Difference between revisions of "Lightness Sorcery"

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(Mage Empower: Burning Brightness [Trigger Passive])
(Sorcery: Healing Grace [Immobile Channel])
 
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==Sorcery Abilities==
 
==Sorcery Abilities==
 
===Sorcery: Healing Grace [Immobile Channel]===
 
===Sorcery: Healing Grace [Immobile Channel]===
By channeling the Incantation and holding their hands on or near a wound, the Sorcerer is capable of healing fresh wounds on others, excluding undead. To begin the Channel, the Sorcerer must hold both hands up to the wound and speak the incantation, wherein their hands will begin to glow with light (of any color). Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling, while deeper cuts and gashes take up to two minutes. If further healing is required, the Sorcerer can enact a second variation of the Channel. In this case, the target must be submerged in a pool of water, and the Sorcerer must place their hands into the pool, speaking the incantation. The pool will light up, and the healing process will begin for the next hour. This process can slowly repair internal tissue and physical organ damage, but only if it is non-fatal. It can also, additionally, remove any Ability based curse or effect that would prevent or inhibit healing. The Sorcerer will be completely exhausted after this hour, close to the point of passing out entirely. Either channel can be interrupted easily by disrupting the Sorcerer and their grip on the individual, or the water. The healing process will not leave a scar unless the healed individual wills it, and both versions of the channel cannot heal scars or weeks old wounds. In either case, Healing Grace has no effect on the healing of bones, the re-attachment of limbs, mundane infections, diseases, toxins or poisons, or returning function to damaged nerves, such as if the eye is damaged.  
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By channeling the Incantation and holding their hands on or near a wound, the Sorcerer is capable of healing fresh wounds on others, excluding undead. To begin the Channel, the Sorcerer must hold both hands up to the wound and speak the incantation, wherein their hands will begin to glow with light (of any color). Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling, while deeper cuts and gashes take up to two minutes. If further healing is required, the Sorcerer can enact a second variation of the Channel. In this case, the target must be submerged in a pool of water, and the Sorcerer must place their hands into the pool, speaking the incantation. The pool will light up, and the healing process will begin for the next hour. This process can slowly repair internal tissue and physical organ damage, but only if it is non-fatal. It can also, additionally, remove any Ability based curse or effect that would prevent or inhibit healing, and will restore cartilage and skin that has been removed through aesthetic maims, even if the wound is not fresh. The Sorcerer will be completely exhausted after this hour, close to the point of passing out entirely. Either channel can be interrupted easily by disrupting the Sorcerer and their grip on the individual, or the water. The healing process will not leave a scar unless the healed individual wills it, and both versions of the channel cannot heal scars or weeks old wounds. In either case, Healing Grace has no effect on the healing of bones, the re-attachment of limbs, mundane infections, diseases, toxins or poisons, or returning function to damaged nerves, such as if the eye is damaged.
  
 
===Sorcery: Cast away Impurity [Mobile Channel]===
 
===Sorcery: Cast away Impurity [Mobile Channel]===

Latest revision as of 04:33, 23 March 2020

Lightness Sorcery
Soulmagc.png
Magic Schools
Origins Altalar

Lightness Magic is conventionally held to have been produced by Altalar during the middle years of the Allorn Empire’s existence. In fact, Lightness is generally perceived to have been developed by the Altalar in response to Nature Sorcery becoming more antiquated with modern Estel worship taking over from more nature-rooted Estel worship. Lightness Magic has since been frequently used by the Altalar, and later also picked up by the Cielothar. Ailor quickly adopted Lightness Magic as well, with their spells typecasting the typical White-Gray-Black Mages categorization. This is based on how closely resembling other Sorcery Categories would compare to Lightness Sorcery. It remains one of the more socially accepted Sorcery categories in the world, with nearly all societies at least somewhat tolerating its existence.

