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Soul Projection, or otherwise known simply as soul "magic", is the innate ability to use ones emotions and ideals wielding aura to transform the soul into a weapon, a tool, or a specific use. While previously the soul was nothing more then one piece of a two part puzzle of life, the newfound rules of the fracture seem to have given it and the [[The Aurum|aurum]] new purposes. Using soul projection is a potent yet risky endeavor, as its power often fluctuates based on the users emotional state and their ability to uphold their ideals even in times of major personal strife. But the risk that lies within using ones soul for power is the requirement to expose it. While there have not been many cases recorded of abilities which can rend, pull or affect the soul, those who wield soul projection are at a far greater risk then others.
Soul Projection, or otherwise known simply as soul "magic", is the innate ability to use ones emotions and ideals wielding aura to transform the soul into a weapon, a tool, or a specific use. While previously the soul was nothing more then one piece of a two part puzzle of life, the newfound rules of the fracture seem to have given it and the [[The Aurum|aurum]] new purposes. Using soul projection is a potent yet risky endeavor, as its power often fluctuates based on the users emotional state and their ability to uphold their ideals even in times of major personal strife. Nonetheless, the risk that lies within using ones soul for power is the requirement to expose it. While there have not been many cases recorded of abilities which can rend, pull or affect the soul in [[The Realm of Ephimoria|Ephimoria]], those who wield soul projection seem to be at a far greater risk then others.


*See also:
*See also:
**[[Inversion]]
**[[#Inversion|Inversion]]
**[[The Gray]]
**[[#Gray Souls|Gray Souls]]


==The Divine's Touch==
==The Power of Ideals==


The Divine are not [[The Origin|Mana Wielders]], or [[Shamanism|Shamans]], acting vastly different than the both of them. While all of the above involve a great deal of focus, a Paladin or Cleric holding the power of Divinity are able to draw strength straight from the realm of the divines. Many of their abilities are parts of the God's very domain, the person of which is selected to embody certain traits and portions which they exemplify best. It is possible for a person to grow in time with their devotion to their God, however not all are able to reach such heights. Those who are touched by the divine's souls are not able to manipulate the Arcane as Mages do.
Though emotions play a large part in the potency of the effects which users of soul projection wield, nothing is more important then their ironclad faith in their ideals. This remains, however, that only ??? recorded traits currently exist and have been noted in individuals who wield this power. Should one falter in their ideals, not only will their output plummet, they may become at risk of losing their powers and becoming a Gray Soul, one who has lost their way. In addition, they may be prone to worse, an Inversion, a far more twisted, malicious type of soul projection that is the more powerful yet self destructive side of the previously recorded traits.


==The Flame==
==The WIP==


The portion of [[The Soul|the soul]] which is lit by the divine, is known to some as the 'Flame'. When viewed by those who can see the potency of souls, or even its metaphysical form are near blinded by its exceedingly bright light. The Flame courses through the entire body of its servant. The soul almost seems to work in unison with the body itself, becoming almost indistinguishable from its source. The person's body is considered holy in all aspects at this, naturally repellent to things which are unholy or oppose the divine.
The portion of [[The Soul|the soul]] which is lit by the divine, is known to some as the 'Flame'. When viewed by those who can see the potency of souls, or even its metaphysical form are near blinded by its exceedingly bright light. The Flame courses through the entire body of its servant. The soul almost seems to work in unison with the body itself, becoming almost indistinguishable from its source. The person's body is considered holy in all aspects at this, naturally repellent to things which are unholy or oppose the divine.


