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Fan-Fic Formistry Lore

Immerael

The Shadow Admín
Retired Staff
I got bored and wrote a thing. I would like to make something clear from the very beginning-
THIS IS BY NO MEANS CANNON REAL LORE TEAM APPROVED. It is just what I would do if I wrote it and I figured what the heck. Also would like to point out it is unfinished on the spell list as I wrote it merely as an example and only went as far as I did cause Lady Alec is all about plant magic. Also neither is the magic lore even attempted to be balanced with what we have as I don't know what our current magic lore is. (Yes I know I have a magic character but I don't have access to our lore only what Rygan gives me)

Formisty: Magic of The Body
Active magic of the body and manipulation of physical life energies.

Much the spellwork is hands on and requires constant touch to work. Reliant upon manipulating energies already present in a body and directing their flow.

Shrines and Tethering

To recover their spell points a Formist must spend time in a self constructed nature shrine or tethering. Generally Shrines are places of excessive natural growth and wells of life. An oasis in a desert or mouth of a stream in a forest. When away from areas a Formist may tether themselves to another being, be it sentient or not. They may drain energy directly from the target to replenish their mana pools.


Sub Disciplines


Plant Manipulation
The subject slowly directs the flows of plants to grow in the manner desired. Long term manipulation is capable of turning wasteland into lush gardens, deserts into jungles and subtly change the nature of a plant. This discipline has very few spells with immediate effect, instead favoring persistence. These spells require a certain number of spell points per day until the desired effect is achieved but should conditions allow can be maintained.


Mending
Generally this is used in the healing of the body from wounds, injuries or illness. Depending on the nature of the illness healing could take one session or many over a series of weeks. Here the body is restored requiring physical contact with the target. Bodily systems can also be shut down in a similar manner, this requires less time but greater Forma used to achieve the desired effect.


Enhancement
Long and short term physical manipulation. Increasing muscle mass, density, reflexes, lung capacity and other such things. The longer or stronger the effects are intended to last the greater the strain upon the caster's spell pool. At lower level the spell work is similar in effect to alchemy, but as the mage grows in power they can cast large spells to buff entire crowds.


Tethering
A formist can take a great interest in the manipulation of their tethers. Semi-ranged and most difficult of the branches, it is also a formist’s best line of defense against enemies. In peaceful use it can be used to enhance healing or to restore a formist’s spell pool. Against enemies it can be used to drain them after a tether is achieved against the enemy. A tether requires physical touch to be established but then can work at a short range.




Knacks

Plant Manipulation


Sparked- Inability to harm plant life and nagging sensation to tend plants. Need/want to be around plant life. (Power of compulsion controlled by roll)
Apprentice- A need to tend to plants and nagging sensation when plants are harmed. A dull sense of illnesses or parasites affecting plants. Need/want to be around plant life. (Strength determined by roll)
Journeyman- A nagging sensation when plants have been left to wither. Acute sense of illnesses or parasites affecting them. Plants grow healthier, and larger with extended exposure to a mage. Desire to be around around plants.
Adept- No negative effects from plant decay. Plants grow faster and fuller in mage’s presence. Resistance to plant based toxins.
Master- Plantlife overgrows in mage’s presence in a wide area. Immunity to plant based toxins.
Magus- Long dead plant life will slowly return to life in mages presence, in addition to all Master Level perks.


Mending

Sparked- Overly aware of wounds in their presence, shares pain with wounded with power determined by roll. Need to assist wounded or those in pain.
Apprentice- Shares pain with wounded in presence with power determined by roll. Acute internal nagging to assist those in pain.
Journeyman- A nagging to assist those in pain or injured. Small blemishes and injuries heal quicker on the mage.
Adept- No negative backlash from ignoring those in pain. Injuries of all kinds heal quicker, scales (Big wounds not so noticeable a scrape wound heal significantly faster than a non Formist). Resistance to diseases.
Master- Injuries sustained all heal as if under the effects of a regeneration potion. Immunity to all but the most visceral diseases.
Magus- All the above, body will continue to heal itself even in absence of the soul or from great trauma. (Does not make Magus immortal, you cut their head open their soul will leave the body but the body will attempt to stitch itself back together. When complete the body is inert, soulless vessel in this example.)


Enhancement

Sparked- Anything that affects bodily chemistry has its effects heightened or negated. Large doses of sugar are extremely discouraged, you stay hungry. (i.e. coffee making you super psyched or a sip of alcohol making you tipsy)
Apprentice- Excessive hunger with strength determined by roll. Food effects on body chemistry is slightly lower.
Journeyman- Slightly increased hunger. Food effects on body chemistry lower, has slightly increased resistance to negative effects of potions.
Adept- Hunger is controlled by spell usage. Body chemistry naturally balances itself, moderate resistance to negative effects of potions.
Master- Body chemistry and hunger can be consciously controlled by mage. Immune to negative effects of potion overuse.
Magus- The above with added bonus of when casting enhancement spells on another they also gain the effects of the spell if they choose so.


