(The contents of this page are NOT common knowledge)
"The first blood of blood magic is always your own."— Ihor-Xonsu, The Bloods Edge
History
Introduction
Long ago, when the Cult of Kindred was young, the demonic cult launched a large-scale operation deep in the mountains of the tundra that belts the world. Their goal? The conquering and subjugation of The Council of Entheric and its people. Being within a tundra and mountainous wastes is naturally a large impediment against the more fire attuned beings and the cult needed a weapon, some sort of edge to use against the nigh-undead bloodsucking monstrosities of the night that lived there. The solution came from the Councillor of one Prophet of the Cult, Xunug-Roh who stumbled upon copied notes of Ophelius while taking humans captive. With mild interest he grabbed them from the home before burning it and went on his way.
To destroy their snow haven did I turn to the power that was once held.
In between his duties to the Cult, Xunug experimented with meditating, ignoring the insults of his peers and crushing those lesser than him. He continued this until he was one day capable of launching himself into the Primordial Dreama at will, flying through the realm with focus. He ignored the images and shifting ideas around him. The Cult needed a solution as quickly as possible and he would find the Pillar of Forces like Ophelius and use its power to subjugate the Voudr and rise through the ranks of the Cult of Kindred. For better or for worse Xunug did not find the Pillar of Forces but found another that seemed to speak to him, it crackled with Demonic Essence and he decided to bind himself to it. At first the Demonkin Rehk-Ur thought the entire thing a waste of time as when he emerged he could not shoot lightning from his hands once he entered the Waking Dream. He began to experiment in trying to mimic the power of demons he had seen and after draining an elf of all their blood attempted to inscribe a rune upon himself, to his surprise, it worked.
This was but the first step to realizing this new power.
Xunug began experimenting on captives and allies alike, seeing how many runes could be placed on a single person, how many could be placed on him, the kinds of runes he could do until one day a councilor of a different prophet approached him. He asked for a rune so that he could humiliate a rival of his, Xunug agreed to grant a rune in exchange for a future favor but when the time came for that favor to come into affect the receiver of the rune betrayed him. Their fight ended in Xunug victorious but his wounds bled far more than what they normally should have. To prevent such an occurrence again he experimented with making deals similar to those of his demonic overlords, but placed them on parchment and implemented demonic essence into them. This birthed Blood Contracts and he was never betrayed again.
The time is now, we march into the mountains to teach the bloodsuckers their place.
The councilor began teaching those beneath him the power of the Pillar of Fate, teaching the runes he had discovered to allow for other members of the Cult to expand their influence and power. He showed many how to bend blood to their will, twist it into blades or arrows, then the call from his Prophet rang out. Xunug-Roh marched his subordinates alongside other parts of the Cult of Kindred into Entheric lands at sunrise and were almost immediately ambushed by Nachzehrer and Kaltermen who awaited them. Using their weapons and newfound power the Cult slew their foes and continued their march until sundown when they began making the best fortifications they could in the harsh, cold terrain. When the moon appeared bright and full, the Voudr descended and despite their Blood Magic, the Blooded were slaughtered. Xunug attempted to escape with his life but a previous subordinate to whom he had underestimated used their order rune to command him to stay and allow them to escape. There he met his end.
This is where I am going to die? Alone, in the cold? In a place far from what I know?
Pillar of Fate
The Seventh Pillar of Nine rests at the bottom of the planes, sitting near the plane that sits beneath all the
World Tree- the Chaotic
Demonic Steppes. As one draws from the Chaotic Pillar, they will start to harness demonic essence. Manipulation of the pillar requires three things: Connection to the Pillar of Fate, time, street smarts and concentration.
Forming a connection to the Pillar of Fate, however, is not an easy task. The prospective Spellcaster must not only begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it but also requires a background in some sort of craft, most commonly a smith but also carpenters, weavers, leatherworkers and even alchemist. 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 study the blood of various creatures, and written contracts. 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, finding a loophole in a contract 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 Fate.
- 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 Fate.
