(The contents of this page are NOT common knowledge)
"The laws of space and gravity are more…polite suggestions, than anything."— Petyr Rumwell, The Connector
History
Introduction
The stories of the first Space Magi and the first documented Time Magi are connected, the former aiding the latter in obtaining their power. The two of them were both scholars and lovers who found copied notes of Ophelius, the first Elementalist, at a market for sale in a town they were passing through. After some haggling with the owner of these copied notes, the husband gifted them to his lover as an early present before carrying on with their journey. The wife took to these notes immediately when they returned to their home and while the husband dismissed them in favour of his research into immortality with alchemy. In the end, he and his wife would achieve that goal, for better or for worse.
It was both the best and worst gift I ever received.
Julia Fabricia Titus, the wife, meditated until she could walk into the Primordial Dream whenever she wished, swimming through the metaphysical space with ease. She explored and documented what she saw. She witnessed the nine Pillars and from reading Ophelius’ notes recognized one of them as the Pillar of Forces. Instead of following his steps, she turned to gaze upon the masses of centralized essence and how each affected the area around it differently. The most intriguing to her was a pillar that seemed to warp the space around her and one that seemed concealed behind strange objects that she deemed hostile by design. Julia returned to reality and conversed with Nathan Titus, her husband on the specifics of the Primordial Dream and the pillars her eyes laid on. When Julia spoke of the pillar surrounded by what seemed to be traps her husband became interested in himself and began to involve himself in her meditation sessions.
If I knew what would happen I would have never crossed that space.
Eventually, the pair could both enter the Primordial Dream and with Julia’s guidance she lead them to the Pillar surrounded by traps and the two decided that she would bind herself with the Pillar of Space and use that power to help her husband reach the pillar beyond. Julia bound herself to the Pillar with ease, the trial a test of measurements and kinetic force, and she practiced using this power to create portals and teleport short distances. Nathan on the other hand began to drift away from his belief in immortality through alchemy and began to champion this pillar beyond normal reach as a possible solution to solidify his name in history. Eventually, the day came when Julia thought she was ready and together the couple plunged themselves into the Dream to face the Pillar that lay beyond normal grasp. The wife expertly maneuvered the pair through the traps with portals, bolts and teleports to reach the space around the final pillar but as they neared they noticed that they would suddenly go slower or faster and Nathan surmised that this pillar oversaw the concept of time.
That moment changed everything.
When next they returned to reality Nathan began experimenting with his new powers, sparing little time for his wife who had effectively given them to him. She remain irritated in silence and continued strengthening her abilities, fine-tuning her control over gravity to move objects with her mind, firing bolts of space essence to fling things around to simply pulling all objects in a specific direction towards her. Eventually, Nathan devised a spell that would allow him to travel forwards in time and left for 2 days but a day after his departure a Moon Alemnetry appeared to investigate on behalf of Xulzraiss. A conversation between Julia and the being occurred and a battle followed after but in the end, she was defeated and her punishment for aiding Nathan in being able to utilize such magics was to be stuck within the Primordial Dream forever.
They told me Nathan’s punishment was to be stuck repeating a memory over and over again. Curse those notes!
The diaries and journals of the Titus couple survived the chaos and some surviving witnesses carried the words of the Alementry far and wide.
Pillar of Space
The Eighth Pillar of Nine is one of the two pillars not associated with a plane. As one draws from the Arachnid Pillar, they will start to harness spacial magic. Manipulation of the very space requires two things: Connection to the Pillar of Space, and extreme caution.
Forming a connection to the Pillar of Space, however, is not an easy task. The prospective Spellcaster must begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.
At the same time, while conscious this future caster must practice on perceiving distances and the effects of gravity. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, solving a reality-bending puzzle before suddenly finding themselves connected to the Pillar. Another may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.
- If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Space.
- If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Space.
- The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful to some degree to the one being taught.
- It is entirely possible for one to fail their attempt at connecting to the Pillar of Spac, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.
Waking Dream
In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Spirit. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causing the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart.
