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Millstone of Time - Magick Formula Overview
Topic Started: May 25 2008, 06:43 AM (2,795 Views)
Lord Talancir D'Landior
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A Mage's expertise in the Chaos Magick Disciplines is graded by levels, and as his knowledge increases, so does the time needed to advance to the next level. In regard to the Chaos Discipline, each level learned allows the Mage to expand his repetoire to include an additional Element to control.

Learning a Discipline requires the upmost study and concentration. Learning more than one Discipline's level at a time is possible, however it extends the maximum amount of time it takes for the next level to be achieved. The handicap is eased when the additional Discipline(s) learned share at least one Elemental Foundation and/or Foci.


At level 1, the Initiate learns the rudimentary foundations of the Discipline, and begins to expand and attune his senses in regard to that Discipline.
- minimum training time: 6 months

At level 2, the Acolyte has expanded his knowledge to the point where he can begin to affect things around his immediate person.
- minimum training time: 1 year (1 1/2 years total)

At level 3, the Apprentice has expanded his knowledge to the point where he can affect in-animate objects, and other living things to a limited degree.
- minimum training time: 3 years (4 1/2 years total)

At level 4, the Adept is more able to affect other living things, and can cause effects in a small area (depending on the amount of preparation beforehand).
- minimum training time: 6 years (10 1/2 years total)

At level 5, the Master is able to affect inanimate objects and living things within a large area (also depending on the preparation beforehand).
- minimum training time: 12 years (22 1/2 years total)


For my fanfic, Master is usually the final level a person achieves. Levels 6 and up are the realms of the Arch Master, the Exemplar, and the Archon. Few people in history have achieved Arch Mastery, and therefore few are able to gain the mentoring needed to advance. The perils are many, and require a long, long time to learn what's necessary to advance.

Only 14 individuals have ever attained Archon status; the Fourteen Champions of the Ancient Walkers.


When someone sets out to become a mage in my story, they must learn Chaos first, and whatever element they decide to master for each new level influences what other disciplines they can learn. Someone able to manupulate Water or Wood can learn the Life and Entropy Disciplines easier than if they knew any of the other elements, for example.


The Discipline of Life: The Heartbeat of Creation
- Specialties: Transformation, Healing, Improvement, Creation
- Elemental Foundations: Water, Wood
- Elemental Focus: Earth, Air
- Polar Opposite: Entropy

The Discipline of Time: The Millstone's Dirge
- Specialties: Perceptions, Temporal Control, Prophecy
- Elemental Foundations: Earth, Metal
- Elemental Focus: Air, Water
- Polar Opposite: Matter

The Discipline of Correspondence: The Tapestry of Distance
- Specialties: Conjuration, Gates, Scrying, Warding, Wayfaring
- Elemental Foundations: Fire, Air
- Elemental Focus: Metal, Water
- Polar Opposite: Spirit

The Discipline of Entropy: The Ever-Changing Fates
- Specialties: Fate's Hand, Fortune's Kiss, Decay, Necromancy
- Elemental Foundations: Wood, Water
- Elemental Focus: Fire, Metal
- Polar Opposite: Life

The Discipline of Matter: The Hand of God
- Specialties: Alchemy, Shaping, Conjuration, Forging, Transmutation
- Elemental Foundations: Metal, Earth
- Elemental Focus: Wood, Fire
- Polar Opposite: Time

The Discipline of Spirit: The Breath of God
- Specialties: Dreams, Empathy, Illusions, Astral Travel, Communication, Shadow-walking, Spirit Parley, Possession, Fetishes, Necromancy
- Elemental Foundations: Air, Fire
- Elemental Focus: Wood, Earth
- Polar Opposite: Correspondence

The Discipline of Chaos: The Seventh Storm
- Specialties: Alchemy, Elements (any or multiple), Weaponry, Weather-witching, Channeling, Energy Draining, Enchantment
- Elemental Foundations: Earth, Air, Water, Metal, Fire, Wood
- Elemental Focus: All
- Polar Opposite: None


-Added 30 May 2008-
-Required Success Ratio-
The success of the spell depends on a Required Success Ratio, which is the number of successes required in order to successfully cast the spell. The ratio is determined by the levels of the Disciplines used, plus the number of distractions currently threatening the mage's concentration (one per instance), minus the level of the Mage's Arete rating. The Success Ratio also sets the number required per dice roll in order to score a success.

There are three possible outcomes to casting a spell: Spell Successful, Spell Unsuccessful, Spell Failed. In any outcome, any failure rolls made gets added up into a counter called a Backlash Pool. The Backlash Pool can store up to 20 points.