- 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 Fate, 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 Fate. 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
Blood Boons
The core of a Blood Mage’s magic. Using the blood from themselves or other creatures and the demonic essence they channel from the Pillar of Fate is used to infuse that blood with power. Then by writing certain runes with blood on their body can grant themselves boons of focus, strength and speed to fire and even emotions. These Blood Boons require practice and precise creation of their corresponding runes and are therefore time-consuming, preventing them from being made in combat. The Boons are often given out in exchange for favours that must be abided via Blood Contract. As a Blood Magi rises in skill they unlock higher tiers of Boons:
Tier 1: Basic Boons
Tier 2: Survival Boons
Tier 3: Emotion Boon and Primeval Boons
Tier 4: Eternity Boons
Boons can be activated at any time by their holders for an effect and a drawback besides the drawback of simply having one. In most cultures on Gaia having a Blood Boon is frowned upon and is deserving of torture to determine who gave it to the holder. To avoid this, holders of a Blood Boon will often have the runes removed after using it for what they needed it for.
Redlines :
The emotes of creating runes is free form. It can be emoted similar to a tattoo artist or placed on from a distance via magic. Generally the process hurts as much as getting a tattoo.
Beings who can read Demonic as well as other Blood Magi can tell what a rune means and therefore it's boon.
A Boon must be placed somewhere on the body for it to be of use.
A Boon can only be removed via Blood Contract, the Blood Mage who placed it or a Demon.
ET Creatures and special items can get rid of boons if described in their lore and descriptions that it is possible.
A Blood Mage can have 4 boons inscribed on themselves at once.
A Non-Blood Magi can only have up to 3 boons.
A player character cannot have more than 1 of the same boon. For example, a player character cannot have 2 Balance Boons or 2 Superiority Boons etc.
All boons cannot be inscribed in combat.
If someone loses the limb which had a boon inscribed upon it, they lose the benefits and/or negatives of having such a boon. If the flesh is burned or removed it simply reappears on the burned flesh or on the location of the removed flesh.
Using blood of Uncommon quality allows a Blood Magi to make the boons invisible (the invisibility can be toggled or adjusted according to Blood Contracts).
Holders of Blood Boons faintly detect as demonic beings for those who can detect such a thing, though this can be chalked up to as demonic corruption on them.
Physical Limitations
A connection to the Pillar of Fate is what allows an Enigma Mage to practice the magic of a Binder. This Pillar of Creation places as much stress upon the body of the Enigma Mage as some others may, as a result allowing them to forgo any degradation of their physical bodies. This does not mean, however, that they are entirely without limitations in the use of their magic and combative prowess - For the act of connection does place enough stress upon the body that the weight of wearing armour 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 Binder require at least one hand to be free. As such, if the Enigma Mage chooses 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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Fate Drain
Fate Drain is what the illness on a Blood Mage’s body is referred to, a growing need to bend people to their whim along with increasing hemophilia due to a drain of durability on the body. This personality change is what many use as a clue to determine if someone is dealing with demonic magic or not. However, as a Blood Magi grows they find that they bleed more and more from wounds they receive.
- 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 Fate Drain. Their suffering comes from wanting to expand those they have control over. This change is generally minor in severity and hardly ever noticeable.
- An Adept Spellcaster have been practicing the magic for a longer period of time than a Basic Mage, though this comes with a cost. At this point in the magic, the Blood Mage suffers from Mild hemophilia, bleeding typically occurs only after a trauma, such as surgery or major injury.
- An Expert Spellcaster now deal with the true problems of the Fate Drain as they now suffer from Moderate hemophilia, they bleed infrequently (perhaps once an IRL day). Prolonged bleeding tends to occur following trauma such as minor surgery or injury. Spontaneous bleeding episodes, although rare, may occur. The need to have power over others grows in strength and they will itch to try and have at least one person in a Blood Contract.
- An Master Spellcaster have it the worst of all as the Pillar drains more of the durability in their body, suffering from Severe hemophilia. They bleed frequently (sometimes three times an IRL day a minimum of twice). Bleeding may occur spontaneously in their muscles and joints. Prolonged bleeding occurs following trauma, injury, or surgery, but also may occur spontaneously for no obvious reason. From this point forward, Fate Drain 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 | Basic Boons, Blood Contract
(T2)Adept Spellcaster | Bloodbending, Survival Boons
(T3)Expert Spellcaster | Emotion Boon, Primeval Boons
(T4)Master Spellcaster | Eternity Boons
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Magical Abilities
This magic of the Seventh Pillar is one of planning and secrecy. It requires both extensively to properly utilize and efficiently expel their Tear.
[ Basic Boons ]
The most basic of boons a Blood Mage learns in their growth. These boons carry simple effects but are still powerful in their own right.