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Mechanics
Physical Limitations
A connection to the Pillar of Space is what allows an Enigma Mage to practice the magic of Webbed Magi. This Pillar of Creation however, places alot of stress upon the body of the Enigma Mage, adding limitations in the use of their magic and combative prowess -and the act of connection does place enough stress upon the body that the weight of wearing armor strains the Spellcaster’s use of magic, limited in the following ways:
- The wearing of No Armor allows an Enigma Mage to cast Master level spells.
- The wearing of Light Armor limits an Enigma Mage to Expert level spells.
- The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
- The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
Any and all spells cast by a Webbed Magi requires at least one hand to be free. As such, if the Enigma Mage choses to wield a sword, they must not wield anything requiring more than one hand, including a shield. A shield counts as Light Armor if worn by itself. Lastly, an Enigma Mage can be interrupted in their casting if the spell they seek is any more than 1 Emote in length, having to reply to any attacks on them more than a light slap before their spell could fully activate, be it taking the blow or dodging. If the spell fails to complete, it grants half of its Tear value rounded down, rather than the full.
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Spacial Dissonance
Spacial Dissonance is what the illness on a Traveler’s body is referred to, a weakening of muscles along with increasing phasing in and out of reality. This weakening of the entire body is what many use to determine if someone is a Webbed Mage or not while the rest of the body remains the same in appearance. However, as a Webbed mage grows they find that manually using objects becomes harder, opting to use their telekinesis instead. Another side effect as a result of binding to the pillar of Space is the ability to sense entrances to Web ways and nearby leylines.
- The exact negative effects of the Pillar's confusion are left up to be aesthetically RP'd however the Magi wants. HOWEVER, these effects cannot have any form of positive effects, and they MUST follow the proper guidelines which are specified below no matter what. The explanations IRP as to why one's character cannot preform such is up to the Magi themselves to freeform and decide. LT may step in and enforce downsides if it looks as though one is trying to skirt the negatives.
- A Basic Spellcaster suffer the least from Spacial Dissonance. Their suffering comes from a slightly reduced strength. This is generally minor in severity and hardly ever noticeable.
- An Adept Spellcaster have been practicing the magic for a longer period than a Basic Mage, though this comes with a cost. At this point in the magic, the mage cannot manually lift/use objects that were normally heavy to them before taking on the magic effectively, alongside moments where their hair may start to defy gravity and their fingers suddenly change position once an Age. The former can be dealt with for 0 Tear anytime it occurs but the latter cannot.
- An Expert Spellcaster now deal with the true problems of the Spacial Dissonance as they cannot swing/use objects that were normally medium weight to them before taking on the magic effectively. In short, it prevents the manual use of normal weapons or tools. The phasing increases as now twice an Age a Webbed mage will experience times when their limbs suddenly change position, hitting things over or causing tripping.
- An Master Spellcaster have it the worst of all as the Pillar affects the last of their strength. At this point in the magic, the mage cannot manually use/swing objects that were normally light to them before taking on the magic effectively. The phasing reaches it worse with the entire body suddenly changing position, from standing normally to suddenly in a strange position. From this point forward, Spacial Dissonance no longer gets any worse or any better unless the magic was to disappear from the mage.
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The Four Ranks
Binders take several Eras to pass through each one of their ranks.
(T1)Basic Spellcaster | Pocket, Telekinesis, Blink
(T2)Adept Spellcaster | Pýlikinesis, Web Gates, Gravity Bolt
(T3)Expert Spellcaster | Levitate, Attract/Repel
(T4)Master Spellcaster | Erase Gravity
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Magical Abilities
This magic of the Eighth Pillar is one of practice, concentration and a good perception of distance. It requires both extensively to properly utilize and efficiently expel Tear.
[ Telekinesis ]
Rank: 1 | Emotes: 3 | Tear: 5+
Desc: To control the very aspect of space is to control the location of creatures and objects. While the former requires extensive skill, the latter becomes possible after a few days of practicing with this newfound power. A Webbed Mage can reach their hand out to alter the gravity acting on the object to push or pull it in various directions.
Mechanics:
A Webbed Mage can control a singular inanimate object that is unbound by anything. As a Magi grows in ability they may manipulate bigger items at greater speeds, alongside stopping objects in motion. Objects under telekinesis carry a sort of white aura around them. This aura is reduced as a Webbed Mage rises in skill but it is still noticeable if one knows to look for it.