Spell Successful occurs when the Mage has rolled enough Successes to pass the Required Success Ratio.

Spell Unsuccessful occurs when the Mage has not rolled enough Successes to pass the Required Success Ratio. The spell might have worked, but it did not have the intended results, if at all.

Spell Failed occurs when the Mage has not rolled any successes at all. The spell certainly did not work, and if the Mage has acquired more than 10 railure rolls in his Backlash Pool, may trigger a Backlash.


-Backlash-

Backlash is what happens when Creation disapproves of a mage bending it to his will, recoiling on the mage with unholy vengeance. Magick in its simplest form is the force of will bent on creation in order to reshape it according to the mage's desires. Mages can cast spell upon spell upon spell but eventually, a mage will cast a spell that will go awry. This is the nature of Backlash.

The affects of Backlash can range anywhere from milk curdling in the mage's presence, a sudden lack of a shadow or reflection to a mirror, to physically/psychically/spiritually crippling the mage, or banishment off the material plane into a realm based on the nature of the spell that backlashed. The severity of the backlash is determined by the potency of the spell cast, added to a pool of failure roll points added from previous spells.

So in reality, a mage can backlash on any spell, ranging from the strongest spell he can cast, to the most mundane, 'instantly successful' spell he can cast, and depending on the amount of failure roll points he's acquired beforehand, he might get a small 'slap on the wrist' for the titanic spell, or a soul-damning effect for the 'instantly successful' spell.

The only way a mage can reduce his Backlash Pool is through meditation. One point of Backlash is removed per hour.

Minor Backlash: The Mage has a total of Backlash point not exceeding 16. A minor Backlash is at worst, temporarily crippling, and its effects last until the end of the chapter (of the fanfiction) unless something can be done to treat it. Half of a mage's total built up Backlash pool is depleted in the event of a Minor Backlash.

Major Backlash: The Mage has a total of 17 or greater points in his Backlash Pool. Its effects are severely crippling and possibly permanent, and lasts for multiple chapters at the minimum. The entire Backlash pool is depleted in the event of a Major Backlash. In addition, if the Mage's Backlash pool exceeds 20, he suffers a Major Backlash automatically.

Edited by Talancir D'Landior, Feb 27 2011, 08:13 PM.
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Woah; almost NOBODY even BOTHERS to go to these sorts of lengths to explain a magic system... <3 from the beginning, A+!
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Lord Talancir D'Landior
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beware, for I am an extremely talented storyteller XD
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Lord Talancir D'Landior
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added the following sections to the Overview:

-Required Success Ratio-

-Backlash_
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Lord Tora Unlimited Crusader
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【The Knight of Tigers 】

This reminds me of both 'Arcanum' and 'Dungeons and Dragons'. Are you planning on using this 'rules system', so to speak, while writing the fanfic or something?
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Lord Talancir D'Landior
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Timothy Ulysses, Crusader
May 30 2008, 03:20 AM
This reminds me of both 'Arcanum' and 'Dungeons and Dragons'. Are you planning on using this 'rules system', so to speak, while writing the fanfic or something?
absolutely. :D
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The Discipline of Chaos: The Seventh Storm

Before there was Order in God's Creation, there was Chaos. Shaped by God's commands, Order was established and woven into form. Though Creation's forms are orderly and structured, Chaos still stirs under the surface. Strong emotions summon it, Resonance colors it and magick gives it wings.

Mighty is the mage who takes Chaos by the hand. The foundation and the wellspring, the Chaos Discipline is the mastery of raw force and cosmic structure. It allows the wielder to channel or funnel elemental power in any way, depending on the skill of the wielder, and reflects a command of the elemental forces - Air, Water, Fire, Wood, Earth, and Metal.

Through the Chaos Discipline, a mage channels and shapes Chaos to suit his needs. To conjure an object or force from 'nowhere,' a mage must whip Chaos into a Pattern. A skilled mage may shift the energy from one Pattern to another, imbuing some objects with mystick essence while crumbling others into dust. Either way, the Discipline influences the powers of earthly destruction or creation; mages who specialize in mayhem study Chaos above all else.

Scattered throughout Mobius, the Fragments of Chaos - Power/Magic Rings, Ring Wellsprings, Chaos Emeralds - differ one from another; some are easier to use than others. 'Raw' Chaos gathers into Power/Magic Rings, and other material Patterns; 'free' Chaos energies pulse through Ring Wellsprings and Secret Zones, Chaos Emeralds, and powerful events. With enough skill, a mage can tap any type and draw energy anytime, anywhere.

