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Tricksters


(The contents of this page are NOT common knowledge)  
"Every decent con man knows that the simplest truth is more powerful than even the most elaborate lie."
— Nirro Of Many Faces
 

History

Introduction

Fae Magic is produced from the Fifth Pillar of Creation, the Pillar of Spirit. It’s origins are found in the whimsical plane of Wonderland. The Fae Realm is a land filled to the brim with fantastical and curious creatures and events. Although this normally would induce a magical state of ambience, the abundance of these events and peoples within give new passerbys a chaotic, confusing, and overwhelming experience. Such did Neva Soucy of Hide-Tide Harbor find when at the age of 10 she found herself whisked away to the Faerie Wonderland, heading to a friend of her father;s to drop off a book. On certain days every few Epochs, specific locations allow one to easily cross over to the Faerie Wonderland from the Prime Materia or vice versa. At first the young girl thought she was dreaming, scrambling for the copied journal of old fool Ophelius to grasp for protection.  
The Spring Court was naught like the stories said.
  Neva wandered the sprawling forest around her, the book held against her chest as she inspected the world with awe and her head on a swivel. She walked for what felt like hours to her until finally from bushes rustling to the left of her, a faun appeared. She called herself Joli Singaagith. Joli was intrigued by Neva and after a round of riddles and questions decided to aid Neva in trying to return to her home. When they found the spot she entered did not return her, Joli stopped Neva’s tears with laughter and song. The pair instead turned to Neva’s book for possible answers. The book detailed instructions on how old man Ophelius bound himself to the Pillar of Forces and the idea that other Pillars exist, maybe with powers over space, creation or illusions. Thus Joli instructed Neva to meditate in order to possibly unlock this power.  
I want to go home, I need to go home, I can go home.
  Neva turned out to be a prodigy quickly leaping into the Primordial Dream wherever she wished only 1 Age after she arrived in the Plane. She then found herself at one of the Pillars of Creation, this pillar seemed to take on different shapes every time she blinked and it was in her vision, though this was not an illusion, it seemed to truly be something different. She bound herself to it and hurried back to reality to try and figure a way home. Joli attempted to guide Neva in utilizing her powers, using her ability to control plants and the techniques to do that as a guide. Another Age passed and while Neva could now create fey clones or talking objects she was no step closer to finding a way home. Now depressed in the Seasonal Court of happiness and music Neva set out in search of the Fey Lord of Spring to attempt to make a deal for her return despite Joli’s warnings resulting in a split.  
She has no clue what it’s like. Two Ages of my life in this place and I haven’t a way home.
  Eventually, the shifting forests and laughter lead her to the abode of current Spring royalty, while she was turned back at the gates by centaur she snuck her way in through clever use of creating living objects. Now within the main hall she strode up to the Lord of Spring and asked, pleading for a deal, a way to return to her home. The Lord of Spring took offense but an idea came to him, a twisted one. She would return home but in exchange every Age, she must force someone else into a portal of his creation into his home so he could always have new servants. Desperate and with no other options Neva took the deal and when she returned home, forced the man who she was supposed to deliver the book through the portal.  
I…I had no other choice! I was young, afraid…I just wanted to go home!
 

The Pillar of Spirit

The Fifth Pillar of Nine rests at the home of faeries, The Faerie Wonderland. As one draws from the Whimsical Pillar, they will start to harness fairy magic in its purest form. Manipulation of the playful requires two things: Connection to the Pillar of Spirit, and an energetic personality. Through mixing phrases and gestures a mage can cast numerous spells.  
  • Winter Essence, -.
  • Spring Essence, -.
  • Summer Essence, -.
  • Fall Essence, -.
  Forming a connection to the Pillar of Spirit, however, is not an easy task. The prospective Spellcaster must begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.   At the same time, while conscious this future caster must practice. 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 Spirit.
  • 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 Spirit.
  • 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 Spirit, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.

