Difference between revisions of "Phantasma"

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==Witchblood Mutations==
 
==Witchblood Mutations==
All abilities work only Silven/Mage/Kathar/Vampire abilities & Spells, classified as cast-able, which require some form of gesture or projectile, unless otherwise specified. All sets of traits come in a package and cannot be switched around or moved around, though come free without any additional Proficiency costs. There are currently three types of Witchblood, with potentially more being unlocked as more Dragon Temples are activated. It is possible for a Witchblood to change their form, in which case they must visit a Dragon Temple and undergo the Witch Hallowing, a process which removes all their powers for a week but grants them a different form after that week is over.
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Witchblood develop certain Mutations during their becoming a Witchblood, four of which maximum that can all be categorized below. These Mutations don't need to follow a specific pattern or type, and can be combined into whatever combination. Witchblood Mutations can inherently never be cancelled or stopped, there exist some forms of Vampires and Silven that may be immune to the effects of Witchblood Mutations due to specific Mutations of their own, but generally speaking Witchblood effects trump all.  
====Witchblood Venator====
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{| class="wikitable"
* Witchblood Venator are able to use Mana Combustion once every 2 minutes. This spell is done by performing a gesture on a person using a cast-able, but can only be used if they are known to be channeling or charging for a cast-able. If done on time, it causes the cast-able to interrupt, and instead cause a localized shock wave on the caster, knocking them to the ground.  
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! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Mutation Name
* Witchblood Venator are able to use Taunt Silence, which causes anyone who attacks them with a weapon to be unable to use any cast-able for 10 minutes. This ability does not have a cooldown, nor does it stack, but it does reset each time an attack hits.
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! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Power Type
* Witchblood Venator are able to use Ultima Repentance, which allows them to create a green ghostly whip in their hand. This whip can then be "whipped out" at an enemy with 100% success rate, latching onto any body part. This lasso latch does not hurt them, but make them slow and exhausted, unable to run. The lasso cannot be detached by any conventional means beyond the Witchblood letting go, but the target can slowly crawl or walk away from it once the lasso reaches beyond emote distance. It is useful to pin down an escaping foe, or weapon a fighting foe, not to harm or strangle someone as it is not capable of doing harm. After the lasso is detached, it takes 10 minutes to cool down before re-use.
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! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Range
* Witchblood Venators have the passive ability Venator Blades, which makes their weapons gently glow with green energy and hum when in the presence of a Mage, Kathar, Vampire or Silven.
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! style="text-align: center; font-weight:bold; background-color:#c0c0c0;" | Description
====Witchblood Umbra====
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* Witchblood Umbra are able to use Mana Translocation which allows them to "blink" teleport to a target person if they are casting a cast-able. They can use this as often as they like, but it does not interrupt the cast-able. Additionally the positional location they appear is relative to their departure location. For example if they stood in front of the Silven, they will blink in front of the Silven, not suddenly behind them.  
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| style="background-color:#87d087;" | Venator Combustion
* Witchblood Umbra are able to use Taunt Cleanse, which allows them to self-cleanse any lingering cast-able or ability spell effect after taking a hit from it. This means that any mind altering spells for example need to land and take their first effect before they can be cleaned. This ability can be used any time.  
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| Counter Ability
* Witchblood Umbra are capable of using Ultima Scales, which sends out a cone wave of green ghost scales on ground level that when hit, prevent a person from using cast-ables for 5 minutes. This ability has a 10 minute cooldown.  
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| Emote Distance
* Witchblood Umbra have the passive ability of Umbra Scales, which causes any person hit by Mana Translocation or Ultima Scales emit a small ghostly trail as they move around for an hour, and cannot blink or teleport during this hour period.  
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| Can target any person, causing a swirling of green energies to form around them which lasts for at least 5 minutes. While this is active, if the character uses any Mind Ability, Instant ability or Channel Ability, the ability instead is cancelled, and causes a localized shock wave that knocks the victim to the ground. Only two Venator Combustions can be active at any given time, and the Witchblood cannot recall one after it has been placed, having to wait out the effect.
====Witchblood Protego====
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|-
* Witchblood Protego have the ability of Mana Warding, causing the Witchblood to have Dragon Script runes on their body, and reducing incoming damage of cast-able to 1/4 of the damage output, if damage is implied.
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| style="background-color:#87d087;" | Venator Silence
* Witchblood Protego have the ability to use Taunt Direction, allowing them to re-direct a cast-able aimed at a different person to redirect it to themselves. This ability has no cooldown and can be used instantly whenever anyone uses a cast-able.
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| Counter Ability
* Witchblood Protego have the ability of Ultima Mending, allowing them to become immobile and redirecting all nearby cast-able within emote distance to themselves, while taking none of the effects. Unlike Taunt Direction however, the Witchblood cannot move and must take 10 seconds to recover after breaking the ability stance, meaning they are vulnerable, regardless of how long they used the ability. This ability has a 10 minute cool down, but it can be kept up indefinitely once used until cancelled.  
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| 5 Blocks
* Witchblood Protego have the ability to use Protego Call, which allows them to use both hands in front of them to create a 1 block wide and 2 block high green shield that bounces back any Kathar, Vampires, Silven or Mages who try to walk through it or crash into it, but it will not stop any of their abilities or cast-ables from going through. One such tower shield can be produced every 30 seconds, and up to 3 may be active at any given time, dispelling by the will of the Witchblood, or when they leave the area.  