As one of the 'Pattern Arts,' Chaos can be combined with the Life or Matter Disciplines to alter substances. On its own, Chaos can perceive, change or manipulate existing elemental phenomena. The greater a mage's expertise, the vaster his control; a Rank Five spell conjures the same flames as a Rank Three working, but on a far larger scale. Really huge effects demand high-ranking Disciplines; a weather-witch could call up a wind with Chaos 3, but a full-fledged hurricane requires Chaos 5.

There's nothing subtle about Chaos; magi touched by its power manifest Resonances that even the Unchosen can sense. The fire-witch, the ice-wizard, the Master of the Four Winds - these mages display their affinities through their very presence, and are often accompanied by 'whispers' of their Elemental Lore (cold breezes, a sudden dryness of the air). Chaos carries an unmistakable presence; when channeled with prayers, ritual or other weavery, it glows or raises 'witchwalks' even the Unchosen can sense.



-Chaos 1: Traces of the Elements
To the Initiate, The Seventh Storm reveals itself as tapestries of power. Some see the glowing strands of God's Creation, while others hear the music of the Elemental Lores humming through the Pattern. In any case, the Initiate senses the flow of Chaos and may 'taste' the undilluted Resonance of that energy.

It is at this level that the Initiate masters the first Elemental Lore of his choosing. This lore's additional effects manifest in various ways, allowing a Fire user to see in the dark (through cold and heat patterns), and an Air user to hear things outside mortal perception (by intensifying sound waves), for example.

Seeing the flow is the first step in controlling it. While any member of the Chosen can use Power/Magic Rings and Chaos Emeralds, a mage trained in the Chaos Discipline can draw the power contained in these Fragments, as well as the areas and Zones in which they reside. In addition, the Initiate has learned how to use his own soul as a battery, able to store small amounts of 'free' Chaos energy within his own soul, to be tapped at will. As the mage increases his expertise, so too does his ability to store away 'free' Chaos energy.



-Chaos 2: Compose the Fleeting Facade
Each thing possesses a perfect 'reflection' in this imperfect world. An Acolyte can recall this perfect image and create a copy composed solely of Chaos energy with this Rank of the Chaos Discipline. Combined with either Life or Matter, an Acolyte can create an imperfect reflection of the image in the material world. In short, he could make something where nothing existed before. Such effects are temporary, and often disappear or revert to normal once the summoned Chaos energies dissipate.

This level of expertise becomes more fickle where the Elements are concerned. Though able to handle the things he could only see before, The Acolyte can only manipulate existing Elements to a limited degree. Successful enchantments could divert footfalls to another place, change an object's color, muffle speech or cause a flame to flare or fade. The Acolyte could raise a mirage, wrap himself in shadows, or speak with the voice of a god. Larger effects - anything greater than a wind or a bonfire - are beyond the limits of this Rank.

It is also at this level that the Acolyte may master the second Elemental Lore of his choosing. This lore's additional effects vary, however through this gained knowledge, the Acolyte begins to gain true depth to the workings of Creation.


-Chaos 3: Channel the Storm
When the Apprentice acquires this Rank of expertise, he has become a living weather-vane, able to channel and refine 'free' Chaos energies from Power/Magic Rings and Chaos Emeralds, 'shake it up' within a living victim (inflicting normal damage) or transfer it between more 'solid' Patterns, like people or objects. Thus, he may enchant a broom, create Power/Magic Rings of his own, or fuel a ritual with an endless store of Chaos energy. Either option demands a source of readily available Chaos energy; pulling life force from other objects demands......

It is at this level that the Apprentice may acquire his third Elemental Lore of his choosing. He can also finally conjure elements from 'nothing,' creating breezes, flame, puddles of water or other spontaneous phenomena. If the elements he controls are complementary to the Cycles of Creation and Control, the Apprentice can change one element into another, or reweave Matter or Life Patterns into elemental ones. Fire may be transformed into Earth, Wood might become Air, darkness could become light. As before, this control is limited, this time to areas roughly cottage-sized or smaller.


-Chaos 4: Cypher the Inner Pattern
At this Rank of expertise, the Adept can affect in-animate objects and other living things, and can cause effects within a small area (depending on the amount of preparation beforehand.) He has learned to shift the Elements under his command in other things, making an object blaze with power or disappear into nothing. The former effect strengthens an item, making blades that cannot break or wood that cannot burn, for example. The latter effect consumes the target; lesser things suffer damage until it falls apart, shattering like glass and fading from existence. It takes a lot of effort to destroy a large or strong or large item, but many smaller smaller items can be annihilated with similar efforts.

