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Mentalism


(The contents of this page are NOT common knowledge)  
"For what is reality if not a creation of our Minds?"
— Veluran, The First True Weaver
 

History

Introduction

A few generations passed after the old fool Ophelius had passed away. Some quiet rumors spread around the world of this strange man’s diary. Eventually, these rumors came to pass two young brothers, one being 13 and the other being 11, and with that, the rumors sparked their interest, sparking a desire to obtain a copy of this strange book. Over the course of a year, the two brothers came across a strange man by the name of William Petrev, a simple Armusian man who had gathered knowledge of enchantments. As the two brothers, now a year older, talked to William, they learned of his magical book that transformed into whatever book one would need rather than one they would want. Each reached out towards the book and it transformed into the diary of the old fool Ophelius, the book the two boys both wanted.  
A whole new world has been opened to our eyes. To where will we go?
  Another year passed and now the two boys were ready to test out their new knowledge, each of them sitting before the other in their room, heads nodding as they began their meditation, praying into something they didn’t fully understand. When all went silent, the two opened their eyes and looked around at the emptiness of space around them, though they turned around and found the Pillar of Consciousness. Reaching out, they were suddenly woken up by their parents shaking their bodies awake, ordering them away from their foolish practices. Though, every night, the two would meditate, getting closer and closer to what they once saw as an object of brilliance.  
We reached out and it answered.
  At nearly the same time, the brothers found themselves connected with the Chaos Pillar, the two soon coming to practice this new power. Each of them found out, first, the ability to conjure illusions in the minds of those they willed it upon. Within a few years, the two had completely mastered their arts of illusions, each brother being able to conjure ones as large as villages. Though, people always saw the older brother as the better mage, despite the fact that the two were almost equals, thus creating some hatred within the mind of the younger brother who was known as Veluran.  
Even being the older brother wasn’t enough for him. I will make them see how powerful I can be.
  The young Veluran, now in his 20s, had walked up to his brother in the square of a caribard coastal town, close to the capital of Ribbari, and challenged his brother to a duel to prove himself as the most powerful of the two of them. With some hesitation, the elder brother finally agreed to this competition, being a little more knowledgeable of the tricks of Illusions. Though, as the two fought, the eldest brother started to find himself becoming less and less knowing of how to cast as the younger Veluran snatched the eldest’s memories, placing them in a bottle.  
He prized his knowledge above all else, so I took it away.
  The cackling younger brother raised the bottle in victory as the other brother struggled to connect to what he once loved. Those around soon forgot about the one who was ruined and only came to praise the younger one, calling him the True Weaver, naming the magic after his ability to weave falsehoods into the minds of all of those around him. It was unknown if he was controlling the minds of the citizens or if they were his true followers, all that was certain is that the eldest brother was lost and the younger brother was the victor; the only one able to spread the gift of the Pillar of Consciousness.  

Pillar of Consciousness

The Sixth Pillar of Nine rests out of the way of most of the planes, though it sits near a sole plane that twists the very fabric of what one knows to be real- the Chaotic Plane of Niwaedau. Though, as one draws from this Chaotic Pillar, they will start to gain knowledge of the Mind and the Thoughts of those who rest around the mage. Manipulation of the Conscience contains two basic concepts: viewing and manipulating. Both of these can be mixed in different ways by using the creativity of the Weaver’s own mind so they can both create Illusions as well as delve deeper into the minds of those who they target.   Forming a connection to the Pillar of Consciousness however, is no 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, falling asleep to the outside world. 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 world around them, learning how everything interacts with each other as well as understanding how memory works, but not to an extreme degree. 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, testing their knowledge of the elements 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 Consciousness.
  • 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 Consciousness.
  • 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 Consciousness, 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 Consciousness. 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, and the pure Essence of the Chaotic Pillar swirls aesthetically around their body. 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.   -=-

Mechanics

In the world of wielding the Sixth Pillar’s power, one gains access to two different pieces of mind. These two are called the Notebook of Illusions and the Mindscape, though the Notebook can be seen within the Mindscape itself.

