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[ Arcane Gestalts ]

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Sometimes a certain effect can only be acquired through collaboration with other Mages.
This may come in the form of Mages from the same or different Specializations that perform an Arcane together to form a Gestalt.
Gestalts might provide an answer where there was none before.

Gestalts are when two Mages of certain Specializations come together to combine their talents into a unique Magical effect.
This could be a mage that specializes in Runes and a mage that specializes in Volatile Magic to make an explosive glyph.
Howver, it could also be two Mages of the same Specialization working together for a bigger effect than would be possible on their own.


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Gestalts are generally not repeatable like custom spells are. Rather, they are intended to be a solution to a current or ongoing problem that requires both preparation and a team of mages to be performed. This does not mean there are no forms of Gestalt that can be performed several times, but they should not become equivalent to a custom spell. They are temporary more often than not, but might be permanent in some cases (like Arcane Revival) on a case by case basis.

As such, Gestalts are not cast with conventional Spell Points. Instead, they have a total Echelon requirement. For example, a Gestalt taking 8 Echelons could be cast by two Echelon 4 mages, four Echelon 2 mages or any such combination. Some Gestalts might have an additional minimum Echelon requirement, meaning that no mages below that Echelon can contribute. Like with bargaining, performing a Gestalt requires a Discord or Forums Ticket.
It has to contain the following information:
}{ Who is participating and what are their Specializations?
}{ What effect they are trying to achieve, and why should this Gestalt work?
}{ How would the Gestalt work, if approved?
 
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Name: Runic Illusion
Branch: Thaumaturgy/Illusion
Designed by: Athryl & Kethron
Description: Using the power of Change of Scenery and Runic Inscriptions from Thaumaturgy, the Mages are able to carve a rune into a surface. Within the rune a permanent, unchangeable Illusion is placed that will change the Sanctum of Knowledge into an ordinary cave when triggered. Only when the Rune is triggered it will release the Illusion for those around to see, once a day and in accordance with the rules of the spell 'Change of Scenery' (duration of 1h). The effect of this illusion can be repelled through a successful Mind + Resilience versus the Cogimens' Casting Attribute.

Name: Commune of Kinship
Branch: Ancestry/Blood/Summoning
Designed by: Halvar, Lilith, Maebh
Description: By forming an Animancy circle of old from silver and placing the possessed axe between the mages and a mirror, the combination of Ancestry, Blood and Summoning magic will form a conduit to permit the demon temporary access to the mirror. The demon will be able to communicate through the mirror an extended period of time (duration of the DMed encounter). The demon can decide whether to respond to each question or not, and it is not compelled to be truthful.

Name: Invite Only
Branch: Volatile/Stable/Thaumaturgy
Designed by: Asero, Kaelin, & Kethron
Description: The trio of mages combine their favored branches of the arcane in order to create a large (5x5) runic inscription at the centre of a single region. The mages must all bind their consciousnesses to it, and the burden of this mandates only a single allowance of such an inscription in the world. This rune cannot be recreated. After the construction and invocation of the runes power, an invisible ward forms around the region. The composition of the ward is of all types of magic and will display as such if magically investigated. Once per OOC month, one of the three mages (participants to the gestalt must agree on which entryway) may mark a singular doorway, archway or gate with an additional rune, which must be clearly visible. Thereafter, anyone except the casters are unable to gain entry unless specifically invited to; invites may be rescinded at any time, making re-entry (but not exiting) impossible once again. A person must be marked for entry while within the bounds of the affected region, and this takes a minute of meditation by any of the three participants to take effect. If someone tries to enter the marked entryway uninvited, they are met with kinetic resistance akin to a solid wall. Prolonged exposure to this ward is akin to exposure to an open fire; after a minute, flames will begin to appear on the unwanted visitor. The ward only works on mortal entities.

Name: Untethered
Branch: Stable, Matter
Designed by: Adda and Keone
Description: By combining Stable Eviscism and Matter Formistry, Adda Horym and Keone of the Makani seek to combine the two branches into something entirely new. The result of this combination of magic is the creation of a localized gravitational anomaly inside Keone’s office at Evenfall. The exact dimensions of this anomaly are 10m x 10m x 10m. Within, any object that weighs up to 5kg floats freely, untouched by Altera’s gravity. This field has no effect on anything that weighs more than that. The strength of the average person is capable of overriding the gravity well, able to freely pull items out of its confines.

Name: A Warm Welcome
Branch: Volatile, Stable
Designed by: Frost, Asero, Kaelin, Kethron, Arvyth, Adda, Artesia
Description: The mages gather to inscribe a rune within Frost's tower in Frostlight, igniting it with a combination of volatile and stable energy. From the point of conception, an invisible ward forms over the village, granting certain boons to make life in the frigid north more comfortable: mundane fires no longer spread out of control, light, reflected or directly from the sun, never seems harsh to the eyesight, and all within the village grounds find their temperature regulated, keeping them comfortably warm wherever they may be. Additionally, the field of energy protects the village from natural environmental extremes such as blizzards and harsh snowstorms. Fires created from magical or divine sources will not spread unless these are being actively controlled by a mage or blessed.

