~Welcome to the Sonic Blast Community Forum~
Greetings stranger, it is an honor to have you as a visitor. Since we opened in 2006 our goal has been to offer the most authentic Sonic-themed community on the web for Sonic enthusiasts new and old. We do our best to provide the most unique features, best Sonic-themed designs, and have the latest news; always improving to cover all of your Sonic needs. Our community is full of friendly people and we hope you enjoy your brief stay but would be thrilled if you decided to join in on the fun. Being a part of our community is easy, quick, and absolutely free.

Click here to join our community and enter the land of Mobius as a =SB= citizen!
Citizens may log in to their account to participate in our land's conversations and access all of our features:

Username:   Password:
Add Reply
  • Pages:
  • 1
  • 2
Millstone of Time - Magick Formula Overview
Topic Started: May 25 2008, 06:43 AM (2,799 Views)
Lord Talancir D'Landior
Member Avatar
~ RP Knight ~

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.
Posted Image
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
Offline Mini Profile
 
Bang
Member Avatar
He-ho
Two words:
Informative and Excellent
Posted Image
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
Offline Mini Profile
 
HollyYoshiPosted Image
Member Avatar
I object to your claims
Quote:
 
Two words:
Informative and Excellent Epic


Fix'd. :D
Offline Mini Profile
 
Bang
Member Avatar
He-ho
I only wish I could have joined the Millstone of time....anyway thanks Blaire
Posted Image
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
Offline Mini Profile
 
HollyYoshiPosted Image
Member Avatar
I object to your claims
You're welcome.

And I think Tal's going to have some openings when the time comes.
Offline Mini Profile
 
Lord Eileanach
Member Avatar
. . .

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. :facepalm:
Edited by Eileanach, Jan 22 2011, 11:22 AM.
~Eileanach~
Posted Image
Oh, stop the world I want to get off!
Offline Mini Profile
 
Lord Talancir D'Landior
Member Avatar
~ RP Knight ~

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.
Posted Image
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
Offline Mini Profile
 
Lord Talancir D'Landior
Member Avatar
~ RP Knight ~

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.





  • Chaos 6 - Economy of Force / Sense Backlash and Universal Chaos
    Opening himself to the universal chaos, an Arch Master can see the interactions of Chaos Patterns and their natural beginnings and endings. Though normal perceptions of Chaos allow the Arch Master to spot interactions of such Patterns, this level of Arch Mastery lets a mage draw connections between a Pattern and its origins, its interactions with other Patterns and its eventual destination. Such a broad view allows the mage to determine where and how to apply force for maximum effect with minimum effort.

    Although at first this may seem of limited use, Arch Masters of Chaos also realize the ability to see Backlash manifest, both in themselves and others. Their view of the interaction of Chaos Energy and Backlash also allows them to see when mages are on the cusp of madness. Furthermore, the Arch Master can channel Chaos Energy into this Backlash, canceling both.

    It is at this level that the Arch Master acquires the sixth charted elemental lore. With access to all six charted Elemental Lores, the full understanding of the Cycles of Creation and Control is at his fingertips.


  • Chaos 7 - Weaving the Odyllic Paradox / Grasping the Tellurian Strands
    By understanding the true nature of Chaos, a True Arch Master can access supposedly 'inviolate' Chaos Energy. The magus can tap directly into another person's Eidolon and harness the stored Chaos Energy. The High Arch Master can even direct Backlash at his enemies, increasing the severity and creating disturbances that nullify magic.

    The High Arch Master has increased his understanding of the Elemental Lores to the point where he can collect all elemental patterns acting on an object into a single vector, and modifies them at whim. By manipulating entire strings of Chaos Patterns at once, the High Arch Master is capable of dropping portions of a continent into the ocean, or raise parts of the sea floor. Without the Correspondence or Time Disciplines, though, he is sure to be caught in the devastation.


  • Chaos 8 - Channel Backlash / Toss Around Zones
    The ridiculously vain Effect of giving someone else your store of Backlash rarely breaks even. Taking another's load of Backlash is also possible, though hardly desirable. Still, moving around Backlash - shifting the blame, so to speak - is possible with the esoteric knowledge of the Exemplar.

    Normally, a mage's command of Chaos is limited to the interaction of elements that deal with other Patterns. With supreme concentration, though, it's possible to make forces that interact with Tellurian space, designed specifically to push the boundaries of reality itself. Simply put, the Exemplar can now move Zones. Artificial Zones are fairly easy to move, while the larger and more static Zones take a bit more effort. Under the proper circumstances, a mage could alter the apparent positions of various locations in the Umbra, even shoving normally separate Zones into brief contact. Zones are generally too large to be pushed through the Gauntlet, though; the resistance would be phenomenal.