Waking Dream

In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Spirit. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causes the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart.   -=-

Mechanics

Physical Limitations

A connection to the Pillar of Spirit is what allows an Enigma Mage to practice the magic of a Magician. 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 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 Magician 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.   -=-  

Spirit Confusion

Spirit Confusion is what the illness on a Trickster is referred to, an effect that eats away at the edge of their mind. This confusion is what causes many Fae MageI to be known for their strange personalities and/or sudden changes in parts of their appearance. The more a mage practices this magic, the more likely it is that this confusion changes them and in worse cases permanently. On the lowest side, a mage might suffer from days of their ears changing to those of dwarf or a fox every few Phases while those who suffer the most may hold a completely new personality or hear voices and see faces in objects that have none.  
  • 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 Spirit Confusion. Their suffering comes from a new cases of sudden changes in their appearance. These changes are for mere seconds and with proper concentration can be reduced to flashes.
  • 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 begins to slip in two possible ways. The first is that they may begin speaking to themselves more often, maybe due to a glance in a mirror or seeing/hearing their own name. The second is that they may hear their name being called from inanimate objects, causing them to perk up and look around. This occurs once every 7 IRL days.
  • An Expert Spellcaster now deal with the true problems of this strange confusion as the sudden random changes that appear on the mage last for minutes and with concentration are reduced down to seconds. Their mind begins to worsen as those who begin speaking to themselves now find their reflections doing different actions and a whisper at the back of their mind that sounds like them but acts differently. The others that hear their name from inanimate objects will begin to see faces on these objects, smiling frowning still whispering their name. This occurs once every 3 IRL days.
  • An Master Spellcaster have it the worst of all as the Pillar completes its confusion effects on the Magi’s body. The sudden random changes that appear on the mage last for hours and with concentration are reduced down to a few minutes. Those who began seeing their reflection moving differently from them would find they develop a split personality within themselves (or more in rare cases). This personality brings itself out in Fey Clones but the clone still obeys the caster. For others, inanimate objects will begin to speak to them. This occurs once every IRL day.
-=-  

The Four Ranks

To judge the progression of a Trickster Spellcaster, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new use of their magic:   (T1)Basic Spellcaster | House Magic, Fey Clone, Whimsical Transformation   (T2)Adept Spellcaster | Switch Places, Adjust Appearance, Frenzied Bolt   (T3)Expert Spellcaster | Living Objects, Camouflage   (T4)Master Spellcaster | Chaotic Transformation, Enlarge/Reduce   -=-

Magical Abilities

This magic of the Fifth Pillar is one of practice and mischief. It requires both extensively to properly utilize and efficiently expel Tear.

[ House Magic ]

Rank: 1 | Emotes: - | Tear: -
Desc: Housemagic (often referred to as Culimancy, homemagic, Cleanmagic,domestic magic, etc.) is a magic that is employed by mages, chefs, husbands and wives that are capable. The magic involves the classic things of a household or kitchen from cooking to cleaning to putting on clothes for the caster.   Mechanics:
  • A Trickster gains access to all the spells and abilities of a House Mage.
  • A Trickster immedietaly has Tier 1 in House Magic.
  • A House mage always starts at Tier 1 Trickster if they deepen their connection to the Pillar of Spirit.
  • Link to House Magic.
  Redlines :
  • A Trickster must follow all the redlines of House Magi spells.
  • [ Fey Clone ]

    Rank: 1 | Emotes: 3 | Tear: 15
    Desc: By using Wonderland Essence a Trickster can create a clone of themself out of thin air. The Trickster can control this spectral clone and themselves. They can do menial labour, tricks and also fight.   Mechanics:
  • A Fae Magi may only have 1 spectral clone of a color of their choosing. A Fey Clone can vanish by being dismissed at any point by their caster’s will, and will always vanish when they take any type of damage.
  • Fey Clones share the same statistics (height, strength, etc), wear the same gear and can magically access the inventory and/or ammunition of their caster. A Fey Clone shares their actions and movement speed with their caster but are controlled within the caster’s turn. A Fey clone cannot be controlled on the turn on which it was summoned.
  • A Fey Clone lasts for (Tier #+ 2) rounds, fading and unable to do anything on the next.
  • The Fey Clone is conjured within 1 block of the caster.
  • Redlines :
  • The cloned spectral gear is not magical, being reduced to mundane.
  • Any cloned gear loses special effects, for example if the caster wielded a weapon that causes necrosis on hit the cloned version does not but carries the same weight, sharpness etc.
  • A Caster may split movement between themselves and a clone but can never move faster than their block speed without the clone.
  • A Caster does not incur the exhaustion of the clone.
  • The caster may access the inventory/ammunition of the Fey Clone.
  • [ Whimsical Transformation ]

