School of Soul Magic

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School of Soul Magic
Soulmagc.png
Magic Schools
Alignment Exist
Origins Exclusively Qadir

The School of Soul Magic, while fueled by Exist Planar Essence, is still a form of Magic that purely affects forces that are already native to Aloria, and as such poses no threat of possession to the caster whatsoever. The School of Soul Magic has a wide range of utilitarian spells that have a wide range of legality and illegality, though a lot of the Qadir economies are also fueled by the Qatils that Soul Mages make. Soul Magic is entirely devised and spread by the Qadir in support of their clockwork technology, and there is some evidence so suggest that Soul Magic existed even during the times of the Sariyd Empire. As such, Soul Magic is considered the oldest form of Magic.

Spell One Hayvann: Ellon Form

Magic Rules Hayvann
Casting Time 3 seconds, 3 seconds after to materialize
Reagents Required None
Items Required None
Counters
  • None

Ellon Form is the staple spell for Soul Mages that is most frequently used, and also the first learned. Ellon Form allows the mage in question to visualize (realize, or discover) their own spirit animal as well as others', and then transform into it. This is defined by what kind of Soul category the individual has at the time of the transformation. Numerous soul categories exist, such as: Kind Souls, Strong Souls, Quiet Souls, Wild Souls, Selfish Souls, Violent Souls, Shadow Souls and Fair Souls. A person will only ever fit one category of Soul, though the category may change depending on dramatic or traumatic events in a person's life. For example the death of a loved one may turn a person from a Kind Soul to a Quiet Soul if they become more introverted. As such, an Ellon Form may change, but only when the person in question changes Soul category. The Ellon Form in question may be any combination of the animals within the Soul Category, though may never be a single animal purely. The animal must at least be the size of a large housecat, but can be no larger than a donkey, not including tail. Animals can exceed their normal size, meaning that one's spirit animal could be a housecat the size of a donkey, or a donkey the size of a housecat. When the spell is cast, the mage turns their physical form into that of their spirit animal.

To cast Ellon Form, the mage recites the Hayvann incantation for 3 seconds, after which their physical form will shift into that of their spirit animal over the course of another 3 seconds. This form can be maintained practically forever unless the animal loses consciousness or the mage forcibly removes the spell. While in spirit animal form, the mage can still talk like any other person, but otherwise, takes all other physical properties of the animal(s) they have morphed into. They will not be able to communicate with animals of their own species; cat spirit animals cannot talk to cat's. When Soul Mages transform into animals, their clothing disappears. When they morph back into their normal Alorian form, their clothes magically return to their bodies. Wounds inflicted and any harm done on the spirit animal form will translate back to the humanoid form, and excessive harm inflicted on the mage while in spirit form will also render the spell reversed. Furthermore, Mages who are in Ellon Form do not gain the native abilities of the animals of which their body takes the shape of, such as night sight, underwater smell, increased hearing or pheromone smell. This also extends to negative traits. For example a person whose Ellon Form has fish fins, will not experience harm from being outside of the water. Finally, perhaps the most important limitation is that Ellon forms cannot under any circumstance or bodily composition achieve flight. The exact Soul Categories and their appropriate traits and animals associated with them are outlined in the table below. This table is strict, meaning it may not be deviated from, however the table uses categorical names, such as "Domestic Cat-like". In such an instance, any Domestic Cat present in lore (with some wiggle space afforded in Lore Staff Reviews) may be used.

Soul Category Traits Associated Animals Associated
Kind Soul Kind, Temperate, Charitable, Content Domestic Dog-like, Rabbit-like, Bovine-like, Deer-like, Elephant-like, Seal-like
Strong Soul Diligent, Patient, Ambitious, Brave Domestic Dog-like, Horse-like, Goat-like, Owl-like, Lion-like
Quiet Soul Humble, Thoughtful, Careful, Shy Domestic Cat-like, Deer-like, Rodent-like, Songbird-like, Fish-like
Wild Soul Lustful, Gluttony, Arbitrary, Gregarious Predator Bird-like, Predator Feline-like, Monkey-like, Otter-like, Camel-like
Selfish Soul Greed, Envy, Pride, Erudite Snake-like, Spider-like, Rodent-like, Owl-like, Lion-like
Violent Soul Wrathful, Cruel, Stubborn, Careless Predator Canine-like, Predator Feline-like, Weasel-like, Snake-like, Insect-like
Shadow Soul Deceitful, Craven, Cynical, Paranoid Snake-like, Reptile-like, Spider-like, Rodent-like, Fox-like
Fair Soul Justice, Trusting, Zealous, Honest Domestic Cat-like, Predator Bird-like, Horse-like, Deer-like, Fish-like
  • Note: Any and all Soul Mages are required to learn Ellon Form first before any other spell can be learned.