Tier 1: Can control tiny objects (bottle, lock). Can only manipulate stationary objects. The top speed of propelling a tiny object is a crossbow bolt.
Tier 2: Can control small objects (chest, lute). Can manipulate objects moving slower than an arrow. The top speed of propelling a small object is an arrow shot from a bow.
Tier 3: Can control medium objects (barrel, chandelier). Can manipulate objects moving as fast as an arrow. The top speed of propelling a large object is a thrown dart.
Tier 4: Can control large objects (cart, 10-ft.-by-10-ft. window). Can manipulate objects moving as fast as a ballista bolt. The top speed of propelling a large object is a thrown dart.
At Tier 3 if a Webbed Mage remains perfectly still they can control the clothes or armour on a person and effectively impede their attacks or movement. Their attacks will be easier to block or their ability to dodge or block harder as they feel sluggish.
Every emote of control causes 5 Tear.
Redlines :
Webbed Mages cannot manipulate living creatures, gasses or liquids. They may only manipulate solid (or akin to being solid) objects.
Objects in their sheath count as a single object.
When attempting to control an object within the grasp of another person or sheathed on another person the mage must roll a (1d20+Tier #) against the target's strength.
When attempting to control an object within the grasp of another person’s magic the mage must roll a (1d20+Tier #) against the target's (1d20+Tier #).
Telekinesis cannot change the object in any way, it can only move and orient it.
A Webbed Mage must emote a clear-white aura around the objects they are controlling, this is to prevent using weapons such as but not limited to needles as one-shot tools.
[ Dimensional Pocket ]
Rank: 1 | Emotes: 2+ | Tear: 10
Desc: The most basic form of controlling space is a Dimensional Pocket. The Dimensional Pocket is a small area of space within the Primordial Dream that is in complete control of the Webbed Mage. The Magi create this space through concentration and using their powers within the Primordial Dream. This space can be used to store vast many things.
Mechanics:
For 1 emote the mage concentrates and on the following emotes they reach out into the air, their hand disappearing as they go to draw out an object or place it in.
Handheld objects such as weapons, food and tools require 3 emotes to store within the pocket and remove.
Slightly larger objects (barrel, chandelier) require 4 emotes to store within the pocket and remove.
Even bigger objects (cart, 10-ft.-by-10-ft. window) require 5 emotes to store within the pocket and remove.
This space is infinite.
If the Webbed Magi dies their contents are scattered into the Primordial Dream or the area around the mage, a 1d2 must be flipped for each item to decide where it ends up.
Breathing creatures inside the pocket can survive up to 4 emotes after which time they begin to suffocate.
Redlines :
Placing a Dimensional Pocket over or inside another extradimensional space instantly destroys/ruptures both.
The Dimensional Pocket is more of a portal to a reserved point in the Primordial Dream.
At first, a Webbed mage may only cast this spell while being still but once they reach Tier 2 they may cast it while moving.
The amount of emotes it takes to store and retrieve an item is dependent on its size.
Spells can be caught within a Dimensional Pocket, but the spell will affect objects within the pocket. Spells can clash with other spells within the pocket space and will damage/affect things within.
Spells can be shot from the pocket at Tier 3 with the speed at which they entered.
[ Blink ]
Rank: 1 | Emotes: 2 | Tear: 15
Desc: The name of this spell is derived from how quickly it works and how far a Traveler can get within the span of a single closing of the eye. By enveloping their body in Webbed Essence and visualizing themselves in a new position a Magi can pull themselves through space and appear in the new location.
Mechanics:
A Webbed Mage may teleport up to (6 + Tier #) blocks in any location they have a line of sight on and is uninhabited by another object or creature.
A Webbed Mage may place themselves up in the air if they wish but will immediately begin to fall.
If a caster chooses to, they may Blink with another creature/being they are in contact with for 10 extra Tear.
Redlines :
“Line of sight” refers to a space the Webbed Mage can see, this could be a location between another person’s legs, over their shoulder or through a crack.
“Blinking” (the act of using the spell) is not silent and will cause a strange, warped, spider-crawling noise.