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| Anyone actively engaged in a fight with the Witchblood (be it unarmed or with weapons) is unable to use any Mind Ability, Instant Ability or Channel Ability while they are fighting. Any such Ability that was used before entering into a fight remains active however.
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|-
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| style="background-color:#87d087;" | Venator Repentance
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| Instant Ability
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| Emote Distance
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| The Witchblood is able to summon a green ghostly whip on their right arm that can be used to latch onto others. This lasso always attaches to another person, and prevents them from leaving Emote distance of the Witchblood. Additionally, if the person targeted is capable of using any type of Instant Ability or Channel Ability that would relocate their corporeal form such as a blink or teleport or even a portal ability, these abilities do not work.
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|-
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| style="background-color:#87d087;" | Venator Blades
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| Passive
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| 3 Blocks
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| Witchblood with this Mutation have their weapon glow with green energy and vibrate gently while they are within range of a Mage, Kathar, Vampire or Silven.
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|-
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| style="background-color:#87d087;" | Umbra Translocation
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| Passive
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| Emote Distance
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| Witchblood with this Mutation are able to blink to any person using an Instant Ability or Channel Ability. This ability does not cancel their Instant or Channel, and simply puts the Witchblood in a proportional position to their target where they were when they blinked towards them, ending 3 feet away from them.
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|-
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| style="background-color:#87d087;" | Umbra Cleanse
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| Passive
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| -
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| Witchblood with this Mutation are immune to any type of Mind Ability, but can still be affected by Alchemy based hallucinations or illusions, as well as illusions placed on other objects aside from the Witchblood.
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|-
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| style="background-color:#87d087;" | Umbra Scales
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| Instant Ability
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| Emote Distance
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| The Witchblood summons a number of ghostly green dragon scales in their hand, which can then be thrown like throwing stars. When a target is hit by these scales, any active Channel ability is interrupted and stopped from Emote Distance, instead of having to get up close to them to cancel it. This ability can always go through shields and blocking effects, but cannot cancel any stasis-like abilities. Each time the gesture is made (roughly 5 seconds to cast), three scales are made. Each scale throw has a 1 in 3 chance of hitting (/dice 1 3, with 1 being a hit and 2 and 3 being a miss), scaling up with 1 in 3 extra chance for every 10 Proficiency in Throwing Weapons Combat Skill, capping at 100% hit rate with 20 Points invested.
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|-
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| style="background-color:#87d087;" | Umbra Tracking
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| Passive
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| -
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| Any person hit or targeted by any type of Witchblood Ability of any kind sheds a ghostly green trail that is only visible to those with this Mutation, for up to 20 minutes after they were hit by any of the Abilities.
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|-
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| style="background-color:#87d087;" | Protego Deflecting
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| Passive
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| -
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| The Character has the ability to deflect Magic in the same way that Mages can, able to deflect incoming spells. Deflection casts are performed as emotes, after which a /roll 1 20 is done. If the roll is above 5, the spell is deflected and rendered harmless by a deflection cast. Deflection cast requires the Vampire to have both hands free and not already engaged in casting or fighting. It works by waving their hand in a half-circle motion as if to “slap” away the incoming spell
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|-
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| style="background-color:#87d087;" | Protego Warding
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| Passive
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| -
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| If the Witchblood is killed by a Mage or a Vampire, they are revived at the Dais of Faith in the Imperial Cathedral in Regalia 24 hours after dying. While they reform, they are unable to remember the 24 hours while they were dead, or the 24 hours before they died. This can only occur if the death was mostly inflicted by a Mage or Vampire, even if a non Mage were to land the final blow after the Mage did most of the damage, for example.
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|-
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| style="background-color:#87d087;" | Protego Shattering
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| Channel Ability
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| -
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| This trait allows the Witchblood to break a Mage Ward (or other variety like Silven or Vampire Ward) after 3 minutes of uninterrupted Channeling.
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|-
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| style="background-color:#87d087;" | Protego Shielding
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| Instant Ability
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| -
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| The Witchblood can cast this ability on another person, which gives them a glowing aura shield of green energy while they remain within viewing distance. Any person attacked with any type of Magic or Instant Ability or Channel Ability that would cause harm to this person who is shielded, instead has the effects halved and redirected to the Witchblood who cast the shield.
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|}
  
