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TestFire

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Revision as of 16:06, 12 July 2020 by Firefan96 (talk | contribs)

This is a test page so you really shouldn't talk about this is banter. Yes you know who you are.


Physical Stat Physical Modifier Athletics Athletic Modifier Thin Blades Thin Blades Modifier Modifier Sum Dice Roll
Example Value 10 2 0 0 5 1 21 /dice 1 21


Template:Info magic A curious form of magic, Construct Magic makes use of two Qadir specialties; clockwork engineering, and Soul Magic, making Construct Mages uniquely dependent on their supply of Brass material and Soul Essence from Soul Mages. Without their brass, constructs cannot be built, and without the Soul Essence, constructs cannot be powered. Construct Magic is also an almost entirely utilitarian form of Magic, with a somewhat morally dubious twist, enhancing or improving the life of the caster while using the leftover emotions, thoughts, and memories of dead people as fuel. Construct Magic is at its core a Binral form of Magic, despite using Exist Magic generated Soul Essence. As such, it cannot be learned in tandem with or after or before other forms of Magic, though it does have 10 spells of its own. With the exception of the final spell, all Construct Spells are legal in Regalia, making most Construct Mages fall under the classification of White Mage. Construct Magic is also very prevalent among the Qadir, being what powers most of their civilization and technology together with Soul Magic. Mages who wield Construct Magic are usually classified as Techmages, setting them apart from regular Exist or Void Mages. Construct Magic has to be learned in Engram sequence. That is to say, spells are not formally called spells, but Engrams and they are taught in the specific sequence from Engram One to Engram Ten without deviation. Finally, Construct Magic cannot be blocked by conventional Magic blocks like Lazurite, it is powered by Binral Essence and as such has no other means of being blocked aside from disabling the caster or the objects they use. Construct Mages are also immune to the powers of Drows, and the feeding of Witchbloods. Due to the close relation Qadir have with Construct Magic and Clockwork in general, Qadir have special learning times. While Construct Magic observes the natural progression of skills in terms of learning time, this curve is different for the Qadir, as their total learning time follows a different progression. A Qadir skips the Trainee level and starts at Novice at age 18. They reach Student at 20, Caster at 30, Spellweaver at 40, Mage at 50, High Mage at 60, Mentor at 70, Expert at 80 and Archmage at 100. This progression only counts for Qadir who stay with Qadir parents in a Hadritya until the age of 18 however, as the progression is changed by their upbringing close to clockwork and other Soul Magic installations.

OOC Note: Because there is no real system for resource management present in-game, Construct Mages are simply required to create a cooperation with another PC Soul Mage. This Soul Mage has assumed infinite Qatils at their disposal, which makes Qatil usage a non-issue for the Construct Mage, but it is still required for them to maintain a positive contract with an active roleplayer portraying a Soul Mage to function. Additionally, no Combat Schools can ever be learned by Construct Mages.

Engram One: Soul Range

Engram One is the first learned Engram in the sequence of learning Construct Magic, and is many ways a preparatory spell that sets the Techmage up, as well as their later exploits. With the first Engram, the Techmage learns how to map their Almash, a mapping of their emotions. This Almash is different for each person, because it represents a drawn figure of their body on paper with arms and legs wide, and a localized glyph on their body where each emotion is represented. Since each person’s emotions are different and with different quantities, these glyphs are always in different places and in different sizes. Furthermore, Techmages can make these Almashes for others, by reading their emotional Soul Essence centers, and drawing them on paper. The last task Techmages engage in for this Engram, is to identify the so-called ‘trouble emotions’. These are as follows: anxiety, distraction, uncertainty, annoyance, and contempt. The trouble emotions are not the standard vice emotions such as pride and envy, but rather emotions that Techmages consider obstructive to their future work, emotions that distract from their ability to focus on their task at hand and see it to completion. This final task becomes more relevant in the second Engram.