[ Balance ]
Rank: 1 | Emotes: 5 | Tear: 15
Desc: The hardest battle is the battle of ensuring one’s spiritual equilibrium. The Balance Boon is the most basic rune, meant to aid in concentration to the Gaian it is inscribed on. The boon increases one's capabilities to remain concentrated, focused and unmoved on what is happening around when activated. This is possibly an essential boon to entities who wish to ensure a collective presence to keep focus and calculation on what's happening around them without distraction.
Mechanics:
The boon when active for a set presence of emotes will begin to narrow the vision of the Gaian on one sole thing, having to overcome whatever they've set ahead, ignoring others, food, water, and safety. Even amid combat, they might suddenly be focused on throwing a rock the best they can.
Most Blood Mages tend to keep this boon inscribed themselves, though occasionally they will give this boon to regular Gaians in exchange for favours via Blood Contract.
Redlines :
The Balance Boon will give a regular Gaian absolute balance with their emotions, mental state and concentration, for 6 emotes. If it is not deactivated by the 7th emote, the mind in one’s body will entirely warp, causing the Gaian to instantly focus on a task around them and have to complete it before moving on to the next until the rune deactivates.
The Balance Boon will give a regular, Blooded Gaian absolute balance with their emotions, mental state and concentration, for 7 emotes. If it is not deactivated by the 8th emote, the mind in one’s body will entirely warp, causing the Gaian to instantly focus on a task around them and have to complete it before moving on to the next until the rune deactivates.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Balance once again.
[ Brutality ]
Rank: 1 | Emotes: 5 | Tear: 15
Desc: Savagery is the foundation for our lives, for we are all primal animals on the inside. The Brutality Boon is often considered a taboo boon for most Blood Magi to learn for it certainly does not help in the slightest with subtlety, and if used incorrectly could turn a regular person mad. The boon increases one's brutality, focused on inflicting as much pain and/or injury when activated even on a defeated foe. This is possibly an essential boon to entities who wish to ensure they show no mercy.
Mechanics:
The boon when active for a set presence of emotes will begin to raise the aggression of the Gaian, trying to inflict pain, dismantle bodies, and hear the shouts and screams. Even amid combat, they will suddenly be focused on ruining a corpse.
Most Blood Mages tend to refrain from placing this boon on themselves and if they do avoid activating it at all times. It is more commonly given to regular Gaians in exchange for favours via Blood Contract.
Redlines :
The Brutality Boon will enhance a regular Gaian’s aggression, for 6 emotes. If it is not deactivated by the 7th emote, the feeling will get out of control, causing the Gaian to instantly focus on an object or creature around them to inflict pain on it until the rune deactivates.
The Brutality Boon will enhance a regular, Blooded Gaian’s aggression, for 7 emotes. If it is not deactivated by the 8th emote, the feeling will get out of control, causing the Gaian to instantly focus on an object or creature around them to inflict pain on it until the rune deactivates.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Balance once again.
[ Cunning ]
Rank: 1 | Emotes: 5 | Tear: 15
Desc: Deception and lies are the strings that hold together all societies. We would unravel without them. The Cunning Boon is useful for most Blood Magi to learn not only for its ability to help hide but also for use within Blood contracts. The boon increases one's ability to lie and deceive as their words will always seem like the truth. This is an essential boon to entities who wish to hide truths behind themselves, history, others or circumstances.
Mechanics:
The boon when active for a set presence of emotes will begin to add a force behind the words of the Gaian, erasing any indication of lying. orally or physically. Even amid combat, their words will seem true.
Most Blood Mages tend to have this boon on at all times and activate it when they are suspected of being a practitioner of Blood Magic.
Redlines :
The Cunning Boon will put a subtle magical force behind a regular Gaian’s words, for 6 emotes. If it is not deactivated by the 7th emote, the force will get out of control, causing the Gaian to speak and lie about fundamental truths everyone knows to be certain until the rune deactivates.
The Cunning Boon will put a subtle magical force behind a regular, Blooded Gaian’s words, for 7 emotes. If it is not deactivated by the 8th emote, the force will get out of control, causing the Gaian to speak and lie about fundamental truths everyone knows to be certain until the rune deactivates.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Cunning once again.