Spell Two Isilik: Ellon Projection

Magic Rules Isilik
Casting Time 3 seconds, 3 seconds after to materialize
Reagents Required None
Items Required None
Counters
  • None

Ellon Projection is another staple spell used by Soul Mages, especially when they are physically at risk from harm. When casting Ellon Projection, the mage will summon the spirit animal that they created when learning Ellon Form. This spirit animal will then, independently from the mage, defend themselves, and the mage if threatened. Not all Ellon forms are equally useful at combat—some spirit animals are specifically more geared towards utility. For example, a spirit animal with monkey-like arms and legs might be more useful for retrieving items from high places, while a spirit animal with a canine head might be more useful at defending the mage. Ellon Projected spirit animals cannot speak with anything or anyone, but they flawlessly and instantly understand the mage’s orders on a telepathic level, thus making the projection serve as an external extension of the mage. To cast Ellon Projection, the mage must recite the Isilik incantation for 3 seconds, after which the animal requires another 3 seconds to fully materialize. The projection can stay permanently unless the mage or the projection is sufficiently harmed and in a large amount of pain, or until either the mage or the projection loses consciousness. The mage will not lose consciousness if the Projection does, it will simply disappear, while the projection will always disappear if the mage falls unconscious.

Spell Three Cemaata: Ellon Communion

Magic Rules Cemaata
Casting Time 3 seconds, 3 seconds after to materialize
Reagents Required None
Items Required None
Counters
  • Interrupt casting

Ellon Communion is the final spell by which the spirit animal is used, and is the combined aspects of both projection and form. When casting Ellon Communion, the mage will self-morph into a combination of both their humanoid form and their spirit animal form. For example, if their spirit animal has lizard legs and a dog head, the mage might experience their head morphing to that of a hound, while the skin on their upper body becomes scaled. Either way, an Ellon Communion is always a bipedal humanoid with animal-like features, which can be wholly applied, or only partially (for example, only a finger, or a hand). To cast Ellon Communion, the mage must speak the Cemaata incantation for 3 seconds, after which it will take 3 seconds more for the morphing to complete. A communion form is much less stable than the other forms, and can only at maximum be held for up to an hour before the mage must end the cast. Similar to the other Ellon forms, the spell can also be broken by causing a considerable amount of pain to the mage or knocking them unconscious. While in Ellon Communion form, regardless of the head changes, the mage continues to have the ability to speak like any other humanoid.

Spell Four Ruhzona: Soul Bridging

Magic Rules Ruhzona
Casting Time 2 minutes
Reagents Required Qatil with Soul Essence
Items Required None
Counters
  • Interrupt casting

Soul Bridging is a very situational spell that is often used by Soul Mages who assist doctors and medics in Regalian clinics to cure illnesses of the mind. When casting Soul Bridging, a mage will take a piece of dead Soul Essence that has been harvested—which may usually contain a piece of personality or behavior from a long dead person—and augment a target individual with said Soul Essence. In simpler terms, Soul Bridging is used to graft the personality of a target, to change it or supplement it. For example, if a man with anger problems and considerable rage reports to a Soul Mage for a clearer head, the Soul Mage may decide to Soul Bridge them with the Soul Essences of a deceased priest, to augment their personality with more temperance. To cast Soul Bridging, the recipient must remain still for up to 2 minutes while the Ruhzona incantation is spoken by the mage, who must also be holding both hands on the forehead of the target. A Qatil of Soul Essence or the recently deceased person to be used for the transfer must be within close vicinity to transfer the personality. When the spell is complete, the augmentation is instant and effectively painless. In most cases, the target won’t even be aware of the changes to their behavior, to them, it seems as if this has always been the case. Rarely, those who were Soul Bridged might experience Soul Flashes, which are visions or hallucinations of their past self, or the individual that was bridged to them. In such cases, they might walk the street and suddenly see a person who isn’t there, or have a feeling that belonged to an event that played out decades ago. These things occur only seldom and are hardly impactful enough to trouble the host, but have usually been noted as a novelty side effect.

Spell Five Haratek: Soul Harvest

Magic Rules Haratek
Casting Time 10 seconds
Reagents Required None
Items Required None
Counters
  • Interrupt casting

Soul Harvests is the main resource gathering spell owned by most Soul Mages, that also makes them useful to nation states and scientific institutes. Soul Essence is impossible to harvest through conventional or technological means but is used to power practically all clockwork machines and Qadir devices. As such, it is a rare resource that is high in demand and low in supply due to a few Soul mages. When activating the Soul Harvest spell, a mage will blast an area with a magical shockwave that does not disrupt physical objects, but makes Soul Essence visible to the naked eye, even to non-Soul Mages, The Soul Essence then becomes harvestable by the mage, who can guide the essence into small clockwork devices called Qatils for use as a power source. As a curious side effect, Soul Harvest makes Poltergeists visible: hostile concentrations of Soul Essence that have become twisted and haunting, manifesting in the form of a ghost. Once the ghost has been manifested, it can be attacked with conventional weapons and other magic, but can only be temporarily dissipated, as the only method of actually destroying a Poltergeist is through the Soul Cleanse spell. It will similarly also attempt to attack the mage when the mage has cast Soul Harvest, and can only be permanently destroyed with the Soul Cleanse spell. Casting Soul Harvest requires 10 seconds of incantation of Haratek, after which the magical blast of energy is practically instant, and the visibly of Soul Essence will remain for 15 minutes.