Engram Two: Soul Split

Engram Two is the next learned Engram in the sequence of learning Construct Magic and is used to also prepare the Techmage for their future work, by clearing their mind. Firstly, the Techmage will construct a clockwork spider of sorts, a simple device that has a lightbulb on its back and small clockwork legs made out of copper or iron. Then, with the help of a Soul Mage and their own Almash, the Techmage will undergo a ritual called the Soul Splitting, where the troublesome parts of the Techmage’s soul are retrieved and inserted into the clockwork spider. The lightbulb on the spider then lights up, and the device comes to life. It is important to note that removing these aspects of emotions does not make the Techmage entirely immune to them, it just makes them far less likely to inhibit in their mind. Furthermore, these emotions are never truly gone, rather, they are manifested in the clockwork spider that they have created that will from that point onwards be called the Clocktik. The Clocktik (which Techmages may decide to name) will take on its own personality, made up of whatever emotions the Techmage had purged from their body, and remain near (usually attached to) the body of the Techmage. A Clocktik usually also has a speaking module that produces a raspy, yet a higher pitched version of its’ Techmage’s voice, usually offering background comments on what is going on around the Techmage, with fitting responses based on their emotions. For example, a Clocktik implanted with anxiety and uncertainty may nag at its Techmage about how dangerous what they are doing is. Another example, where a Techmage implanted contempt and annoyance in their Clocktik, it will constantly give off sarcastic and passive aggressive statements. Clocktiks can be killed, either by smashing the lightbulb on their back or by removing them further than 30 feet from the Techmage. When this “death” occurs, the emotions will suddenly rush back into the Techmage, causing an instant and severe panic attack. Clocktiks can be tinkered with over time and customized to the Techmage’s personal tastes, usually as the Techmage learns more engrams. The Clocktik can also be made bigger, though all Clocktiks share a skittish nature that prevents them from ever engaging in combat. Instead, they serve a role much more like an annoying sidekick, offering commentary on their surroundings and ongoing events.

Engram Three: Soul Spider

The third Engram teaches the Techmage how to construct Clockwork spiders similar to the Clocktik, though these function far less autonomously, cannot talk and are generally smaller and more simplistic. These Soul Spiders are constructed through the use of clockwork engineering, after which they are imbued with Soul Essence from a Qatil. When powered, the Clockwork spiders perform simple tasks around the house of the caster, but will never wander away from their residence, going dormant when their Techmage has left their vicinity. They can perform simple tasks like moving paper around, writing a letter from dictation, or watering plants, though they cannot perform complex tasks like playing a game of chess or powering other clockwork devices. Soul Spiders are incredibly fragile, meaning they cannot even be used for combat applications, though they generally make the life of a Techmage easier at home.

Engram Four: Work Spider

The fourth Engram teaches the Techmage how to construct a Clockwork Worker. Workers are in design and intent very similar to Clockwork spiders but can operate independently from the Techmage. They are larger than the Soul Spiders, about the size of a child’s head, and can easily climb staircases or even furniture. On the downside, Clockwork Workers can only perform one task for their entire life, for example, to cut hedges around a person’s residence, or to carry a fresh bucket of water up a flight of stairs each morning. Additionally, while two Clockwork Workers can comfortably live together in one residence, a third or more will become territorial and start attacking the other Clockwork Workers. That being said, their territorial nature can be taken advantage of, making them useful guards of properties. Clockwork Workers mounted on a door frame will attack unwanted intruders by pinching and slicing at them with their small spider claws. Clockwork Workers are notoriously sold by Construct Mages as a means of making a profit since many businesses especially enjoy Clockwork Workers tending to their plants and gardens, or even apothecaries making use of their fine motoric precision to harvest alchemical ingredients from a botanical garden. Clockwork Workers can usually remain powered by a single Qatil for a month, but require refills usually when they lose power.