Cannot end up inside objects.
A Webbed Mage cannot Blink into an occupied space.
[ Pýlikinesis ]
Rank: 2 | Emotes: 4 | Tear: 15
Desc: By extending one hand twice or both hands once a Webbed Mage may create two portals that can be walked through, seen through, heard through, and smelt through. Effectively acting as opened doors that lead directly to each other.
Mechanics:
A Magi creates linked teleportation portals that remain open for a maximum of 4 emotes. Closing on the 5th.
A Traveler may remain stationary and extend their hand at one of these portals to maintain the operation of both, halting the countdown of rounds until they are both closed.
They choose two points around them that they can see by extending 1 hand twice or 2 hands once, one point within 10 blocks of them and another within 25 blocks. A portal of some kind of 2D shape opens over each point.
Portals can reach up to 3 blocks in height and 3 blocks in width. This is specified by the caster.
The portals have glowing clear white with ethereal webs on the edges, hovering just above the ground and perpendicular to it at the points chosen.
A ring is visible only from one side chosen by the Magi at cast, which is the side that functions as a portal.
Anything that enters one portal exits from the other portal as if the two were a singular door. Passing through a portal from the nonportal side has no effect.
On creation or another turn, a Traveler may rotate the portals for a fast action or normal action so that the active side faces in a different direction.
Redlines :
A portal cannot open in a space occupied by a creature or object.
Placing a portal over or inside another portal instantly destroys/ruptures both.
Portals cannot be used to cut or chop things.
Strangely, objects or creatures that pass through an object have a few milliseconds where their mass is far less than what it should be.
Cannot kill creatures/beings or objects via an infinite portal loop.
If the portals are closed while an object or creature is passing through, the object or creature ends up on the side that has more than 50% of it. If 50% is on each side the creature or Magi must flip a 1d2 to decide which side they end up on.
Cannot end up inside objects.
Portals can be closed instantly via a thought, consuming fast action.
[ Web Gates ]
Rank: 2 | Emotes: 10 | Tear: 80
Desc: Web Gates are portals that can be used to travel vast distances, shrinking travel times down to simple seconds. While many find them convenient they have been banned from public use or complete use in most nations since their initial creation and where they are used, heavy regulations are placed on them to prevent abuse and surprise attacks. Webbed Magi may create these gates through the use of expensive resources and an ample supply of Webbed Essence.
Mechanics:
The gate requires 100 webs from a Webway alongside 100 amethyst gems to create 2 Gate Foci, while the frame of the gate simply requires quartz with specific symbols carved on them. The webs and amethyst must be ground up and mixed then, from the mixture, a Traveler must use Webbed Essence to create 2 crystals which are the Gate Foci. This brings on 40 Tear.
Web Gates require careful crafting and time to properly make. A gate frame must be a minimum of 3x4 blocks vertically with a hollow center (similar to a doorway) and must be in a dedicated room.
Finally, a Webbed Mage must enchant the inactive gate frames with more Webbed Essence, causing 20 Tear for each gate. After this is done the gates will be active with a low hum but nothing else of note will be done. To have the gates lead to each other, the gate focuses must be inserted into their respective gate frames. Following this, the gates will open into a white fog with spectral webs that when walked into, lead to each other.
To close a gate, the focus must be removed or the portal frame destroyed. Placing the focus back in will turn the portal back on. A destroyed frame is useless and must be made again.
Redlines :
The teleportation is done using warp signs.
2 Web Gate Focus items must be made.
An OOC chest with the gate focus must be near the gate to allow for the focus to be removed or stolen.
Gates involving interplanar travel require 20 Primordial Spidersilk in their mixture of gate focuses.
If a portal is closed/destroyed a staff member is required to remove the portal warps on both sides.
Only the immediate belongings of a person may be brought through a gate. Other objects will be lost during transit or will be blocked from walking through.
If a gate is destroyed or closed as an object or creature passes through, the object or creature ends up on the side that has more than 50% of it. If 50% is on each side the creature or person who tossed the object must flip a 1d2 to decide which side they end up on.
Cannot end up inside objects.
The emote count refers to the amount of emotes to make 2 focuses.