Spell Six Tezmilek: Soul Cleanse

Magic Rules Tezmilek
Casting Time 10 seconds
Reagents Required None
Items Required None
Counters
  • Interrupt casting

Soul Cleanse is a very situational spell that some Soul Mages may never end up using but is nonetheless a very powerful one. It has two main uses, the most often used of which is to permanently destroy a poltergeist by cleansing the concentration of corrupted Soul Essence and allowing it all to dissipate once more. The other use of Soul Cleanse is to reform the scattered essences of a person that had died somewhere between a minute before the spell was cast to some weeks after. Soul Essence tends to linger on the spot of death, and as long as a person has died relatively recently, a Soul Mage can reform the Soul Essence to re-create a soul. This soul can then be stored in a Qatil but requires a very special and extremely rare item called a Soul Clock that is contraband in most states to put the soul into the body of another person. This soul can never truly be restored; the Soul Essence returned will always be imperfect and carry over only parts of the persons’ memories, personality, and feelings. That being said, when augmenting another living person with said soul, it adds the memories of the dead person onto the living one, creating a new personality based on a median of both the dead soul and the living one. To cast Soul Cleanse, the mage must speak out the Tezmilek incantation for up to a minute, after which they may be seen “plucking” soul essence pieces from the air and tying them into a white luminescent floating rope, which may then be gently pushed into a Qatil for safekeeping.

  • Note: Revivals done with Soul Cleanse can only be approved by Lore Staff under certain circumstances. Consult Lore Lead for more information.

Spell Seven Tekreet: Soul Trap

Magic Rules Tekreet
Casting Time 5 seconds
Reagents Required None
Items Required None
Counters
  • Interrupt casting

Soul Trap is considered a vile spell that is often used by Soul Mages offensively, as it is the only real spell used on living beings. The core of Soul Trap has the mage temporarily lift the soul of a person out of their body (leaving their body behind in a catatonic state) and trapping said soul in an object. The spell is cast by speaking the Tekreet incantation for five seconds while holding the object, after which the subject must be touched with the object into which the Mage wishes to trap their soul. Their soul will violently and instantly snap out of their body and be deposited into the object, from which they will remain sentient, be able to hear and see, but not speak or smell or touch. The object in question may be as large as a house, or a small as a bracelet. There are numerous ways to break this spell: Either by destroying the item in which the soul was trapped, by removing the object further than 500 meters from the catatonic body (which will snap the suspension and force the soul back in), by voluntary dispell by the Mage, or by a Soul Cleanse from another Soul Mage on the object in which the Soul resides. This spell is not inherently harmful, but it does essentially paralyze the body of the person to the point where they would be helpless to watch as someone else attacked their now unmoving body. The Soul is however invulnerable, it cannot be destroyed or damaged in any way, even by other Soul Magic spells. As such, this spell is often used to terrorize others or to create an advantage by temporarily moving someone's soul into a trap location to disable them for a time. This spell automatically breaks after 48 hours if no other action is undertaken to break the spell.

Spell Eight Mahvet: Link Shatter

Magic Rules Mahvet
Casting Time 20 seconds, touch forehead after
Reagents Required None
Items Required None
Counters
  • Interrupting casting
  • Avoid physical contact

Soul Shatter is the ultimate spell for Soul Mages, meaning every other Soul Spell must be learned before Link Shatter can be mastered. As opposed to the more convoluted ultimate spells of the other Magic categories, Link Shatter is very straightforward. When a mage casts Link Shatter, it will render another mage’s abilities and spells useless for one day at least, and for the next 2 days after that, any spell cast has a 50/50 chance of simply doing nothing. Link Shatter, on an essence level, denies a caster the ability to make use of Planar Essences. Curiously enough, it can also be cast on the Soul Mage themselves, meaning they can also block out their magic. This has certain benefits because while Planar Essences are blocked, all physical mutations caused by Magic usage will be reverted, and any conventional or unconventional means to detect a mage will not work on the person whom the spell was cast on. To cast Link Shatter, the mage in question must speak the Mahvet incantation for 20 seconds, after which they must apply their hand onto the forehead of the person affected to break their spell capabilities instantly.


Accreditation
Writers MonMarty
Artists MonMarty
Processors Eccetra, Hydralana, Doc_Cantankerous
Last Editor Percuriam on 05/30/2018.

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