Engram Five: Dead Breath

The fifth Engram is perhaps the most macabre of them all, using Soul Essence (which is the leftover remains of dead people’s souls) to substitute a breathing atmosphere for the host. Techmages at this level will have learned how to properly harness the power of Soul Essence to substitute the need for breathing, almost to an indefinite point (though it does require constant Qatil refueling). Techmages can construct a so-called Nafsar, a breathing device that seals with leather around their mouth and neck, usually attached with further belts to ensure the device is completely airtight. These devices only work on Techmages but are very useful when applied in combination with goggles. While somewhat impeding movement freedom (due to the restrictive leather on the face) it makes Techmages completely immune to any airborne harmful materials and gives them the means to breathe even where there is no oxygen. Enabling this device can be quite painful, however. When it is attached to the mage, they must first use up nearly all oxygen inside the mask, causing them to essentially suffocate before inserting the Qatil at the point where it nearly becomes unbearable. When the Qatil is inserted, the device will magically switch the atmosphere, allowing the Techmage to breathe the Qatil undisturbed as if it were oxygen. It is important to note that each Qatil will last roughly three days and that Mages need to re-insert a new Qatil before the last one expires to upkeep the flow of breathable Soul Essence. If they do not and keep the mask on, they will suffocate. Furthermore, removing the mask and re-introducing oxygen to the Mage causes a period of near-suffocation where the lungs have to re-adapt, making removing the mask an unpleasant experience. Dead Breath cannot be used by anyone but the Techmages in question, meaning the mask is effectively useless for others, and will only cause them to suffocate.

Engram Six: Stopping Power

Engram Six is the only directly offensively used Engram of Clockwork Mages (if you discount the effects of other Clock devices). With Engram Six, the Techmages learn how to craft a Tawaq, a light crossbow device set on a handle with a very long thin barrel (usually around 4 feet) with a clockwork device both in the handle and at the tip. The Tawaq is a simple yet straightforward device. Loaded with whole Qatils (instead of powered by them, thus being not as effective as the government issue), the device works by ramming the Qatil into a dispersion device at the end of the barrel through a clockwork-powered crossbow wire. When rammed into the tip, the Qatil forcefully ejects all contained Soul Essence at extreme speeds in the barrel’s aim, leaving behind a trail of glowing white dust. The projectile itself is ethereal, meaning it does not have a physical form, though it will stop at the next physical object hit and cause a number of outcomes depending on what it hit. These outcomes are explained below. Tawaq are legal to carry in Regalia, but relatively unwieldy and slow to reload, taking almost 30 seconds to remove the used Qatil holder, and inserting a new one while letting the clockwork wheel string the crossbow wire. Due to their size, the user must be in a crouching position to fire, while the weapon can only be wielded by a Techmage that has the sixth Engram learned, meaning the weapon is useless in the hands of a non-Construct Magic user.

 
A Tawaq is a very curious device to outsiders, and surprisingly, fully legal in Regalia on account of it only harming aberrants.
Target Effect
Mundanes (Non-Mage, Non-Special), Avanthar, Slizzar, Yanar, Maiar No Effect at all, the projectile is not even felt
Dragonblood, Aspect of the Dragon, Dragon Knight, Phantasma(Witchblood) Invigoration doubled strength and speed for an hour
Mages (Except other Binral based Mages) Inability to cast magic for an hour
Dulofall, Aleia, Kathar, Vampires, Silven, Void Worshipers, Possessed Individuals Physical weakness, halving their speed and strength for an hour
Both Mage and one of the above Both effects pertinent to Mages and one of the above
Drowdar Cannot use their Guardian Ability for an hour
Undead Lose physical cohesion if they have loose limbs, but otherwise also lose consciousness for an hour, the projectile is extremely painful

