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| Millstone of Time - Magick Formula Overview | |
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| Tweet Topic Started: May 25 2008, 06:43 AM (2,799 Views) | |
| Lord Talancir D'Landior | Nov 24 2009, 05:10 PM Post #16 |
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~ RP Knight ~
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The Discipline of Entropy: The Ever-Changing Fates Specialties: Fate's Hand, Fortune's Kiss, Decay, Necromancy All things must die. The wise magician understands this. Rather than cringe from death, he masters its secrets and sets his hand upon the Wheel of Fate. The spells that flow from his courage go by many names, but some Concordat Wizards refer to them collectively as Entropy - The Art of Turning. Entropic enchantments involve more than death; a skilled magician may shift the course of Fate (destiny) or Fortune (luck), spot 'weak points' and judge the odds of events in motion. Like the Discipline of Correspondence, this Discipline is fairly esoteric; explanations of Entropic theories seem confusing at best, blasphemous at worst. To those who fear death, Entropic magicks seems Hell-sent; even the magus with Fate and Fortune in hand appears to usurp the power of God. Hence, the most religious of the Chosen shun these Arts, leaving them for the more fringe of willworkers. Despite their reputation, Turning spells are more influential than destructive; in game terms, direct Entropy castings do no damage until Level 4, after which they have the normal effect. Indirect applications of Entropy - accelerated disease, crumbling walls - inflict normal damage. The Art of Turning leaves definite marks on their masters. Specialists seem either melancholy or unusually sanguine. Some carry an aura of death -Jhor- while others seem extraordinarily lucky. Even the happiest of them, however, have shadowed hearts; characters with a high Awareness Trait can sense a dark core in these magi. Atropos, the Cutter of Threads, has a branding kiss and all her chosen wear it. Entropy 1: The Prophet's Gaze With a glance, an Initiate may spot the currents of Fate - weak points, curses, blessings, or the general flow of odds. He could predict the throw of dice, find an old wound or notice a rotting floorboard. These insights aren't precise, but they're reliable enough to use as guideposts for future actions. Entropy 2: Fortunae's Caress Now the Acolyte stops watching and starts Turning. With a bit of effort, he could affect the throw of dice, hit the old wound with a 'random' punch or guide someone to step on the floorboard. This command is subtle, not overt - events must be in motion before the magus casts his spell - and it requires more effort and time to affect large actions. Even so, a clever willworker can stack things in his favor with a few minor enchantments. Entropy 3: The Devil's Touch By 'fixing' the Fate of an inanimate object, the Apprentice could wear away stone of break a crossbot; conversely, he could 'suspend' decay, making the same objects last quite a bit longer. Brittle or sophisticated things are child's play to 'fix,' while solid objects take a lot of work. As always, the greater the feat, the harder it is to accomplish; snapping a bowstring would be easy, but causing a sword to rust quickly would be fairly hard. For the most part, the Devil's Touch is subtle and takes time; very few objects in this world are fragile or complex enough with a minimum of effort and time. Entropy 4: Blessing/Cursing Now the Adept learns to directly help or harm the living and undead. At this stage, the magus could inflict aggravated physical damage, or weave a blessing or curse around a person or beast. With a mighty spell, he could wither a field, rot a man's arm or make a vehicle 'unlucky.' Reaally potent curses could last for generations! Entropy 5: Devil's Advocate The most esoteric levels of Entropy allow the Master to alter ideas. After all, thoughts rise and fall just as other things do; a touch of influence might simply corrupt or exalt a concept all the faster! To bespell a thought, the Master addresses it to his subject, either by making a statement or by arguing against one. Combined with the Logic Trait, this tactic can be particularly devastating. If the enchantment takes hold, the subject fixates on the idea until it warps to the Master's purposes. Some thoughts can lead to enlightenment, others to insanity. (In game terms this Effect demands a certain number of turns of successful repeated casting; a whim only requires one or two; a fancy, three; conviction, four to five; an obsession, five or more.) Edited by Talancir D'Landior, Nov 24 2009, 07:25 PM.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Bang | Nov 24 2009, 06:51 PM Post #17 |
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He-ho
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Two words: Informative and Excellent |
![]() Quotes 98% of teenagers do or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature | |
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HollyYoshi
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Nov 24 2009, 06:57 PM Post #18 |
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I object to your claims
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Fix'd.