By draining Chaos energy this way, the Adept can also refuel his soul anywhere in the material world. Meditation is still necessary, but being present in a Secret Zone, at a Ring Wellspring is not.

It is at this level that the Adept may acquire the fourth Elemental Lore of his choosing. In addition, large workings become possible. The Adept could ignite a grove, melt a glacier, or turn a castle into ice. Naturally, the greater the spell, the harder and more dangerous it is to cast. Really huge workings open the mage to powerful Backlashes, and require the utmost concentration and force of will to achieve.


-Chaos 5: Master of the Living Tempest
A Master can turn the same effect against spirits, living creatures or undead beings. All damage is aggravated, and can only be soaked by magical means (countermagick, vampiric Fortitude, mystic regeneration). Spirits lose Power instead of Health; if the damage overwhelms the victim, he literally fades from existence.

With a mystick draught, the Master could also refresh her soul instantly, drawing the life force of others into his own body (inflicting normal damage, not aggravated). This spell isn't kind, but might occasionally be necessary.

At this level, the Master may acquire the fifth Elemental Lore of his choosing. With almost limitless power, he conjures storms, snaps frosts, shakes mountains and raises castles into the sky. Such things are not done easily - huge spells disrupt the Cycles of Creation and Control, leading to all sorts of catastrophes down the road - and often depend on the elemental conditions of the time. It's easier to conjure frost during the winter than in the summer, for example.
Edited by Talancir D'Landior, Jun 12 2008, 02:11 PM.
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...Still reading the fundamentals, but it's...hell, even I can't come up with a word to describe this information. any other word I use, I feel it would offend, XD.

I keep quiet for now, as I read to expand knowledge on magic. *nods head slowly*
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GOT THE WHOLE WORLD AHEAD OF YA, KID.
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Lord Talancir D'Landior
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Jun 18 2008, 12:41 PM
...Still reading the fundamentals, but it's...hell, even I can't come up with a word to describe this information. any other word I use, I feel it would offend, XD.

I keep quiet for now, as I read to expand knowledge on magic. *nods head slowly*
well let's start simple. is it good or bad?
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Good, will be my one-worded answer, sir.
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GOT THE WHOLE WORLD AHEAD OF YA, KID.
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The Correspondence Discipline: The Tapestry of Connection


All things are connected. A magus who understands the ties between places and things can step across huge distances, move objects from afar, spy through scrying glasses, open portals or shut other creatures out. An esoteric discipline, Correspondence allows a magus to keep a safe distance between himself and his subjects.

Some magi supposedly see 'threads' holding Creation together; to them, magick is simply a matter of plucking the proper strings. Other seers use mirrors, water or flame as bridges for travel or preceptions. The old sages speak of 'contagion,' the theory that all things that touch retain some tie to each other. To the wise Masters, there are no illusions such as distance, there is only connections.

Since this Discipline transcends distance, spells that use it may be cast upon distant targets dependent on the level of expertise. Many spells combine Correspondence with other Disciplines, allowing the mage to tie his enchantments to places, beings or things. The difficulty inherent to forging a link between subjects increase depending on the distance and familiarity to the mage; the farther the distance and the more unknown the subjects are, the more concentration and effort the spell demands.

Mages with a Correspondence affinity seem distracted but precise; although their eyes focus on distant landscapes, they never seem to trip or falter. Correspondence spells often require some 'link' to the subject - a mirror, a bit of hair, a handful of dirt, etc.; working 'blind' is possible, but risky.

-Specialties: Conjuration, Gates, Scrying, Warding, Wayfaring


-Correspondence 1: The Clarity of Distance
At this level, the Initiate can sense nearby things in all directions; discern his location in an area withoug using the sun or a chart; guess the distance between two points or objects; or spot warps or rips in the Tapestry of Creation (like those caused by a gate or scrying spell). All but the latter ability can be performed almost instinctively, and the final ability almost always requires being taught in order to recognize the signs of scrying and teleport gating.



-Correspondence 2: Touch the Distant Vision
The Acolyte may now send any of her fice senses across a distance, pull small objects (cat-sized or smaller) through tiny portals, or thicken the Tapestry around him to hinder scrying attempts. All of these workings leave traces on the Tapestry of Creation - traces another skilled magus can spot with Correspondence 1.



-Correspondence 3: Sight of Many Eyes
With this level of skill, the Apprentice may step scross great distances, or prevent others from doing the same. This difficult feat opens a gate just large enough for a single person, person-sized object, or several smaller ones, to enter.

The caster may also, if he wishes, see several places at once. Each new landscape blends over the others, creating a ghostly vision or overlapping vistas (which might make keeping track of things difficult; a mage can see clearly in one scene for every point of Wits he possesses; after that, he's courting sensory overload and madness).