Engram Seven: Whistling Pencil

The seventh Engram is mostly a utilitarian spell, though Techmages have been getting creative with how to wield their pencils in combat situations. Whistling Pencil allows a Techmage to produce so-called Qalam, pencils that act very similarly to the Clockwork Spiders, yet are essentially just clockwork pencils with a Qatil loaded into them. A Techmage may have five of them operational at any time, and they are capable of each writing individually different sentences, copying an existing sheet of paper, or all writing the same letter faster, or even writing multiple letters in tandem. Techmages have often used Whistling Pencil to mass produce written literature as they write much faster than any humanoid could, though in some cases, these pencils have also been known to be used in combat applications. Since the pencils are powered by the motion will of the Mage, they can also be forced into a horizontal position and sent flying towards a target with great speed. While these pencils are obviously made to write and not pierce, their damage is not as inflicting as a crossbow bolt would be, but pen nibs can be wholly inserted into a target, causing severe pain. Furthermore, pencils that miss their intended target can be called back as if powered by magnetism, as long as they stay within 30 feet away from the Techmage, otherwise, they lose functionality.

Engram Eight: Binral Reader

The Eight Engram permits the Techmage to produce a Doqot orr Wha’oo (usually shortened to Wha’o) which appears similar to a simple screwdriver but is actually an advanced piece of clockwork machinery. Being roughly an inch thick and six inches long, they are filled with small cogs that constantly whirr, and a Qatil battery that gives off a white Soul Essence glow around the crescent-shaped tip. A Wha’o can be used by Techmages as a reader of sorts, a device that is used to analyze the magical properties of items in particular. It is able to, for example, detect magical essences left behind by Mind Mages on objects, but also to read the uses and effects of ancient artifacts left behind by Dragons or Artificers. Furthermore, it also grants the Techmages intimate knowledge in the usage and operation of Artificarorums and Binral Essence Gems.

Engram Nine: Eshraqat

The Ninth Engram teaches the Techmages how to produce Eshraqats, miniature versions of the Qadir Esrah Alwattah that can be used to project the Soul of the Techmage temporarily into the golem. At this level, the Techmage may also give the Clocktik a humanoid form. Eshraqats are not particularly sturdy vessels, held together by delicate clockwork though offering athletic and acrobatic agility while losing endurance in combat. Eshraqats are extremely expensive to produce, given that their eyes are powered by gems and their body is almost entirely made of expensive brass alloys. That being said, the considerable cost is well worth it; Techmages that project their Soul Essence into the device are able to speak, see, hear, and feel inside the Golem exactly as they do inside their human form. These devices are normally hooked up to a number of Qatil batteries, attached to an Eshraq chair, in which the Mage must remain seated while operating the Golem. Once the transfer is completed, the Mage’s consciousness will be held inside the Golem, though their soul remains within the body, giving Golems functional immunity to Soul Magic. This Golem can be operated for as long and as far from the body as the Mage wants, though it does not remove the need for the Mage to eat and sleep. Furthermore, there is a serious risk imposed when projecting into the Golem. As a Golem, their body will constantly need Qatil batteries, and they cannot cast any of their usual Magic from inside the Golem, rendering their commands for their clockwork devices useless. Furthermore, while destroying the Golem simply awakens the Mage, killing the Mage while they are projecting into the Golem will rip their Soul Essence out of their body and plant it into the Golem, thus killing them and trapping their Soul inside the Golem for better or for worse. Some Construct Mages have been known to become trapped this way, either by neglecting their original body or becoming subject to foul play. Many of them remain as immortal (as long as they are maintained and powered) walking libraries of Construct Magic, teaching new Mages, yet constantly warning them of the dangers of becoming too enamored with Eshraqats.

OOC Note: Clocktiks in humanoid form may be portrayed by other players, so long as they observe the non-combat, non-utility limitations on Clocktiks, as Clocktiks are little more than dialogue vessels. Furthermore, it is not permitted to play an Immortal Golem at this point. It is allowed to become a Golem through IC proceedings, but a Character may not be a Golem by default.