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| Bang | Nov 24 2009, 07:05 PM Post #19 |
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He-ho
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I only wish I could have joined the Millstone of time....anyway thanks Blaire |
![]() Quotes 98% of teenagers do or has tried smoking pot. If you're one of the 2% who hasn't, copy & paste this in your signature | |
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HollyYoshi
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Nov 24 2009, 07:11 PM Post #20 |
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I object to your claims
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You're welcome. And I think Tal's going to have some openings when the time comes. |
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| Lord Eileanach | Jan 22 2011, 11:19 AM Post #21 |
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Good grief Tally-wally! That's a lot of different combinations and set-ups for magical users! I really approve! Fantastically written and extremely informative. I wonder, if Eileanach was to be one, what she'd be... hmm... P.S. You are evidently a very good story teller. PPS. Sorry for the bumping. I was directly linked to this so I didn't notice the date. Fail on my part.
Edited by Eileanach, Jan 22 2011, 11:22 AM.
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~Eileanach~![]() Oh, stop the world I want to get off! | |
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| Lord Talancir D'Landior | Feb 28 2011, 08:32 PM Post #22 |
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~ RP Knight ~
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The Arch Disciplines Only the greatest self-mastery, the strongest will and the deepest enlightenment can penetrate the Arch-Disciplines. Some Masters spend their entire lives on the cusp of this awareness, unable to discern the true depths. It's not enough to exercise power over the Disciplines, to study with a few Arch Masters and to indulge in a little experience. The right combination of talent, luck and dedication drives the mage to the ultimate limits of comprehension and beyond. It's not a simple grind through a library, studying endless tomes and biographies. It's a path fraught with obstacles and endless trials. The mage who would become an Arch Master must have incredible focus. Many mentors and sources of information are necessary. The Master needs to understand all facets of his chosen Discipline. Most importantly, the mage must endure failure again and again, without giving up. How the Master deals with and learns from failure is just as important as how he succeeds. Finally, these Arch Disciplines takes time to learn. While the path to become a Master takes an average of 22 - 23 years, the path to becoming an Arch Master can easily become twice as long, at the very least. This time is not necessarily spent closeted up with another Arch Master, but is at least taken up with obscure quests to understand the aspects of the Disciplines. As a result, the Arch Disciplines aren't just additional cool powers. They're fundamental changes to the cosmos. When messing around with powers of such magnitude, you can quickly descend into reality-wrecking mode. Arch Masters don't throw around this sort of power casually, for all the many reasons you would think of. Edited by Talancir D'Landior, Feb 28 2011, 08:32 PM.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | Mar 1 2011, 06:02 PM Post #23 |
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~ RP Knight ~
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The Arch Discipline of Chaos Chaos is the fundamental component of all existance. It's no surprise that the ability to manipulate the greatest Chaos Energies also grants the power to repair the warps and tears of reality, smoothing out the pain of Backlash. Because Backlash is, in many ways, simply a reaction to unrestrained change, the power to repair Backlash is the power to regulate one's own flaws. Backlash warns the magus when his power is out of his control - Archmastery of Chaos lets the mage recognize that flaw and deal with it. As with all Pattern magicks, Archmastery of Chaos requires that the mage understand Chaos on an interconnected level instead of an individual Pattern level. The mage must tap into the universal Pattern of Chaos. By questing in the appropriate Shard Zone, the mage gains a glimpse of the unified Chaos, the Pattern that describes the sum of all forces in the universe. Since this Pattern (theoretically) expresses every possible force, this means that the mage experiences just about every combination of Chaos Energy possible. This is typically lethal.
Edited by Talancir D'Landior, Mar 1 2011, 06:12 PM.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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| Lord Talancir D'Landior | Mar 10 2011, 02:04 PM Post #24 |
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~ RP Knight ~
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The Arch Discipline of Time Frankly, altering the past is a power that even the Concordat had difficulty mastering. There never was any guideline that could be followed, and almost every mage that has tried ends up in an alternate dimension, never to be seen again in the timeline in which he had come. Realize that if the Archmage can affect the past, then the past can also be affected by those living in the present. People who write history can literally change history. This explains the actions of past organizations and nations who strive to change perception and historical documentation. A character that finds ways around this should see time changed to suit his vision of it. Also, a mage trying to affect a different age finds his abilities in the Discipline reduced by one per age removed from his original time. If the mage improves his rating in a previous age, his rating can be increased to normal levels, at the cost of twice the time and effort. Once he does, however, doorways in time can pass the age barrier. Also, a mage cannot exceed his highest rating in Time in an age other than his own. In order to surpass Mastery, the potential Arch Master must enter a temporal loop and realize a way out of it. It's almost like getting stuck in a Paradox Realm from a Time backlash. However, the mage deliberately triggers a paradoxial Time Backlash, and then forces a resolution. From there, the Arch Master must figure out how to return to his original time stream. Understandably, the Arch Masters of Time were among the fewest in number because of this.
Edited by Talancir D'Landior, Mar 10 2011, 07:12 PM.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources
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