-Correspondence 4: The Manifold Shadows
An accomplished Adept can tear gates in the Tapestry, allowing large groups or objects to pass through. a really successful 'rip' might open a permanent gateway at the Storyteller's descretion.

By shifting into several places at once, the magus might appear as dancing shadows of himself. Such entertainment is fun, but can be deeply confusing to the caster unless he separates his thoughts as well (Spirit 1). Each 'shadow' acts like the original magus unless he also weaves Life 2 into the casting, granting each 'self' independent movement.



-Correspondence 5: The Castle of Many Hills
By compressing the connections between places or things, a Master may stretch, shrink or otherwise distort his subjects. Mass remains the same, but proportions become like butter in his hands.

A mighty feat of magick could also transport several places into a single space without harm. Such magicks clearly transcend God's order, and may be punished harshly. Even so, a magus who's mastered such skill could expand his Perception trait beyond normal human limitations.
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The Time Discipline: The Millstone's Dirge


Specialties: Perceptions, Temporal Control, Prophecy


Sunrise, sunset, planting, harvest, birth, death, a relentless passage leading to Doomsday and eternity, is that how it has to be? Some say 'no.'

Esoteric doctrines claim time is an illusion. According to the mad seers of history, time is an illusion we choose, When you free yourself of all worldly lies, time falls away and immortality - the dream of every mage - becimes real.

For the majority of the world, time is clearly and blatantly defined by clocks, tuned to minute-by-minute precision. In the more populated and modern areas, time is well measured, though 'long ago' and 'soon' retain a somewhat relative span. Though all is orderly, even the machines by which time is shackled tends to skip a beat or record time too quickly or too slowly. Synchronized worldwide time is almost non-existant, with a few exceptions. The common man still marvels at how time seems to speed up or slow down. Time travel itself remains a mystery - is it possible? Most mages think not, but there have been enough legends to justify a doubt....

Although such magicks puzzle the average mage, the master of Time sees through new eyes. His manners are strange - his speech slides through past / present / future and his gaze hovers far away - but his Arts bedazzle the wizard who thinks of time as a simple, onward progression.


Time 1: The Shifting Hourglass
Before you can sidestep time, you must comprehend it. At this level, an Initiate acquires a precise sense of time. Other folks understand hours; the Initiate understands minutes, even seconds. With minimal effort, he can measure relative time down to the most minute of details; nothing escapes him. The magus also notices time fluctuations - ripples caused by Time Arts, temporal rifts or Otherworldly shifts. Like waves on a pond, such events stir his sight.


Time 2: Foreseeing The Unknown
Prophecy is the Time Arts' greatest legacy. Though inexact, future sight allows the Acolyte to plan his next move.

Likewise, he also learns how to scry into the past. By concentrating on an object, person or place, he may snatch glimpses of that subject's experiences. Doing so often takes a lot of work, but offers helpful clues. Alone, this Art presents a vision of the mage's location only; combined with Correspondence 2, it can travel; combined with Matter 2, it can trace the history of an object; combined with Life 2 and Spirit 3, it can see the past through another's eyes.

This Rank also allows the magus to 'thicken' time around himself, reducing another wizard's chances of affecting him (essentially Time countermagick).


Time 3: Spinning the Millstone
Now the Apprentice learns to command time itself, slowing or speeding it as he will. This secret allows the mage to speed his own actions; depending on the success of the spell cast, the mage may act at least twice in the same time it would have taken to act once; greater success yields more action. He may even speed up or slow down another object or person, contracting time around an object or site while the rest of the world keeps moving. Used offensively, Spinning Wheel spells must hit their target before they have an effect; areas, however, are easy to enchant, though they're limited to 10 feet wide.


Time 4: The Endless Moment
A powerful Adept can literally stop time; an arrow may halt in flight, and a drop of water may hang in the air. Again, the area is limted, but the effect is strong. Combined with Entropy 3, it can 'trigger' a spell when some circumstance occurs (a prince kisses, a tree falls); combined with other Disciplines, it can 'hang' a spell until the Time spell passes; tied to an object with Matter 2, it connects that item to a 'time drop,' where nothing happens to the object until the spell wears off.


Time 5: The Unfettered Millstone
A Master may remove items or people from one 'point in time' and replace them 'elsewhile;' step out of time and view the world as a collection of statues; or 'pull' himself through time. What was once prophesized through vision could become a destination to the magus unbound by time.