Notebook of Illusions

This notebook is a non-physical item that lives within the mind of the Mage, slowly developing over the course in which the Weaver learns how to manipulate this magic. To each mage, the book will look different, changing from a stone tablet that one carves into or even a large tomb that spans the size of the mage themself. Each and every experience that the mage goes through will be documented within this mental Notebook for safekeeping and recollection. Even the thoughts of creativity that exist within the Mage’s mind shall be written down for later use. Though, sitting at the front of every Notebook of every mage, a set of notes lie, telling of what the Notebook will and will not write down as well as what may be recalled. The notes scripted in each book are written below:  
  • Illusions created may only be drawn from this book, belonging to [RP Name]
  • Experiences that actually happened shall be written in more detail
  • Experiences based in the mind shall be written to less detail
  • All experiences, before and after the book becomes known to the mage, shall be written down
  • This book is only ever able to be read by the one it belongs to and even then, it’s rather hard to understand due to the nature of how it's written. For one to add to this notebook, they must experience something, be it their own imagination or simply watching something happen, but not everyone will be fooled by an idea straight from the head. So, a mage will try their hardest to make a false experience real, by, for example when making a fire ball illusion, looking at a painting of a fireball while sitting next to a campfire. This sort of thing will provide almost all of the senses needed to actually make the written notes in the book more “real.”

    Mindscape

    The Mindscape is something every being with a conscience has but not all of them have access to. Only through the abilities of a Weaver, one may access this strange place. Within the Mindscape lies every memory and experience that a person has ever had, be they dormant or not and solely through a Weaver’s spells may any memory be accessed or changed. The world of one’s Mindscape is generally uncontrollable and chaotic, changing from time to time. Though, a skilled Weaver is generally able to control their own Mindscape, making it look however they want while also accessing abilities to bring people into their Mindscape. To enter one’s Mindscape, a Weaver may either request entry or force themselves through the use of different spells. Along with knowing how to push forth into one’s Minescape, a Weaver is also able to protect themselves against attacks that happen against their own. Said protection is able to be taught, but those who aren't Weavers are generally unable to protect themselves as well as usual Weaver.

    Physical Limitations

    A connection to the Pillar of Consciousness is what allows an Enigma Mage to practice the magic of a mind Weaver. 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 mind 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 Weaver 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.   -=-  

    Chaos' Poison

    Chaos' Poison is what the illness on the mage's mind is referred to, an unstoppable process that eventually takes over the mind of the mage. Illusions fill the mage as they are tricked into believing what doesn't exist, be it sight or even a trick in the mind. The more a mage practices this magic, the more likely it is that this poison of falsehoods is to inflict them. On the lowest side of this poison, a mage might suffer from a hallucination every few Phases while those who suffer the most will hold almost crippling delusions within their mind.  
    • 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 Chaos’ Poison. Their suffering comes from minor illusions forming in their mind as they will randomly experience falsehoods in their senses, such as feeling someone touch their arm or seeing a man standing in the corner of their vision. These are generally minor in severity and hardly ever happens.
    • 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 caster’s mind has been infected with the Pillar’s poison even further, now making them suffer even more from these magical tricks. Now, the illusions are great enough to truly trick the caster, now mixing senses together to create even larger illusions. Instead of still imagery, for example, the mage could see and hear someone talking to them that isn’t there. This happens much more often, happening at least once every IRL week.
    • An Expert Spellcaster now deal with the true horrors of this strange poison as the hallucinations now happen no less than once every Phase. These illusions hold an even stronger intensity than what happens to an Adept mage as someone afflicted by this might even have a full on conversation with an illusion. Now, one of these mages will start to suffer from at least one delusion, tricking their mind into believing falsehoods.
    • An Master Spellcaster have it the worst of all as the Pillar corrupts their very thinking. The illusions stay the same, only increasing in frequency rather than severity. Though, the delusion that was first gained now becomes even worse as the mage gains one more delusion. From this point forward, Chaos’ Poison no longer gets any worse or any better unless the magic was to disappear from the mage.
    -=-  

