul fracture rules still fully apply. Before reviving someone, an Ascended member must be notified to give instruction on soul fracture procedure to the mage in question, and the rolls needed to succeed the check. Aura of Bolstering Life Tier 4 Mana Cost: 5 MP per emote. Cast Time: 2 Posts, then channeled. Classification: Active, Safe. Duration: Channeled. Range: 5m. Focus: Instrument's Apex. Target: Area around the caster. Effect: By flooding the area around them with life imbued mana, the caster creates a field that grants all those within it an increase in both stamina, speed, and strength. This increase is equal to a 25% increase of the individual’s previous physical abilities, however cannot exceed the race’s abilities. While only able to affect up to three people, the aura can either be selective or general; meaning that the caster can either choose three specific people to buff, or simply allow the closest three to them to be affected. If, by chance, the caster is caught in a particularly unfortunate situation where they are surrounded by foes, they may alter the ability of the spell to be the polar opposite; instead of giving those within an increase of physical ability, they can instead sap at the three nearest individuals, their previous physical abilities reduced by 25%. When cast, the caster can choose a single individual close to them to be immune to these effects. Cast at a higher tier?: No. Note: None. Shapeshift Life Tier 4 Mana Cost: 20 MP Cast Time: 3 Posts. Classification: Active, Safe. Duration: 25 Emotes. Range: Personal. Focus: Instrument's Apex. Target: Caster’s Body. Effect: The caster overloads their body with mana, this spell mimicking the many before it to instead manipulate the caster’s own form instead of another. Painfully, their bones snap out and into new places, flesh deforms and reforms as they rebuild themselves. The spell allows one to transform into any animal they have analyzed, however can under no circumstances transform one into an animal that is heavier than half of their total weight. Cast at a higher tier?: No. Note: The animals shapeshifted into will be manifested at their average size, no bigger and no smaller. Shapeshift can not be used to shapeshift into a human body. Rend Soul Life Tier 4 Mana Cost: 60 MP Cast Time: 3 Posts (See Effects). Classification: Active, Harmful. Duration: Instant. Range: Touch. Focus: Instrument's Apex. Target: Target’s Soul. Effect: Targeting a living creature, the life mage exercises one of the more vile aspects of their tree, gripping at the soul of the creature with a vast amount of mana imbued with a single purpose, that being to completely rip it out of one’s body. Healthy individuals can attempt to resist the pull on their soul, causing the cast time to double; when this spell is cast upon another person they’d feel their insides quite literally being pulled out. For the final two emotes (the fifth and sixth), the caster and the victim must both roll a d100, with the victor of the first roll gaining a +10 to their next one. There are three different outcomes to the scenario. The first one entails the caster beating the victim with both rolls, and ripping the soul out of their body cleanly. If each person involved succeeds a single roll, a final third roll is done on equal, flat d100 grounds. The victim managing to overcome both rolls will cause the spell to rebound, the 60MP cascading back onto the caster’s soul and inflicting a Drained state upon it. The more one is wounded, the easier it is to take their soul, the caster gains a + modifier dependant on the state of the victim (if complications arise, a staff/lore member should be called to settle an appropriate number). A person who is on the brink of death cannot resist the pull of this spell whatsoever, and will have their soul rend from their body. Cast at a higher tier?: No. Note: Once a cast is finished, the caster has two emotes to control the soul, giving them a brief window to store it in a Soul Jar should they wish to do so. If the person affected still has the ability to feel pain, their entire body would undergo a burning sensation too painful to be described, with no amount of sedative able to end their suffering. Tier 5 Reformation Life Tier 5 Mana Cost: 50 MP Cast Time: 6 Posts. Classification: Active, Harmful. Duration: Instant. Range: Touch. Focus: Instrument's Apex. Target: Missing Organ or Limb. Effect: The caster uses the knowledge derived from analyzing a previously healthy body in order to rebuild a lost or badly damaged limb or organ. This process takes a hefty amount of concentration and time to be completed, aswell as a large amount of mana. A vital organ being reformed will reconnect with the brain in order to resume its subconscious action, however will usually require a kickstart of sorts to return to full functioning order. Limbs and organs such as the eye require a long while of rehabilitation as the mind readjusts to a completely new set of nerves in the area, however once the first period of adjustments is over, it will quickly regain the old control it once had on the limb or organ in question. Cast at a higher tier?: No. Note: In order to be cast on an individual, the life mage must have analyzed either the target themselves or someone with a very close genetic make-up (such as a parent or a sibling) while they were at a healthy condition. Failure to do so will result in the body experiencing a case of Organ Transplant Rejection. A limb, instead of being rejected, will simply not connect with the veins and arteries, promptly resulting in the limb falling off of the socket as the newly formed skin cells fail to get oxygen. Overheal Life Tier 5 Mana Cost: 40 MP Cast Time: 2 Posts. Classification: Active, Safe. Duration: 5 Emotes. Range: Touch. Focus: Instrument's Apex. Target: Target Creature. Effect: The caster floods an organism with a massive amount of energy, giving them the ability to sustain most fatal blows with reduced pain. Effectively, the life energy bestowed upon a creature holds whatever wound they sustained together for the duration of the spell, with a single exception. No matter how severe, this spell will both soften the pain and allow one to keep fighting despite being horribly maimed. Limbs that have been amputated will suddenly sprout back, however will bear a strange green hue to the flesh. Once this spell has run its course, every injury that would have otherwise affected the caster immediately occurs in the blink of an eye, limbs formed to compensate for amputation withering away into ash; this spell effectively serving as an extension to a death sentence. Cast at a higher tier?: No. Note: The only things able to truly kill one affected by this spell are the immediate destruction of their entire body, or far simpler, the separation of their head from their body. Anyone who is beheaded while affected must roll a d10, any number below seven means the immediate death of the overhealed creature, however succeeding the roll brings about the sprouting of a green tinted, brand new head. Of course, this fades with the spell’s completion, killing the person regardless. Hand of the Treant Life Tier 5 Mana Cost: 10 MP per emote. Cast Time: 5 Posts, then channeled. Classification: Active, Harmful. Duration: Channeled. Range: Personal. Focus: Instrument's Apex. Target: Caster’s Self. Effect: Controlling latent magical energies, the caster begins to cover their form in a thick bark, identical to the one covering tree trunks. As they continue to conjure this organic defense, bark climbs upwards and around their body, forming a body that appears to be of a fairly large treant. While in this form, the caster’s body is nearly invulnerable due to the heavy armor covering it, neither blades nor axes can pierce the bark, the greatest enemy being extremely heavy blunt weapons such as flails and things of the like; still not being a direct threat, however. Those affected by the spell have their strength quintupled, their general size (height, width, etc..) doubled, however their speed and general agility cut by half. Drawing from the immense energy taken to uphold the armor, the caster can also cast any spell in the life tree below tier five instantly, the mana cost remaining the same. If, by chance, the caster is already near a tree, they can cast this spell upon it to instead morph its trunk to become their armor, reducing the post time by one (turning it into four posts). Cast at a higher tier?: No. Note: Once this spell is finished, regardless of what the bark’s origin is, the armor withers away into black, ash-like dust. Biomantic Animation Life Tier 5 Mana Cost: 8 MP per emote. Cast Time: 3 Posts, then channeled. Classification: Active, Harmful. Duration: Channeled. Range: Personal. Focus: Instrument's Apex. Target: Caster’s Self. Effect: The caster takes hold of all plants in their area, saturating them with magical energies. While this is active, the life mage can perform feats of plant manipulation unrivaled by any other spell, they can command the very trees themselves to rise up and fight off attackers, or manipulate fields of grass into vines that wrap about and bury those who dare step within. Cast at a higher tier?: No. Note: This spell can only affect a maximum area of 10m around the caster, and a maximum of two trees. As with other spells, rare plants that are manipulated in ways that deviate from simple non-complex forms must first be discussed with a lore team member. Plantmeld Life Tier 5 Mana Cost: 5 MP per emote. Cast Time: 2 Posts, then channeled. Classification: Active, Safe. Duration: Channeled. Range: Personal. Focus: Caster’s Spark. Target: Caster’s Body. Effect: The mage dissolves their physical form, turning it into a far more primal and natural structure. While in this form, they appear as nothing more than a green glow, bearing several manifestations depending on their location; which can now pass through any form of plantlife, though nothing else. If on grass, they leave a shape of a footstep behind them, causing the grass to briefly glow in such a way. If in a bush, the middle of it will softly glow, a tree having a ‘silhouette’ of a person on its bark, plastered onto it like a 2D projection. When exiting this form, the caster will be pushed out of any plant they’re inhabiting, re-materializing soonafter. Cast at a higher tier?: No. Note: None. Energize Soul Life Tier 5 Mana Cost: 35 MP Cast Time: 3 Posts. Classification: Active, Safe. Duration: 10 Emotes. Range: Touch. Focus: Instrument's Apex. Target: Target Soul. Effect: Throughout the life mage’s experience, they begin to see patterns within the soul, ones they cannot truly understand; however can manipulate. By focusing on either their, or another person’s soul, the caster begins empowering the ethereal life essence within them. For those with mundane bodies and souls, this spell merely grants an energetic mood and general stamina, however any with alterations to their soul such as champions and blessed receive far more dramatic side effects. Their next ability become empowered, requiring less effort and less casting time to do, with less risk involved. While this spell is active, a blessing’s effect increases in intensity by a factor of 0.5. A single ability completely eats away at all of the excess energy within their soul, this spell not being reusable. Cast at a higher tier?: No. Note: For example, an ombra blessed attempting to use Lunar Embrace would find the effect to be far more pronounced, the influence they are able to manifest being far stronger. This spell cast upon blessed must have a DM present for any directly harmful abilities. Create Vessel Life Tier 5 Mana Cost: 50 MP Cast Time: 8 Posts. Classification: Active, Safe. Duration: Permanent. Range: 3m. Focus: Instrument's Apex. Target: Area where the vessel is to be created. Effect: The caster conjures a vessel from pure arcane and life energies, forming a frail and barely functioning husk of a person. This form is quite literally empty, despite it resembling a humanoid structure. At first glance, one would consider this spell to be rather useless, however to a life mage it is a blank slate, a canvas in which they can effectively create any sort of person they desire, one that can house a soul indefinitely. Any sort of regenerative or additive life spell cast on this husk will only take a single post to do so, with its mana cost unaltered. This continues until the caster has finished adding all vital organs and other necessities, at which point it will await a soul unless one is already present. Once a soul is bound to the body, veins of energy will begin to cover it, their skin hardens to that of a normal person and their biological functions turn independant (such as hair growth, mitosis, etc..). When conjured, the caster can add any sort of imprint onto the appearance and genetic makeup of the vessel once fully formed (provided they have analyzed the specific race they are trying to imitate with a tier five cast), however is restricted to making a body average in strength and cannot break the race’s height limit. A person placed into such a vessel should be monitored closely as their soul adjusts, likely being rather disoriented and confused from their period of being nothing more than a wisp. Cast at a higher tier?: No. Note: The vessel starts out with absolutely no hair or other physical features, however such will begin growing once it is completed. They