 
==Witchblood in Regalia==
 
==Witchblood in Regalia==

Revision as of 04:03, 12 July 2019

Phantasma
Witchblods.png
Afflictions
Affected Races Ailor and Nelfin excluding Kathar, Drowdar, Mages, Silven, or Aleia
Contraction Near-death Experiences
Mortality Rate N/A
Origins Unknown
Symptoms
  • Constant dull ringing in head (early symptom)
  • Greensight (early symptom)
  • Jarring confusion (early symptom)
  • Mage/Silven/Kathar/Vampire hunting Traits
  • Glowing Green Eyes

Phantasma, more commonly known as the Witchblood Curse, is a mysterious blood-curse that shares many similarities with the infamous Sanguine Curse, but is far less widespread and known of. For many centuries, Witchblood concentrated itself purely in Ellador and Daendroc, before the increase in travel and legalization of Magic attracted those with Witchblood to the Regalian Empire. The recent resurfacing of Blue Crown Dragon has led to Witchbloods being created inside the City of Regalia, creating the implication that Witchbloods are somehow tied to Dragons. Witchblood are some of the least understood beings in the world, their affliction being only very recently exposed, and the deeper and inner mechanisms of it barely understood by Scholars. There has been the implication that Witchbloods have a far more significant historical role, but most of the history relating to Dragons is still shrouded in mistery.

Witchblood Infection

Phantasma occurs in only one way, though the manner in which it occurs is not known to scholars. Those who have a near-death experience (or in some cases are considered clinically dead), have a random chance to become a Witchblood. The exact process by which this occurs is unknown, which is furthermore complicated by the fact that nobody knows where Phantasma comes from, or who first contracted it, or if it is even contagious. The blood curse itself doesn’t start showing symptoms until a week after the near-death experience (or temporary clinical death). The first of these is a constant, dull ringing in the head. This is usually misdiagnosed as imbalance of the humors or headaches, and subsides after a few days. The next symptom that occurs is a phenomenon known as greensight, followed by a state of jarring confusion. Everything they look at will appear ever so slightly more green, almost as if a green filter has been placed over their vision. Meanwhile, the infected will become more disoriented and confused about what is going on, who they are, where they are, or what they were doing. At this stage they usually do not seek medical aid (unless forced to by others) and even when assistance is sought, these symptoms are not curable or diagnosable as anything but insanity.

In the final stage of their transformation, the Phantasma gains a strange and unexplainable urge to strangle any individual with a Void or Exist connection—notably Mages or Silven. The first target a Witchblood seeks out is almost automatic; they are able to sense a nearby Mage or Silven, and will proceed to strangle the one closest to them. While in the process of this strangulation the Witchblood curse will fully activate, and they will instinctively learn how to channel their inner Essence Concentration to use their Witchblood traits. There is currently no known cure for Witchblood. It is not possible to effectively hide Witchblood eyes with tinted glasses, most notably because Witchblood eyes glow, and are thus visible behind most glasses or even hoods unless they are pulled all the way over the face.

Witchblood Mutations

Witchblood develop certain Mutations during their becoming a Witchblood, four of which maximum that can all be categorized below. These Mutations don't need to follow a specific pattern or type, and can be combined into whatever combination. Witchblood Mutations can inherently never be cancelled or stopped, there exist some forms of Vampires and Silven that may be immune to the effects of Witchblood Mutations due to specific Mutations of their own, but generally speaking Witchblood effects trump all.