Engram Ten: Age Stealer

Engram Ten has always proven an ethically dubious Engram for Construct Mages: the choice between physical enhancement, or a greater duration of life. With the Tenth Engram, Construct Mages essentially learn how to fortify aspects of their body with Soul Essence, the leftover remains of the dead in two distinct ways, either by boosting the efficiency of the bodily form or by boosting the sturdiness of the heart. Choosing one will disable the other, thus meaning the Mage has to choose between the two. The first choice, being the strengthening of limbs, has the Mage perform a great ritual requiring 10 Qatils and various clockwork piercings on their arms and limbs. After this ritual is complete, they will permanently (that is, until their death) have the physical capacity of someone at age 30, regardless of their age (this stacks on top of their Body Shape). It will not cause their wrinkles or other aging factors to disappear (at least, not to a point of completely disappearing, though giving the impression of a healthy 60-year-old Humanoid), but underneath, their muscles and blood circulation will be re-invigorated. This choice is often seen as the more morally acceptable decision, as it simply uses Soul Essence to enhance the body. The second more morally dubious option is to fortify the heart with Soul Essence. This boost essentially turns back time for the host in terms of their body’s expiry date for their internal organs only (thus not changing their appearance at all). When this ritual is performed (similarly to the first option, but with a Clockwork device embedded into their chest), their lifespan is extended by 40 years, regardless of their race. This is seen as the morally darker choice, as it uses the left-over essences of dead people who had no choice over their own time of death to extend one’s own. Neither of these spells can be performed on others, thus being solely effective on the mage. The spell can never be recast, meaning that the Techmage’s decision must be absolutely final before they go through with the ritual.

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Last EditorFirefan96 on 07/12/2020.

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Template:Info magic The School of Folelsa Magic is an entirely Exist Planar Essence-based Magic School which contains only utility spells, which are related to the manipulation, reading and alteration of emotions, feelings and thoughts in other people. Folelsa Magic is both difficult to track and control, because the spells often do not require obvious casting mechanism, nor do they have long casting times. The School of Folelsa Magic is also not conventionally taught, lacking any form of guidebook, mentors, or traditional transfer of knowledge. Rather, Folelsa Magic is taught through the acquisition of a Elsar Ring, a physical manifestation of an Exist Echo, the spirit of a Seraph being that was, many millennia ago, absorbed into the Exist dimension. This spirit is not a person with memories and feelings, but rather an omnipresent idea, and a wellspring of knowledge that gradually teaches the wielder of the ring this form of Magic. The Ring, which takes on a random shape, aside from the constant presence of an inset gemstone, which is based on the wearer’s personality and cannot be purged, cleansed or otherwise destroyed. The ring can, however, be removed from the physical presence of the Mage, after which any Mage-sensing or scrying abilities and objects simply fail to detect the Mage. This means Folelsa Mages can, for example, hide from Witchbloods by hiding their ring away from themselves, though they also lose the ability to cast any magic. All spells of the School of Folelsa Magic can be learned in any order, meaning the ring’s knowledge will unlock these spells in a randomized the order (which the player may decide upon themselves) The regular learning periods do, however, apply to learning progress through the School of Folelsa Magic. Not much else is known of Folelsa Magic, since acquiring an Elsar Ring is extremely rare. They only attach to people they consider empaths, individuals who open their emotions to others, allowing the spirit to attach to them and form their ring symbiosis. Even then, these Exist Echos only naturally occur around Seraph ruins, which in themselves are also very rare. Due to its rarity, Folelsa Spells are not known to most states, especially the Regalian Empire which has a very low opinion of psychology and mental health care in general.

Sense of Clarity

Sense of Clarity is an emotion manipulation spell that Folelsa Mages can use to reduce, nullify or otherwise sooth rage and anger, or any other emotional expression of violence and hatred and negative emotions. Sense of Clarity has no casting time, and can be activated purely by thought of the Mage. When active, the gemstone will light up ever so slightly, after which the Mage may physically touch the enraged person to calm them, or gently swirl their hand in the direction of their target from a maximum of 12 feet away. Their anger will dissipate within seconds as the magic alters their perception of whatever caused them to become angry immediately. This spell is not a permanent spell. The effect of Sense of Clarity may last as long as two days, though it can never nullify the original source of the anger. For example, if a person is angry because their spouse was killed, the spell can temporarily soothe their anger, but, if after two days, they are confronted with the death of their spouse or their killer again, the rage will return. If the rage is only temporary, however, for example over someone having punched another person, then the rage can be permanently removed. Sense of Clarity is especially effective on creatures that are prone to frequent rage or violence outbursts, such as Orcs, Avanthar and rabid animals, as this spell also functions on beasts and animals. This spell can be dispelled by the Celestial Clarity Spell.