can create a body of any physical age, however placing the soul of a toddler in a grown body will usually bring about more odd responses than good results, and vice versa. While it is possible to create a multitude of races to serve as a vessel, Syrien and Event Races are excluded from that possibility due to a more complicated genetic makeup, unless otherwise approved by the lore team. Creating a vessel requires logging within one’s grimoire and the approval of the lore team via PM Mass Decay Life Tier 5 Mana Cost: 8 MP per emote. Cast Time: 3 Posts, then channeled. Classification: Channeled, Harmful. Duration: Channeled. Range: 10m. Focus: Instrument's Apex. Target: Target Area. Effect: The caster points their instrument outwards, channeling magical energies in a three meter wide, ten meter long cone of destructive energies. Any life - be it plant or animal - caught in this decaying vortex will begin to feel weakened, animals’ legs will buckle as plants slowly droop downwards. On the first emote of the spell, those within the effect will begin to feel weakened, plants drooping down ever so slightly. Come the 2nd emote, it will directly attack the living tissue, causing a visible decay of the skin or plant matter into what appears to be ash. At first, the outer skin layers will cope with this effect, however by the time the 3rd emote hits muscle will be affected, withering away in much the same manner. It is at this point where escape is unlikely simply due to the target being unable to move as muscle mass slowly turns into ash; most plants completely disintegrating. Death surely comes if one stays in the area of effect for six emotes, be it for one reason or another, leaving behind only the skeleton of the animal and nothing of even the mightiest of barks. Cast at a higher tier?: No. Note: The pain brought about by this spell is akin to having one’s skin and thenafter flesh ripped from them in many small pieces, and is, as expected, beyond painful. Soul Creation Life Tier 5 Mana Cost: 90 MP Cast Time: 15 Posts. Classification: Active, Safe. Duration: Instant. Range: Touch. Focus: Instrument's Apex. Target: The complex structure of a soul. Effect: After having mastered controlling plantlife, altering other’s bodies for extended periods of time and analyzing a great amount of living creatures, the life mage begins seeing a recognizable pattern in each soul, one this spell - using an extremely large amount of mana - replicates. First taking hold of untamed arcane energies, the caster slowly molds them, giving them a pattern to bind and remain in. Once they do so, a period of immense focus follows as they alter the very structure of the mana, shifting it into a primal, life resembling state. It isn’t unheard of for this process to be rather chaotic, stray arcs of lilac or cyan lightning might strike the nearby walls, however they do nothing more than scorch the area, rarely setting anything alight. Eventually, this process dies down, the mage having put most of the mana under their control and stabilized it. After creating a soul, a mage would find it to still be extremely weak, it being in a Drained state. Cast at a higher tier?: No. Note: The created soul is a completely blank slate, as if newly born. After finishing the cast of this spell, the mage has a brief three emote period where they are able to manipulate its’ position, and place it in a soul jar. Casting this spell requires logging in one’s grimoire and approval from lore team via PM Manyfaces Life Tier 5 Mana Cost: 30 MP Cast Time: 4 Posts. Classification: Active, Safe. Duration: Up to 3 Septs. Range: Touch. Focus: Instrument's Apex. Target: One’s Body. Effect: The caster, much like other body-altering spells, floods their or another's’ form with magical energy as they begin changing. They can alter their appearance freely as they wish, so long as that appearance is that of a person they have analyzed using at least a tier three cast. The created body is identical in every way to the original person, not a hair out of the place it was when analyzed. Cast at a higher tier?: No. Note: This spell can only shift one’s body to a humanoid figure close to their own, and as such races that bear a completely different physical structure are out of the question. While applicable races such as syrien or fae can be shifted into, they’ll be missing their special characteristics, as the genetic code of a syrien’s ability to shift their tail or a fae having the ability to shift into sprite form is far too difficult to duplicate via this spell (this means that if one transform into a syrien with their tail transformed, they will not be able to shift into land form, and fae will not have functional wings). 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.
  12. Lore Journal: May 2016 Onwards

    Force, The Dynamic Tree = Renamed Evocation
  13. Lore Journal: May 2016 Onwards

    Due to the excessive amounts of topegean mining, the material has become far less common in the world, and this has had its classification upgraded to: Ultra-Rare
  14. Danakov

    Danakov Children of the Scale History What ascended forth from the will of magnificent dragons is either considered a legend of falsehood, or truth of the pure reverence that these long lasting creatures could create. Directly beneath these high flying reptilians, Danakov had been unmistakably birthed to resemble these intelligent animals, only smaller and able to further blend in with societal boons. The myths of a culture deeply engulfed into close relations with dragons was soon recognizably true, dispersed throughout the plains of Aversia accordingly to where their connections with winged reptiles could be conjured. Insignificant to a wide variety of the populous, the first Danakov were presumed to simply be mindless creatures of danger, infestations of biomes with extreme weather and threatening to travelers. Oblivious to their kind being wildly denounced as a tyrannical civilization, this race instead lived in harmony with their ancestral dragons during their majority of existence, relying on a symbiotic relationship to uphold the slow formation of a dragon-esque society. On the other hand, Danakov were inevitably destined to experience a world outside of their comfortable lifestyles. The apprehensive discovery of other civilizations whom shared their land was enough to cause a disturbance in the form of curiosity. Scheming a purpose to learn more of these areas, the Danakov's decision to severe small ties with their dragon association would lead to minor consequences. Attempting to integrate in cities and towns either led to aggression inflicted on their side, or a very skeptical and shaky relationship between 'beast' and man. Though they often returned to their familiar environments, they would also bring back with them influences of the more advanced and intellectual cultures than they may have imagined. In a stand-still between their past styles of life and the new, the gradual decline of former habits made for a careful transition. Though this barely lead to a surprise. While the connections with dragons became looser, not all Danakov ended up into the melting pot of Aversia. Those who remained and those who followed their willpower were still thought of as children to these scaled beasts, and therefore never lost the natural spark between two similar beings. Physical Description The Danakov are a proud race, one highly whom value material wealth. Depending on their area, they crown their decadence on their bodies, often wearing gemstones, and are also noted to be 'savage' due to many of them having dark tattoos as well as their piercings. Their clothing and coloration often befits that of their environment and adaptations due to their Brood Dragons, whomst they hold deepened ties to. Sprouting from their head is their horns, which either come from the base of the temple, or near the top of their skull. These horns are reinforced at their base as well as are apart of a hardened front, made to be capable of bashing. Despite this, the faces of the Danakov are seen as elegant or regal, with sharp and pointed features. Their ears are also pointed, reminiscent of Elves. Behind them at the base of their vertibrae comes a long yet thin tail which extends outwards from their bodice, usually the length of half of their leg. Danakov are usually seen wearing clothes of a more practical make. These people being more tied to the land do wish to show the beauty of it, their clothes often no doubt being an adaptation of their conditions. Due to the large variance of climates between broods it is difficult to classify a standardized garb between all parties of the Danakov, this being one of their largest differences. Common Height: Male: 5'5" - 6'0" Female: 5'2"- 5'10" Common Build: Ectomorph, Mesomorph, Endomorph Common Eyes: Yellow, Red, Lilac, Brown, Black, Light Blue Common Hair: Black, Brown, White, Red Common Skin Tone: Terracotta, Red, Purple/Blue Culture Though all connected by the similarities of race, the Danakov are a culturally split society. A clear division has erupted between those who have abandoned their past conduct, and those who are now part of broader societies, causing a common confusion of where they had initially sprung. The Danakov who have not partaken in the split from their traditions have had an opposite, if not more slow path of development. Less uniform in intellectual power, they mainly harvest themselves in tribal behaviors and rarely step out of these bounds. Ranging all across the Aversia wildernesses, their relationship between themselves and dragons is widely complex than one may firstly assume. It is simply untrue they are the masters above the beasts, in fact, quite the opposite. It would be heavily disapproved of if one treated a dragon as a mere pet to aid in serving their commands. Instead, the Danakov regard them in a higher status compared to their position, referred to as family broods and never intend for one to be cruelly dominating over the other. They often gift or mutually provide the reptilians with foodstuffs and expecting something to be given back, some believing they would be blessed with luck by doing so or more easily given something similar in return. Materials such as the Sunstone to the West or Icedust Stones to the North are immensely admired, yet it is considered selfish if the individual who finds a type of gleaming stone does not gift it to that of their kin, receiving some sort of misfortune if they refuse to do so. Though their bonds to naturalistic grounds tend to be strong, so rarely could something overcome the deep connection between this familial affinity. On the reversed end of civilizing, the Danakov that have pooled into the other masses of culture have their own definity. Usually keeping to the familiar and tolerable boundaries of the climates they had been brought up in. Surviving more hardships than that of their tribal relatives due to the long lasting racial discrimination, it lent some time before more prominent talents began to take form which appealed to the more advanced societies. It was beginning to be recognized that they excelled in handiwork, such as various crafts in smithing or more decorative and artistry tasks. Some have held onto a more spiritualistic direction of religion, but the many varying ideals of other divinities sent handfuls of Danakovs sprawling into other beliefs. Though their relationships with dragons have begun to lose more defining connections because of this, loose ties were still prevalent to them due to their family notions, resorting to a more passive sense of contact. The temperament of Danakov are customarily amicable, feeling an either strong or vague kinship towards others of their own race whom have thrived in the same area, overlooking their separations. Though tribal associations are generally closer, even those who have adapted to a more diverse crowd are able to connect with each other by similar geographical standards. All are also known to have a knack for handiwork, especially skillful in steady hands where their more indigenous or modern crafts leave behind small cultural influences. In general, a majority of Danakov still tenaciously cling onto their origin settlements, making them adverse in nomadism and heartily struggle when exposed to different arrangements. They thrive by living on common ground whence they had been born. Either constructing residency in meager encampments or living in more appropriate households of towns, leaving these environs and their connected relations is seldom. Therefore, making them underachieving in conforming to political houses. Further perplexing people of the odd yet mysterious inner connectivity between dragons and their frighteningly similar descendants. Mechanics Lifespan: 175-225 years old on average. Born from the Dragon's will, the Danakov are immune to their respective brood dragon's magic, this being tied to their continent of their family's origin. [Aoressans are immune to Saluun's Magic [All Earth-Based Damage], Anions are immune to Elduredlar's Magic [All Ice-Based Damage], Argiones are immune to Rohana's Magic [All Fire-Based Damage].] The Danakov are resistant to their respective climate, and adapted to be resilient to the effects of living in each portion. The horns of the Danakov are rather tough and strong. Like their bone they are rather difficult to break, especially in comparison to human bone.