Cannot be done in combat.
[ Gravity Bolt ]
Rank: 2 | Emotes: 4 | Tear: 15
Desc: A mass of Webbed Essence is altered and refined to increase or decrease the gravity of what it comes in contact with. This spell can be charged to crush things beneath their weight or shoot them upwards.
Mechanics:
A baseball-sized ball of clear-white essences forms in a Traveler’s hand and is launched forward. The spell has a range of 8 blocks and travels at the speed of an arrow. On contact with a loose object, the bolt disappears and the object has its gravity increased or switched (depending on what the caster desires).
If the gravity is increased, the target receives bludgeoning damage around their body akin to a Warhammer hitting every spot, forcing them to their knee(s) for 1 round if they are unprepared for the spell.
If the gravity is switched, the target is quickly shot directly upwards, backwards, forwards, leftwards or rightwards 6 blocks. If upwards they fall from that position until their turn next round.
If the target hits a ceiling or wall they take bludgeoning damage.
Redlines :
If the bolt hits an object within the grasp of a creature the object is propelled and by extension the creature if they continue to hold it.
This spell has reduced effects on creatures or objects bigger than a 10ft by 10ft by 10ft space, reducing the bludgeoning damage done or the distance at which the object or creature is sent.
[ Levitate ]
Rank: 3 | Emotes: 1+ | Tear: 5+
Desc: Levitation is a taste of what is to come for a Traveler but despite being a stepping stone it is incredibly useful for simple needs. Whether levitating oneself, someone else or a stone to stand on it carries many mundane uses.
Mechanics:
A Webbed Mage may levitate themselves, someone else or an object 2 blocks above their starting alleviation regardless of weight.
In combat, the target continues to hang at that height for as long as the essence is expended and Tear is accumulated at 5 Tear per turn.
A target’s blockspeed becomes 5 regardless of armor. They may only move in horizontal directions.
By pushing or pulling against a fixed object or surface within reach they may move up to their block speed in any horizontal direction.
Redlines :
When the spell ends, the target floats gently to the ground or drops. This is decided as they end the spell.
- A Webbed Mage can carry another person in the arms or another object, they must be able to hold them normally.
[ Attract/Repel ]
Rank: 3 | Emotes: 5 | Tear: 25
Desc: By fine-tuning their manipulation of Webbed Essence even further a Traveler may exert a force on objects or creatures around them that pull them in or a force that pushes them away.
Mechanics:
Attract: This allows a user to pull objects or creatures towards them. The area of effect is 9x9 with the caster in the center. All loose objects within the area are pulled towards the Traveler at a rate of 4 blocks a round. The attraction lasts 3 rounds unless it is cancelled early by the Magi.
Repel: This allows a user to push objects or creatures away from them. The area of effect is 9x9 with the caster in the center. All loose objects within the area are pushed outwards from the Traveler at a rate of 4 blocks a round. The repulsion lasts 3 rounds unless it is cancelled early by the Magi.
Redlines :
The Webbed Mage must remain still during the spell’s duration. Moving will cancel the effect.
Attract will draw in loose objects that enter the space, working like a gravitational pull.
Repel will push away loose objects that enter the space, working like magnets of the same pole.
This spell is indiscriminate.
The force of either will put people off their feet, and whether they end up prone or on their knees should be dealt with on a case-by-case basis.
[ Erase gravity ]
Rank: 4 | Emotes: 6 | Tear: 40
Desc: Combining all previous abilities, a Webbed Mage arrives at one of the more impressive techniques. With proper time and concentration, they may warp the gravity within an area. Creating a zero-gravity environment.
Mechanics:
On the 6th emote the gravity within a 21x21x21 cube or a room becomes warped, and gravity ceases to exist. All creatures (including the caster) and loose objects in range become affected by the change in gravity immediately and any creatures or loose objects who enter the area also become affected.
To move in the environment, creatures and objects must push off an object or be pushed or pulled, otherwise, they simply float 10 blocks into the air and remain there, spinning slowly. They may move up to 3 blocks in any direction and continue to do so until another force affects them.
This lasts for 10 rounds or until it is disabled by the Traveler. When the spell ends, gravity is restored and everything drops from its height.