[ Inferiority ]
Rank: 1 | Emotes: 5 | Tear: 15
Desc: The filth that stands in the way of greatness are fools misguided by their ideological morals. The Inferiority Boon, also sometimes called the Weakness Boon, is a simple rune that once applied to that of a Gaian, allows them to decrease the muscle capabilities of a single person before them for a certain amount of emotes. The victim does not feel a change in strength at all and everyone else will simply feel stronger. This is a common boon for entities who wish to overpower and humiliate their foes.
Mechanics:
The boon when active for a set presence of emotes will begin to drain the strength from a creature before the wielder, weakening them without their notice.
The more sadistic Blood Mages tend to have this boon and it is commonly given to one side of rivalry seeking an edge.
Redlines :
The Inferiority Boon will drain the strength of a being within 6 direct blocks in front of a regular Gaian, for 6 emotes. If it is not deactivated by the 7th emote, the draining will get out of control, causing the user to lose their strength until the rune deactivates.
The Inferiority Boon will drain the strength of a being within 6 direct blocks in front of a regular, Blooded Gaian, for 7 emotes. If it is not deactivated by the 8th emote, the draining will get out of control, causing the user to lose their strength until the rune deactivates.
The drain cuts the strength of a being in half.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Inferiority once again.
[ Superiority ]
Rank: 1 | Emotes: 5 | Tear: 15
Desc: Once this realm begins to descend, is when our dominance will shine. The Superiority Boon, also sometimes called the Strength Boon, is the opposite of the Inferiority Boon. Once applied to that of a Gaian, increases the muscle capabilities for that of whom it is inscribed on for a certain amount of emotes. The user feels a change in their muscles. This is a staple boon for mages or users who wish to intimidate.
Mechanics:
The boon when active for a set presence of emotes will begin to increase the strength of the wielder.
The more power obsessive Blood Mages tend to have this boon and it is commonly given to those who want to overpower whatever they come across.
Redlines :
The Superiority Boon will give a regular, Non-Blooded Gaian triple their normal strength, though this will cause intense muscle strain and pain for 5 emotes. If it is not deactivated by the 6th emote, the muscles in one’s body will entirely rip, causing the Gaian to instantly pass out and possibly die.
The Superiority Boon will give a regular, Blooded Gaian triple their normal strength, though this will cause intense muscle strain and pain for 6 emotes. If it is not deactivated by the 7th emote, the muscles in one’s body will entirely rip, causing the Gaian to instantly pass out and possibly die.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Superiority once again.
[ Blood Contract ]
Rank: 1 | Emotes: 3+ | Tear: 10
Desc: Blood Contracts are the trademark ability of demons and Blood Mages may use that power on a smaller scale. By infusing a contract with demonic essence a Blood Mage can make magical deals that must be followed.
Mechanics:
Crafted by a Blood Mage using quality parchment and ink for 7 emotes (or for 2L of blood 3 emotes), Blood Contracts are how a Blood Mage offers power in exchange for various goods. This magical contract must be followed by all parties or repercussions are sure to follow. A Blood Contract must be roleplayed being created, this means obtaining a paper item and an ink sac/well followed by an infusion of Demonic Essence. Once the infusion occurs the contract cannot be altered and all that is required next is the signing of character names and a drop of their blood. Once this is done the contract disappears in some sort of aesthetic way.
Blood Contract Template
The Contract once finished, decided upon and sealed must be screenshotted by each party and sent to an LT for documentation and to prevent changes after creation.
Both parties to a contract may summon a version of the contract at any time.
A Blood Mage CAN add Terms that prevent the Beneficiary from speaking about the contract, summoning the contract while in the presence of others, identifying who made the contract, where the contract was made etc. These may be sidestepped by the Beneficiary rolling a 1d20 and getting a 20. In which case they may get out 3 syllables about any of the previous. This cannot, under any circumstance, count as breaking the contract.
A Blood Mage may have as many contracts active as they wish and there are no creatures that cannot enter a contract if they wish to.
A Blood Mage may write in “backlashes” from a rune in event that something in a contract is broken. These backlashes involved the rune harming the holder in a way that relates to them.
For a Blood Mage to receive a soul they must have a Soul Catalyst to store it.
Souls obtained via Blood Magic keep the creature alive, however, if they die they cannot be revived and as long as the Blood Mage is in possession of the soul they can order the creature to do as they like, wherever they like. These may be sidestepped by the Beneficiary rolling a 1d50 and getting a 50. In which case they may ignore the order and those like it for 1 IRL day.