  15. Aervan

    Aervan Watchers in the Sky Application Required History Considered to be the most venerable beasts to thrive upon the mortal plain, this ancient bird like race was strewed across the main continents of Averisa, predicted to have been crafted by Venti himself so they may ride the gusts of wind in exploratory harmony. Having been nomadic throughout most of their longevity, they spent the majority of their lives learning from their experiences on and above the terrain they became adapted to. The beginnings of their existence proved to be a gradual incline of knowledge, but it never came to them overnight. Even before the extensive dominance of the Hestarks, the Aervans lived in secluded peace due to their dispersed numbers, believed they had purely thrived off their worldly discoveries with the assistance of their specially keen eyes and naturally adapting intelligence. They easily developed into the world they had been surrounded by, having no need to alter the land in order to satisfy their wants, and from this grasped a better understanding of the lands in purest form. Believed that they had appeared with the sole purpose to pass down wisdom from one to the next, the Aervans ingrained their findings into clay and wood to keep their records known and relevant, yet soon matured to writing on parchment. The fastly changing world, however, was not gracious to the astute Aervans. As other competing races began to integrate their way into these landscapes, the knowledgeable avians slipped into paranoia of becoming hedged in their own environments. These free form winged creatures with intelligence that ascended above all others were losing their once established grip on Aversia, and their rooted habits soon became disrupted. Assembling into coalitions of their own kind, maddened with both anger and sorrow their wholesome lands were becoming warped under the many hands of others, they ascended to the skies along with the majority of their written findings. Fathomed with the realization they could not traverse their homeland like they once could, they stowed away in extensive heights of mountain ranges, away from the imperious desires of others. Relations with these ancient beasts have always proved to be complex due to their general limited exposure. Scholars of the now multitudinous cultures have derived from these creatures their odd solitary mannerisms, though some have become envious enough to try and locate their libraries which have been believed to be undisclosed to everyone besides their own kind. Physical Description Aervans have been most simply described by a commoner as ‘bird men’, notably embellishing a beak upon the fronts of their faces though are formerly built in a humanoid shape. Projected to have swift maneuverability along the winds, the abundance of feathers which course along their entire upright body to aid in flight varies in many different shades and patterns, able to be flecked with spots or stripes in simple designs. Their impressively large wings which connect just by the shoulder blades are several feet larger than their own height, the size giving them the capability of flight . The wearing of gloves and shoes is never needed for an Aevan, as their forearms and calves begin to thin from feathers into rough textured skin. Only four fingered on both hands and feet that are evenly the same length, hooked claws are prevalent on the end of each appendage, and therefore granting them very firm grip on even the narrowest of surfaces. Though capable of gliding with the help of these avian features, their overall body density is similar to that of elves and halts them in extended flight, growing tired faster than that of a regular bird whilst flying. Because of this, clothing is a very light factor, only wearing thinner fabrics in order to keep their aerial flexibility intact. Adorning these lighter robes, Elders often bear clothing made from uncommon textiles that have been given as gifts to them. While Aervans are able to carry heavier plating on themselves, flying is proven nearly impossible from the weight. Common Height: Male: 5'8"- 6'2" Female: 5'2" - 6' Common Wingspan: Male: 7'8" - 9'2" Female: 7'6" - 9' Common Build: Ectomorph, Mesomorph Common Eyes: Black, Browns, and Blues Common Feathers: Black, Browns, Grays, White, Russet, Golden Culture Aervans are often high believers of Venti, instinctively tentative to the direction of the winds. They cherish the prolonged gusts which are a constant force that stroke the mountain ranges, having faith that large blasts of air are a signal to assume travel and exploration, as they are able to move longer distances with the aid of these gales. During these times of ventures, Aervans are thought to be those who watch the skies and those down below, silently observing the clusters of civilization they rarely make contact with. The libraries of Aervans are said to be preserved, kept within the vast heights of mountains- and therefore, monasteries are commonly crafted by architects of the race. The carefully chosen locations of these buildings are propped upon exceedingly difficult areas to reach while on foot, though certainly no trouble for the winged beasts. Built strategically to remain sturdy atop peaks, a monastery is usually constructed from stone, a resource easily found among their environment. These buildings are dated back many decades, as these ancient housings have been cleverly yet sluggishly made to last for years on end. While living within them, the Aervans also make more use of these establishments to store away their writings. Often placing their scholarly studies on scrolls and stored away on shelves, they properly organize them from the oldest to the newest, or the other way around. Aervans can be excessively sociable around their own kind, crafting their own limited and loose hierarchy among each other. Elders, referred to as Lauger among these people, are immensely appreciated and respected. The wise and knowing minds of these older people are deeply admired, and it is considered rude to regard them as a simple commoner, but should be acknowledged as someone of importance. Those younger than them often bestow them with gifts, such as the fabrics of Silk or Sagesilk which are deeply cherished not only because of the elegantly soft textures of the cloth, but because they are difficult to come in possession of. Beneath the Lauger, and making up the majority of Aervan culture are the Litterateurs, known as varying ages of adults that have not yet ascended to the Elderly position. Being the sole purpose of exploring, the Litterateurs embellish themselves with vigorous studies, mainly learning from the teachings of their Elders and from their own experiences of performed expeditions. They are the most prominent age group that often fills their libraries with official writings, a much more excitable lifestyle to that than a youngster. The children of Aervans do not have large purposes, often the ones to sort and organize the libraries and strictly taught how to read and write at very young ages. While they do learn mainly under their parents as well as the Lauger, fledglings really begin the purpose of their lives once they have reached the Litterateur age of independence. Mechanics Lifespan: 135-175 years old on average. The Aervan are capable of flight should they be light enough to do so. Ontop of such, it is difficult to the point of infeasible to fire ranged weaponry during flight, much less aiming it. Aervan are able to detect storms with their feathers, able to alert them to ground themselves bad storms or otherwise during flight. Aervan do well in colder climates due to their high ranging homes. Their feathers containing a large portion of this heat retention. Aervan have 4 fingers which end in talons. Whilst sharp, these are not as opposable as human fingers and thus lose a lot of their finesse.
  16. Lore Journal: May 2016 Onwards

    Force, The Dynamic Tree
  17. Evocation

    Evocation The arcane manipulation of the often unseen energies of Aversia is widely known as Evocation magic; those unseen energies which were studied long ago by the first magicians of the realm. Known most commonly as sound, light, energy, and temperature, a force magician is capable of altering and manipulating these energies to their very will. They can cause great flames to erupt from high temperatures, and shock objects or others with bursts of electrical energy. Tier 1 Magefire Evocation Tier 1 Mana Cost: 2 MP, +2 per instance. Cast Time: 1 post. Classification: Active, Harmful. Duration: 5 Emotes. Range: 20m. Focus: Instrument’s apex. Target: Caster’s Target. Effect: The mage conjures a volatile ball of magefire, an element similar to natural fire but synthesized of mana rather than fuel like tinder or coal. As an element drawn from mana, magefire requires no heat, fuel, or oxygen to burn, though due to its unstable nature it tends to dissipate quickly after creation. This inflicts 2nd degree burns on bare skin, and scorches leather armor. The caster has the ability to channel for additional posts in order to increase the amount of Magefire orbs they have, at a higher mana cost. Each post increases the amount of projectiles by one, capping at five. Cast at a higher tier?: No. Note: Magefire for all issues of damage is akin to throwing a ball of fire, breaking into “pieces” when it hits something. Magefire heats to around 1200 degrees Celsius, but due to it breaking on contact, will likely only heat up metal slightly. Raw flesh or flammable substance is the most vulnerable type of object to this spell. Sense Vibration Evocation Tier 1 Mana Cost: 3 MP Cast Time: 2 posts. Classification: Passive, Safe. Duration: 10 Emotes. Range: 25m. Focus: Caster’s Eardrums. Target: The vibrations around the Caster. Effect:The mage focuses his ears unto but a single wavelength and sensitivity even higher than echolocation for a short duration. During this time, the mage cannot hear anything else but the vibrations that emanate from any living or nonliving object within 25 meters. The caster can sense the pattern, size and general direction of where the vibration originates, but not who or what it actually is that causes it. The higher the tier of casting, the shorter the duration and the larger the range. The duration lowers by 1 emote each higher tier, with the range rising at 10m. Cast at a higher tier?: Yes. Note: This spell CANNOT be used to listen to conversations, as all you would hear are simply tremors rather than words, and they cannot be made out at all into coherent speech under any circumstances. When used with larger ranges, the mage may be overwhelmed with the idle vibrations in the earth, and as such pinpointing where distant vibrations are is rather difficult. Control Friction Evocation Tier 1 Mana Cost: 5 MP Cast Time: 2 posts. Classification: Active, Safe. Duration: Instantaneous. Range: 10m. Focus: Instrument’s apex. Target: Chosen area. Effect: The caster takes hold of a 10mx10mx10m area, saturating it with magical energies. Anyone within this area feels a very significant change to the properties of movement, friction itself becomes less prominent. No matter the texture, objects slide against one another with unnatural ease. Conversely, the caster can manipulate the area to increase friction, causing otherwise smooth materials to act strangely coarse, despite the fact the material itself does not change. Cast at a higher tier?: No. Note: None. Force Palm Evocation Tier 1 Mana Cost: 4 MP Cast Time: 1 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: Melee. Focus: Casters free hand. Target: Free hand. Effect: The magi focuses their mana into the physical world and compresses it harshly against their palm in a fashion similar to a springboard. It slowly forms behind a light barrier and builds pressure through the body, flowing from the casters spark directly into the palm. When the palm makes contact with any object heavier than dust, it springs forth and sends out a shockwave, staggering anyone hit by it backwards 3 meters at maximum. Cast at a higher tier?: No. Note: None Magnify Evocation Tier 1 Mana Cost: 2 MP + 1 per tier. Cast Time: 1 posts. Classification: Passive, Safe. Duration: As channeled. Range: Personal. Focus: Instrument’s apex or caster’s fingers. Target: A small area. Effect: The caster manipulates a small area into a lens shape using