    The Four Ranks

    Weavers take several Eras to pass through each one of their ranks. During this process, their bodies slowly get nipped at by the dream world of the Enigma, forcing them to become weaker and weaker as they progress. Though, the Pillar of Chaos is rather unkind to those who utilize its magic as it not only wishes to trick those who the mage casts a spell upon but the mage themselves. This transforms into mental illnesses developing within the mage's mind, mostly taking the form of schizophrenia as the Pillar pours illusions into their everyday life.   (T1)Basic Spellcaster | llusion, Stationary Illusion, Psionic Blast   (T2)Adept Spellcaster | Telepathic Connection, Sharing Memory   (T3)Expert Spellcaster | Lucid Dream, Nightmare, Trapped Mind   (T4)Master Spellcaster | Prevention, False Thought, World of Illusions   -=-

    Magical Abilities

    This magic of the Sixth Pillar is one of trickery to the mind as it's one where someone expels their Tear to warp the minds of its victims. There are two subtypes of magic that the Weavers manipulate and generally, one will generally choose to manipulate one more over another in their first few Eras of beholding the magic. The two types are as follows: Illusions and Mental Magic. To create an illusion, it’s done by manipulating the mind or minds of those the spells are targeting to trick their mind into experiencing different senses. These senses can be used to create the idea of different things, be it an apple or simply making someone experience a phantom touch. As for the other side of this strange magic, one is able to manipulate the mind once more, but instead of changing the senses, the Weaver now changes the very memories and connections of the brain.

    [ Illusion ]

    Rank: 1 | Emotes: !+ | Tear: 5+
    Desc: Almost all of the casting of illusions is done through this simple spell. Rather simply, this lets the Enigma mage push forth their magical will into one person or multiple people’s minds to force sensations upon them. Some mages are able to push more senses out and cast this on more targets.   Mechanics:
  • Illusions may only take the form of what’s within the mage’s Notebook of Illusions.
  • For each sense added over the first, an extra 1 Tear to the cost.
  • For the sense of touch, this can make a target feel as if they are actually holding something. Though, should they push past this feeling, the illusion will break.
  • For each target added over the first two, an extra 3 Tear is added to the cost.
  • For every 3 blocks added to the start of the 5 block radius start, an extra 3 Tear is added.
  • For every Two addons to this spell, an extra emote will be added to the casting time.
  • Limits on Mage Rank:
  • Rank 1 - May only have a total of 2 sense types active(ex: sight and touch is 2, but sight and sight is still only 1), as much as an 8 block radius and up to three people placed in an illusion. Illusions may not be larger than 2x2x2 m3.
  • Rank 2 - May only have a total of 3 sense types active, a 14 block radius, and 6 people under the illusion. Illusions may not be larger than 4x4x4 m3.
  • Rank 3 - There is no limit on any of the above. Though, Illusions may not be larger than 6x6x6 m3.
  • Rank 4 - Same as Rank 3, though their illusions may now be no larger than 8x8x8 m3.
  • Illusions may last for, at most 20 emotes.
  • After the Illusion is made, movement is not limited and the illusion may shift so long as the Weaver puts part of his mind towards the thought of changing it. In addition to this, the radius where an illusion can be will move along with the Mage, them being the center.
  • Illusions may be cast while an Illusion is already out.
  • Whenever a new sense is required to be added, one may add it instantly while using up 1 Tear. An example could be: When someone bites into an Illusion Apple, the mage must add 3 Tear for the sound, sight and the taste. Or, when an illusionary person that’s whistling starts to clap their hands, 1 Tear must be added for the sight and 1 Tear must be added for the sound, even though both already existed.
  • Redlines :
  • Illusions are NEVER perfect. There is always something unnatural about an illusion and should someone find it, then the illusion in their mind will break.
  • The Illusion will only break if the imperfection is noticed.
  • Illusions can not mess with the real world in any way. Though, they can spread onto objects to act as if they are manipulating the world.
  • Illusions must be based in a sort of reality, otherwise they will instantly break. This prevents such things as ‘removing’ senses from people.
  • Illusionists always are able to see their illusion, but are never believing of their own creations. This does not mean that they are immune to seeing other illusions.
  • Illusions may not make people completely invisible, though parts of bodies may be ‘masked’ with invisibility. This does not remove the possibility of having a disguise.
  • Gorney and Deceiver Demonkin are immune to this spell.
  • [ Stationary Illusion ]