    Rank: 1 | Emotes: 3+ | Tear: 10
    Desc: The action of changing or the state of being changed into another form is referred to as Whimsical Transformation. While alchemy is a form of the art, Fae Magic desires to take objects and turn them into other mundane things for only a while. Turning daggers into napkins or swords into shields or boots into a hat.   Mechanics:
  • After a certain amount of emotes a Fae Magi may transform an object into a different mundane object.
  • For clarification: A weapon or armor or shield can transform into an apparel item or a weapon, shield or armor of the same material and around the same size but an apparel item can only be transformed into an apparel item.
  • Magical items can be transformed and lose their effects until reverted back to their original state.
  • Handheld objects such as weapons, food and tools require 3 emotes to transform.
  • Slightly larger objects (barrel, chandelier) require 4 emotes to transform.
  • Even bigger objects (cart, 10-ft.-by-10-ft. window) require 5 emotes to transform.
  • A Fae Magi may have 1 object transformed at a time and this last until the object is removed from the Trickster’s possession. At Tier 3 a Fae Magi may have 2 objects transformed.
  • To transform an object to its original state requires an emote, and as it is doing so there is an audible “magical-esque” noise.
  • Redlines :
  • Returning an object to its original form cannot harm or injure a creature/object.
  • If an object would do so it is intangible until completely outside of the creature/object.
  • At first, a Fae mage may only cast this spell while being still but once they reach Tier 2 they may cast it while moving.
  • The amount of emotes it takes to transform an item is dependent on its size. Returning an object is always 1 emote.
  • Creatures/beings cannot be transformed.
  • [Switch Places ]

    Rank: 2 | Emotes: 3 | Tear: 20
    Desc: Ever slippery and tricky a Fae Magi may shift themself between spaces, causing anything currently occupying the space they target to swap places with them. By shifting to another space during combat one can avoid attacks, and can use this technique to escape from restraints or to discard any foreign weapons embedded in their body.   Mechanics:
  • A Fae Mage may swap locations with another object or creature within (6 + Tier #) blocks that they have line of sight on.
  • A caster may decide the orientation of themselves and the object or creature they switch with on the cast.
  • This spell allows one to switch places with a Fey Clone or Living Object.
  • Redlines :
  • A Fae Mage can switch places with an object they can see, this could be between another person’s legs, over their shoulder or through a crack.
  • A Trickster can only swap with solid objects or people.
  • A Trickster cannot swap places with objects bound to the ground or incapable of moving.
  • Cannot switch with grass, trees etc.
  • This spell cannot be cast with hands tied up or bound.
  • Swapping Places is not silent and will cause a strange, “magical-esque” noise.
  • A Fae Mage cannot swap places into a space they would not be able to fit.
  • [ Adjust Appearance ]

    Rank: 2 | Emotes: 4+ | Tear: 15+
    Desc: To temporarily take on a new personality from appearance to voice is the first instance of a Fae Magi transforming themselves. With this, they may change their own appearance or someone else's temporarily. Even further than that they may change their default appearance or someone else's permanently for a cost.   Mechanics:
  • Temporary Change: A Fae Magi assumes a different form or changes someone else’s form for 1 IRL day. When they cast the spell, they decide what the target or themselves look like. These changes may include visible weight (but not actual), facial features, skin colour, eye color, sound of their voice, hair colour, hair length, and distinguishing characteristics, if any.
  • Permanent Change: A permanent change has the same mechanics as a temporary change but expends 50 Tear instead of 15 and 10 emotes instead of 4. This change lasts forever, can only be done once per character and removes a character's ability to have children.
  • Redlines :
  • A Fae Mage cannot make themself or someone else permanently appear as a member of another race. A Temporary change may.
  • None of Fae Mage’s or target’s statistics may change.
  • A Fae Mage cannot make themself or someone else appear as a creature of a different size than their original.
  • A Fae Mage and target must keep their basic shape. If they’re bipedal they cannot use this spell to become quadrupedal, for instance.
  • The temporary and permanent version requires both RP and OOC consent aswell as a quiet location.
  • [ Frenzied Bolt ]