arcane energies, causing it to refract and subsequently magnify anything in front of it by orders of magnitude by the caster’s choosing. This starts at up to x5 magnification at tier one, the maximum rising up by 5 orders of magnitude per tier. At tier five, this spell can behave somewhat differently should the caster choose to do so; they may effectively grip at the light of their target location up to 250 meters away and quite simply transfer it to the circular area they had created, allowing them to view a non-magnified real time display of the area, as if looking through a video camera. Cast at a higher tier?: Yes. Note: The higher the magnification, the harder it may be to focus onto objects. This can be solved by the fact the caster can adjust the angle and location of their arcane lens, along with the focus of the lens, though using it effectively at longer ranges may take some practice. Sonic Boom Evocation Tier 1 Mana Cost: 5 MP Cast Time: 2 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 10m. Focus: Instrument’s apex. Target: Anything within 10m of the caster, and within line of sight. Effect: With a forward thrust of their instrument, the caster fires an invisible bolt of power that crashes into its target with enough force to knock a man off his feet, or crack a support beam. The spell’s power grows if cast at tier three, the MP cost rises by 10; however it becomes magnitudes more powerful, affecting a 10m cone in front of the caster. It pushes objects and people back as stated beforehand, however with increased effectiveness. Cast at a higher tier?: Yes. Note: The spell deals no damage in its own right, but can force an individual into harm's way, or cause them damage on their fall. The hearing of targets struck by this spell becomes disrupted, their ears continuing to ring for the next 10 emotes. Icy Coat Evocation Tier 1 Mana Cost: 4 MP per 4 m2 covered Cast Time: 2 posts per 4 m2 covered. Classification: Channeled, Safe. Duration: 10 emotes. Range: 10m. Focus: Instrument’s apex. Target: Any unobstructed flat surface. Effect: From the tip of their instrument, the caster fires a spray of frigid wind and ice, laying a thin coat of slippery frost onto any hard surface. Anything attempting to cross blocks affected by this spell must roll a 1d10, anything lower than a 4 results in a trip that leaves them prone. Any attempt to run across the affected area results in an immediate trip. Cast at a higher tier?: No. Note: Even if cast in an arid or warm location, the ice remains for the duration of the spell. Fumigation Evocation Tier 1 Mana Cost: 2 MP Cast Time: 1 post. Classification: Active, Harmful. Duration: 6 emotes. Range: None. Focus: Instrument’s apex. Target: Any open area unaffected by wind. Effect: The caster summons from the end of their instrument a billowing black stream of smog that is toxic to inhale, and obscures vision. Inhaling the smoke cripples the victim, reducing them to a coughing fit that lasts for four emotes along with irritating their eyes, nose,mouth and lungs. Attempting to enter the thick blanket of toxic fog will sting the eyes, rendering the victim blind for every emote that they remain in the cloud as well as additionally causing them to carry the same symptoms. Cast at a higher tier?: No. Note: The fumigation behaves as a normal volume of smog does, and thus can be dispersed by means of ventilation, mundane or magical. Fumigation carries the same effect as Tear Gas. Fumigation smog moves at 3 blocks per emote, and cannot go underwater. Areas with high winds can dispel the effects after 3 emotes prematurely. Crippling Lightning Evocation Tier 1 Mana Cost: 5 MP per emote. Cast Time: 1 post, then channeled. Classification: Channeled, Harmful. Duration: Channeled. Range: 15m. Focus: Instrument’s apex. Target: Any living creature within 15m. Effect: From the end of their instrument the mage fires a dancing array of thin static lines, each branch erratically drawing from the apex to its target. Significantly weaker than natural lightning and boasting no proper electricity, It remains naturally colder than the actual thing. Once impacted however, the bolts of static energy slow their target on the first emote, and then bring them to a halt following the second. During the third emote their motor skills return to them slowly, and fully return on the fifth emote due to the bodies attempt to recover despite the electricity. They then falter fully on the sixth emote. If the effect is maintained for six emotes, the victim falls unconscious due to heart palpitations, though this spell is unable to properly kill, and cannot be lethal unless more than one mage is casting it upon the same person. Cast at a higher tier?: No. Note: None. Throw Sound Evocation Tier 1 Mana Cost: 2 MP + 1 per 5 words. Cast Time: 1 post. Classification: Passive, Safe Duration: Instantaneous. Range: 50m. Focus: Instrument. Target: Any solid surface within 50m. Effect: The force magician is able to throw one word of their choosing to a remote location as if speaking from that spot, making them inaudible from where they’re standing. Cast at higher tier?: No. Note: This spell can be at any decibel, as long as it is within the ability of the caster to speak it that loudly. Tier 2 Bedazzle Evocation Tier 2 Mana Cost: 5 MP Cast Time: 2 Post. Classification: Active, Harmful. Duration: 3 Emotes. Range: 20m. Focus: Instrument’s apex. Target: Area within 20m. Effect: A small orb of light manifests at the tip of the caster’s staff before it launches outwards, expanding into a five meter sphere where it lands. This sphere of light contains several multicolored orbs of flashing strobe lights that constantly shift in color. Vision within the sphere is impossible, but outside it is unimpaired. This constant field of shifting lights induces headaches in most individuals and impairs focus, while in the epileptic it is guaranteed to induce a seizure. Cast at a higher tier?: No. Note: This field can be dispelled early on by anti-magic effects. It generates no heat, merely light. Attempts to redirect the light beyond the radius of the field result in the light dissipating. This spell cannot deal permanent damage to the optic nerves. Frostbolt Evocation Tier 2 Mana Cost: 5 MP +2 per instance. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: 5 emotes. Range: 25m. Focus: Instrument’s apex. Target: Frostbolt fires in a straight line from its focus, travelling a maximum of 25m before dissipating. Effect: The mage conjures a blunt shard of ice roughly the size of a grapefruit, before firing the projectile at any given target in range. When the frostbolt hits its target, it seals and hardens, and will remain hard as rock until the duration of the spell runs out. Frostbolts are by their nature, 0°C [32°F], and fire with enough velocity to cut skin and possibly apply stage 1 frostbite, but cannot penetrate an unarmoured human deeply enough to be considered Lethal. Most armor, if in good condition, can take the hit without too much issue. If the mage wishes to do so, they are able to channel further to add additional instances of Frostbolt to be fired, capping at five. Cast at a higher tier?: no. Note: After the spell runs it’s course, the ice rapidly melts away, and turns to but water before dripping to the ground and dissipating into nothing, as if it were an invisible steam byproduct. Frostbolt travels at 10m per emote, and only 5m per emote underwater. Amend Temperature Evocation Tier 2 Mana Cost: 4 MP per emote, +2 per tier. Cast Time: 1 posts, then channeled. Classification: Channeled, Safe. Duration: Channeled. Range: 5m. Focus: Instrument’s apex. Target: Any non-sentient object. Effect: By using mana the caster can manipulate the temperature within materials, at an area of 1mx1mx1m if the object is particularly large. This temperature shift starts at 20 degrees C per emote, with a range of 5m, growing by an equal amount each higher tier (capping on 80C and 20m). Cast at a higher tier?: Yes. Note: Cannot be casted on a sentient individual, however whatever they are wearing can be cast upon. Frozen Passage Evocation Tier 2 Mana Cost: 5 MP Cast Time: 3 posts. Classification: Active, Safe. Duration: 10 emotes. Range: 30m. Focus: Instrument. Target: The Instrument’s direction in which it is pointed. Effect: The caster channels a web of mana outwards, grasping onto any and all particles of moisture not located within living beings. They then begin to form a bridge-like shape with the web of mana, using the moisture to properly secure it in place, before cooling it well below freezing. The result is a bridge of pure Ice, and though slippery, allows safe passage up to 30m away. Cast at higher tier?: No. Note: The bridge, if set on a flowing surface, thaws and reforms accordingly in order to remain stationary; though this ability has its limits, and casting on too strong of a stream will simply wash the magical creation away. The structure of the bridge may be in any form, but it is always at least 5m wide, and up to 30m across. Darkness Evocation Tier 2 Mana Cost: 3 MP + 2 per tier. Cast Time: 1 post. Classification: Active, Safe. Duration: 20 emotes, or until dispelled. Range: 20m. Focus: Instrument’s Apex. Target: Chosen area. Effect: The caster begins leaching light from an area, focusing it towards their casting instrument where it is absorbed. As soon as this spell is casted, a noticeable shift of light could be noticed as less and less light propagates in the area. Outside light influence becomes dimmer as soon as they enter the range. At tier two, this spell simply dims a room to an eerie level. The higher the tier of casting, the more potent the effect, entering tier three and upwards causes areas to begin completely disappearing from view, only those with extremely good low-light vision able to see through the spell’s effects. At tier four this spell reaches its full potential, completely cutting off an area from the effects of light, causing it to appear as nothing more than an impossibly black ‘hole’ of sorts in reality. Cast at higher tier?: No. Note: Light sources inside of the spell’s effects do not extinguish, they retain their previous intensity.. However simply appear dimmer. The caster can not see through the area they have created, and is affected by it as any other would be. Thunderclap Evocation Tier 2 Mana Cost: 5 MP Cast Time: 2 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 15m. Focus: Instrument’s bottom, opposite of its apex. Target: Ground beneath caster. Effect: The mage raises their instrument, channeling the spell up to the point where it almost casts, at which point they either fire it towards the ground beneath them or simply push the instrument onto the ground. As the spell casts, a shockwave fires from the area of impact, dealing them no harm however staggering, knocking over, or dazing all those in a 15m radius except the caster. Cast at a higher tier?: No. Note: The spell cannot differentiate between friends and foes. Suppress Flame Evocation Tier 2 Mana Cost: 5 MP + 2 per tier. Cast Time: 1 post. Classification: Passive, Safe. Duration: Instant. Range: 25m. Focus: Instrument’s Apex. Target: Any source of fire. Effect: The caster conjures a ‘net’ of mana from the apex of their instrument, molding it to their will. This arcane net phases through any and all materials; however interacts with fire in a dramatic way. Once coming into contact with flame, it begins nullifying it, removing the oxygen supply and the energy. At tier two, the size of this net stands at 4mx4m, growing by another 4mx4m each tier. The caster can conjure multiple nets at the same time, however their total surface area cannot exceed the tiers maximum. Cast at higher tier?: Yes. Note: None. Muffle Evocation Tier 2 Mana Cost: 5 MP Cast Time: 3 posts. Classification: Passive, Safe. Duration: 25 emotes. Range: 5m. Focus: Instrument’s apex. Target: Chosen object. Effect: The caster coats an object with arcane energy, invisible to the naked eye. This in turn causes every single sound that might come from said object to be nullified, without any exceptions. The size limit for what the caster can affect is rather large, capping out at 10mx10mx10m. Cast at higher tier?: No. Note: No matter the size, the object will not make a single sound from impacts, skids, and anything else of the sort. Casting this on large objects that contain things within them will not