Name: The Matron's Sacrifice
Branch: Life
Designed by: Kam, Jstar
Description: The act of a mother's kindness and unconditional love is one of the most powerful forms of magic the world has ever known. It has been known to move mountains and now it has shaped the entire future of a people.

Through her own selfless sacrifice, Kam has foregone her own ability to birth further children. This act of selfless love has created a permanent cure to the condition known as Stone Womb. A pool within Bol'tn'thar has been purified with her blood and as a result, any Earthspawn who bathe in this pool will find the condition of Stone Womb permanently removed from their body, allowing them to birth children freely. The surface of the pool is unnaturally still, nothing seemingly able to disturb its surface. The only time ripples appear in the water is when a woman afflicted by Stone Womb is near the water. To utilise this pool, a woman must rest within the pool for ten consecutive minutes. During this time, the woman will slip into a dreamlike state, wherein they will experience visions of their ancestors, with the specific flavour of these up to the player. There will, however, always be a spirit version of Kam present in these visions. Vague images of what is transpiring can be seen upon the surface of the water by any bystanders, and the emotions of the participant can be tangibly felt by those nearby while the process is underway. There is no risk of drowning associated with this pool.

A byproduct of using this pool is that it will alter the lineage of any Earthspawn born from the cleansed Earthspawn. These Earthspawn will share 45% of their genetic lineage with each of their parents, but the remaining 10% will be traceable directly to Kam, known forevermore as the Mother of the Earthspawn. The offsprings relation to Kam causes no risk of genetic damage or adverse conditions associated with such.

Finally, children born from purified parents will feel especially comfortable around Kam in ordinary circumstances, feeling familiarity and warmth from her when they are in her presence.

Name: The Wellspring Tree
Branch: Life, Volatile, Stable, Occultism
Designed by: Alyssa, Quill, Jaden &Lysander
Description: A grand tree with dark bark and leaves of vibrant warm colors, tempered from burning, overlooks a hotspring of water that congregates around it within various pools. The leaves absorb sunlight and glow warmly at night and the tree and roots are warm to the touch. The large roots of the tree filter contaminations left in the water to keep it pure and dispenses a green minted warmth in return. Steam filters from the water. Those who soak within the waters for more than 10 minutes, will feel any wounds begin to become sterilized with a light sting. Their bruises, fresh scars, mending bones, tended to injuries and burn marks will begin to heal up over the course of their time within the pool, shortening their healing process by half at least through one experience. Those who have stayed within the pool will feel their spirits, aches and pains lifted, feeling rejuvenated. They also appear more youthful, serene and warm to the touch for the next full day.

The effects of the water lose their magical properties if removed from the pool, and cannot be transported for later use elsewhere.

Occasionally, the gentle tree leaves will float around and drift slowly, appearing as floating orbs of warm light that illuminate the area. The tree itself will never burn.

Name: The Forge's Catalyst
Branch: Animancy
Designed By: Halvar
Description: Halvar has wished to forge with anima for as long as he remembers and the first step taken is to capture beings of anima. The mages have traveled across the lands and bound elementals of each type to vessels catering to their temperaments. Fire is a steel box inlayed with a ruby. Water is a swirling glass container. Earth is a large gourd filled with sand and inlayed with an emerald. Air is a silver loop inlayed with citrine. Ice is an eizholz rod inlayed with pearl. Lightning is a rod of depth-touched steel inlayed with diamond. Once bound to their respective objects, the animancers gather at the forge of the Varyn and imbue the area with their respective strengths. As long as the vessels of the elementals lay intact, Halvar holds each aspect of the forge at his fingertips. The forge is everlasting, always alight and bellows pumping, ore is processed simply with a wave of the mages hand, handheld tools seemingly move to the mage by will alone, the temperature is always held at a comfortable degree and elements of copper wire burn brightly to provide light when willed. Each aspect of this forge is useless without the mage within its bounds and cannot be willed by any other.

Name: Crimson Woods
Branch: Life, Occultism, Volatile
Designed by: Melarue, Myrddin, Graash, Carmine, Artesia, Bernard
Description: A swath of deep woods, expanding out into the barren lands of the desert from around the desert fortress in the far south. This area of life is strange and unusual, a mixture of those floras natural to the Hellscape merging with those natural to the nearby plains.The trees create a canopy to shelter from the sun, but are exceptionally resilient to extreme temperatures found in deserts and in fact help to mitigate the more extremes by lowering heat in the day (by absorbing it) and providing warmth at the night (by exuding it). The lands under the larger trees are lush, and dense crimson roots and undergrowth makes for a safer place for Crimsonwort to flourish, considerably healthy. Flames within this area can take on a teal colouration, matching the clumps of glowing Shroomlight lichen seen here and there.

Should these woods become threatened or approached by those with active hostile intent towards the forest itself, they appear darker and more intimidating to them, growing thorns and becoming hard to navigate with trip hazards and unbearable heat. The flames will not activate if the threat wears darkthread.
 
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