Redlines :
Blood Mages must be careful when creating Blood Contracts as once they are infused, they cannot be altered or changed unless something within it has been written to allow for such a thing.
Potential Beneficiaries must be VERY careful and read Blood Contracts carefully before signing, nothing is stopping them from negotiating or backing away from sealing a contract.
If a Blood Mage adds a Term that prevents a Beneficiary from speaking about the contract, the Beneficiary may only roll the 1d20 to attempt to speak about the contract once per IRL week.
A Blood Mage cannot force someone to sign and/or seal a contract and cannot sign and/or seal a contract for someone else using magical means or their ignorance.
A Blood Contract is considered sealed once both parties have signed and have willingly placed a drop of their blood in their respective spots.
Contracts must use the background and text colours within the template and must have the sections listed within the template.
The font size on a contract must be at least 10 and cannot be highlighted.
The backlash from a Blood Rune can be a negative version of the boon but must relate to the rune somehow.
Cannot be done in combat.
[ Bloodbending ]
Rank: 2 | Emotes: 3+ | Tear: 15
Desc: Flowing within our vessels, untapped potential bound by mortal coils.
Bloodbending is the trademark Boon of Blood Mages, it allows its user to bend blood to their will, creating objects and exploiting wounds. When activated the boon enables one to control blood exposed to the open air. This boon is an admission that one is a Blood Mage or knows one when used, there is no explaining it away even with the Cunning Boon.
Mechanics:
Once triggered, the boon slowly activates throughout 3 emotes, blood exposed to the open air spanning up to 10 blocks in all directions begins to shudder as they establish control over it. Beginning at the 4 emote, blood exposed to the open air may be manipulated to the holder’s liking as long as they can see it.
Creating a small object from blood requires the blood from a cut, standard 2 litres and bigger/ heavy objects require 3 litres.
Creating an object requires an emote of creation.
Projectiles require an emote of setup, followed by a launch emote.
Blood projectiles move as fast as an arrow or slower, once “launched” they cannot be controlled unless grabbed by the Blood Mage again.
Objects created from blood keep their shape for as long as a Blood Mage maintains focus on them. If focus is lost on the object the blood drops to the ground into a puddle unable to be used anymore.
A Blood Mage can focus on Tier # objects at a time.
A Blood Mage can only create one object or projectile at a time. They have the durability of oak wood and are of Cheap quality but are always sharp enough to pierce the skin or chain mail.
Boon holders can move up to 3 litres of blood at a rate of 3 blocks per emote of control.
Bloodbending can also be used to perform blood transfusions and increase the speed of scabbing. Must remain still while doing both.
A Blood Magi can pull up to 1 litre of blood from 1 person throughout 2 emotes.
A Blood Magi can scab wounds up to 3 inches long and 1 inch wide.
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 and do not require full casting.
- Bloodbending will allow one to manipulate blood exposed to the open air, for 7 emotes. This blood can be manipulated as if they were controlling water. If it is not deactivated by the 8th emote, the blood within the holder will begin trying to escape to join their spells, revealing flesh, inducing pain and bleeding similar to receiving 70 Tear until the rune deactivates.
Blood attacks cannot be too small to see or too hard to see.
Cannot manipulate Boons placed on bodies.
Hydra Blood can be manipulated but its acidity is reduced and does not harm the Blood Magi.
A Blood Mage may only increase the speed at which a wound they can see is bleeding or draw blood. Nothing else may be done with a wound.
[ Survival Boons ]
Rank: 3 | Emotes: 5 | Tear: 15
Desc: The flesh is a prison and with it are chains that can be cast aside.
Mechanics:
Survival Boons are numerous, meant to allow a Gaian it is inscribed on to be immune to a need such as food, thirst, sleep or air to breathe. A more subtle power as only the holder is affected by the Boon.
More powerful beings can stop aging.
Those who feel they are too weak with a need find themselves seeking out a Blood Mage to strip themselves of it.
Redlines :
The boon can make anyone no longer need a fundamental need (for example, food).
Instead of experiencing a need, the boon holder would have experienced, they experience nothing and suffer nothing.
[ Emotion Boons ]
Rank: 3 | Emotes: 5 | Tear: 15
Desc: The crushing feeling of despair, a pact broken, the point of speechlessness, condensed hints of loss and pain, state of content. Such runes represent that which is within each and all mortal beings.