make the entire structure silent, only its shell. Alter Velocity Evocation Tier 2 Mana Cost: 4 MP per post, +2 per tier. Cast Time: 2 posts, then channeled. Classification: Channeled, Safe. Duration: As channeled. Range: Touch. Focus: Instrument’s Apex. Target: Chosen object. Effect: The caster takes hold of an object, slowly altering their acceleration towards the planet in drastic ways. At tier two alone, this spell can easily counteract the force between Aethius and a target object below 200lb, able to cause it to float or even remain stationary midair. Moving around an object midair does not require a recast, and can only apply an acceleration of up to 2m per emote. This however has its limits, as force applied to any direction causes the object to begin moving in that direction indefinitely while in range, needing a repeated invocation of force on the opposite side to cancel out the movement; this effectively brings about the very high risk of losing control upon a floating object. Casting the spell at a higher tier adds 100 lb per tier. This spell gains an additional, optional effect when casted at tier five. It effectively loses the ability to raise objects on the vertical axis, however completely loses the weight limit placed upon it. The caster can then begin altering the velocity of the target object by up to 5m per emote, regardless of weight or size. This has its limitations, as the caster cannot affect objects tightly secured to the ground or otherwise prevented from being moved naturally. Cast at higher tier?: Yes. Note: This spell requires constant touch. Sound Barrier Evocation Tier 2 Mana Cost: 15 MP Cast Time: 3 posts Classification: Channeled, Safe. Duration: Channeled. Range: 5m x 5m x 5m. Focus: The caster. Target: The 5x5x5 area surrounding the caster. Effect: The caster stands in the center of the area in which they would like to enclose in a 5x5x5 sound barrier. The barrier in itself will prevent sound from escaping or leaking in, leaving a completely private space. Cast at higher tier?: No. Note: The barrier is permeable and will not stop someone wandering through it, however doing so may leave one dazed from the drastic difference in decibels. Tier 3 Mute Evocation Tier 3 Mana Cost: 6 MP + 2 at tier four. Cast Time: 2 posts Classification: Passive, Safe. Duration: 10 emotes. Range: 20m. Focus: Instrument’s Apex. Target: Throat of a creature. Effect: The target’s throat is seized by mana, allowing no sound to escape their lips. Speech and other vocalizations, such as grunts are muffled silent. If they wish to do so, the caster can instead spread this effect on an area, vocally silencing everyone caught in it; however this requires a higher tier cast, and two extra points of mana. Cast at higher tier?: Yes. Note: None. Static Shield Evocation Tier 3 Mana Cost: 8 MP Cast Time: 2 posts Classification: Passive, Safe. Duration: 25 emotes. Range: Touch. Focus: Instrument’s Apex. Target: Self. Effect: The mage imbues themselves with a crackling, but largely invisible field of static energy that arcs branches of energy into any metal that nears the caster. The force of this is powerful enough to stagger a man in armour, deflect a weapon’s strike, or an arrow’s flight. After its three charges are exhausted, the caster is once again vulnerable to attacks. Cast at higher tier?: No. Note: The staggering effect lasts for a single emote. Frostfire Evocation Tier 3 Mana Cost: 5 + 2 MP per Tier. Cast Time: 2 posts + 1 per Tier. Classification: Active, Harmful. Duration: Instant. Range: 30m. Focus: Instrument’s Apex. Target: Any. Effect: The Caster forms an unstable ball of magefire and frost above his instrument, combining the two to form a fiery-yet icy coated surface projectile that fires in a straight line from the caster’s instrument, extinguishing into nothingness after 30 meters. Upon impact, Frostfire first imparts 1st degree frostbite onto bare skin and soon extinguishes, however leaves behind a chunk of ice that spreads a thin layer of frost. If not dealt with, this coating spreads frostbite in respect to the tier the spell was casted in, or simply cools a surface down to sub-zero temperature should it not bear flesh. This spell, much like others of its nature, can be channeled for a higher duration in order to increase the amount of bolts fired, rising at a rate of one instance per post. Cast at a higher tier?: Yes. Note: At Tier 4, Frostfire can cause 2nd degree frostbite, while at Tier 5 it causes 3rd degree frostbite. The rate of its spread is dependant on how many projectiles impacted the surface, going at 2 inches/second per instance of Frostfire. The maximum surface area the coating can cover cannot exceed more than 5m2. Flametongue Evocation Tier 3 Mana Cost: 5 MP per emote. Cast Time: 2 posts, then channeled. Classification: Active, Harmful. Duration: As channeled. Range: 15m. Focus: Instrument’s Apex. Target: Anything within a 15m cone, 3m wide. Effect: After a period of charge, the caster fires a great plume of magefire from the apex of their instrument. The flames maintain so long as the spell is active, but dissipate seconds after the spell ends, having no permanency of their own. While the spell is being channeled however, anything or anyone caught in the conal attack is affected by the fire as though it were composed of the real thing. Cast at a higher tier?: Yes. Note: At Tier 4, Flametongue has a range of 30m, while at Tier 5 it has a range of 45m. If the flames from this spell catch onto naturally flammable surfaces, the fire will begin to grow and act naturally from there on out independently from this spell. Prismatic Shot Evocation Tier 3 Mana Cost: 12 MP Cast Time: 1 post. Classification: Active, Harmful. Duration: Instantaneous. Range: 30m. Focus: Instrument’s Apex. Target: Direction of which the Instrument’s Apex is facing. Effect: The caster charges a volatile, swirling orb of multicolored arcane forces in the apex of their instrument, seeming to barely be contained even by the mage themselves. Once the caster fires the spell, the chaotic energies within it settle into one of six formations, each one different. #1: The bolt shatters into a coat of Ice, freezing in place and locking down whatever ligament it impacted. The ice itself is harmless, but is impossible to break without outside assistance. #2: The bolt explodes into a blaze of orange flame, scarring and burning anything within a 3m radius of the impact site. This fire will not catch onto any surface, flammable or not, but will cause 2nd degree burns if exposed to raw flesh. #3: The bolt carries no kinetic impact, but shatters to form an extremely bright flash of light that blinds anyone within 4m of it’s impact, regardless of whether they were looking or not. (Blinking Included) #4: The bolt impacts, sending a harsh electric shock though the site’s locale, causing both a stunning and possibly dazing effect for two emotes as the shock disrupts vital organs rhythms across the body. #5: The bolt impacts, causing a small implosion of light to occur. Though harmless to everything, the light within a 10m radius is entirely sucked away for 2 emotes, blinding everyone who is within that radius regardless of outside sources. To outside observers, the area appears unnaturally dark, as not a single speck of light can escape or enter the area. After 2 emotes, the light returns in a rapid fashion; this duration is nearly instant, and is almost impossible to note. #6: The bolt impacts, sending a wave of forceful kinetic sound directly into the locale of the target, causing the fracturing of bones, severe knockback, or structural damage dependant on the material. The sound itself is akin to hearing a sonic boom, and if within 5m, dazes anyone around it for 2 emotes (this includes the caster). Cast at a higher tier?: No. Note: Upon successful casting, a 1d6 must be rolled to decide the spell’s effect. Due to the lack of any real structure within the spell, it can be casted near-reflexively. Icy Snare Evocation Tier 3 Mana Cost: 8 MP Cast Time: 2 posts. Classification: Active, Safe. Duration: 6 emotes. Range: 20m. Focus: Instrument’s Apex. Target: The direction in which the Instrument points toward. Effect: The caster fires an orb of arcane energy towards a target, the impact first briefly pulling in all objects around it before freezing the area nearby in a chunk of ice. Anything caught in this 0.5m radius cannot escape by any means whatsoever short of magical thawing of the ice or destruction of it with a blunt weapon. Cast at a higher tier?: No. Note: This spell is most useful when used as a bola of sorts aimed towards one’s feets, however can be used to secure two objects together if absolutely necessary; the ice being rather sturdy. Fireball Evocation Tier 3 Mana Cost: 8 MP Cast Time: 2 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 20m. Focus: Instrument’s Apex. Target: The direction in which the Instrument is pointed. Effect: The caster points his instrument directly forwards, concentrating to keep his mana stable and ignite its energies into a ball of fire the size of a watermelon. After forming the fireball, the caster must quickly thrust it in the desired direction. If the caster is not quick enough the spell may either fizzle out or burn the caster’s Instrument. Once launched, it moves in the speed of a throwing knife, much like the spell Arcane Missile. This spell can be charged continuously for a range increase, rising at 20m per extra emote and capping at 100. Cast at higher tier?: No. Note: Once the fireball is launched, the direction cannot be altered. If the fireball comes into contact with the skin, it sticks onto it like napalm, and begins to heavily burn it until there is no fuel left. It can be doused with water or other flame retardants. There is no knockback from this spell. Siren Evocation Tier 3 Mana Cost: 3 MP per emote. Cast Time: 1 post, then Channeled. Classification: Active, Harmful. Duration: Instant, and remains on for however long it is channeled. Range: 15m around the Caster. Focus: Instrument’s Apex. Target: A 15m area around the Caster. Effect: The Caster raises their instrument high up into the air, focusing mana at its apex before willing it to begin sending out cripplingly powerful vibrations through the air around it. The sound this spell creates is extremely loud and high-pitched, and is sure to induce an ear-ringing effect even for humans. This spell works best for races and creatures who bear even higher hearing sensitivity, as it can completely debilitate them from the sheer amount of volume and pain that surge through their eardrums. Cast at a higher tier?: No. Note: The caster is mostly immune to the effects of this spell due to a layer of mana covering their outer eardrums, causing them to hear the high frequency sound as nothing more than a buzz. Shockwave Evocation Tier 3 Mana Cost: 8 MP Cast Time: 2 posts. Classification: Active, Harmful. Duration: Instant. Range: 20m. Focus: Instrument. Target: Directly ahead of the Caster. Effect: The caster pools mana at the apex of their instrument, charging it with a high amount of static energy that barely remains contained from arcing to nearby surfaces of metal. Once released, the energy stored blumes outwards in a frontal cone, for a brief moment appearing as a wide, dense array of electrical ‘roots’. Anyone within the short cone, especially those heavily suited with metal, is forced back a substantial distance as the spell progresses through them, repeatedly arcing between their appendages and whatever metal it can find. This spell only outright removes the mobility of people if they are either wearing armor or are soaked in water, and otherwise simply causes their movements to be incredibly stiff and machine-like, as their joints become extremely difficult to move for the next 2 emotes. Cast at higher tier?: No. Note: An individual will develop a tolerance to this spell if it is casted upon them, lasting for 4 OOC hours. Sunburst Evocation Tier 3 Mana Cost: 30 MP Cast Time: 1 post. Classification: Active, Harmful. Duration: Instant, but charges up for 2 posts after being cast. Range: 30m. Focus: Instrument’s Apex. Target: 10m above the caster. Effect: The caster creates a lens similar to the ‘Magnify’ spell, but said lens is altered so the caster amplifies the strength of the sun within a locale above themselves. The location where the lens is focused becomes