    Rank: 2 | Emotes: 3 | Tear: 15
    Desc: The only real offensive spell of a Trickster, by conjuring raw Wonderland Essence and slinging the bolt at a target the Trickster can cause any number of damages to happen. The bolt can also head towards another target, though this is out of the Trickster’s hands.   Mechanics:
  • A Fey Mage directs a bolt of rainbow colors toward a creature of their choice within 10 blocks. If it hits, the target takes damage of a random type (determined by rolling a 1d11). If the projectile hits, the Fae Mage must flip a 1d2. If it lands on 2, the bolt leaps to a new target of their choice within 5 blocks of the initial target and has not already been targeted by the frenzied bolt. The bolt continues leaping to new targets until a 1 is shown, misses a target, or runs out of potential targets.
  • All targets must be within 50 blocks of the Fey Mage’s initial position on casting.
  • A Fae Mage may only have 1 Bolt out at a time.
  • -
    1d11 Damage Type
    1 Acid - Eats away at flesh and material. This acid does not leave scars when healed.
    2 Bludgeoning - A warhammer swing to the spot it made contact with.
    3 Cold - Ice.
    4 Fire
    5 Force - Arcane
    6 Lightning
    7 Piercing - A dagger stab to the spot it made contact with.
    8 Poison - Aching pains around the body for 1 round.
    9 Psychic - Splitting headache for 1 round.
    10 Slashing - A short sword slash to the spot it made contact with.
    11 Thunder - Sound, bleeding from the ears for 1 round.
        Redlines :
  • The projectile moves to the next target once a round ends. It moves as fast as an arrow and is as big as a baseball.
  • - Fey Magi’s allies are legal targets for this spell whether they wish it to or not.
  • The initial target must be within 10 blocks of the caster while additional targets must be within 5 blocks of the previous target. All targets must be within 50 blocks of the Fey Mage’s initial position on casting.
  • If a bolt runs out of targets or their are no new ones it disappears.
  • [ Living Object ]

    Rank: 3 | Emotes: 5 | Tear: 25
    Desc: The Pillar of Spirit allows those fully bound to it to give objects just that, a spirit, a personality. These animated objects give themselves names and have voices that relate to their personalities. While these objects will obey their creator they will also act in their best interest to survive.   Mechanics:
  • An object within the Fae Mage’s possession or their grasp comes to life after 5 emotes. This object must have a Mundane aura or a Fey aura. This target becomes animated and becomes a creature under their control until the spell ends. If in combat, this creature performs its turn before the caster. The creature remains a Living Object for the duration of combat or 2 IRL hours (if combat is entered during the 2 IRL hours the spell ends at the end of combat).
  • Tier 4: A Fae Magi may have up to two Living Objects at the same time.
  • The creature isn’t hostile to anyone unless told by the caster to be, and is of average intelligence and agreeability. It may know up to 4 commands, of equal complexity to fetch, attack, guard etc.
  • If the creature is hurt akin to if it had been stabbed, it will run away. It also will not kill any creature if it is not a weapon.
  • The Trickster can decide what action the creature will take and where it will move during its own turn. A Fey Magi may command any creature they made with this spell if the creature is within 50 blocks of them.
  • If no command is issued, the creature only defends itself against attacks. Once given an order, the creature continues to follow it until its task is complete or told to do otherwise.
  • Redlines :
  • You can't animate any object larger than Huge.
  • Living Objects will obey their creator but will also value their life. They will not do actions that result in their destruction or kill themselves even if ordered to and will flee if damaged.
  • Personalities of objects generally depend on what they are but are up to the Fae Magi to emote.
  • [ Camouflage ]

    Rank: 3 | Emotes: 5 | Tear: 25+
    Desc: The second instance of a Trickster changing their appearance is completely wiping the aspect of visibility from themselves and their possessions. This allows a Trickster to get into more mischievous deeds.   Mechanics:
  • After 5 emotes of remaining still and concentrating a Trickster can become invisible or blend in with a surface. Alternatively, they can make someone else with 2 blocks or an object. Anything they are wearing or carrying (inside) also becomes affcted as long as it is on their person. The spell ends after 2 rounds or the moment they attempt to attack, begin casting a spell, take damage or move without their consent.
  • A Trickster can extend the duration of their invisibility for 10 Tear per 1 round.
  • Redlines :
  • Making someone else invisible does not require IRP or OOC consent.
  • Creatures or objects invisible may still make sound. This could be their heavy equipment, breath, foodsteps.
  • Getting an invisible object/ creature wet enough or covered in enough sand etc. will allow people to see the vague shape of the creature.
  • [ Chaotic Transformation ]