Tethering

Sparked- Either need to be around someone or something that could act as a tether (Strength of compulsion decided by roll)
Apprentice- Need to frequently return to their tether source or replenishment site. Roll 1d20 that's how often they must return during the day or become increasingly agitated.
Journeyman- Wish to stay in close proximity to replenishment or be tethered to someone/something. Occasionally emotions will cross the tether in both directions.
Adept- Can travel freely, though most comfortable near their tether/replenishment site. When tethered with living animals on an order higher than plant, emotions will cross the the tether in both ways. Sensations as well.
Master- Able to communicate with tether’d partner and convey feelings, emotions or words at will depending on the partner.
Magus- Ability to maintain two tethers at once at a distance or several if in physical contact. The less they are the clearer they come across, more minds the more cluttered.


Non Specialized Knack

Sparked- Desire to meticulously maintain a singular site in nature. Usually a small pond, a clearing in a forest, an oasis in a desert, etc. Cannot rest until a suitable site is found and prepped.
Apprentice- Site maintenance is a priority determined by roll. Mage is restless when outside the sites boundaries.
Journeyman- Site maintenance can be overcome, so long as site is not actively being polluted. Mage finds casting within the boundaries of the site easier. (+1 to all casting)
Adept- Mage is able to create multiple sites and travel across the world. Travel between sites does not bother the mage. Senses when site is desecrated. (+2 to casting within the shrines)
Master- Mage is able to create any number of sites, though usually restricts himself as they have need to maintain them at least once a year. Strong sense of when site is disturbed. (+2 within shrine boundaries)
Magus- All the above effects as well as ability to manipulate sites from a distance so long as the mage is within the confines of another one of their shrines. (+3 so long as within shrine boundaries, range casting does not gain bonuses)



Process of Sparking Through Magus

A magus will take a prospective mage to one of their active shrines. There the magus will place them in the center of the shrine and have the prospect lay flat and calm themselves. Once the prospect is at peace the mage will begin casting spells from the various schools.

This has a dual purpose; the first is to slowly acclimate the body to activate manipulation of its Forma. The second is to determine the potential’s personal resonance. Each mage will resonant either with one of the schools of magic being cast or after all four schools are cast from will resonate with the Shrine itself.

Those who do not resonate with either any of the spells or the Shrine are unfit for manipulating Forma. Perhaps they’re body is already changed to manipulate another source of mana that makes Forma incompatible, or something is inherently wrong with the prospect. Regardless, without resonance the attempt to spark will fail.

The actual sparking of the body to be able to manipulate its Forma, is the easiest on the body of prospect of all the schools. However it also takes the longest. The teacher must carefully through a series of enhancement spells, permanently alter the subject’s body to be able to manipulate forma while also managing the strain on the subjects body. Repairing any damage they cause as they go.

The ritual takes almost ten to twelve hours and leaves the teacher exhausted regardless of knack or fitness. The prospect will slip into a short coma as the body adjusts to its new state usually awakening within 2-3 days. The prospect, if successful, now wakes sparked and under the effects of their respective knack. If the process failed the prospect awakens much as they were. The process is so draining it is too dangerous to attempt again for at least 3 OOC Months.

[The OOC time frame is for those who for whatever reason have OOC issues preventing them from being allowed access to magic. Within 3 months of time it gives the person enough time to correct all but the most egregious of errors. Should the prospect fail but at the magus’s discretion and no staff raise a concern, the prospect may RP as if under a mild form of a spark compulsion at the lowest rank for a time.]


Shrine Creation and Advancement throughout the Ranks

Every single Formist requires at least one shrine, a place of unspoiled nature which a formist is tied to. They must maintain and protect the shrine in return for the blessings the shrine gives them. To advance past the apprentice stage a formist must create their own shrine. It is expected that their teacher will guide them through its selection, care and creation. During their time as an apprentice the mage is actually borrowing the power from their teachers shrine to replenish their mana and without daily visits will suffer inability to regenerate mana past half their maximum pool.

A formist without a Shrine, will be unable to regenerate their forma beyond what their body is capable of producing on their own. Should a mage lose their shrine and have no others, magical feedback will rebound to them alerting them their shrine has been destroyed and will regress approximately one level of magic, along with having their mana pools halved. This means a magus without a shrine would function as a master but with a smaller mana pool, a master a adept and so on and so forth.

Additionally a poorly maintained shrine will weaken and eventually cease to function. For this reason refuse, waste and storm damage will need to be repaired frequently. Certain acts count as desecration which will instantly destroy a shrine and its functionality. Destruction of the center of the shrine be it a tree, a pond or something else. Also the murder or dumping of dead things in the shrine will desecrate it.