    Rank: 1 | Emotes: 3 | Tear: 10+
    Desc: This type of Illusion is more of a simple projection that's placed in a specific location rather than something actively controlled by the Weaver. These spells are placed into the world and aren't as easily broken as normal illusions due to how they are placed down. A Weaver will take an object such as a rock and carve a rune into one side of it. Once placed down, the Enigmatic mage will imbue it with their powers and thus cause it to project an illusion. The better mages have also learned how to 'program' them into acting when the illusion is interacted with.   Mechanics:
  • Illusions may only take the form of what’s within the mage’s Notebook of Illusions
  • For each sense added over the first, an extra 2 Tear to the cost
  • For the sense of touch, this can make a target feel as if they are actually holding something. Though, should they push past this feeling, the illusion will break
  • For every 3 blocks added to the start of the 5 block radius start, an extra 2 Tear is added. This controls where the illusion can meander around as well as where people can see the illusion
  • The maximum area an illusion may take up within the radius is 8x8x8 m3
  • These must be marked in the world with a sign telling who to pm to interact with the illusion as well as the date it was made. The rock that holds the illusion should be placed in the world, represented by a button
  • These last 1 age before having to be recast, or they go until the illusion is broken
  • If the illusion has no movement involved in it, then 5 Tear may be taken from the cost
  • If the illusion has movement then no tear is added
  • If the illusion can take input and change how it works, then it costs an extra 5 Tear. This is called a programmed illusion
  • Limits on Mage Rank:
  • Rank 1 - They can make unmoving illusions and minor moving illusions. May only have a total of 2 sense types active and as much as a 14 block radius. T They may have up to 2 of these
  • Rank 2 - Can make unmoving and moving illusions. They have minor programmed illusions. May only have a total of 3 sense types active, a 20 block radius. They may have up to 4 of these
  • Rank 3 - They can make all types and have a limit of a 26 block radius. They may have up to 7 of these
  • Redlines :
  • Illusions are NEVER perfect. There is always something unnatural about an illusion and should someone find it, then the illusion in their mind will break.
  • The Illusion will only break if the imperfection is noticed.
  • Illusions can not mess with the real world in any way. Though, they can spread onto objects to act as if they are manipulating the world.
  • Illusions must be based in a sort of reality, otherwise they will instantly break. This prevents such things as ‘removing’ senses from people.
  • Illusionists always are able to see their illusion, but are never believing of their own creations. This does not mean that they are immune to seeing other illusions.
  • Gorney and Deceiver Demonkin are immune to this spell.
  • Near the sign marking the area, one should try to get an item placed that explains what type of illusion has been placed as well as the other such details about the cast spell.
  • These illusions, if programmed, may be used to help disguise someone, but full form invisibility isn’t possible with this.
  • If the rock that makes the illusion appear gets moved at least 5 blocks from where it was first placed, then the illusion will break.
  • The rock must be placed so there is a good deal of air around it- meaning it may not be locked up or placed in a small sealed container. This, however, doesn’t mean the illusion may not take place in a large locked up area where the rock sits.
  • [ Psionic Blast ]

    Rank: 1 | Emotes: 3 | Tear: 15
    Desc: The ability to conjure and manipulate raw chaotic essence into a ball of not only physical damage but mental damage.   Mechanics:
  • A baseball-sized ball of clear-blue essences forms in a Weaver’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 target is hit with the force of a Warhammer swung by a human.
  • If the target is living (including undead) the blast will rattle their mind, giving them a sharp headache and slurred speech.
  • Redlines :
  • This spell has reduced effects on creatures or objects bigger than a 10ft by 10ft by 10ft space, reducing the damage done and the mental effect.
  • [ Telepathic Connection ]