the victim of the sun’s fury, as the harsh light and heat building up for two emotes before blasting its deadly energies forwards without any regard for that within its path. This spell is incredibly powerful and can quickly cause third-degree burns. It is not recommend to stand within the path of the beam the lens casts forwards, further emphasised by the visible light the lens catches before bursting forwards. Any caught within the ray will be blinded, and the damage incurred may be permanent. Cast at higher tier?: No. Note: After the spell runs it’s course, many will still have ”Sunspots” in their eyes, as the flash temporarily damages their pupils. Tier 4 Detonate Evocation Tier 4 Mana Cost: 20 MP Cast Time: 4 posts. Classification: Active, Harmful. Duration: Instant. Range: 50m Focus: Instrument’s Apex. Target: Anything within the area of effect. Effect: The caster channels a high amount of heat and pressure within their instrument, a bright orange glow seeping out of the apex as large amounts of energy gather, and soon become unstable. Once the mage has finished channeling, they must expel the energy outwards and towards an area that is within their line of sight. At the point of impact, a large powder-keg like explosion erupts from the charged orb as pressure and heat are released instantaneously, vaporizing most materials at its center and otherwise scorching the immediate area. Cast at higher tier?: No. Note: Channeling this spell is a painfully obvious ordeal, the bright light paired with the sheer amount of focus needed for the spell makes it very difficult, even impossible to conceal. Failing to launch the spell outwards once the cast is finished will result in the unfortunate vaporization of the mage as the spell detonates within the tip of their instrument. Static Pulse Evocation Tier 4 Mana Cost: 10 MP Cast Time: 3 posts. Classification: Active, Harmful. Duration: Six emotes. Range: Can cast to targets 30m away, radius of the pulse is 10m. Focus: Instrument’s Apex. Target: Anything within 30m and line of sight of the caster. The spell sticks to that target for the duration, be it an object or living creature. Effect: The mage fires a volatile ball of arcing static energy, sticking to whatever it hits for the duration of the spell. The ball cannot be removed by any means other than Unweaving. Throughout the duration the ball of static energy will pulse three times, on the second, fourth, and sixth emotes, after which the spell ends. Anything caught in the radius of a pulse is harmed by a current of crippling electricity, the intensity of which can inflict a burning pain and prevent coherent motion. While not lethal, each pulse causes muscle spasm and temporary paralysis, the duration of which persists long enough until the next pulse to give the victim a brief window of retaliation. After the spell ends, the inhibiting effects of the static quickly fade. Cast at higher tier?: No. Stormsong Evocation Tier 4 Mana Cost: 5 MP + 5 MP per emote. Cast Time: 3 posts, channeled. Classification: Active, Harmful. Duration: Channeled. Range: 30m around the caster. Focus: Instrument’s Apex. Target: The sky above the caster Effect: Charging mana into the apex of their instrument, the mage begins to saturate the air, shifting temperatures and pressure around and drawing moisture within the air closer. As the spell reaches its peak, a dense mist forms a hundred metres above the caster. From this mist, the caster may choose from an array of small changes in the artificial weather they have conjured. An option presented to the caster is the ability lower the temperature, causing the moisture held within the air to solidify and beginning to hail down small balls of ice. This hailstorm can vary in its power, but it is typically unwise to stand beneath it as the pellets crash down like marbles, capable of incapacitating those without helmets or other means of protecting their heads. Conversely, the caster can increase the friction, causing static to gradually build up within the cloud. This electric discharge is easily attracted to metal, striking down lightning upon any unfortunate enough to draw it closer. Lastly, the caster simply releases the built up moisture, causing it to rain down in a heavy shower of water. While this may be considered the least powerful of the effects, the attraction of water is rarely limited due to the spell’s ability to draw moisture from the air itself, allowing for the collection of water. Cast at higher tier?: No. Note: Some of the storms created with this spell have a slim chance of affecting the caster under certain circumstances. If the storm consists of hail, the pellets will rain down indiscriminately. If the storm consists of lightning and the caster owns a metallic object, they will have to roll a d20, where a critical failure causes the spell to strike themselves. Kinetic Stasis Evocation Tier 4 Mana Cost: 15 MP Cast Time: 1 post. Classification: Active, Safe. Duration: 3 emotes or until dispelled. Range: 10m Focus: Instrument’s Apex. Target: Any object within range. Effect: The mage floods an object rapidly with a large amount of magical energy, ceasing any and all velocity it may have, as well as freezing it midair. Once frozen, the object loses all kinetic energies it may have had, and so once the spell ends it falls down to the floor harmlessly. This however is far from the true potential of this spell; any kinetic energy added to the object while it is frozen will increase its velocity upon the duration ending, causing it to fly in the appropriate direction kinetic energy was imparted into it. There is no true limit to the speed other than the amount of energy the caster is able to impart onto it while it is within stasis. Cast at higher tier?: No. Note: Imparting kinetic energies onto objects using one’s fists or any other blunt method is much like hitting a wall, and as such it is not recommended. Though there is no true speed limit, objects such as rocks and other non-aerodynamic things can break up due to excess velocity. This cannot affect sentient individual. Undertow Evocation Tier 4 Mana Cost: 8 MP + 4 at tier five. Cast Time: 1 post, + 1 per 10m of distance. Classification: Active, Harmful. Duration: Instantaneous. Range: 40m. Focus: Instrument’s Apex. Target: Anything under 350lbs /159kg, and within 50m and line of sight. Effect: Channeling their focus into a target, the mage quickly and violently drags the object or person towards them, so long as it is possible. For instance, the mage cannot attempt to drag a person through a hole in a wall that they cannot possibly fit through. Instead, they would remain “stuck” against the wall for the duration of the spell. The caster can cast Undertow at tier five to increase the velocity of an object pulled and the maximum distance by double the tier four amount, another post added only after each 20m of distance. Cast at higher tier?: Yes. Note: Anything affected by this spell moves at a set velocity of 10m per emote (20m at tier five). Flamewall Evocation Tier 4 Mana Cost: 5 MP + 5 per post. Cast Time: 1 post, Channeled. Classification: Channeled, Harmful. Duration: Channeled. Range: 10m. Focus: Instrument’s Apex. Target: An area 10m in front of the caster. Effect: The caster begins a mighty incantation of fire, as the heat and light from around them begin to absorb into the tip of their instrument. With a single swipe, the caster is able to summon a wall of fire 10m wide by 20m tall in front of them, that lasts as long as they channel it, regardless of fuel sources. This flame acts like normal fire, and will catch alight anything that attempts to pass through it, regardless of person or being. Cast at higher tier?: No. Note: The caster can control the shape of the wall so long as its circumference never exceeds 15m. Frostspike Redoubt Evocation Tier 4 Mana Cost: 25 MP Cast Time: 2 posts. Classification: Active, Harmful. Duration: 10 Emotes. Range: 10m around the Caster. Focus: Instrument’s Apex. Target: The ground below. Effect: The caster channels all moisture in the air and earth below themselves, firing a bolt of pure, hyper-cooled mana into the ground. The resulting effect is a large swathe of land becoming covered in pure Ice, and causing large spikes to erupt at random locations to impale enemies, or slow them down. Cast at higher tier?: No. Note: Any person within range of Frostspike redoubt when it is casted must roll a flat 1d20 and succeed a check of 14 to escape being impaled by a random spike of ice. Those with plate armor must succeed a roll of 16, else they are forcefully knocked backwards entirely out of the circle by the spike. Even touching some of the ice with exposed skin causes the frost to eat away at the person, and near-instantly causes stage 1 frostbite without proper protection. The caster does not need to roll for this effect. After 10 emotes, the Ice spikes and ground melt back to normal, as if nothing ever occurred. Ice Prison Evocation Tier 4 Mana Cost: 15 MP Cast Time: Varies (See Note). Classification: Active, Harmful. Duration: 15 emotes. Range: 20m Focus: Instrument’s Apex. Target: Any living creature or object within 20m and line of sight. Effect: With a simple switch of their instrument the mage encases themselves or an ally in a protective shell of frost and ice, the surface of which is impenetrable and immune to heat, unlike natural ice. The shield allows for some movement within as it does not cling to the person it has trapped, but is otherwise snug. If however the mage casts Ice Prison on a foe, the frost clings to their person at a slower rate, and the channeling can be interrupted. Should the mage succeed in capturing an enemy in an Ice Prison, the effects are the same. Cast at higher tier?: No. Note: Each channeled emote of Ice Prison against an enemy places them partially within the shell of frost and ice. The first emote usually traps their feet, while the rest seal them within. While encased in Ice prison, the target is entirely Immune to any type of damage, regardless of magnitude. Ice Prison takes 1 post to be casted on the caster themselves, and 3 to be casted on another. Slowing Void Evocation Tier 4 Mana Cost: 10 MP Cast Time: 2 posts. Classification: Active, Safe. Duration: 5 emotes. Focus: Instrument’s Apex. Target: 5mx5mx5m area. Effect: The caster spreads mana in an area, slowly building a field in which kinetic energy is simply lowered. Potential energy, gravitational force, and all other forms of energy tied to movement are effectively ‘slowed’ to a fifth of their original speed and strength. This in turn causes a multitude of effects; for example, arrows entering this field mid-flight become significantly slowed though remain flying, individuals within the field will find their movements to be similarly slower. At tier five, the spell’s interaction with mana changes, instead becoming a channeled spell. After two posts, 10 MP will be drained from the caster’s mana pool, requiring a far larger amount of focus to keep going. This however comes with an added effect, the caster himself is free from the slow of the aura, it only affecting anything not in direct contact with them (excluding the ground). Cast at higher tier?: No Note: None. Detonating Rune Evocation Tier 4 Ritual Mana Cost: 10 MP Cast Time: 5 posts. Classification: Channeled, Harmful, AoE. Ritual and Runes: Using their instrument, the mage draws the below rune onto a surface, each square of the diagram at least two inches in width. The lines must be drawn precisely, and in the directions shown, else the rune may detonate during its construction, harming the caster. Once the rune is complete, its activation is signalled by a quiet ticking noise, the runes then turn from their vibrant glow to a muted brown. Duration: Minimum 10 emotes, up to 20 emotes. Focus: The rune. Target: Anything within 20m of the rune. Effect: After 20 emotes following its construction, the rune violently explodes outwards, not damaging whatever holds the rune. As it detonates, the rune triggers a blast akin to that of Detonate, however with vastly increased magnitude. It can easily blow a hole in a castle wall, however is given away by a bright glow present at the final 5 emotes of the spell. Cast at higher tier?: No. Note: None. Tier 5 Fire Blast Evocation Tier 5 Mana Cost: 5 MP/per post Cast Time: 1 post per charge, casts instantaneously. Classification: Active, Harmful. Duration: Instantaneous. Range: Varies (See notes). Focus: Instrument’s apex. Target: Any object within the charged range and caster’s line of sight. Effect: The mage wells mana, transmuting it into a growing ball of potent magefire. Charging the spell for longer grants it greater range, AoE, and damage. Once charged to a given degree, the mage launches it from their instrument in a forward line, the fireball exploding upon first contact. Blasts between 1 - 3 charges inflict third degree burns on unprotected flesh, and will sear through clothing. Blasts between 4 - 7 charges inflict third degree burns, and will incinerate clothing, leather, and light woodwork. Blasts between 8 - 9 are extremely destructive, a direct hit enough to kill or obliterate a light structure. 