Mechanics:
Emotion Boons are as numerous as there are emotions, meant to allow the Gaian it is inscribed on to be immune to a specific emotion or feeling. A more subtle power as only the holder is affected by the Boon.
Those who feel they are too broken, too weak with an emotion or feeling find themselves seeking out a Blood Mage to strip themselves of it.
Redlines :
The boon can make anyone immune to one specific emotion or one feeling (for example, pain).
Instead of experiencing a feeling or emotion, the boon holder would have experienced, they experience something else. Most commonly a need to smile or laugh but also they could feel the opposite emotion to what they would experience.
[ Primeval Boons ]
Within the intricate scrawlings lies runes which correlate with the elements. The demonic-imbued symbols beckon forth the elements within the land to bend the laws of natural order to a carrier's will.
[ Fire ]
Rank: 3 | Emotes: 5 | Tear: 15
Desc: The neverending flame, always hungering for more. Starving to consume until it finally snuffs out.
Mechanics:
The Fire Boon is the first of the Primeval Boons, meant to allow the Gaian it is inscribed on to use [Slinger’s Ball] from Fel-Slingers. Generally, this is a giveaway that the user deals in Blood Magic or leads to them being suspected of being some kind of Withered and thus is not used by Blood Mages often. The conjured ball of Fel-Flame will receive corruption on their hand.
The boon when activated requires the user to follow the emotes for [Slinger’s Ball], before launching.
The public or unapologetic Blood Mages tend to have this boon and it is commonly given to Blooded.
Redlines :
The Fire Boon will give regular, Non-Blooded and Blooded Gaians the ability to cast [Slinger’s Ball].
Mechanics and redlines of [Slinger’s Ball] must be followed as closely as possible.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Fire once again.
[ Ice ]
Rank: 3 | Emotes: 5 | Tear: 15
Desc: Ever so still, yet with secrets powerful enough to extinguish us all. The Ice Boon is the second of the Primeval Boons, meant to allow the Gaian it is inscribed on to snuff out the heat within a person before them, slowing them down. The boon enables one to slow down a single person when activated. A more subtle power as only the victim feels the chill to their bone but still a possible giveaway that the user deals in Blood Magic.
Mechanics:
The boon when active chills a target to the bone, causing chattering teeth and shivering down spines.
Most who use this boon hide it under the guise of an Elementalist truth and thus it is commonly used.
Redlines :
The Ice Boon will give a regular Gaian the ability to slow down a target's movements, for 6 emotes. If it is not deactivated by the 7th emote, the cold creeps into one’s body, causing the Gaian to slow down themselves until the rune deactivates.
The Ice Boon will give a regular, Blooded Gaian the ability to slow down a target's movements, for 7 emotes. If it is not deactivated by the 8th emote, the cold creeps into one’s body, causing the Gaian to slow down themselves until the rune deactivates.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Ice once again.
[ Smoke ]
Rank: 3 | Emotes: 5 | Tear: 15
Desc: Within curtains of smoke lie horrors and terrors better left unknown by those who wish to hope. The Smoke Boon tends to be rather simplistic. Conformed from that of the billowing smoke in that of the Steppes, this boon once applied gives the person to whom it is applied the ability to push forth a sudden gust of solid black smoke. This daemonic truth is often used to create smoke screens. However, Demonkin by proxy use this boon to give their wings a stronger array of muscles, and allow them to shoot the gusts of smoke in a way which would carry their bodies across landscapes.
Mechanics:
The boon when activated allows the user to conjure a plume of smoke to use as a screen to obscure vision, the air sending it scattering around in all directions.
Most who use this boon hide it under the guise of an Elementalist truth and thus it is commonly used.
Redlines :
If the Smoke Boon is inscribed on that of a regular Blooded or Gaian, all it does is simply allow one to push forth a gust of smoke. This would have a 4 emote cooldown, and cannot push over a prepared standing figure or knock arrows off-course.
This smoke gets blasted out 3 blocks in all directions from the boon holder, thick and blinding to anyone within. The boon holder, however, can see through this. This spell lasts for 4 emotes.
After its location has been chosen, the smoke cloud does not move.
Strong gusts of wind, such as through other spells, can prematurely dispel the smoke.
The smoke can cause someone to cough at most.
The speed of a Demonkin flying is no quicker or further reaching than their movement speed in combat. (So they may only go upwards of up to their blockspeed per round).