    Rank: 2 | Emotes: 1 | Tear: 5
    Desc: After rising in their skill to work with the minds of others, Weavers develop the ability to establish a telepathic link with other intelligent beings. This connection does not require eye contact but it does require the Weaver to see their target.   Mechanics:
  • A Weaver creates a telepathic connection between themself and a creature. To cast, the creature must be within 10 blocks and requires the Weaver to set their eyes on the target. After the link is established the pair can communicate telepathically as long as they are in 50 blocks of one another.
  • Until the spell ends, a Weaver and their target can instantaneously share words, images, sounds, and other sensory messages with one another through the link.
  • If casted while still the connection lasts until either side cuts the communication or they move.
  • If casted while moving the connection lasts for 3 rounds or until either side cuts the communication.
  • If a Weaver remains still they can choose to create a Telepathic Connection with up to 4 other people, acting as a messenger between them. For each additional person pass 2, 5 Tear is expended. This lasts for as long as the Weaver remains in place.
  • The moment a Weaver moves the “network” is destroyed.
  • Redlines :
  • The connection breaks if they leave the range or both are no longer on the same plane.
  • The “network” breaks if the Weaver moves.
  • A connection with an individual will break if they are outside of 50 blocks or enter another plane.
  • This spell allows a Weaver to learn Drakan.
  • All rules on learning a language must be followed.
  • [ Sharing Memory ]

    Rank: 2 | Emotes: 3 | Tear: 10
    Desc: The ability to manipulate the mind is not always mischievous or evil. Weavers can share memories between people, from themselves to another or from another person to themselves. The spell requires physical contact to retrieve a memory.   Mechanics:
  • Weavers can reach their hand out and touch a creature to share one of their memories.
  • Weavers can reach both their hands out and touch 2 creatures to share the memory of one to the other.
  • If used on a Telepathic Connection a Weaver can send their own memory through the connection or send a memory of someone they are currently touching.
  • Redlines :
  • The creature having their memory shared decides what memory is shared.
  • No alterations to the memory can be made by the Weaver.
  • The receiver of a memory must give express OOC consent to receiving it.
  • [ Lucid Dream ]

    Rank: 3 | Emotes: 3 | Tear: 15
    Desc: The Mindscape of a Weaver is generally more neat as they are able to control their Mindscape, customizing and decorating the space as if it were a home. A Weaver can pull 2 people into their Mindscape to converse while in reality their bodies are simply sitting there, motionless save for their breath and blinking.   Mechanics:
  • A Weaver can pull in up to 2 other intelligent creatures (with their consent) within 3 blocks into their Mindscape. While in the Mindscape all involved cannot move their bodies, leaving them still but breathing and blinking.
  • If the body of the Weaver is harmed both occupants of the Mindscape are kicked out back to their own bodies.
  • If the body of an occupant is harmed the occupant is kicked out back to their own body.
  • A Weaver can request entry into someone's Mindscape and pull themself in if consent is given in roleplay.
  • A Weaver can force entry into someone's Mindscape and pull themself in by rolling a 1d20-2 versus the target's simple 1d20. Regardless of success a target will feel a twinge in their mind, causing them to at least look around.
  • While within someone else’s Mindscape a Weaver can see memories and experiences that the target player allows them to, but must at least give 1 before forcing them out. They may also read the mind of a target at the surface level of thoughts.
  • When in someone else's Mindscape they may remain for up to 3 rounds.
  • Redlines :
  • While in the Mindscape a Weaver cannot move their body, leaving them still but breathing and blinking.
  • Conversations held in a Mindscape are done using messages in-game or whispers.
  • Poking or speaking to anyone involved in a Mindscape will not remove them but they will feel the pokes or hear words said, taste things in their mouth or smell things in the physical air.
  • Weavers can control everything within their Mindscape but not someone else.
  • A target does not know by default that a Weaver has entered their mind.
  • Surface-level thoughts are thoughts in the moment.
  • [ Nightmare ]

    Rank: 3 | Emotes: 3 | Tear: 15
    Desc: The best way to defeat an enemy is to have them defeat themselves, crumbling due to dragged-up traumas or emotions. The ability to force old memories to the surface, causing someone to relive them is one of the more direct abilities within a Weaver’s arsenal. Alternatively a Weaver can show the target one of their memories.   Mechanics:
  • By focusing on a creature within 20 blocks a Weaver can reach into their target’s mind and pull up an old memory or experience, usually a trauma or a memory that would cause them to pause. The memory remains at the front of their mind for 2 rounds.
  • If the Weaver knows a memory that the target has they may indicate that that memory is being brought up. If not, the target must emote a traumatic memory or a memory that would make their character pause being used.
  • Alternatively, a Weaver can also force their own memory or experience onto a target.
  • This memory must be chosen by the Weaver.
  • Redlines :
  • The target must have the memory or experience or trauma within their mind for 2 rounds of emotes.
  • - Weaver’s cannot request a memory or experience or trauma using vague words such as but not limited to “what happened last narrative day”. They must explain the specific event for example “when the character broke their leg”.
  • If a specific memory is not requested by the Weaver the target must emote a random memory or experience or trauma their character has had appearing at the front of their mind, causing them to recall it.
  • [ Trapped Mind ]