Channeling of Rage

Channeling of Rage is a spell learned after Sense of Clarity, and takes rage and anger and other negative emotion manipulation a step further. While the previous spell was only capable of soothing and nullifying the anger, Channeling of Rage allows the Folelsa Mage to redirect anger and rage, or even enhance it. When cast, the gemstone of the Elsar Ring will light up ever so slightly, after which the Mage may physically touch the enraged person with a statement in which they “command” the rage to be enhanced or redirected, though the target will never remember the words that were spoken, or touch, or the implication that the spell came from the Mage. For example, if a person is angry with another person for punching them, a Channeling of Rage spell with the command similar to “Why don’t you rage against that other person instead” will cause the rage of the target to switch onto someone or something else. Similarly, commands such as “Look at them, they don’t even seem to care” cause the rage to enhance in severity, which can turn a simple desire to punch someone into the desire to cave their face in. Again, this spell is especially effective on creatures prone to rage and violence, such as Orcs, Avanthar and rabid animals, as this spell also functions on beasts and animals. This spell can be dispelled by the Celestial Clarity Spell.

Reading Empathy

Reading Empathy is a spell learned after Channeling of Rage, though has more to do with reading the overall emotions of a person rather than anger manipulation. Reading Empathy is also a passive spell for Folelsa Mages that is active at all times after learning, though functions only when they actively try to sense emotions. That being said, without physical touch, Folelsa Mages can only sense the strongest and most present emotion. Only through touch, can they sense all active emotions and in what relation they are active to each other. Reading Empathy either when cast through touch or passively through distance is instant, establishing an Empathic Reading connection which allows the Folelsa Mage to read the emotions of the person, while also understanding the root and cause of them to the point where they have a vague idea of what caused them. This spell is incredibly useful to understanding deep-seated emotions of people who don’t normally speak about them or reveal much about them. It is the only real Alorian source of mental understanding and psychological reasoning, and often exceptionally helpful at problem solving for people who suffer from mental ailments, as it allows the Mage to directly pinpoint the source of every emotion they are suffering from.

OOC Note: Ensure you have the OOC permission of the people you are casting this spell on, to avoid metagaming or forceful character revealing.

Emotion Duplication

Emotion Duplication is a spell which Folelsa Mages can use to store a specific emotion of a person in liquid form, which can then be placed in a liquid container for later reuse. In the simplest of terms, the Mage can absorb the emotion that a person is feeling in the moment and store the emotional essence into a liquid that they are holding as long as they take hold of it less than an hour after casting. Whoever consumes the liquid at a later stage will then experience that same emotion for two hours, or until such an emotion would naturally wear out. This spell functions much the same as the first rage manipulation spells, in that the gemstone will slightly light up, after which the Mage must touch the target whose emotion they wish to duplicate. It is also essential that they hold a cup or flask of liquid in their other hand within an hour so that the emotion can be transferred directly. This spell does not alter the emotion of the person on whom it is cast, but simply stores it in a cup-sized amount of liquid. In order to feel the same emotion, the liquid must be drunk in its entirety. For example, if the Mage put the emotion into a cup of tea, the entire cup must be drunk in order for the spell to have an effect on the drinker. Emotion Duplication can only duplicate certain emotions, which are: joy, hatred, melancholy, loneliness, compassion, determination, anger, sadness and pride. The liquids themselves are indistinguishable from normal liquids to mundane Alorians (even Allar), though Folelsa Mages will always see a colored dew coming from the drink that others cannot see, in specific colors associated to the emotions. As such, Folelsa Mages will always be able to tell what liquid transfers what emotions. The liquids also don’t expire in age. Some emotion tonics have been known to remain just as powerful decades after creation.