The original emote in which one “Takes off” only gets the user 2 blocks off the ground. They may not attack during the process of lifting off the ground.
[ Metal ]
Rank: 3 | Emotes: 5 | Tear: 15
Desc: The condensed rock, skilled and trained to give us the tools for one’s ascension in power. The Metal Boon is the last of the Primeval Boons, meant to allow the Gaian it is inscribed on to harden their skin making it harder to cut through or damage. This boon when used well can make a Blood Mage seem invincible but closer inspection will reveal strange inconsistencies with their injuries.
Mechanics:
The boon when activated makes the holder's skin act like that of metal and harder to damage.
The more frail Blood Mages tend to have this boon on standby and it is commonly given to those who wear no armour.
Redlines :
The Metal Boon will give a regular Gaian the ability to harden their skin, for 6 emotes. This hardened skin acts similar to Adept, iron plate armour. If it is not deactivated by the 7th emote, the skin remains hardened but will tear like paper around the body, revealing flesh, inducing pain and bleeding similar to receiving 70 Tear until the rune deactivates.
The Metal Boon will give a regular, Blooded Gaian the ability to harden their skin, for 7 emotes. This hardened skin acts similar to Adept, iron plate armour. If it is not deactivated by the 8th emote, the skin remains hardened but will tear like paper around the body, revealing flesh, inducing pain and bleeding similar to receiving 70 Tear until the rune deactivates.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Metal once again.
[ Eternity Boons ]
[ Chaos ]
Rank: 4 | Emotes: 5 | Tear: 15
Desc: Absolute entropy, condensed in madness and awe, unchallenged in its natural form.
Mechanics:
The Chaos Boon is wild and unpredictable, allowing a user to invoke any of the PREVIOUS boons listed.
The boon when activated allows the holder to roll a 1d11 to choose which of the previous boons effects are invoked immediately. The Balance Boon acts as 1 and an Emotion Boon acts as 11.
The public or unapologetic Blood Mages tend to have this boon and it is commonly given to Blooded.
Sadistic Blood Mages will have this activated in Blood Contracts.
Redlines :
The holder must follow the mechanics and redlines of whatever rune they land on.
If a boon requires someone to be in front of the holder, the next person to be located in front of them is affected.
If it is a Survival Boon or Emotion Boon the effect is chosen by the holder and it lasts for 24 IRL hours.
There is a 24 IRL Hour cooldown on the boon for regular Blooded and Non-Blooded before someone may use the Boon of Chaos once again.
[ Order ]
Rank: 4 | Emotes: 5 | Tear: 20
Desc: The guardian of our existence, forever challenging the heaps of chaos as to ensure the structure.
Mechanics:
The Order Boon, once inscribed onto a target, forces a figure into following out a command until it is completed. This is an insanely well-kept boon, as by teaching another Blood Mage about this boon you give them away to control you. It is atrociously safeguarded, and teachers of these boons will go to great lengths to assure that the others do not get this wrapped around their heads.
Redlines :
This boon cannot enforce emotion onto the person inscribed, it merely forces the target’s body to act until it completes the order tasked out by the Blood Mage.
To inscribe this boon on someone else, the boon must also be inscribed on the Blood Mage. This is to ensure the link between the Magi and whomever it is inscribed on are compelled to follow through with an action. For every person who is inscribed with a boon, the Magi must inscribe another boon on themselves. (Ex: If you have 2 Order boons on 2 different people, the Magi must have 2 Order boons on themself).
As long as the linked boons stay along that pair of people involved in the original inscription process, the Blooded may force as many actions as they want.
A Blood Contract may limit the number of forced actions and what kind.
An order boon does not count towards the standard amount of boons a person may have.
For example a normal person could have 3 boons and an order boon attached to them via Blood Contract.
(( Use of this boon to do anything in the slightest sexual or romantic will lead to a permanent ban from our Services. ))
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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.
[ Summon Demon ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: A Blood Magi utters foul words, over a summoning circle and forcefully summons one demon from the Demonic Steppes. This summoning requires nearly every ounce of energy a Demonic mage has to leave them bloody and panting, but the final step is offering their soul to the being on the other side. A Blood Magi will perish before they see the demon they summoned but will go on knowing it has been done. The demon itself will only be able to take action for a short amount of time before they are forced back to their plane but the destruction they bring will remain for a long time.