Sorcery Rules

  • All Sorcerers may only choose from 2 different Sorcery Schools.
  • All Sorcerers must pay 4 Proficiency Points per Sorcery Spells.
  • All Sorcerers must have 2 spells in a Sorcery School to use the Mage Empower of that school.
  • All Sorcerers are limited to 5 spells total, regardless of the number of Schools.
  • Mages may also take Sorcery Spells, but only within their Sorcery School.
  • Mages gain a Sorcery Empower as long as 2 Acolyte Sorcerers are nearby, on their Mage Doc.
  • Sorcerers unlock the Mage Empower as long as their Mage-Master is nearby.
  • Mages can never use the Mage Empower that is unlocked by the Sorcery School.
  • Sorcerers can only be the Acolyte of one Mage at a time but can switch or quit at will.
  • Becoming an Acolyte Sorcerer must be done IC and with both parties OOC consent.
  • In the case that a Sorcery references an “Incantation,” this may be any string of words in any language that the character desires, however it must be audible in emote distance and cannot be whispered or muttered unless specified otherwise. If a specific string of words are referenced, any reasonable synonym may be utilized in their place, in any language.

Sorcery Abilities

Sorcery: Healing Grace [Immobile Channel]

By channeling the Incantation and holding their hands on or near a wound, the Sorcerer is capable of healing fresh wounds on others, excluding undead. To begin the Channel, the Sorcerer must hold both hands up to the wound and speak the incantation, wherein their hands will begin to glow with light (of any color). Surface tissue wounds like cuts and bruises can be fixed within 30 seconds of continued channeling, while deeper cuts and gashes take up to two minutes. If further healing is required, the Sorcerer can enact a second variation of the Channel. In this case, the target must be submerged in a pool of water, and the Sorcerer must place their hands into the pool, speaking the incantation. The pool will light up, and the healing process will begin for the next hour. This process can slowly repair internal tissue and physical organ damage, but only if it is non-fatal. It can also, additionally, remove any Ability based curse or effect that would prevent or inhibit healing, and will restore cartilage and skin that has been removed through aesthetic maims, even if the wound is not fresh. The Sorcerer will be completely exhausted after this hour, close to the point of passing out entirely. Either channel can be interrupted easily by disrupting the Sorcerer and their grip on the individual, or the water. The healing process will not leave a scar unless the healed individual wills it, and both versions of the channel cannot heal scars or weeks old wounds. In either case, Healing Grace has no effect on the healing of bones, the re-attachment of limbs, mundane infections, diseases, toxins or poisons, or returning function to damaged nerves, such as if the eye is damaged.

Sorcery: Cast away Impurity [Mobile Channel]

The Sorcerer, by holding up choice religious symbol of their own making (for example a Unionist eye pendant or Estel statuette) in the direction of someone of Infested or Higher Void Aberrancy (Void Silven, Mage, or Vampire) can inhibit the target. To begin the channel, the Sorcerer must speak the Incantation and hold the symbol up to the target, that they must be able to see, within emote distance. During the Channel, the target is entirely prevented from approaching the Sorcerer, only capable of moving sideways, backwards, or around. Secondly, the object will, to the target alone, appear as a searing blinding light, a golden sun radiating intense heat and blinding light that makes it impossible for them to target or see the Sorcerer. They will also experience a slight singeing and smoking of their skin that is directly exposed to the light. The effect only applies straight forward on the target, and when turned away from the target, will no longer affect them. Another way to disrupt the Spell is by attacking the Sorcerer or knocking the edifice out of their hand, though in any and all cases, the person directly affected cannot counter or stop the effect, so someone else will have to. In the case that the target cannot move anywhere but towards the Sorcerer, they can only move as close as necessary to be able to move backwards or to the side again, preventing the ability from keeping someone permanently trapped in place.

Sorcery: Hope’s Beacon [Toggle Passive]

The Sorcerer gains a passive light effect on their person that can cause a number of visual aesthetic effects. Any combination or number of the effects below may be chosen and added or removed, but requires an hour of uninterrupted meditation by the Sorcerer to do so.