In game terms, the magus can sidestep time itself; each person or object he touches increases the difficulty, and the odds of failure. As yet, Time still flows relentlessly onward, like a stream. The magus has become strong enough to swim against the current, but as yet he cannot head upstream. Traveling through great lengths of time is exceedingly dangerous; spirits lurk in the void between moments waiting to prey on the prideful, and the course of history can change the way around him in ways he never dreamed possible.
Edited by Talancir D'Landior, Nov 24 2009, 07:16 PM.
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The Spirit Discipline: The Breath of God

Specialties: Dreams, Empathy, Illusions, Astral Travel, Communication, Shadow-walking, Spirit Parley, Possession, Fetishes, Necromancy

What is a mage without will? Beasts and spirits may think, but only Mobians and humans, in all their variations, possess the sharp intellect, imagination and will to truly be considered sentient. Yet even with this plentiful bounty of reason, no magus doubts the existance of the Invisible World.

Often overlooked, these Otherworlds are often known by those fortunate or unlucky enough to stumble upon them as 'alternate dimensions.' Regardless of upbringing or education, all believe in their existance - even if they define their beliefs in different ways. Many fear the ghosts, demons and celestials of legend that populate this half-world, but primal mysticks prefer the soul to the flesh. Some see the Otherworlds as antechambers to Heaven and Hell; others regard them as the breath of Creation. Thus, Spirit profides the cornerstone for all magicks - it refines the roots of the Art.

And despite its eclectic nature, how refined it is! A master of the Spirit may speak without words, dominate his fellows and even leaves his body behind to venture into the Otherworlds. Conversely, a skilled shaman can navigate the Mists - the spiritual reflection of the material world - bargain with spirits, open gateways into the Gauntlet - the metaphysical barrier/dimension between worlds - and forge ephemeral tools. They may even sometimes dwell in a half-world between flesh and ephemera; they talk to the air and watch unseen sights. Uncanny 'witchwalks' may follow these shamans everywhere.

Spirit Arts include emotional influence, soul-vision, thought-forging, and illusions. Spiritual magicks are extraordinarily subtle; many Spirit spells act without revealing themselves to outsiders - easy to cast, easy to miss. Such subtle Arts rarely cause direct harm. The greater the success in casting, the less damage it causes in its target.

Spirit spells glide through logic, dreams, concentration and charms, and in all things, can be easily disguised in thought and word. In game terms, a good Social or Mental roll can hide a Spirit Effect completely - a useful trick when intrigue is in the air!

Spirit-mastery demands study, discipline, and contemplation; a willworker seems distracted but proves attentive. He often speaks in riddles and finishes other people's words for them.

-Spirit 1: The Third Eye
By opening his inner eye, the Initiate expands his perceptions to extraordinary lengths. With undisturbed concentration, he can sense strong emotions, whether they're attached to a person, place or thing. Early in his training, he also learns to shield his mind from unwanted distractions. When successful, he creates a maze or wall to block out such intrusions. At the same time, he gains enough self-control to think about several things at once.

When focused on the ephemeral, he may also see through the Gauntlet, read auras, and discern a spirit's touch on fetishes, possessed folt, etc. The visions he percieves depend on his affinities; one might see complex astral patterns, while a shaman sees the heart of Nature, and a necromancer views the Underworld.


-Spirit 2: Reading the Bamboo Mat
Like a pattern of reeds, the thoughts of other people becomes clear. The Acolyte opens himself to emotions, and can scan whole thoughts from unshielded minds. With efford, he can also send brief but powerful impressions - one-word messages like "Help!" - or subtler emotions like sadness or joy. If another willworker joins him, the two may drop their shields and read each other's thoughts. Those shields reach a new level of power now; the magus could disguise his aura, or erect a 'facade' or misleading impressions to fool other willworkers.

For a brief moment (a turn or two), the Acolyte may move, strike or caress something in the Mists; with effort, he can call across the Gauntlet, too, attracting nearby spirits. Although the Gauntlet still defies him, a shaman may thin or thicken it at will. Regardless of the measure of success, he cannot break through the Gauntlet - yet.


-Spirit 3: The Odyssey of the Dreamwalker
Now the Apprentice can reach into another person's mind. By sending complex impressions, the willworker can trick his victim's senses, speak in his mind or turn his emotions against him. A similar enchantment lets the mage enter his subject's dreams; this requires concentration and leaves the willworker open to attack.

The magus may now step into the Mists. His body and possessions become ephemera but glow with living light. If necessary, his Arts allow him to 'build' ephemeral tools and weapons if he has the skills to construct them normally. Such items last for the duration of the journey through the Mists, then fade away.

