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What was once common and plentiful, The Original Magic, or The Origin for short was a pure form of magic that allowed individuals to be capable of harnessing incredible arcane energies within the world, letting them turn mana into objects, forces, senses and other effects. These were known as Mages, or Archmage for those grandest among them, and some of the strongest Magus could even permanently warp reality around them.
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''"Only through Enlightenment can one unlock their True Self; what they were always meant to be."''
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{| class="wikitable" style="text-align:center;margin:auto;width:65%;color:lightgrey;"
Divinity, or the Divine's Touch is one of the most direct ways the Gods influence the world. Imbuing chosen followers with but a small fragment of their power, they are able to preach their word and practice through use of such powers. It is said that this enlightenment, or the sparking of their 'Flame' per say is one of the first steps a devout might take to truly being a proper patron of their chosen deity. In this way, it is perhaps an oddity in comparison to mages which are able to draw their power from leylines. Those with the ability to utilize Divinity are able to call upon their faith alone, which acts as a tether to the realm of their divine where they draw power from.
|style="font-size:20px;padding:10px"|[[Aurum Spells]]
|style="font-size:20px;padding:10px"|[[Golemancy]]
|-
| style="font-size:20px;width:50%;padding:10px"|[[Catalysts]]
| style="font-size:20px;width:50%;padding:10px"|[[Heroic Spirits]]
|-
| style="font-size:20px;padding:10px"|[[Magecraft Stances]]
| style="font-size:20px;padding:10px"|[[Profane Rules]]
|}


==Enlightenment==
*See also:
**[[Lesser Divinity]]
**[[Sanctification]]


The Spark was [[The Aurum|the aurum]] of a mage. Enlightened by the leylines power, and igniting the aurum allowed origin mages to manipulate mana from their pool. Though some were born with a dormant spark, enlightenment came in several forms for mages. The most common form of enlightenment for a mage was through a leyline, and an Archmage. Archmages are capable of lighting another aspiring mage's spark, granted by a form spell known as “Ignition”. Other ways of enlightenment included Inherited Spark, which was granted to the child of two mages, one of which needed to be an Archmage. This spark was ignited when the mage in question feels a great deal of stress or trauma in a single scenario. or they had matured enough. Once out of that scenario, the newfound mage was capable of spellcasting.
==The Divine's Touch==


==Mana==
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.


Mana is the energy drawn from Vikret's realm which flows through most everything within the realm. Mana is the fuel which mages draw upon to be able to properly cast their spells. Each mage inherently stores mana in their bodies like a fuel source, when depleted this strain causes them to quickly tire, causing headaches,  fatigue, and nausea. Their bodily batteries, also known as their Aurum type (the Spark) has its mana stores replenished after hours of patience, replenishing more easily during times of rest. Mana Dehydration, Manaburn, or Spell Strain are all words synonymous with the effects which take place on a mage the more they use mana. Mana is still drawn even if a spell is countered. Mana will restore after the mage is out of a stressful situation.
==The Flame==


Magic Resistance is how easily mana is able to flow through objects. Most metals are unable to be cast through should a mage be wearing it, but can be cast into should another be wearing it. There are of course exceptions to this rule which would be stated on the specific material's page.
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.


Manipulation of mana and spells can vary depending on the stance that the mage takes. More on stances can be found here.
==Holy Relics==


==Leylines==
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.


Leylines were tears within the fabric of the world, though were more often than not put their by forces other than the hands of mortal-kind. Because of this, these gateways allowed mana to flow in from the now torn Veil and provide the magic needed to make the world tick. Leylines were often used to light one's spark.
==Aura==


More on [[The Tattered Veil|The Veil]].
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.


==Disciplines==
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.


Disciplines of magic are all around and formed the fundamental basis for what origin mages were. Disciplines can also be referred to as ‘specializations’ and held no particular function other than to be categories of research and a basic means of grouping Spells into categories. Origin mages who wished to delve into multiple trees can do so, but their knowledge was exclusively maxed out at a total of four disciplines.
==Tiers==


The following are the current trees of magic:
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.


{| style="color:lightgrey;text-align:center;margin:auto;width:85%;vertical-align:top"
*Blessed
|style="padding:10px;width:50%;"|
**Six Abilities.
{| class="wikitable" style="color:lightgrey;text-align:left;width:100%;vertical-align:top"
**Receives Holy Relic.
!style="width:25%;background-color:#333333;color:lightgrey;"|Discipline
**Ten Aura.
!style="width:75%;background-color:#333333;color:lightgrey;"|Description
*Chosen
|-
**Nine Abilities.
|style="text-align:center;"|[[Pyromancy]]
**Fifteen Aura.
|The ability to manipulate heat, light, and fire.
*Champion
|-
**Twelve Abilities.
|style="text-align:center;"|[[Hydromancy]]
**Upgrade to Holy Relic.
|The ability to manipulate water, ice, and the freezing and unfreezing of both.
**Twenty Aura.
|-
|style="text-align:center;"|[[Aeromancy]]
==Divine Compatibility==
|The ability to manipulate air and wind.
|-
|style="text-align:center;"|[[Terramancy]]
|The ability to manipulate earth, metal, and magnetism.
|-
|style="text-align:center;"|[[Erebomancy]]
|The ability to manipulate darkness, shadows, and the absence of light.
|-
|style="text-align:center;"|[[Electromancy]]
|The ability to manipulate electricity.
|-
|style="text-align:center;"|[[Sound]]
|The ability to manipulate the amplification, muting, and creation of sound.
|-
|style="text-align:center;"|[[Space]]
|The manipulation of space, portals, summoning, and inter-dimensional travel.  
|}
|style="padding:10px;width:50%;"|
{|class="wikitable" style="color:lightgrey;text-align:left;width:100%;vertical-align:top"
!style="width:25%;background-color:#333333;color:lightgrey;"|Discipline
!style="width:75%;background-color:#333333;color:lightgrey;"|Description
|-
|style="text-align:center;"|[[Alteration]]
|The ability to manipulate the properties of material objects, weight, gravity, color, etc.
|-
|style="text-align:center;"|[[Mana (Discipline)|Mana]]
|The ability to manipulate and create magical constructs composed of mana.
|-
|style="text-align:center;"|[[Biomancy]]
|The ability to manipulate plants and animals, but not oneself.
|-
|style="text-align:center;"|[[Healing]]
|The ability to heal organic material, and manipulate diseases. Souls cannot be affected by this tree.
|-
|style="text-align:center;"|[[Sanguimancy]]
|The ability to manipulate blood and organic matter in oneself or other living beings.
|-
|style="text-align:center;"|[[Psionics]]
|The ability to manipulate the mind, illusions, and dreams.
|-
|style="text-align:center;"|[[Souls (Discipline)|Souls]]
|The ability to manipulate souls, create and banish undead, manipulate spirits, curing soul based curses.
|}
|}