  • Glowing eyes of a chosen light color. Any color chosen will always visibly be different than the eyes of Silven, Witchbloods, Vampires, and Werebeasts.
  • A faint glow with an even fainter sparkle or glimmer effect of their skin of any color.
  • Sunray based tattoos that light up emanating from the hands to the elbows.
  • A sundisk made of light projected behind the Sorcerer’s head that activates when using Sorcery or Magic Spells.
  • Blood that has a luminescent effect when bleeding from the Sorcerer.

Sorcery: Burn the Unburned [Sorcery Spell]

The Sorcerer can nullify and cure possessions on a target person. In order to cast this spell, the person must first be fully restrained, either through mundane or Ability means. The Sorcerer must then speak the Incantation outside to an open sky. While this Incantation is active, a pillar of light will descend and burn down on the target, who will be in immense pain while this is active. When this effect occurs, the Sorcerer must use an Announce Emote to broadcast this spell to anyone who is nearby who would be able to see the pillar of light. This spell must remain active for 10 minutes, during which it is possible for others to come and investigate. If the Sorcerer is not interrupted by an Ability Counter or by knocking the Sorcerer over, the target person will be cured of their Possession. If this ability is applied to Vampires or Werebeasts, it nullifies and disables their Mutations and Abilities for 48 hours.

Sorcery: Bathe in Light [Sorcery Spell]

The Sorcerer is able to call down a mist of light in either Emote Distance, or to fill up a room or building no larger than a Regalian House. This mist of light makes it so all areas are properly lit as if by sunlight, while also cancelling out any Spells that force darkness in the area. In order to cast this spell, the Sorcerer must speak the Incantation uninterrupted for ten seconds, after which an orb of light will appear in their hand. The Sorcerer must then smash it into the ground, causing it to spread up to Emote Distance. It can also be interrupted by simply knocking the Sorcerer over before the light orb hits the ground. The effect lasts for up to ten minutes, and can only be cast once per hour.

Sorcery: Orb in Darkness [Toggle Passive]

The Sorcerer can passively cause an Orb of Light (with any chosen light color) to appear in their hand, which will always hover between an inch and a foot away from their hand, though in any position. This means that they can move the orb to levitate off the back or the palm of their hand, or at the tip of their finger, as long as it never moves more than a foot away. This Orb will light up as well as a torch, but provide no heat and can go through objects as if it is not physical.

Sorcery: Light’s Sustenance [Constant Passive]

The Sorcerer is able to feed off of light, no longer needing to eat or sleep, and even being able to recover spell-fatigue in sunlight. Sorcerers with this spell can still eat normally but don’t need the sustenance of it if they are near the light. This effect remains so long as enough light exists, but also has an opposite effect. Sorcerers with this ability become extremely uncomfortable in badly lit areas like dark alleys and dark caves. If they become affected by a darkness spell at any time, they experience almost crippling anxiety and fear in the absence of the light.

Sorcery: Light in Home [Sorcery Spell]

The Sorcerer can produce semi-permanent light orbs that levitate in the air and light up an area. They can also cast this spell on doorways and windows to produce a light frame. To cast this spell, the Sorcerer needs to speak the Incantation, after which they can hold their hand over the general area they want to apply the light. This Spell can only be cast on homes that the Sorcerer lives in (or gang bases and the sort). These lights are permanent, but will disappear if hit by any small force like a poke of a sword or a punch. A light is strong enough to light up an area roughly 5 blocks around it, and several can be placed around a building to replace conventional lighting or torches.

Mage Empower

Mage Empower: Burning Brightness [Trigger Passive]

While within emote distance of their Mage-Master, the Sorcerer can choose to glow with a luminescent smoke-like substance steaming off their arms. While this effect is active, any weapon they hold in their hands will automatically light up with a bright light, and inflict intense burning pain on top of whatever harm it would normally do to an individual that is Infested or Higher Void Abberancy(Void Silven, Mage, or Vampire). Additionally, for those individuals, if the Sorcerer touches them with their hands, the target will feel an intense burning pain, that does not inflict actual harm.


Accreditation
Writers MonMarty, Birdsfoot_violet, F0llower
Processors HydraLana, Nesstro, Carlit0o
Last Editor Birdsfoot violet on 03/23/2020.

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