10 charge blasts are almost always lethal to living creatures caught in the AoE. Scale of Charge: # Post(s): Range, Area, Projectile Size 1 Post(s): 15 meters, 1x1x1 meters, 1 meter sphere 2 Post(s): 30 meters, 2x2x2 meters, 1 meter sphere 3 Post(s): 45 meters, 4x4x4 meters, 1 meter sphere 4 Post(s): 60 meters, 5x5x5 meters, 1 meter sphere 5 Post(s): 75 meters, 6x6x6 meters, 3 meter sphere 6 Post(s): 90 meters, 8x8x8 meters, 3 meter sphere 7 Post(s): 105 meters, 9x9x9 meters, 3 meter sphere 8 Post(s): 120 meters, 11x11x11 meters, 6 meter sphere 9 Post(s): 135 meters, 13x13x13 meters, 6 meter sphere 10 Post(s): 150 meters, 15x15x15 meters, 9 meter sphere Cast at a higher tier?: No. Note: Interrupting a mage charging a Fire Blast causes it to prematurely detonate before them and their instrument, consuming them and those around them as if they were hit by the very same spell they were trying to use against another. Charging a Fire Blast beyond ten posts is unstable and requires the presence of a DM to attempt. Casting Fire Blast requires both hands, one upon their instrument and another to guide and shape the forming sphere. A fully charged Fire Blast can instantly disintegrate most creatures. Incineration Evocation Tier 5 Mana Cost: 20 MP Cast Time: 6 posts. Classification: Active, Harmful. Duration: 3 emotes, caster must remain in place for the full effect. Range: 50m, frontal cone. Focus: Instrument’s apex Target: Anything within the spell’s AoE. Effect: After a period of charging, the caster unleashes a spiralling gale of fire that extends into a wide cone of incinerating power. Anything caught in the area of effect immediately begins to take damage from the flames, clothing is burnt away, armour glows red, and flesh sears hot. Remaining in the AoE for the second emote duration causes wood to incinerate, and stone to grow soft. The third emote leaves nothing but ash in its wake, allowing no chance for survive except under extraordinary circumstances or good cover. Cast at a higher tier?: No. Note: If the mage is interrupted during the charging, the spell simply fizzles - if the mage is interrupted during the casting the spell is cut short. Frost Snap Evocation Tier 5 Mana Cost: 20 MP Cast Time: 4 posts. Classification: Active, Harmful. Duration: 10 emotes, followed by an after effect 5 emotes long. Range: 50m range, 25m radius from target. Focus: Instrument’s apex Target: Anything within 50m and line of sight. Effect: The caster fires a brimming bolt of magical permafrost, that upon first contact, explodes outwards in a coat of steely frost. Anything caught in the AoE is frozen for the given duration, suspended in animation as a thin film of ice coats their entire form. After the duration, those affected by Frost Snap take five emotes to shrug off the chill, all movement halved in speed. Cast at a higher tier?: No. Note: The ice coating has properties similar in fashion to ice prison. Static Storm Evocation Tier 5 Mana Cost: 8 MP per post. Cast Time: 1 Post, then channeled. Classification: Active, Harmful. Duration: As channeled. Range: 50m, controllable radius of 15m. Focus: Instrument’s apex Target: Anything within the spell’s AoE. Effect: Immediately following the caster’s initial channeling, a swirling vortex of dense stormy clouds begin to form around the target of the caster’s concentration. Outward from the eye of the storm forms a blistering gale that spins with the fluctuating speed of an f5 tornado. Within these swirling clouds, static energy continuously discharges, imparting 1st to 2nd degree burns on all those within. Anything caught in the AoE of Static Storm takes painful, blistering damage to their skin and armour as lightning bites from every angle. With each emote, the caster can move the eye of the storm by 2m. Cast at a higher tier?: No. Note: Any interruption in the casting halts the spell, forcing it to dissipate. Sonic Blink Evocation Tier 5 Mana Cost: 25 MP Cast Time: 2 Posts Classification: Active, Harmful Duration: Instant. Range: Line of sight. Focus: Instrument’s apex. Target: Destination. Effect: Using their mastery of sound and its manipulation, the caster wraps themselves in a temporary protective shell of mana akin to how they would bundle up energy for the vast majority of their projectiles. Safely ensconced within this magical shell, the mage then accelerates themselves to the point of what would have otherwise been instantaneous death towards a destination of their choosing. The caster does not move traditionally as they do this, rather, they travel in a perfectly straight line to their destination. Traveling in such a fashion leaves an audible sound comparable to a thunderclap in the caster’s wake. As the caster launches towards their destination, the protective shell they crafted gradually disintegrates, slowing their speed to the point of survivability in the process. This spell can allow a crafty and talented mage to travel thousands of meters in seconds safely, assuming they’re careful. Cast at higher tier?: No. Note: Colliding with an object of sufficient size early on will prematurely shatter the spell’s protective shell, instantly leaving fatal wounds upon the occupant, if death is not instant. A sword blade, a rock, or something similar is enough. However, a fly is not great enough to prematurely end the spell. The spell’s speed and decay rate are tailored each time to reach that specific destination, so if it ends up removed or out of sight the results will often be lethal. A caster can attempt to sonic blink directly upwards, but the protective shell that the spell generates will not keep them safe from the harsh conditions of the vacuum of space. Absorption Evocation Tier 5 Mana Cost: 10 MP Cast Time: 1 post. Classification: Passive, Safe. Duration: Instant. Range: Personal. Focus: Instrument’s apex Target: Area infront of the Instrument’s Apex. Effect: The caster performs a wave like motion of their casting instrument, briefly conjuring an invisible dome-like structure of mana that fades from existence a moment after its creation. If timed correctly, and a spell such as Arcane Missile impacts the barrier, the caster is rewarded a flat 5 MP along with half the cost of the opponent’s spell. It can only block projectile spells. Cast at a higher tier?: No. Note: This spell does NOT block physical strikes at all, and carries no effect to attempts to deflect them with the barrier. Timing is crucial with this spell, as it only exists for a brief moment before disappearing, the caster must be in a focused state to successfully block spells. The caster’s mana pool can never exceed it’s maximum amount, regardless of how much mana was absorbed. Blizzard Evocation Tier 5 Mana Cost: 10 MP + 6 per post (After Casting). Cast Time: 3 posts, Channeled. Classification: Channeled, Harmful. Duration: Channeled. Range: 25m Around the caster. Focus: Instrument’s apex Target: The area around the caster. Effect: The caster manipulates the moisture around him to drop to temperatures far below zero, and manipulate the winds to send an icy hail 50m around the Caster, though the magi remains entirely unaffected. The ice, once latched on to a person begins to expand and cover the person in question, as the moisture on their skin helps the ice expand quickly until they become a large Icicle within five Emotes, as they beginning actively slowing on the third. Whoever is within the Icicle has ten emotes before they suffocate and die. If removed after the 7th Emote, hypothermia is imminent three emotes later. Cast at a higher tier?: No. Note: This spell can be interrupted extremely easily by simply moving the caster’s hand or instrument slightly. This ice is mostly natural, and can be easily melted and/or shattered by external influences. Veil of Shadows Evocation Tier 5 Mana Cost: 15 MP Cast Time: 3 posts. Classification: Passive, Safe. Duration: Fifteen Emotes. Range: Personal. Focus: Instrument’s apex. Target: Themselves. Effect: The caster manipulates his arcane energies immensely, covering their body in a thin veil of mana as they use it to bend the light away and around them for the duration of the spell. While nearly and virtually “Invisible”, Distortions of light can be seen where they walk, which causes more perceptive people to be scratching their heads in wonder as to what exactly they are seeing. Once the spell wears off or is dispelled, it appears as though the caster simply materializes then and there. Cast at a higher tier?: No. Note: This spell can be cancelled by the caster at will. Fortissimo Evocation Tier 5 Mana Cost: 20 MP Cast Time: 3 Posts. Classification: Active, Harmful. Duration: Up to 7 Emotes. Range: 25 meters. Focus: Instrument’s apex. Target: Sentient creature. Effect: Magically channeling their knowledge of light and sound, the caster conjures a terrifyingly beautiful orchestra directly in the ears of their victim, accompanied by a lightshow directly underneath their eyelids. This hauntingly dangerous symphony threatens to overwhelm the victim’s senses at every second, not only blinding and deafening them, but also quite possibly inducing a tonic-clonic seizure for every moment it lasts. For each Emote that the spell lasts, the victim must roll a 1d10. If they ever roll below or equal to the number of Emotes that the spell has lasted, they immediately suffer a tonic-clonic seizure. If for example on the fourth Emote that the spell has lasted the victim rolls a three, they suffer a seizure. However, if they rolled a six they would be fine. As the symphony progresses, it eventually reaches its crescendo on the final Emote before coming to a sudden and abrupt end with the rest of the spell. Cast at higher tier?: No. Note: The sheer amount of concentration this spell requires insures that the caster cannot perform any other action while it is underway, to do so is to risk the spell backfiring upon themselves in some horrifying burst of light. This spell cannot be impaired by closing one’s eyes, and if the victim’s eyes remain open anyone who peers within will be able to catch a glimpse of the display streaming forth in a miasmic glow from their open lids. Likewise, ear plugs do not stop its effects either. If anyone moves inwards and listens, they will be able to far more safely listen to the symphony trapped within their ears. Any damage caused by the seizure or this spell is permanent unless healed. Expel Evocation Tier 5 Mana Cost: 10 MP (See Note) Cast Time: 2 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 60 meters. Focus: Instrument’s apex. Target: Any. Effect: The act of casting Expel is a relatively simple demonstration of a master force mage’s knowledge of energy and motion. In essence, they effectively accelerate an object in a specific direction at great speeds, launching an object quickly in any direction. While the exact speed at which each object is shoved varies drastically, this is always enough to send nonliving objects twenty meters in any direction and living creatures ten meters in any direction. This is enough to redirect stones hurled by trebuchets, launch people off the ground, and send crossbow bolts to the ground. Cast at higher tier?: No Note: Expel costs an additional 5 MP for every additional two hundred pounds the intended object weighs. Anything from 0 to 200 lbs in weight would cost 10 MP, while something 201 to 400 lbs in weight would cost 15 MP. The exact speed Expel moves an object at varies heavily depending on size and shape, but it does move projectiles at enough force to cause harm and at least break bones. An object will always travel those twenty meters in under ten seconds.