    Rank: 3 | Emotes: 2 | Tear: 20
    Desc: As things go through life they may experience events that they wish to forget. Those who truly want to abandon an event in their mind seek out a Weaver to take the memory from them. In normal circumstances, the event must have happened within the last day. However, with proper preparation and consent a Weaver can remove a memory from further in the past.   Mechanics:
  • A Weaver can reach their hand out towards a target within 2 blocks and pull a memory from the last narrative day from their mind.
  • With express OOC consent and a quiet location a Weaver can snatch a memory from anywhere in the target’s mind, whether it was in the last narrative day or longer.
  • A taken memory is then sealed within a bottle within a Weaver's hand, a small light of a color best representing the memory floating in. To return this memory the bottle must be broken or unsealed.
  • If a target attempts to remember a taken memory they receive a headache for as long as they try to.
  • While taking a memory a Weaver can decide whether they do this gently or aggressively. By doing it aggressively a Weaver can cause a splitting migraine for 1 emote.
  • Redlines :
  • If a target tries to remember a stolen memory or things connected to it they simply draw a blank.
  • Targets will suddenly feel that they are forgetting something but are unsure what.
  • Unless given OOC consent, other memories cannot be taken from a target while one is.
  • Unless given OOC consent by the target, the 3 emote version of False Thought cannot be used on them while they have a memory already trapped in a bottle.
  • A bottle is required to cast.
  • In order to have the memory returned the bottle containing it must be broken or unsealed, releasing the light and letting it fly to the original owner.
  • [ Prevention ]

    Rank: 4 | Emotes: 2 | Tear: 20
    Desc: Besides creatures that play with the mind, rival Weaver’s will often try to learn the positive and negative memories of each other. Having reached Expert level a Weaver has sufficient control over their own mind and enough knowledge of mental spells to make themselves or someone else immune to some mental spells/effects.   Mechanics:
  • The target must be within 15 blocks of the Weaver and lasts for 4 emotes but can be renewed for 5 Tear.
  • Prevention blocks Trapped Mind, Lucid Dream and False Thought from other Weavers aswell as effects that may allow surface level thoughts to be known. It also reduces any attempt to exercise mental control over the creature to suggestions that sit at the front of the mind.
  • For 25 Tear Prevention blocks any mental effects on the target.
  • The spell can be placed on the Weaver themself or a target that they are currently touching.
  • Redlines :
  • Prevention can be casted on multiple targets at once but each must be renewed.
  • The higher Tear version of Prevention does not protect against mental effects from Divine+ beings.
  • [ False Thought ]

    Rank: 4 | Emotes: 2+ | Tear: 25
    Desc: Removing a memory using Trapped Mind simply creates a blank space in their recollection. A skilled and intelligent Weaver will combine a Trapped Mind with False Thought to create a false narrative. False Thought involves a Weaver crafting the fake memory in their own mind and then inserting it within the mind of the target.   Mechanics:
  • Weavers take an emote to craft the fake memory within their mind before reaching out their hand to touch a creature with a blank in the memory and filling it with the false thought.
  • For 3 emotes a Weaver may craft a fake memory and replace a real one with it.
  • The real memory is trapped within a bottle.
  • Redlines :
  • If a target tries to remember what they were doing at the time of the real memory they remember the fake one.
  • Contradictions in memory will leave someone confused and unsure which happened.
  • Unless given OOC consent by the target, other memories cannot be replaced while one is.
  • Unless given OOC consent by the target, the 3 emote version cannot be used on them while they have a memory already trapped in a bottle.
  • A bottle is required to cast.
  • In order to have the memory returned the bottle containing it must be broken or unsealed, releasing the light and letting it fly to the original owner.
  • [ World of Illusions ]