    At this level, The Exemplar has finally been able to further his knowledge of the Elemental Lores to the point where he can combine all six charted Lores into the seventh and final Elemental Lore. The Seventh Lore, as a result, supersedes the other six, and is heavily dependent on the Exemplar itself to give it form. All of the mage's experiences, inclinations, attitudes, and convictions combine to give the Exemplar access to only one of two options: True Light or True Dark.


  • Chaos 9 - The Realm of the Archon
    At this level of Arch Mastery, the Archon can alter forces that affect the whole sections of the planet. He can manipulate the interaction of the elements, moving them closer to one another or separating them. The Archon can briefly change how a universal force functions, or even invent an entirely new force (e.g. "This is the Force of Thon, which removes the distinctions of gender!").

    The overachieving Archon can also toss his Backlash off into the ether. Those few who knows of this power theorize that this is what creates Paradox Spirits.
Edited by Talancir D'Landior, Mar 1 2011, 06:12 PM.
Posted Image
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
Offline Mini Profile
 
Lord Talancir D'Landior
Member Avatar
~ RP Knight ~

Talancir D'Landior
Jan 29 2009, 07:26 PM
The Time Discipline: The Millstone's Dirge
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.



  • Chaos 6 - Aid the Past
    This power allows an Arch Master to send objects, or even Chaos Energy, back in time. When an Arch Master changes the past, the alteration is greatest at the moment of interference. Thus, Backlash may occur on the Arch Master not only when he sends the materials back, but also at the recieving end. Naturally, mages with Time 1 (or even Chaos 1!) picks up all sorts of weird vibes from this interference.


  • Chaos 7 - Go to the Past
    At this state, the True Arch Master's abilities to alter the past are vastly improved. He becomes a dynamic force in the time stream, and can follow the course of time, greatly altering the present. He can easily step back further than any of his former Time abilities allowed him to see or alter. The drawback, however, is Backlash. The mage must be careful to step only briefly into the time stream and effect minor changes without calling upon additional magick. Magick displaced through time causes great strain on the Tellurian, reflected by extreme Backlash.


  • Chaos 8 - The Door of Time
    Doorways in time can move forward or backward through time or not at all. When an Exemplar at this power level steps forward or backward in time, he no longer exists as a traveling effect along the way. He cannot actually be effected, even by those who understand the Discipline of Time. Effectively, he jumps from one point in time to another.

    Often, however, he may create a temporary moving door in the present. Observers see merely an open doorway. Such a doorway is often created to go to a specific point in the time stream, so the other end is non-moving - it always exists at the same point in time in the past or future, and would close as soon as it is used. The door in the present moves forward with the time stream, remaining open and available for use (a non-moving doorway would just exist for a moment, and then as the present moved on, it would continue to exist in that static moment in the past). Theoretically, a mage may even make a door that moves backwards through time; stepping through the doorway at an early point in its creation takes one back only a short time in the past, and the longer since it was created, the further back in time the exit gets.

    All doors with a non-moving end - like those used to visit a specific point in time - collapse as soon as somebody steps through. If the two ends of the doors move in different directions through time, they can either converge or diverge. Converging doors collapse when they meet. Diverging doors and doors with both ends going in the same direction exist until collapsed on either end.

  • Chaos 9 - The Realm of the Archon
    It is the privilege of the Archons to view the time line as a whole from beginning to end. Instead of existing as a static moment in the present, the Archons' entire span of existence is fused into a single 'moment' which encompasses the whole age. The Archons could theoretically coalesce to a second and decide to work within the timeline at any point. The annoying problem with such perceptions is that they do not truly span the ages. While all but a few warded times in this age is clear to the Archons, the previous and upcoming ages are difficult to view with any detail. Altering anything outside of their last 'present time' in the timeline places the Archon into an alternate time stream. Especially annoying is that determinism is pretty much meaningless and the Archon finds himself constantly in time flux if he takes any actions at all. Opening Time Doors for others makes no significant impact on the timeline, however.
Edited by Talancir D'Landior, Mar 10 2011, 07:12 PM.
Posted Image
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
Offline Mini Profile
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Fully Featured & Customizable Free Forums
Learn More · Register for Free
« Previous Topic · Schoolhouse Garden · Next Topic »
Add Reply
  • Pages:
  • 1
  • 2