Redlines :
A Traveler may use other spells while this in effect.
No one can “dash” within the cube.
A Webbed Mage may use the slight effect they have on clothes or armour with Telekinesis to move objects/creatures wearing such or pull themselves towards those objects/creatures. While moving toward an object/creature using Telekinesis like this the creature is also pulled towards the caster. The target moves at a rate of 8 blocks per emote while the Mage moves 4.
If a creature or object exits the cube from the side they are affected by normal gravity again. If they attempt to exit from the top they will be pulled back in and affected by a force that moves them downwards.
An object or creature is unaffected by the change if more than 50% of it is outside the cube.
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Forbidden Spells
The following spells are accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence.
These are the ‘Forbidden’ Spells, acts of magic incredibly powerful and potent, but all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die.
As a final note, these spells are rumoured to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumour foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ETs to emote the Spell Effects as they please.
[ Greater Attract/Repel ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: Telekinesis on a far greater scale, the ability to form meteors of scrap loose objects in the sky or to radiate such force that very air and landscape are rendered outwards. This Forbidden spell is attraction and repulsion with a mix of basic telekinesis on a larger scale.
Mechanics:
One of the ultimate spells a Traveler can cast, 8 emotes are spent where Essence branches out beyond the Caster’s body and into the environment around them. At the 9th emote the Traveler selects a point in the air or themselves. Finally, on the tenth emote each loose object or creature is pulled towards the point or themselves or pushed away with extreme force.
Pull/push objects or creatures towards them. The area of effect is around the caster in the center. All loose objects or creatures within the area are pulled towards/pushed away from the Traveler or a large point within the sky with extraordinary force, creating a large orb of scrape within the sky or creating a destructive force that pushes out.
Pull: At the start of each turn anyone not bound to the ground must roll a d20 dice as they are pulled towards the point in the sky, considered to be struck by shrapnel as they are hurled through the air or already stuck to the orb if they do not roll a 6 or higher. One strike will give a severe wound. A second will leave them injured in the leg or arm. A third will kill. The attraction lasts 4 rounds and cannot be stopped once initiated, after the four emotes all objects or creatures will begin to slowly fall to the ground below.
Push: After the final cast emote anyone not bound to the ground must immediately roll 3d20 dice as they are pushed away from the point in the sky, considered to be struck by shrapnel as they are hurled through the air if they do not roll a 6 or higher on any of the rolls. One strike will give a severe wound. A second will leave them injured in the leg or arm. A third will kill. The repel lasts 1 round and cannot be stopped once initiated.
Redlines :
After having cast the Greater Attract/Repel spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
The force will severely affect the terrain. It can pull up/push trees and large rocks from the ground as well as pull apart or destroy buildings made of wood or straw or anything lighter. Stone buildings will receive damage as parts are pulled/pushed from them.
For Pull: All within the landscape the spell is cast must roll a D20 at the start of each of their emotes, being struck if they roll a 1-5. This lasts four emotes. When the spell ends the orb of scrap in the sky slowly crumbles and its contents gently fall to the ground.
For Push: All within the landscape the spell is cast must immediately roll 3D20, being struck if they roll a 1-5. This lasts one emote. This version of the spell causes a spherical force to push out from the point.
If struck once, the target is severely wounded. If struck twice, the target is injured in the leg or arm. If struck thrice, the target is killed.
You are considered safe from this spell if you are behind an immovable object or have properly bound yourself to the ground; stabbing an object into the ground and holding it does not count.
The upper bound of what a 'landscape' could be considered is somewhere around 100x100 blocks.
The process of this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
This spell does not distinguish friend from foe.
[ Life Sealing ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: Out of the Forbidden spells known the Sealing spell is known by only a handful of people. The act of banishing a being or object into the Primordial Dream is not as flashy as other spells but is nothing to be laughed at. A Traveler can lock a being into a space within the Primordial Dream or an object.
Mechanics:
Throughout 8 emotes a Webbed Magi focuses their essence around their body and reaches into the Primordial Dream or grasps a mundane, inanimate object. At the 9th emote the gathered Essence flashes. Finally, on the tenth emote the Traveler may move and once they place their hand on a creature or object they seal it within the Primordial Dream or a mundane, inanimate object. The object receives an Arcane aura.