Mutation Name Power Type Range Description
Venator Combustion Counter Ability Emote Distance Can target any person, causing a swirling of green energies to form around them which lasts for at least 5 minutes. While this is active, if the character uses any Mind Ability, Instant ability or Channel Ability, the ability instead is cancelled, and causes a localized shock wave that knocks the victim to the ground. Only two Venator Combustions can be active at any given time, and the Witchblood cannot recall one after it has been placed, having to wait out the effect.
Venator Silence Counter Ability 5 Blocks Anyone actively engaged in a fight with the Witchblood (be it unarmed or with weapons) is unable to use any Mind Ability, Instant Ability or Channel Ability while they are fighting. Any such Ability that was used before entering into a fight remains active however.
Venator Repentance Instant Ability Emote Distance The Witchblood is able to summon a green ghostly whip on their right arm that can be used to latch onto others. This lasso always attaches to another person, and prevents them from leaving Emote distance of the Witchblood. Additionally, if the person targeted is capable of using any type of Instant Ability or Channel Ability that would relocate their corporeal form such as a blink or teleport or even a portal ability, these abilities do not work.
Venator Blades Passive 3 Blocks Witchblood with this Mutation have their weapon glow with green energy and vibrate gently while they are within range of a Mage, Kathar, Vampire or Silven.
Umbra Translocation Passive Emote Distance Witchblood with this Mutation are able to blink to any person using an Instant Ability or Channel Ability. This ability does not cancel their Instant or Channel, and simply puts the Witchblood in a proportional position to their target where they were when they blinked towards them, ending 3 feet away from them.
Umbra Cleanse Passive - Witchblood with this Mutation are immune to any type of Mind Ability, but can still be affected by Alchemy based hallucinations or illusions, as well as illusions placed on other objects aside from the Witchblood.
Umbra Scales Instant Ability Emote Distance The Witchblood summons a number of ghostly green dragon scales in their hand, which can then be thrown like throwing stars. When a target is hit by these scales, any active Channel ability is interrupted and stopped from Emote Distance, instead of having to get up close to them to cancel it. This ability can always go through shields and blocking effects, but cannot cancel any stasis-like abilities. Each time the gesture is made (roughly 5 seconds to cast), three scales are made. Each scale throw has a 1 in 3 chance of hitting (/dice 1 3, with 1 being a hit and 2 and 3 being a miss), scaling up with 1 in 3 extra chance for every 10 Proficiency in Throwing Weapons Combat Skill, capping at 100% hit rate with 20 Points invested.
Umbra Tracking Passive - Any person hit or targeted by any type of Witchblood Ability of any kind sheds a ghostly green trail that is only visible to those with this Mutation, for up to 20 minutes after they were hit by any of the Abilities.
Protego Deflecting Passive - The Character has the ability to deflect Magic in the same way that Mages can, able to deflect incoming spells. Deflection casts are performed as emotes, after which a /roll 1 20 is done. If the roll is above 5, the spell is deflected and rendered harmless by a deflection cast. Deflection cast requires the Vampire to have both hands free and not already engaged in casting or fighting. It works by waving their hand in a half-circle motion as if to “slap” away the incoming spell
Protego Warding Passive - If the Witchblood is killed by a Mage or a Vampire, they are revived at the Dais of Faith in the Imperial Cathedral in Regalia 24 hours after dying. While they reform, they are unable to remember the 24 hours while they were dead, or the 24 hours before they died. This can only occur if the death was mostly inflicted by a Mage or Vampire, even if a non Mage were to land the final blow after the Mage did most of the damage, for example.
Protego Shattering Channel Ability - This trait allows the Witchblood to break a Mage Ward (or other variety like Silven or Vampire Ward) after 3 minutes of uninterrupted Channeling.
Protego Shielding Instant Ability - The Witchblood can cast this ability on another person, which gives them a glowing aura shield of green energy while they remain within viewing distance. Any person attacked with any type of Magic or Instant Ability or Channel Ability that would cause harm to this person who is shielded, instead has the effects halved and redirected to the Witchblood who cast the shield.

Witchblood in Regalia

Witchblood have a curious relationship with the Regalian Government. Much like Vampires, Witchblood are considered aberrants and illegal. To be Witchblood-infected is to be hunted—perhaps not to the extent of Vampirism, but certainly to the extent of ridicule and exclusion or discrimination. As such, most Witchbloods hide their identity and live in the slums. Some choose to report themselves to the Regalian Government and enlist among certain organizations to assist in the hunting of Mages or the capture of Silven due to their natural ability to weaken both. Others yet that have devotion and zeal for their religion seek guidance and solace from the holy men that administer their faith. Witchblood that show their glowing green eyes are almost always reviled, and are commonly mistaken for demonically-possessed individuals, notably because the very existence of Witchblood is not common knowledge. The first reaction any Regalian citizen has to seeing someone with glowing green eyes is to call for the guard and the inquisition.

Trivia

  • Rumor has it that the Grand Vigil of the Azure Order was actually a Witchblood. The woman has never shown her face in public, so it could not be confirmed nor denied.
  • Many suspect that the Azure Order used a host of Witchbloods to hunt runaway mages from the Azure Spire when it still existed, and that this is how they managed to keep the mages under control.
  • One Witchblood by the name of Sebastian Salbard was said to be incredibly powerful—able to fight multiple Mages at once. He was eventually killed when a group of Dark Mages tracked him down and killed him in revenge.

Accreditation
Writers MonMarty
Artists None
Processors HydraLana, PonyoWantHam, Eccetra, Shayin
Last Editor MonMarty on 07/12/2019.

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