  18. Leonin

    Leonin Born from Stardust History The Leonin have an ancient past along with many of the other races of the realm. Theirs however is not of this world, or this is what the clerics of the Leonin tribes believe. Early in the first great morning, the suns blazing over the ever-expanse of the great multiverse, Sol looked over his domain, spotting his most prevalent and brightest star was dying. Saddened by this, and not wishing for the dust to succumb to the dark of his proud warrior, Sol took the dust within his hands, and blew it over the Provinces of Aversia. Creating the savannah of golden grass from his breath, and the first of the Leonin, a proud figure referred to in their tongue as 'Simgonya' or 'Birthed of Light'. The proud humanoid lion figure traversed the realm of man in seclusion, bringing light to the dark. It is said his fur was so golden it allowed few shadows to hide, causing creatures of the night to flee in despair, to run and hide from his might. The hunter put those who traversed the night to shame, as his might easily overpowered those who tried to hide. Ombra could not allow such a creature, and thus the goddess decided to spite Sol. Bargaining with the god of death, Ombra had given the man mortality, making him unable to stay within the realm forever. With his dying breath, Simgonya once more birthed life into other beings. Making figures of clay and long grass, Simgonya spent each day of his remaining life to form these totems, erecting them tall into these grassy plains. Sol recognizing this once more spread his light amongst these, creating the first Leonin, one for each hour in the day. Holding fragments of recollections of his past, these Leonin passed down tales of his might into the future and through the tribe lands. It is said that when a male Leonin has his Simgonya Vision, it is required of him to challenge the current leader in a test of strength. Of course, scholars of the Empire have come to view this as farce, and see the birth of the Leonin people entirely different. Having been birthed from the savannah and looking very similar to the lions of the area in most cases, they are thought to be a sentient evolution of the lion. In this belittlement of their culture the two sides come to blows most often. Through this diversity no solid conclusion of the race's birth has been formulated, however there seem to be hints that both of these rumors could hold true. Physical Description Leonin are lion-like humanoids which were birthed from the savannahs. Both male and females have thick fur which cover their bodies in varying shades. Around the neck and head of a male Leonin, is what some consider the 'mane' or 'sun's crest'. This is found on most non-runt male Leonin. It is said that the bigger the mane, the more blessed the male is by the first, Simgonya. Women Leonin however lack the man entirely. All Leonin have retractable claws on their hands, with thick claws which always extend from their padded feet. They do not require shoes like many other races in most cases, and are able to grip and move much better with bare feet. Leonin have jaws and facial structures like that of a Lion more than a human, yet are meant to stand entirely upright. Leonin clad themselves in loose and light fabrics to shield the sun from their fur in order to not be burned. These are often vibrant in color, though the more vibrant and unnatural the color, the more it is viewed as a symbol of status. In this way, Pride Leaders are commonly seen in purples or blues adorned with gold and bronze embellishments. Sunstones also hold cultural significance, and a small susntone bead is gifted to the Pride Leader's son upon his death. Leonin do posses enough talent to make padded and metal armors, however it is unlikely for them to do so most times. Scarring is viewed as symbolic and important, the more aged and learned a Leonin is, the more scars they hold. Common Height: Male: 5'8" - 6'4" Female: 5'6" - 6'2" Common Build: Mesomorph, Endomorph Common Eyes: Browns, Silvers, Golds, Olives, Blues Common Fur: Golden, Brown, White, Black, Mahogany Culture Scholars of the Empire have noted the culture of the Leonin as being 'simple', however this could not be farther from the truth. Leonin have a social hierarchy, and many of the facets and portions of other humanoid societies. Leonin are a strong and proud race, although in the grand scheme of things are rather new. Their most common places of inhabitance are the savannah of the western continent of the Averisan Provinces, as well as Edros, the far western continent. They can be found elsewhere with alterations and adaptations to their location, however are found far more sparingly in these cases. Leonin are firstly considered a proud race of humanoid, surpassing that of most elves even. Leonin are steeped in tradition, and often refuse to appropriate to other cultures which surround them. Religion and superstition are deeply found within the Leonin of the realm. Most worshiping the god of the sun as their figure, they have come to view the world, the light, and the warmth with great reverence and respect. The Leonin live a minimalist lifestyle, being sure to take not more than they need, and to promote the balance of the savannah. One main tradition is what some call the 'pyre' and is done once and the beginning and end of each summer. Large straw figures of the earliest Leonin are erected, 24 in number. Assembling each into a large circle, and burning them as the sun begins to set. It is said that should the fires last through the night and remain controlled that good fortune will remain with the Leonin Pride throughout the year. Leonin are established into large conglomerates called 'Prides'. Being a Patriarchy in terms of ruleship, the Pride Leader, or 'Simheli', is passed down hereditarily by nature, some families having stayed in power for a many centuries. Yet, it is not required, and strength is greatly respected amongst these people. If a leader is to grow weak, the lesser Leonin of the tribe are to challenge their leader to try and take their spot on the rock. Women also hold a role in leadership however. The mate of the Pride Leader is the spiritual leader of the tribe or the 'Simshayeli'. Using almost occult-like prayer, the 'Simshayeli' are said to be granted powers by the sun which allow them to commune with the ancestors who are not currently within the tribe. The Simshayeli and Simheli are both often adorned in fine garbs with rudimentary sunstone embellishments. It is common for them to have large chains of gold or bronze alongside these, similar in color palette to the savannahs they are born from. An important theme which runs amongst Leonin culture is that of rebirth. Those who seek to live enlightened lives within their tribe, and being benevolent to their people are said to return to the stars, only to come down and inhabit the realm once more they are needed. It is the job of the Simshayeli, or the 'Caller' to carry out funeral rites amongst the dead. The most respectful funerals are said to be where a large bundling of wood and brush is gathered beneath the body, and they are sent to turn to ash, just as Simgonya had in his many reincarnations. Leonin Prides do not hold the same hierarchy as many other humanoid species do. Artisans are held in lesser importance than military men, since the Leonin are not renowned jewelers or craftsman. They are able to produce weapons and armor like other races, but do not hold the skill or accuracy as other races do. Most prides do however have similar weapons and armors. Having thick furs, and usually being prevented from wearing a great deal of armor due to lack of resources and the dire heat, Leonin weapons are more profoundly known for cutting. Having more curved blades and axes, they are more commonly seen using these weapons to fight. Not every Leonin is blessed with being a strong warrior however. Sometimes, and more commonly on the New Moon, a newborn is made that is the 'runt'. These runts tend to be more spry, more mobile, but certainly less bulky than their common Leonin brethren. If they are able to survive early childhood, their lifespan is equivalent to that of the rest of the Leonin, however during those early years, they are more susceptible to disease and being bullied and preyed upon by others. These runts can be outcasted, disowned, and are most commonly seen to have bad blood, or be disgraces within their family. They are considered 'moon-tainted' by their common Pride. These shorter, thinner Leonin often take up the jobs of thiefs or travelling merchants and worship the Mother Moon who set them on a different path in life. Leonin are strictly carnivores, and usually are seen hunting bigger game within the savannahs. Unlike what most human scholars believe, they utilize fires to cook their food, and can be seen uttering prayers to the fire to clean disease and to promote strength within their families and pride. Leonin do have their own language, called Sulimi, which is spoken through almost growls and harsh words and tones. Leonin use roaring to scare other lesser creatures away from them. Other races are able to speak this language, but to less effect. Written forms of Sulimi are rare, and are most comparable to pictographs, words being formed from shapes and depictions of objects to describe them. Mechanics Lifespan: 55 years old on average. The build of the Leonin is meant for them to walk entirely upright, being on all fours causes a major disadvantage to their speed and agility. The strength of the Leonin is said to rival that of an orc, yet they are said to be not as fast, nor quite as agile as the elf. Leonin are by no means able to do as precise work with their hands like the other humanoid races are. Their four fingers are rather stocky and broad, and are not able to bend as well as the other races. They do have a thumb for added stability though. From each finger tip, thick and sharp claws are able to be extended. Although they are furred like a lion's paw, they are much more similar to a human hand in structure and shape. Leonin have heightened night vision, and are able to see easily during the moonlight. They cannot however see very well in pitch-black settings such as caves or other such times. Leonin have heightened senses, being able to smell, taste, and hear better than other races. Leonin are somewhat adaptable compared to some other races. Some Leonin can be find across the world in various climates, however alterations to their fur and amount of it are made. It is unlikely for a Leonin to be comfortable moving climates however, as many Leonin stay in the climate they are born in most of their lives.
  19. 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
  20. 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 14 pints of blood. Adult Humans, Elves, Syrien, Danakov 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. Leonin have 12 pints of Blood. Aervan have 8 pints of blood. Vilo blood is considered poison to Vallah, and cannot be consumed. Races that can contract Vallahism: Humans Elves Halflings Dwarves Orcs Lirram Danakov
  21. 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.
  22. 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.
  23. Sanguimancy

    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.
  24. 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.
  25. Lore Journal: May 2016 Onwards

    Arcane Core [Reworked] Arcane, The Prime Tree [Reworked]
  26. History of the Elven Kind

    The Elven Kind The Corruption of the Ignorant The Elven people were not crafted by those of the Pantheon, instead being a descendant race from the chaotic downfall of another. Ascending through the misdeeds of the ancient Fey race, their creation was a slow pattern from the many split individuals whom fell from divine reaches. A formed product of the demoralized. Made from the hands of Arvora, they were said to be the first and most pure society to traverse in the Pantheon’s creation. As they grew and shaped together, they wrought before themselves civilization. They learned in the art of craftsmanship and creation, increasing their knowledge during the time of their fast paced advancement. Using their magical and physical abilities that had been given to them, they composed as a thriving and serene race. Yet through their methodical doings, the daily lives of a Fey was found to become monotonous. The swift corruption that wormed its way into the race was minuscule during the first stages of their peaceful lives. They sought change. The act of greed and selfishness began to take toll, causing them to revel in these new found acts that changed their development. Turning away from the Pantheon in abrasive mannerisms, they abandoned the fruitful labors of their work, leaving each other behind in a race of extortion, and forgetting the practices of worship. Only one true follower stayed behind, and watched the remainder of their society fall to the chains of wickedness. Yet their failures did not fall through the Fey’s grasp without regard, beginning to notice the accumulated losses. While they pleaded for help and forgiveness from the Pantheon, they only discovered that they, too, turned their backs away from the corrupted race. Some had desperately pleaded for forgiveness, and few of those were thence given a second chance, falling into the salvation of Arvora’s realm as long as they did not resort back to their glutinous deterioration for a second time. The realm had begun to rot, causing destruction to the once beautiful civilization of the Fey, occurring due to their own wrong doings. They soon became overrun with jealousy towards the few who had been received back within the Pantheon. Foli was of one who pleaded, and their calls answered. Mad with resentment as her temple stood proud to Arvora’s, the Fey assembled for a last time to participate in a sacrilege, seething and forcing Foli into execution. As she was reprimanded and strung onto a pole, her peers judged in a hatred manner about the sins she failed to commit. Tossing her valued artifacts and divine treasures from Foli’s temple to her feet, and immolated these objects before her very eyes. Causing dwelling despair, yet also an anger that reached unimaginable depths. After the Fey’s vengeful act, Foli ascended with a plan to bring suffering and eternal punishment to the depraved. In her own hostile act, she twisted and perverted the faces of those who defamed herself, warping them into a horrible facsimile of what they had used to be. During these twisted acts of mockery, only a minute amount were left untouched from these transformations. In the last stretch of downfall, the delicate wings of the race deteriorated, crumpling into ash from their very backs and evidently perished. Individually they faced separate dooms from their participation in the first murder. Those who were preserved stored away the last remnants they had of their most talented magi’s grand works, and scattered the realm to retreat from their own world, resettling into the Veil in great diaspora. Gradually, the contorted beings began to recover as the last generation of Fey started to pass away. Their offspring did not bear the horrific brunt of the curse that their progenitors had, and generations ahead bore it even less. From the slowly decreasing scar of past Fey did the Elven race begin to progressively form, indicating the recovery of their ancestral race. Yet never was an Elf borne that remained entirely untouched, which caused them to prosper into slight divisions of their general race. The Pantheon began to view the people with something other than animosity. Eventually, the punishment of their ancestors came only to manifest in their differences and their unique boons. Though there are still few remaining forms of the venerable Fey, their appearances are minimal when compared to the race which descended from them, which now thrive and tread across the Mortal plain with flourishing ease.
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