Social Cloaking

Social Cloaking is a very curious spell that often allows the Mage to function as a social chameleon. Social Cloaking is a spell that is permanently active until it is dispelled by the Mage or is disrupted by some form of conflict. Social Cloaking allows the Mage to seamlessly insert themselves into other groups or entities. For example, they might just walk into the Black Tower and immediately “fit in” with the guards. Nobody of the specific group will stop to think twice about who they are, and they will immediately accept them as one of the group and act as if they had always been there and take a (relative) liking to them. This extends further also to friend’s groups, Noble House Servants, Charters, and more. It does not, however, work on family units, as a Folelsa Mage cannot pretend to be a family member. Furthermore, it should be understood that the magic does not alter people's personality. If a person is harsh even to their friends, Social Cloaking will not alter their behavior towards the Mage. This spell can be dispelled accidentally by a variety of Celestial Magic spells (in fact, having any of them cast upon a person who is affected will break the Social Cloaking spell). It can also be broken intentionally by the Mage simply being absent from any member of the group for a minimum of seven days, or by a conflict within the group. For example, if the Mage hurts one of the group members and the others become angry with the Mage, the spell will suddenly shatter and all members will come to the realization that this person has been deceiving them the entire time. Social Cloaking is not affected in any way by Magic-nullifying substances such as Lapis.

OOC Note: Ensure you have the permission of people involved to use this spell to insert yourself into a social clique. It is not permitted to force roleplay onto others who do not want it, so this spell should purely be used to drive a narrative, not to force yourself into someone else’s social circles.

Allure’s Kiss

Allure’s Kiss is, in the simplest of terms, a love spell that creates a very strong bond, similar to infatuation, between two individuals. If the individuals are of compatible sexual orientation and not already in love with someone else, they will themselves fall in love with each other, otherwise, it will create a very strong and lasting bond between the individuals, akin to being protective siblings. While this spell does not have a clear timeframe of functioning, it does have a very clear ending point. For the form of Allure’s Kiss which affects two individuals who become lovers, either a Celestial Spell of Cleansing will break the spell, or a first passionate night will. For those who create a strong brotherly or sisterly bond, an act of sacrifice of any kind (monetary, physical, emotional) will break the spell, along with a Celestial Spell of Cleansing. When the spell breaks for either situation, the individuals will have to internally re-assess whether their feelings are real, or whether they were forced and inauthentic, though if they conclude the latter, they won't actually remember the first kiss spell, or have any internal indication that they were under the influence of a spell. As such, it is possible that this spell does create lasting love or friendship bonds in case the people involved agree that the feelings (while seeming unreal at first) did become real over time, and that what they feel and share has become real to them. Alternatively, both or either can also reject the effects of the spell and rage against it.

In order to cast this spell, the Folelsa Mage requires a few strands of hair from each person whom they wish to cast the spell on. After this, they ritually braid the hair strands together with a spoken spell. When this braid is complete, they often suspend it near a fireplace, using the warmth of the fire to power the spell. Furthermore, it gives them the possibility to break the spell early, as the burning on this hair strand-braid will cause the spell to immediately break before the first act that would lead to it being broken.

OOC Note: Ensure that the people you are forcing this spell on are compatible OOC and do not have any grudges or bad blood between them. While the narratives might be fun, players should not be forced to roleplay out a role with another character of whom they do not want to socialize with the owner for various reasons.