    Rank: 4 | Emotes: 10 | Tear: 90
    Desc: Those who manipulate the minds of many eventually come to learn how to push their influence outwards to inflict everyone without descrimination. Within this space, a Weaver comes to believe all creativity within their mind, thus giving them near infinite power when it comes to summoning illusions. This spell causes the mage to be able to summon forth any and all illusions that they want to come to life within a rather large radius.   Mechanics:
  • There is no limit on what the mage may do within the inflicted area.
  • This spell has a 30 block radius where the Weaver may act.
  • One may only hold this spell up for 10 emotes where they may summon illusions. After that, all illusions will break.
  • Anyone looking into the radius will be able to see the active illusions, though everything will be dulled.
  • The block the spell finished casting at is where the radius of the spell is to remain until the spell ends.
  • Redlines :
  • These Illusions will never break until the spell has ended.
  • No one is immune to this spell.
  • There are no limits to the types of illusions able to be summoned in this spell, though they must still adhere to only affecting the senses.
  • Experiences gotten from this spell are unable to be written within the Notebook of Illusions.
  • -=-

    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 in nature, 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 rumored to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumor 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 ET’s to emote the Spell Effects as they please.  

    [ Infinite Dream ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: Weavers over the years have discovered another ability akin to that of the rather useful spell known as World of Illusions. Though, some had wished the spell to be greater and thus found this spell, letting the mage trap someone within their own mind- a mental prison. With this, the one affected will perceive the world exactly as the mage wills it, enabling them to manipulate all forms of what the victim perceives, even the passage of time.   Mechanics:
  • The spell lasts for 3 emotes, starting on the 10th emote of casting.
  • Within the 3 emotes, anything may be shown to the one who is trapped. This is not limited by the confines of the world, including the passage of time.
  • This targets up to one person who is within 30 blocks of the mage.
  • Redlines :
  • These Illusions will never break until the spell has ended.
  • No one is immune to this spell.
  • No physical harm may be done through the illusion- though the illusion of physical harm may be used.
  • Casting this spell will result in the mage PKing.
  • [ Body Swap ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: Weavers that dabbled in the more mental side have discovered another ability. While the ability to transfer, remove and implant memories is impressive, switching the very memories AND personalities with another person is even moreso. With this spell, a Weaver can switch bodies with another person.   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. At the 9th emote the essence within the nearby bodies binds itself to the target and the caster. Finally, on the tenth emote the bodies of the caster and target switch for an additional 5 emotes.
  • While the spell is under effect both parties may control each other’s bodies. Injuring speaking, etc.
  • Redlines :
  • After having cast the Body Swap 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.
  • If the Blood Mage attempts to have their new body 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 (rolling 1d20s against the target for all three rounds and succeeding on each).
  • 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. ))
  • [Mind Control ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: The last of a Mentalists’s Forbidden spells. Through concentration and understanding of the minds of creatures, a Weaver can use every ounce of their being to dominate the mind 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. At the 9th emote the essence within the nearby bodies rushes itself into the target. Finally, on the tenth emote the Weaver dominates the mind of the target for an additional 5 emotes.
  • While a target has lost control of their body the weaver may do as they wish with it, controlling their thoughts, and actions.
  • Redlines :
  • After having cast the Mind 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 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 five emotes.
  • If the Weaver 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. ))
  • -=-

    Summary

    Chaos Magic exists as an attempt to deceive and trick foes with illusions alongside mental effects that affect memories and the mind. The culture of Chaos Magi lies within their ability to create illusions from their own experiences and warp minds. In terms of general summarized redlines and other tidbits they go as follows:  

    General Redlines

  • Aesthetic actions with illusions, can be cast without any added Tear as long as it is not used in combat.
  • Any spells that greatly affect the landscape, such as Infinite Dream, require RO Consent if used on a region tile.
  • A Chaos Magi must properly abide by the physical limitations that come from wearing armour respectably.
  • By attaining Chaos 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 powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
  • This Magic IS SELF-TEACHABLE, following self-teach rules.
  • Artwork by Unknown
    Type: Magic
    Rarity: Rare
    Danger Level: Medium
    Related System
    Primordial Dream

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