When something is sealed within an object a Webbed Mage must emote a magical abstract symbol of some kind on it or in the case of the Primordial Dream somewhere on the terrain nearby. These symbols loosely depict what is sealed, by who and why.
The object or creature will warp into a ball of white and fade into the Primordial Dream or the mundane object and will remain sealed until the seal is broken.
Creatures sealed within the Primordial Dream or an object are conscious, do not age, can breathe, do not require food, sleep or the need to use the bathroom and cannot be sick or injured. They may see the surroundings of the object or location they were sealed in.
They may speak directly into the mind of those nearby if in the Primordial Dream or those who hold the object they are sealed in. They may speak a single sentence once an in-character day. This sentence is missing every other word.
More powerful creatures can manipulate the area around their seal.
Those sealed within an object see endless nothingness on their side.
Redlines :
An ET/LT must place a sign at the spot of sealing or approve the object that has the sealed thing within it.
After having cast the Sealing spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
After the 10th emote a Webbed Mage may move and they decide whether a creature or object is sealed when they touch them. The spell is active in their grasp for 10 emotes, if nothing is sealed within that time they are placed at 99 Tear and they are rendered unconscious.
An environmental hazard can also be sealed but this is up to ET/LT.
A seal lasts forever unless broken.
For a creature or object to return to reality its seal must be broken or the entire object must be broken. This is done by the symbol being destroyed. If it is destroyed then the creature is summoned to the location of the broken seal, entering reality again.
It is said that if one can move far enough after being sealed in the Primordial Dream they can enter the Grand Hoard, though this is only in theory.
The process of casting this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
[ Instant Gate ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: While Web Gates are portals that can be used to travel vast distances they require time to set up and in the case of interplanar travel a gate is made on the other side. This Forbidden spell may allow one to instantly make two portals from their location to another spot on their plane or into another.
Mechanics:
Throughout 8 emotes a Webbed Magi focuses their essence outward from their body and forces a path into the web ways. At the 9th emote the gathered essence will cause a crack in the space before them as they visualize the destination of the gate. The tenth emote will create a gate leading to the destination. This destination can be on the same plane or another one entirely.
The gate is 6 blocks in diameter and is a half-circle on the ground. The edges of the gate are clear white with ethereal spiderwebs.
The gates will remain open for 5 emotes and closes on the 6th. Anything may pass through them both ways.
Redlines :
After having cast the Sealing spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
The Webbed Mage must be able to visualize the location to create a gate to it. If attempting interplanar travel the gate will appear in a random spot within the plane. If attempting to travel to a spot they cannot visualize the gate will appear in a random spot within that vague location.
Cannot end up inside objects.
If a gate is closed as an object or creature passes through, the object or creature ends up on the side that has more than 50% of it. If 50% is on each side the creature or person who tossed the object must flip a 1d2 to decide which side they end up on.
The emote count refers to the amount of emotes to make 2 focuses.
The process of casting this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
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Summary
Webbed Magic exists as an attempt to give forth a form of space magic that allows people to overcome environmental obstacles and place foes in unfavourable situations along with simple telekinesis. The culture of Webbed Magi lies within their ability to use portals offensively and defensively along with telekinesis. In terms of generally summarized redlines and other tidbits they go as follows:
General Redlines
Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine.
Any spells that greatly affect the landscape, such as Greater Attract/Repel, require RO Consent if used on a region title.
A Webbed Magi must properly abide by the physical limitations that come from wearing armour respectably.
By attaining Webbed Magic, you are no longer able to gain any other magics. The only exception would be Feats which may apply to one’s race (E.q. Enchanting/Golemancy).
You may not cast a spell without properly practicing and researching said spell through RP means, whether this is via lessons from a teacher or going out into the world to study how the mechanics of such a spell could be easily executed.
For the sake of moderation tracking, ease of access, and for one’s benefit, it is highly suggested that the player keeps their persona’s Tear Value in their persona prefix.
Attempts to maliciously and knowingly power game, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
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