Truth Mirror

Truth Mirror is a simple spell (to Folelsa Mages at any rate) that allows Folelsa Mages to read someone else's true feelings towards someone from a distance, though never on themselves. In order to cast this spell, they require a personal item of the person they need to read, and physical contact with the person to whom the feelings need to be interpreted. In order to cast this spell, the Mage must hold the hands of the person who wants to know the other person's true feelings towards them, while a personal item of the target (such as a piece of clothing, or some hair) must be between them on a table or on the ground. After a ten second focusing period they will be able to feel the true feelings the target has towards the person who asked. They then have the choice whether to reveal this information, lie about it, or keep it to themselves.

Feral Reduction

Feral Reduction is perhaps the only harmful spell in the School of Folelsa Magic. Feral Reduction is similar to Rage Manipulation, but takes the whole concept to the extreme, by overcharging the rage and making it chaotic and uncontrollable. In order for this spell to be cast, the target must already be in a state of anger, either naturally or by consuming an emotion tonic. Then the Mage can, from a distance, overcharge the anger emotion with a simple hand gesture, which causes the gemstone to light up with a red hue. This spell takes mere seconds to take hold and will cause the target to be reduced to a mouth foaming, growling and snarling feral who will target anything and anyone regardless of previously established relations, love, friendship or attachment. It essentially turns the person who it was cast upon into a raging beast, with a violent aggression against anything and anyone in their path. This spell cannot be removed or dispelled while it is active, and the only way to deal with it is to incapacitate the person who was enraged. When they lose consciousness, the effect of the spell ends.

Mind Link

Mind Link as a spell allows the Mage to share their mind with another person of their choice. In order to cast Mind Link, the target must be compliant to the spell and willing to receive it. The Mage must then rest both hands on the temples of the target and recite the Mind Link spell for it to function. Once the spell has been cast, the minds of the Mage and the target are linked by magic, allowing them to sense thoughts, emotions and feelings over great distances. It will, for example, allow them to sense each other’s anger or sadness, hear their inner monologue and even converse with each other through telepathy. That being said, it does not transfer any sensory information like sight or hearing, meaning it is theoretically possible that either the mage or the target can deceive the other by thinking about something else than what they are actually doing. That being said, there is no true way to hide every emotion and thought a person has during a Mind Link, as the spell is very intrusive. It allows both partners to see each other’s fears and hopes and dreams, as well as their relations, love and hatred against other people. Mind Link also transfers other mind affects, meaning if Hex Magic was used on a person under a Mind Link for example, the spell would also affect the person on the other end of the Mind Link regardless of where they were. This spell can be broken with the Celestial Magic Cleanse Spell, or can be manually broken by the Folelsa Mage on command, though not by the target. The only means the target has to ending the spell is to kill the Mage.

Sensory Scrying

Sensory Scrying is the opposite spell of Mind Link which allows the Mage to see what the target sees, hear what the target hears, feel what the target feels, smell and taste what the target smells and tastes and feel the physical pain the target feels. Sensory Scrying can be cast away from the target, all that is required is a piece of their clothing, like a shirt or a hat, and the spell can only be cast once per clothing item. Furthermore, this spell is only active for a full duration of fifteen minutes, after which it simply cancels out, though the target is never aware of this spell having been cast on them. The spell is fairly easily activated. The Mage must simply take a seating position with eyes closed, holding the clothing piece in their hands on their lap. Then, the gemstone in their ring lights up in blue while they speak out the Sensory Scrying spell, after which they open their eyes which have turned solid white, and from that point onwards they can feel all physical senses of the target for exactly 15 minutes. This spell can be chained one clothing piece after another, meaning it can be extended to long periods of hours if the Mage happened to venture into the target’s clothing wardrobe. That being said, the target must have worn the clothing piece for a while already, a hat which was simply put on the target’s head and then removed will not function with this spell.

OOC Note: Ensure that this spell is only used actively in the here and now. If the target agrees, you as the mage may do it in “implied” action while you spectate their roleplay from a distance to mimic the scrying effects, but you may never “after the fact” announce that your character was scrying and thus knows about a certain event. Scrying must always be done in-roleplay.

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Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsHydraLana, Scribbe
Last EditorFirefan96 on 07/12/2020.

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