    Rank: 4 | Emotes: 6 | Tear: 35
    Desc: Wonderland Essence is chaotic and hard to predict when used without a definitive plan for it. Infusing one’s body with it can lead to any number of strange things occurring, from becoming a centaur to walking through people or maybe growing a third arm.   Mechanics:
  • Over the course of 6 emotes a Fae Magi infuses their body or another within 6 blocks with raw Wonderland Essence and they adopt a mutation. The Fae Magi rolls a 1d10 and immediately has the mutation listed in the table below. A Trickster can try to control the shifting of the body to gain a mutation they prefer, but doing so is taxing. For 10 more Tear the Fae Magi may roll 1d10 twice and choose the result they prefer.
  • The mutation lasts until the end of combat or 2 IRL hours (if combat is entered during the 2 IRL hours the spell ends at the end of combat). At the end of the spell, the body returns to its normal form.
  • 1d10 Mutation
    1 A spindly third arm sprouts out of your shoulder. By using a fast action, you can use it to attack with a light weapon.
    2 Your skin is covered by rough scales that increase give you resistance to a random damage type (roll a 1d4, on 4 the resistance helps in your current situation, on 1-3 inclusive, it does not help your situation).
    3 A strange, puckered orifice grows on your back. You can use the orifice to forcefully expel air, granting you an increased block speed of 3 and pushes back those directly behind you within 1 block, when you move by atleast 2.
    4 A second face appears on the back of your head, besides the obvious advantages perception rolls gain a +2.
    5 You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons.
    6 Your hindquarters elongate and you grow a second set of legs. Your base block speed is set to 10 and you can carry another normal-sized creature on your back. You lose the advantages of any armor or equipment you are wearing.
    7 You become incorporeal and can move through other creatures and objects (but not walls) as if they were difficult terrain. You take bludgeoning damage across your body and are forced to some side of it if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
    8 Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed. In addition, your unarmed strikes do increase bludgeoning damage.
    9 Your head fills with a light gas and swells to four times its normal size. You are a walking light source but are far easier to hit. +2 on ranged rolls against you.
    10 You grow sets of feathered wings on your feet that have the ability to hover over dangerous terrain and increase your jump height to 2 blocks.
      Redlines :
  • A body may only have 1 mutation.
  • A Fey Magi can have up to 2 creatures affected by a Chaotic Transformation at a time.
  • [ Enlarge/Reduce ]

    Rank: 4 | Emotes: 5 | Tear: 50
    Desc: The final form of transmutation available to a Trickster. By swirling together a mass Wonderland Essence from the Fifth Pillar a Fae Mage may enlarge or reduce the size of a being or object. The being’s strength and equipment grow to match its new size, for better or worse.   Mechanics:
  • A Fey mage may cause themselves, a creature or an object they can see within 10 blocks to grow larger or smaller for 3 emotes. They may choose either a creature or an object that is neither worn nor carried. If the target is unwilling, they may roll a 1d10, on a 2-10 (inclusive) they do not transform. On a 1, the spell goes into effect.
  • If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
  • Enlarge: The target’s size doubles in all dimensions, and its weight is multiplied by eight. The target’s equipment also grows to match its new size. While these weapons are enlarged, the target’s attack with them deals increased damage. Their normal block speed is decreased by 1.
  • Reduce: The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. The target’s equipment also shrinks to match its new size. While these weapons are reduced, the target’s attacks with them deal less damage.
  • The change in size lasts for 2 rounds if undesired or 4 if desired.
  • A Fey mage may double the effects of the spell for 90 Tear instead of 45 though this requires the target to desire this.
  • Redlines :
  • If there isn’t enough room for the target to double or halve its size, the creature or object attains the maximum possible size in the space available.
  • A Fey Mage must have line of sight on the object or creature for all 5 emotes and must be within 10 blocks.
  • Liquids enlarged or reduced require an appropriate proportion from their normal size to take effect.
  • This is to prevent enlarging potions to grant its effects to several people at once.
  • -=-

    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.  