With a loud cry, the magus can rouse or lull sleeping spirits. As shamans know, all things contain spirits; an item whose 'host' has been roused works on both the material world and in the Mists, and carries an affinity for its 'owner' that a 'sleeping' item cannot match. By lulling a spirit, the same mage could temporarily rob a fetish of its power.


-Spirit 4: The Astral Soul
With dreadful enchantments, the Adept now takes over another person's body and mind. He moves her body; his thoughts drive hers away. With 'gentler' magicks, he could infiltrate her psyche, bringing on insanity or altering her memories. The victim may recover once the spell wears off, but her mind and reputation may be ruined by then. On a kinder note, the magus may rise from his meditating body and travel the Mists as an astral projection of himself. The greater the success, the more turns the magus can travel.

By tearing a hole in the Gauntlet, the shaman opens a way for his friends; a similar spell builds a wall between worlds. The span is measured by hours; the greater the success, the longer the effect lasts. Unlike lesser spells, this enchantment can overcome the Gauntlet completely, or thicken it to impassability. In this way, the magus may access hidden zones or prevent entry to others.


-Spirit 5: The Soul Unfettered
Blasphemous secrets allow a Master to invade a person's soul - or conjure a new one. When focused on a living subject, the magus reworks his victim's personality (her Nature Trait) and memories, making her his creation. Unlike other forms of domination, this Effect is fairly permanent. A master willworker may create true conscious thought in a mindless body, switch existing minds back and forth between 'hosts,' or increase an existing mind to genius proportions (raising Intelligence or Wits scores to 5 or above), though not without risk. Releasing his mind from his body, the Master might also soar into the Mists for weeks at a time.

By usurping Divine might, a Master may also create new zones, or even destroy a magus' Eidolon. This spell - always vain - marks the caster in the eyes of all other magi; no one will ever trust him again, and many will consider him an enemy. A more introspective shaman may leave the planet behind and wander into the Void. Protected from the harsh environment (if not from its denizens), he literally walks into the Heavens and beyond.
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The Discipline of Life: The Heartbeat of Creation

Specialties: Transformation, Healing, Improvement, Creation

No Magick is older than the enigma of Life. Traditionally associated with women (whose mastery of life puzzles men), this Discipline promotes healing, growth, change and adaptation in living things - plants, people, beasts, even insects.

Life is the province of gods - or classically, of goddesses. This Discipline allows a Magus to take that power and mold new or existing beings, healing or shredding them with a touch (and aggravated damage). Anything that lives is beholden to this art; if something can be planted or regrown, it belongs to Life. Once-living things that cannot bloom again - dried fruit, cut hair, lumber - fall under the Discipline of Matter instead. Still, this is a necessary Discipline if you want to directly affect a living (or undead) thing.

Like Matter and Chaos, Life is a Pattern Discipline; hence, a magus can shuffle his knowledge with other Disciplines, turning fire into flies, skin into stone, or - most blasphemous of all - empty air into a man. On its own, Life can heal, harm, mutate or sense anything under its sway. A magus devoted to life seems healthier (and often more beautiful) than any mortal should be. Her affinity may follow her as well: plants bloom and illness fades when the Life-witch is around. The spells may demand artifacts of life - seeds, body fluids, skin - and tend to be very direct.


-Life 1: The Healer's Intuition
With a practiced eye, the Initiate can discern the presence, age, health, and gender of nearby living things.


-Life 2: The Art of Weaving
Plants, insects and other invertebrates possess simple Patterns. The Acolyte who understands this level of the Life Discipline can reweave such Patterns, giving a crab new legs or a tree new branches. The Acolyte cannot transform such being yet, but may arrange them as she wants.

Becoming one with her body, the Acolyte also learns how to heal her own wounds and illnesses, to slow her own aging and to 'fix' minor imperfections.


-Life 3: God's Blessing
Now the Apprentice learns to adapt her body, creating claws, gills or whatever other changes she desires. Though she remains whatever race she was before, her appearance and structure are her decision. She also learns to heal other beings as she healed herself.

Taking Divinity in hand, the Apprentice can alter simple creatures as she wishes. Trees may be turned inside out; grain may be transformed into flowers. With 'help' from other Disciplines, she could creat such things from dust or even from empty air. Sentient creations lack intelligence (unless Spirit is involved in the spellworking), but possess rudimentary instincts.


-Life 4: The Weaving Revealed
Self-mastery allows the Adept to change her entire appearance to assume that of an entirely different race; she could, therefore, transform from a Mobian to a human of equal size. If the new form has an inherent ability sich as flight or water-breathing, those abilities must therefore be worked into the spell, too. At this rank, the Spell is problematic, but useful.

