Mentalism
(The contents of this page are NOT common knowledge)
"For what is reality if not a creation of our Minds?"
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: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.
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:
[ 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:
[ Psionic Blast ]
Rank: 1 | Emotes: 3 | Tear: 15Desc: The ability to conjure and manipulate raw chaotic essence into a ball of not only physical damage but mental damage. Mechanics:
[ Telepathic Connection ]
Rank: 2 | Emotes: 1 | Tear: 5Desc: 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:
[ Sharing Memory ]
Rank: 2 | Emotes: 3 | Tear: 10Desc: 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:
[ Lucid Dream ]
Rank: 3 | Emotes: 3 | Tear: 15Desc: 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:
[ Nightmare ]
Rank: 3 | Emotes: 3 | Tear: 15Desc: 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:
[ Trapped Mind ]
Rank: 3 | Emotes: 2 | Tear: 20Desc: 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:
[ Prevention ]
Rank: 4 | Emotes: 2 | Tear: 20Desc: 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:
[ False Thought ]
Rank: 4 | Emotes: 2+ | Tear: 25Desc: 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:
[ World of Illusions ]
Rank: 4 | Emotes: 10 | Tear: 90Desc: 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:
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:
[ 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:
[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:
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
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