Mechanics:
Another trademark spell of a Blood Mage. Using 5 litres of blood painted in a pentagram and 2 cast emotes one can call forth a demon from the Demonic Steppes. For the first emote essence branches out beyond the Caster’s body and is sent into the circle. At the 2nd emote the gathered Essence flashes, the soul is taken and a demon appears in the center of the circle with the Blood Mage's soul in hand.
The Demon is active for 5 emotes before being returned on the 6th emote.
Redlines :
An ET/LT must act as the DM for the performance of this spell.
An ET/LT must act as the demon.
The Blood Mages PKs and the demon is not controlled by the Player.
The exact abilities and limitations of a Demon are left for an ET’s interpretation. As a general rule of thumb, they are viewed almost akin to biblical demons in their various powers. Their very presence in a region may cause bad omens to appear.
A demon maintains a mind and thought processes, but they often refuse to speak unless to make a deal with someone.
Demons are vile, evil, conniving and plotting creatures, some of them very pragmatic. An ET should keep this in mind while playing one.
If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
The demon does not distinguish friend from foe.
[ Blood Break ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: A Blood Magi pushes their control of blood to its limit for a short period, the force and tremors through their body leading to their bleeding. A blood mage may cause the blood of creatures around them to go into chaos.
Mechanics:
This forbidden spell requires 8 emotes that are spent branching out essence beyond the Caster’s body and is sent into the creatures around them that contain blood. At the 9th emote the essence within the nearby bodies slowly begins to shake. Finally, on the tenth emote the blood within will try to spike out the body, lasting for an additional four emotes. At the start of each turn, anyone within line of sight must roll a d20 dice, a spike of blood shooting from their body if they do not roll a 6 or higher. One spike will give a severe wound. A second will leave them pierced in the leg or arm. A third will kill. After the four emotes the spikes will turn into liquid and drop.
Redlines :
After having cast the Blood Break 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.
All within the landscape the spell is cast must roll a D20 at the start of each of their emotes, receiving a spike if they roll a 1-5. This lasts four emotes.
If spiked once, the target is severely wounded. If spiked twice, the target is pierced in the leg or arm. If spiked thrice, the target is killed.
You are considered safe from this spell if you have broken a possible line of sight from the Blood Mage.
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.
[ Body Control ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: The last of a Blood Mage’s Forbidden spells. Through concentration and a lot of their blood, a Blood Magi can use every ounce of their being to control the blood of a single target, and therefore their body.
Mechanics:
This forbidden spell requires 8 emotes that are spent branching out essence beyond the Caster’s body and is sent into the singular creature within 20 blocks that contains blood. At the 9th emote the essence within the nearby bodies binds itself to the target's blood. Finally, on the tenth emote the blood within will be under the Blood Mage’s control for an additional 5 emotes. At the start of each turn, the target must roll a d20 dice, losing control of their body if they do not roll a 6 or higher.
While a target has lost control of their body the Blood Mage may do as they wish with it.
Redlines :
After having cast the Body Control spell and after the 5 emotes 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 target may still speak and their mind is their own.
The target the spell is cast on must roll a D20 before the start of each of their emotes, losing control of their body if they roll 1-7. This lasts four emotes.
If the Blood Mage attempts to have the target kill themselves in a DIRECT way (stab in a vital area, jump off a cliff etc.), they must attempt for 3 rounds in a row. The target must fail to have control of their body for those 3 rounds.
You are considered safe from this spell if you are beyond 20 blocks or behind a wall on the tenth emote.
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.
(( Use of this to do anything in the slightest sexual or romantic will lead to a permanent ban from our Services. ))
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Summary
Demonic Magic exists as an attempt to give forth a form of contract magic that allows for people to “deal with a devil” or “deal as the devil'' along with the classic magic form of bloodbending. The culture of Demonic Magi lies within their ability to craft contracts that benefit themselves in exchange for whatever has been asked for. 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.
Demonic Essence has no increased or diminished effects on Demi-Celestials or Celestial creatures.
A Blood Mage may learn Demonic. This technique must be taught and involves altering their throat. It cost 0 Tear to speak the magical language once learned.
Any spells that greatly affect the landscape, such as Summon Demon and Blood Break, require RO Consent if used on a region title.
A Blood Magi must properly abide by the physical limitations that come from wearing armour respectably.
By attaining Demonic 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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