Greater creatures - lions, dragons, men - now become clay on the Adept's table; a dog could grow wings, or a man could become a woman. The subject still retains its essential nature, but may be reshaped in surprising ways.


-Life 5: The Will of God
Any shape the Master wants to assume becomes hers (a butterfly, a griffin...). The only limits are her luck and skill; all skills, spells, and sentience follow her.

More importantly, the Master learns to create greater beings from nothing, or to alter them as she sees fit. An ant becomes a man; water becomes a lion. Many magi consider this Level as blasphemy - these powers should belong to God alone! - and Divinity seems to agree. Such transformations are imperfect; without the Spirit Discipline, a new body is soulless and mindless. Such 'creations' must be crafted one by one, and carry Resonance from their previous forms.

Edited by Talancir D'Landior, Sep 18 2009, 06:30 AM.
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The Discipline of Matter: The Hand of God

Specialties: Alchemy, Shaping, Conjuration, Forging, Transmutation

Just as Life attunes itself to Woman, Matter often belongs to Man the Builder. Stone, lumber, metal - once living and never-living beings shape themselves at the hands of the master of Materi, who reworks existing materials of creates new ones.

(Note: Certain materials, such as plutonium, are rare and esoteric. Players and Storytellers should disallow spells that attempt to use them - traditionally, these materials were always restricted from the general populace, and only those who have achieved Archmastery should even begin to dabble in this technical field!)

Although Matter forms the cornerstone of the Engineer's philosophy, many mages practice it as well. While scientists apply their tools and formulas according to the Table of Elements, magicians ply the spirits of earth, metal and water, or reweave the threads binding those elements. In conjunction with other Pattern Arts, this Discipline allows a magus to change air to metal, or flesh to mud. Impossible? Not to the practitioner of Magick! All matter is clay to one who understands its essence.

The Matter-magus is a craftsman at heart; his features seem hard, his manners, blunt. Everything he owns displays fine workmanship, but he disdains mere wealth. His Arts display a similar attention to detail; distillation, sculpture, design and construction - these are the rituals of the Ars Materia, and technique is far more important than power.


-Matter 1: The Shaper's Glance
Like a fine artisan, the Initiate learns to recognize structures and materials both hidden and plain. Overlapping patterns can be seen, secret drawers spotted, materials analyzed and imperfections noticed with uncanny precision.


-Matter 2: Simple Transmutation
An experienced Acolyte may transform one simple substance into another without changing its basic shape or nature (transforming solids into liquids or gas requires Matter 3). Lead may be turned into gold, or stones transformed into bread. The more radical the transformation, the more focus, ritual, and time a magus needs. changing beer to water is easy; turning rock into stained glass is not. Really huge transformations likewise demand grand effort and devotion.

With the Chaos Discipline, the artisan could conjure simple objects or substances from 'nowhere;' with either Chaos or Life, he could change other materials or forces into solid matter. The larger or more elaborate the material, the harder it is to create or alter, and complex substances or machines are beyond this level. Regardless of the materials involved, this transmutation leaves the essential mass and structure intact. A glass of beer cannot be changed into a wall of stone - yet.


-Matter 3: The Craftsman's Touch
Now the Apprentice turns his hand to shaping. At this level, he may alter the mass, structure or dimensions of an object. Stone may melt, while paper evaporates. Such changes aren't permanent, but often last long enough to get the job done.

If sculpting is the mage's pleasure, he may reshape solid materials with his bare hands. These changes are permanent; with them, an artisan may craft armor, mend broken items or excavate ruins with a minimum of effort.


-Matter 4: Complex Transmutation
An Adept might conjure complex items; craft rare, strange materials; or transform Chaos, Life or other materials into elaborate objects or substances. A cake could be made from air; alchemical perfections - Orichalum (True Gold), Lunargent (True Silver), etc. - could be refined from imperfect materials; a live cat could be forged into a mechanical toy. Complex organic creations - roasted chickens, leather garments - may also be conjured, altered or transmuted with this level, and any inorganic substance can be made virtually indestructible. As always, the greater the feat, the harder it becomes.

-Matter 5: Atomi Distringere
The 'distracted atoms' principle allows the Master to rework matter into strange, unnatural forms. Density, weight, boiling points and friction may be altered, creating paper-thin armor, arrows that slide through steel plate, and oil that can never be consumed. Two materials can be treated so as not to interact with each other at all, enchanting water that flows through stone or horseshoes that never touch the earth.
Edited by Talancir D'Landior, Nov 4 2009, 08:04 PM.
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