==Holy Relics==
==Gray Souls WIP==


Holy Relics are items which the Divine fit to the will of the person wielding it to best serve their own purposes. Each person who wields such divine providence is entitled to only one such item, which acts as both what a normal mage would call a 'Catalyst', but more than that it acts as a fragment of their own power, even left behind when their body and soul leave the realm for that of the divine upon eternal death. Holy Relics can always be called to the living person with little thought, the items seemingly appear into their hands after but a moment of concentration. This has a wide range, and is more commonly portable handheld items. These are made to best represent the faith and worship of the devout to their god. Some examples might be a follower of Arvora with a Holy Sickle, or a follower of Sol with a Holy Sword. It may be something as simple as a pendant, but these Relics remain long after the death of their patron. These items are entirely iconic and are likely legends in of themselves held by the person who wields it. The items themselves are tethered to the soul.
Holy Relics are items which the Divine fit to the will of the person wielding it to best serve their own purposes. Each person who wields such divine providence is entitled to only one such item, which acts as both what a normal mage would call a 'Catalyst', but more than that it acts as a fragment of their own power, even left behind when their body and soul leave the realm for that of the divine upon eternal death. Holy Relics can always be called to the living person with little thought, the items seemingly appear into their hands after but a moment of concentration. This has a wide range, and is more commonly portable handheld items. These are made to best represent the faith and worship of the devout to their god. Some examples might be a follower of Arvora with a Holy Sickle, or a follower of Sol with a Holy Sword. It may be something as simple as a pendant, but these Relics remain long after the death of their patron. These items are entirely iconic and are likely legends in of themselves held by the person who wields it. The items themselves are tethered to the soul.


==Aura==
==Inversion WIP==
 
Holy Relics are items which the Divine fit to the will of the person wielding it to best serve their own purposes. Each person who wields such divine providence is entitled to only one such item, which acts as both what a normal mage would call a 'Catalyst', but more than that it acts as a fragment of their own power, even left behind when their body and soul leave the realm for that of the divine upon eternal death. Holy Relics can always be called to the living person with little thought, the items seemingly appear into their hands after but a moment of concentration. This has a wide range, and is more commonly portable handheld items. These are made to best represent the faith and worship of the devout to their god. Some examples might be a follower of Arvora with a Holy Sickle, or a follower of Sol with a Holy Sword. It may be something as simple as a pendant, but these Relics remain long after the death of their patron. These items are entirely iconic and are likely legends in of themselves held by the person who wields it. The items themselves are tethered to the soul.
 
 
==Aura WIP==


Aura is the energy of the divines granted to the frail mortal shell of those who are blessed by them. Mortal bodies cannot contain the mortal power well, causing it to be incredibly frail when compared to the bodies of the celestial beings. Because of this, their body can only channel so much Aura at one time before they become weary and worn. When a blessed runs out of Aura, they become weary and tired as if having exerted themselves greatly. Aura in specific is not something found naturally in the realm of Aversia, but is instead the divine essence which comes straight from the realms of their patron gods to them. Aura is restored to the divine user once they have left all stressful situations (combat, healing, danger, etc.) and are afforded the opportunity of extended rest.
Aura is the energy of the divines granted to the frail mortal shell of those who are blessed by them. Mortal bodies cannot contain the mortal power well, causing it to be incredibly frail when compared to the bodies of the celestial beings. Because of this, their body can only channel so much Aura at one time before they become weary and worn. When a blessed runs out of Aura, they become weary and tired as if having exerted themselves greatly. Aura in specific is not something found naturally in the realm of Aversia, but is instead the divine essence which comes straight from the realms of their patron gods to them. Aura is restored to the divine user once they have left all stressful situations (combat, healing, danger, etc.) and are afforded the opportunity of extended rest.
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As an OOC measure, Abilities come in largely three different costs. Abilities will cost anywhere between 1-3 Aura. This is a measure of the strength of the abilities mostly. Most abilities will be a single Aura, such as a small fireball, a stone fist, or a lightning bolt. 2 Aura usually is just a change in size or the duration of a ability. Finally, 3 Aura will be sweeping abilities that are expensive and very powerful such as a large wall of flames or the summoning of a storm. Cast times for abilities should mainly be between 2-3 turns with only a few being able to go to 1 turn or 4-5 turns depending on what it is. Abilities can contain any of the domains their blessed is capable of learning in any combination. A divine blessed can learn the abilities of another, as long as they have the right gods to enact them. Abilities will always be either visibly seen or audibly heard casting unless otherwise specified in the spell.
As an OOC measure, Abilities come in largely three different costs. Abilities will cost anywhere between 1-3 Aura. This is a measure of the strength of the abilities mostly. Most abilities will be a single Aura, such as a small fireball, a stone fist, or a lightning bolt. 2 Aura usually is just a change in size or the duration of a ability. Finally, 3 Aura will be sweeping abilities that are expensive and very powerful such as a large wall of flames or the summoning of a storm. Cast times for abilities should mainly be between 2-3 turns with only a few being able to go to 1 turn or 4-5 turns depending on what it is. Abilities can contain any of the domains their blessed is capable of learning in any combination. A divine blessed can learn the abilities of another, as long as they have the right gods to enact them. Abilities will always be either visibly seen or audibly heard casting unless otherwise specified in the spell.