==Progression==
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.


Even masters had to start somewhere. As a mage develops their magic, their mana pool, spell capacity, and knowledge expand as well. Once a Mage's spark is lit, be it via Archmage or Inherited Spark, they start with the knowledge of a Novice. Over time they may hone their magic through use, studying, and/or being taught by a Master Mage. A mage may know up to four disciplines starting at Novice.
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|Lycanthropy]] and [[Vallahism|Vallahism]].


===Mage Tiers===
{{OldAurumBar}}
 
{{LostKnowledgeBar}}
*Novice: 15 spells, 20 Mana
*Adept: 20 spells, 25 Mana, can create Glyphic Circles
*Archmage: 25 spells, 30 Mana, can create Glyphic Circles, Archmages can light sparks
 
===Advancement===
 
Novice to Adept: 1 Months of confirmed activity on your character.
 
Adept to Archmage: 6 months of confirmed activity character and Gambit of Arcana.
 
===Gambit of Arcana===
 
The Gambit of Arcana long ago was not in existence. During this period of magical struggle, origin mages oft sought naught but power and could gain it to an extent which could not be checked by other mages. Men walked the earth and a great number of people could use magical abilities whether on accident or on purpose. However this would not do for long, and this chaos and greed associated with learning needed to be put in check. With this, an ancient force created the Gambit of Arcana, a test which mages would be able to properly tutor their students, pass down knowledge and otherwise capped on magical abilities.
 
The Gambit of Arcana was a nebulous site which the lost goddess [[Vikret]] created to test teachers in their dedication to learning and responsibility with her domain. The gambit when achieved granted the user the ability to sunder or light sparks. The test was unique to the origin mage who is taking it, testing their magical abilities to their limits and taxing their knowledge of the Arcane. Not only this, but the experience of the test could not be spoken of, with the origin mage being physically unable to speak about it beyond saying they had completed it.
 
==Spellcasting and Enchanting==
 
Spellcasting was the manifestation of an origin mage's research and time spent slaving over their notes and spells. Each spell was composed of many parts, but in its simplest form it was an origin mage being able to channel mana through their spark to manipulate the world in some way, whether that is evocation, etc. Spells which are channeled cost additional mana over time rather than an immediate cost. Concentration is how much focus a mage needs to put in to be able to successfully cast their spell. Should they be unable to maintain the level of concentration required will fail to cast and will not spend the Mana necessary to cast.
 
Origin Mages could make also Trinket, Mystic, and Gargantuan items. Each creation of said item required an arcamite in order to craft.
 
*Novice: A novice can only create trinkets.
*Adept: An adept can create Trinket, Mystic, and Gargantuan Items.
*Master: A master can create Trinket, Mystic, and Gargantuan Items.
 
'''Spell Format:'''
 
Name: The name of the spell.
 
Mana: How much the spell costs. This is where if a spell would be able to be used over multiple turns or other extra costs would also be stated.
 
Disciplines: Which branch(es) of magic does the spell use?
 
Concentration: How much concentration the spell needs to be cast.
 
Cast Time: The shortest amount of time the spell can be cast.
 
Duration: How long the effects of magical effects of the spell remains after its cast. If the effects are permanent, but the magic fades, thus making it not able to be unweavable or counterable, then state the limit.
 
Range: How far the spell can effect past the caster.
 
Spell Effect: What the spell does.
 
 
{{AurumBar}}
{{BottomBar}}

Revision as of 09:08, 27 July 2023


"Only through Enlightenment can one unlock their True Self; what they were always meant to be."


Divinity, or the Divine's Touch is one of the most direct ways the Gods influence the world. Imbuing chosen followers with but a small fragment of their power, they are able to preach their word and practice through use of such powers. It is said that this enlightenment, or the sparking of their 'Flame' per say is one of the first steps a devout might take to truly being a proper patron of their chosen deity. In this way, it is perhaps an oddity in comparison to mages which are able to draw their power from leylines. Those with the ability to utilize Divinity are able to call upon their faith alone, which acts as a tether to the realm of their divine where they draw power from.

The Divine's Touch

The Divine are not Mana Wielders, or 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.

The Flame

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.

Holy Relics

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

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

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

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