    [ Giant Form ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: The first of a Trickster’s Forbidden Spells. By pushing their Enlarge spell to the limit a a Fae Magi can expand themselves to enormous proportions, becoming the giants of old. While within this form they match the size of buildings or even towers.   Mechanics:
  • This forbidden spell requires 8 emotes that are spent infusing essence into the caster’s body. At the 9th emote enough essence will be infused and the caster’s being will begin to shift slightly. Finally, on the tenth emote the body will expand to 14’ tall for five emotes.
  • The Fae Magi’s strength and equipment also grows to match its new size. While these weapons are enlarged, the target’s attack with them deals increased damage. Their normal block speed is unaffected.
  • Redlines :
  • After having cast the Giant Form 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 there isn’t enough room for the Fae Magi to grow their size, the creature or object attains the maximum possible size in the space available.
  • The process of this spell requires the Caster to stay absolutely 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.
  • Liquids enlarged require an appropriate proportion from their normal size to take effect.
  • This is to prevent enlarging potions to grant its effects to several people at once.
  • [ Fey Clone Army ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: The next of the Forbidden Spells available to a Trickster. This spell pushes a Fae Magi beyond their limits, allowing them to conjure more than 1 Fey Clone at a time. These Fey clones each copy the caster’s equipment, and although they cannot cast spells, the sheer number of them will overwhelm most opponents.   Mechanics:
  • This forbidden spell requires 8 emotes that are spent branching out essence beyond the caster’s body and into spots within line of sight in the surrounding area (20 blocks). At the 9th emote the essence will begin to form into Fey Clones. Finally, on the tenth emote the fey clones will solidify into actual clones.
  • For events: The minimum number of clones spawned from this spell are 5, but an ET may allow for more.
  • For PVP: For every 1 immediate foe on casting this spell, 2 Fey Clones are created.
  • The Fey Clones act like their creator, same personality, same voice.
  • While a Fey Magi is dead on casting, they must emote what each Fey Clone does on their original turn in the turn order.
  • The Fey Clones last for 10 emotes before disappearing.
  • Redlines :
  • After having cast the Fey Clone Army spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
  • The cloned spectral gear is not magical, being reduced to mundane.
  • Any cloned gear loses special effects, for example if the caster wielded a weapon that causes necrosis on hit the cloned version does not but carries the same weight, sharpness etc.
  • The process of this spell requires the Caster to stay absolutely 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.
  • The Fey Clones have one collective inventory/ammunition that is the exact same as the caster’s before their death. They may access this inventory between themselves.
  • [ Bloody Party ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: The last of a Fae Mage’s Forbidden spells. Through concentration and sprinkling everything around them with Wonderland Essence, a Trickster can turn everything within range into a living object. These objects have faces, can speak and depending on what they are, fight.   Mechanics:
  • This Forbidden Spell requires nine emotes that are spent where a Trickster swirls essence around their body and sent into inanimate objects around them. At the tenth emote, the gathered Essence erupts and every object becomes a Living Object. At the start of each turn everyone in range must roll a d20 dice, considered to be injured by some kind of object if they do not roll a 6 or higher. One strike will leave someone with a minor wound. A second will leave them severely wounded. A third will kill. This lasts for 5 emotes.
  • Inanimate objects may move to attack, taunt or sing. These things are emoted by the Caster.
  • The objects affected are everything animate, from worn armor to plates to food to the very ground. Thus, there are any number of ways for someone to get injured by this spell meaning the caster must appropriately emote and work with what's available.
  • Redlines :
  • After having cast the Bloody Party 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, being struck if they roll a 1-5. This lasts five emotes.
  • If struck once, the target is minorly wounded. If struck twice, the target is severely wounded. If struck thrice, the target is killed.
  • The upper bound of what a 'landscape' could be considered is somewhere around 50x50 blocks.
  • The process of this spell requires the Caster to stay absolutely 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.
  •   -=-

    Summary

    Fae Magic exists as an attempt to give forth a whimsical magic that allows for tricksters and jesters. The culture of Fae Magi lies within their ability to bring objects to life and avoid fighting themselves in favor of fleeing. 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.
  • A Trickster may learn Fey Speak. This technique must be taught and involves quickly transforming their throat. It cost 0 Tear to speak the magical language once learned.
  • Any spells that greatly affect the landscape, such as every single Forbidden Spell, require RO Consent if used on a region title.
  • A Fae Magi must properly abide by the physical limitations that come from wearing armour respectably.
  • By attaining Fae Magic, you are no longer able to gain any other magics or the Fae Feat. 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.
  • This Magic IS SELF-TEACHABLE, following self-teach rules.
  • Artwork by Jessica Prando
    Type: Magic
    Rarity: Rare
    Danger Level: Medium
    Related System
    Primordial Dream

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