==Tiers==
==Tiers WIP==


There are many tiers which divine fall into. Most divine touched begin their journey at the Blessed stage. The journey upward is difficult and takes a great deal of training, will, and faith. At the Blessed level, these are the run of the mill blessed that most will encounter. To become Chosen, one must truly become a pinnacle feature of their god, having not only achieved much, but brought others onto the path as well. To become a Champion is a nigh impossible feat few attain however. A Champion is considered the pinnacle of their faith and though a god can have more than one, they are often considered to be a strong leader in the beliefs they are proposing to be one of the few people will trust for advice on their belief, as well as having done many and great acts for their deity.
There are many tiers which divine fall into. Most divine touched begin their journey at the Blessed stage. The journey upward is difficult and takes a great deal of training, will, and faith. At the Blessed level, these are the run of the mill blessed that most will encounter. To become Chosen, one must truly become a pinnacle feature of their god, having not only achieved much, but brought others onto the path as well. To become a Champion is a nigh impossible feat few attain however. A Champion is considered the pinnacle of their faith and though a god can have more than one, they are often considered to be a strong leader in the beliefs they are proposing to be one of the few people will trust for advice on their belief, as well as having done many and great acts for their deity.
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**Twenty Aura.
**Twenty Aura.
   
   
==Divine Compatibility==
==Divine Compatibility WIP==


All Deities can bless their followers. Some Gods even embody their Divine abilities in the same host. There are some Gods which will either outwards refuse to bless someone of a specific Deity, or that their tenants are so incompatible that they cannot foster the tenants of two Deities. For example: [[Ombra|Ombra]] and [[Sol|Sol]] will not bless the same patron as their beliefs are too far estranged in any context to be properly embodied in one individual. Though some exceptions can be seen from time to time.
All Deities can bless their followers. Some Gods even embody their Divine abilities in the same host. There are some Gods which will either outwards refuse to bless someone of a specific Deity, or that their tenants are so incompatible that they cannot foster the tenants of two Deities. For example: [[Ombra|Ombra]] and [[Sol|Sol]] will not bless the same patron as their beliefs are too far estranged in any context to be properly embodied in one individual. Though some exceptions can be seen from time to time.

Latest revision as of 10:00, 27 July 2023


"Take in your focus, and project your feelings. Use them as a tool, and your soul will form its power to exactly what you desire most at that moment."


Soul Projection, or otherwise known simply as soul "magic", is the innate ability to use ones emotions and ideals wielding aura to transform the soul into a weapon, a tool, or a specific use. While previously the soul was nothing more then one piece of a two part puzzle of life, the newfound rules of the fracture seem to have given it and the aurum new purposes. Using soul projection is a potent yet risky endeavor, as its power often fluctuates based on the users emotional state and their ability to uphold their ideals even in times of major personal strife. Nonetheless, the risk that lies within using ones soul for power is the requirement to expose it. While there have not been many cases recorded of abilities which can rend, pull or affect the soul in Ephimoria, those who wield soul projection seem to be at a far greater risk then others.

The Power of Ideals

Though emotions play a large part in the potency of the effects which users of soul projection wield, nothing is more important then their ironclad faith in their ideals. This remains, however, that only ??? recorded traits currently exist and have been noted in individuals who wield this power. Should one falter in their ideals, not only will their output plummet, they may become at risk of losing their powers and becoming a Gray Soul, one who has lost their way. In addition, they may be prone to worse, an Inversion, a far more twisted, malicious type of soul projection that is the more powerful yet self destructive side of the previously recorded traits.

The WIP

The portion of the soul which is lit by the divine, is known to some as the 'Flame'. When viewed by those who can see the potency of souls, or even its metaphysical form are near blinded by its exceedingly bright light. The Flame courses through the entire body of its servant. The soul almost seems to work in unison with the body itself, becoming almost indistinguishable from its source. The person's body is considered holy in all aspects at this, naturally repellent to things which are unholy or oppose the divine.

Gray Souls WIP

Holy Relics are items which the Divine fit to the will of the person wielding it to best serve their own purposes. Each person who wields such divine providence is entitled to only one such item, which acts as both what a normal mage would call a 'Catalyst', but more than that it acts as a fragment of their own power, even left behind when their body and soul leave the realm for that of the divine upon eternal death. Holy Relics can always be called to the living person with little thought, the items seemingly appear into their hands after but a moment of concentration. This has a wide range, and is more commonly portable handheld items. These are made to best represent the faith and worship of the devout to their god. Some examples might be a follower of Arvora with a Holy Sickle, or a follower of Sol with a Holy Sword. It may be something as simple as a pendant, but these Relics remain long after the death of their patron. These items are entirely iconic and are likely legends in of themselves held by the person who wields it. The items themselves are tethered to the soul.

Inversion WIP

Holy Relics are items which the Divine fit to the will of the person wielding it to best serve their own purposes. Each person who wields such divine providence is entitled to only one such item, which acts as both what a normal mage would call a 'Catalyst', but more than that it acts as a fragment of their own power, even left behind when their body and soul leave the realm for that of the divine upon eternal death. Holy Relics can always be called to the living person with little thought, the items seemingly appear into their hands after but a moment of concentration. This has a wide range, and is more commonly portable handheld items. These are made to best represent the faith and worship of the devout to their god. Some examples might be a follower of Arvora with a Holy Sickle, or a follower of Sol with a Holy Sword. It may be something as simple as a pendant, but these Relics remain long after the death of their patron. These items are entirely iconic and are likely legends in of themselves held by the person who wields it. The items themselves are tethered to the soul.


Aura WIP

Aura is the energy of the divines granted to the frail mortal shell of those who are blessed by them. Mortal bodies cannot contain the mortal power well, causing it to be incredibly frail when compared to the bodies of the celestial beings. Because of this, their body can only channel so much Aura at one time before they become weary and worn. When a blessed runs out of Aura, they become weary and tired as if having exerted themselves greatly. Aura in specific is not something found naturally in the realm of Aversia, but is instead the divine essence which comes straight from the realms of their patron gods to them. Aura is restored to the divine user once they have left all stressful situations (combat, healing, danger, etc.) and are afforded the opportunity of extended rest.

As an OOC measure, Abilities come in largely three different costs. Abilities will cost anywhere between 1-3 Aura. This is a measure of the strength of the abilities mostly. Most abilities will be a single Aura, such as a small fireball, a stone fist, or a lightning bolt. 2 Aura usually is just a change in size or the duration of a ability. Finally, 3 Aura will be sweeping abilities that are expensive and very powerful such as a large wall of flames or the summoning of a storm. Cast times for abilities should mainly be between 2-3 turns with only a few being able to go to 1 turn or 4-5 turns depending on what it is. Abilities can contain any of the domains their blessed is capable of learning in any combination. A divine blessed can learn the abilities of another, as long as they have the right gods to enact them. Abilities will always be either visibly seen or audibly heard casting unless otherwise specified in the spell.

Tiers WIP

There are many tiers which divine fall into. Most divine touched begin their journey at the Blessed stage. The journey upward is difficult and takes a great deal of training, will, and faith. At the Blessed level, these are the run of the mill blessed that most will encounter. To become Chosen, one must truly become a pinnacle feature of their god, having not only achieved much, but brought others onto the path as well. To become a Champion is a nigh impossible feat few attain however. A Champion is considered the pinnacle of their faith and though a god can have more than one, they are often considered to be a strong leader in the beliefs they are proposing to be one of the few people will trust for advice on their belief, as well as having done many and great acts for their deity.

  • Blessed
    • Six Abilities.
    • Receives Holy Relic.
    • Ten Aura.
  • Chosen
    • Nine Abilities.
    • Fifteen Aura.
  • Champion
    • Twelve Abilities.
    • Upgrade to Holy Relic.
    • Twenty Aura.

Divine Compatibility WIP

All Deities can bless their followers. Some Gods even embody their Divine abilities in the same host. There are some Gods which will either outwards refuse to bless someone of a specific Deity, or that their tenants are so incompatible that they cannot foster the tenants of two Deities. For example: Ombra and Sol will not bless the same patron as their beliefs are too far estranged in any context to be properly embodied in one individual. Though some exceptions can be seen from time to time.

With this, Divine Blessed are for the most part unable to have curses. Some Gods such as Ombra allow their Divine users to have compatibility with curses such off Lycanthropy and Vallahism.

Lost Aurum Types
DivinityDemonbrandsThe OriginRunesmithingFeyspeakShamanismThe Fallen
The Lost RealmsThe Fallen Forces