Since Forma is the mana of life all living things are sensitive to it in an instinctual way. There is a compulsion among all life to not disturb shrines. This compulsion lessens the more advanced the life is, becoming nearly imperceptible by intelligent life. (It affects bodily instinct level not a willful mind)

Grimoire

Plant Manipulation

Apprentice Rank

Accelerated Growth- Applicable on all plants effects vary in power based on plant size. Plants will progress about two weeks worth of growth instantly. Cost 5 Spell Points
Plant Splicing- Applicable on all plants, effects vary on how naturally compatible two plants are. If splicing could be accomplished by non magical means the effect is less draining on the mage, if it requires forma manipulation to happen then strain upon the mage is increased. Costs 5-10 Spell Points.
Controlled Growth- Applicable on all plants. The mage must remain in close proximity while the spell is in effect. The mage manipulate the plant to grow in any manner they wish. Plants grow at about double the speed of normal under this spell but can be combined with all active spells. Passively Costs 5 Spell Points each day OOC.

Journeyman Rank

Shrine Creation- This spell will, if the spot is suitable, weave the formist’s forma into the area designating it a shrine of theirs. The spell must be cast three times for the spell to truly take hold. The first spell weaves the Formists own forma into the surrounding area and makes it more receptive to formists spells. The second will make the formist more receptive to the area’s natural forma. The third ties the two together in a symbiotic relationship. Spell Cost 10. Spell DC decreases by 2 each time it is successfully cast in the same location. Has no effect if the area is already a shrine.
Root Entanglement- This active spell can actively command the roots of a plant they are in contact with to grow in whatever manner they wish. While the roots can erupt out of the ground to entangle foes, it is not quite strong enough to cause lasting damage and cannot pull people below the earth. Spell Cost 10.
Revive- Long dead plants can be returned to a state of life so long as their body is still mostly intact. Spell Cost 10.
Bloom- Causes all plants in an area (30 ft from Formist who must be in contact with a plant in the system) to bloom so long as they are connected via their root systems. Plants that flower bloom, mushrooms will release spores, etc. Spell Cost 10.
Adapt Defense- Causes a plant to develop a defensive mechanism controlled by the Formists will. These include at the present time the development of thorns, strengthening of the plant fibers, poisonous secretions and harmful spores. A formist is not immune to these secretions or spores unless they have the appropriate knack and level. For these traps to be RP valid they must be acted in RP, the various traps must be recorded somewhere accessible to the magus, mage and staff with time, place, roll and purpose of the traps. Spell Cost 10, each plant can only develop a single defense.


Adept Level

Entanglement- Similar in function to Root Entanglement Spell but greater in power. This spell will cause roots to obey the Formist command and erupt with great speed and force. This can knock foes off their feet and then entangle foes, making them immobile before returning to an inert state. Injury is possible but unlikely to be serious unless the spell is cast multiple times or subject is compromised.
Germinate- A formist takes a seed into their hands and infuses a massive amount of Forma into it. Then releases it (throw it, drop it, etc) and it will quickly advance to a fruit bearing stage of life the moment it comes into contact with the ground. The whole process takes five to ten seconds depending on how much the plant needs to grow and it will grow regardless of its surroundings.
Example- A formist could use it to have a tree quickly block an entrance to a cave. Or have a bush entangle foes, etc.
Bracting- The plant becomes modified to grow more resilient, protective bark. In plants with no normal bark the stalks of the plant will grow rigid and thicker as a layer of bark carefully covers them. In trees the bark becomes thicker and approaches the strength of low quality iron.
Dormancy- A formist can cause a plant to enter a state of magical dormancy for a set amount of time. Causing its roots to retreat and leaves to wilt away. It will appear as if the formist has just killed the plant, but the plant will instead store energy preparing for new growth.
Combination with Germinate- A plant that has been subject to the spell Dormancy can be triggered via the spell Germinate, despite not being a seed. The effectiveness of the spell is dependent upon how long the plant has been dormant.


Magus Spell
Botanical Gardens- The spell starts small with a Magus taking a single seed and holding it tightly in their grips. The seed is then infused with their forma in such a way that causes their root system to grow only. It will go into the ground in spread in all directions, away from the Magus. Each seed, plant or even dead husk of a plant encountered by the root system becomes entangled in the spel,l and starts to extend its own root system, fusing into one plant.
The spell will extend for approximately an acre all around the Magus. The plants will then shoot upward with their root system entangling anything the Magus wills them to, before dragging them into the dirt and using them as living fertilizer to continue to fuel their growth. Once the targets are drug under the plants affected germinate properly and grow to full adulthood in their respective areas.
The more plants (alive or dead) already in the area before casting the more effective this spell is. The spell is just as effective in an area hit by a forest fire (assuming anything is left of the plant) as it is in a full forest.
Spell Cost- 300 Mana
 

Naelwyn

Non sum qualis eram
Honest constructive criticism - I would call this 'Fan Formistry Mechanics' instead of 'Formistry Lore' because there isn't much 'why' in this post, just a good chunk of 'how'.
 

Immerael

The Shadow Admín
Retired Staff
Honest constructive criticism - I would call this 'Fan Formistry Mechanics' instead of 'Formistry Lore' because there isn't much 'why' in this post, just a good chunk of 'how'.
Agreed but I based it off what I know, which is what has been publicly posted from the other disciplines public releases. Attempting to explain why, until I know the 'why' the general system is working on would have made my proposal even more laughable and off base. So I chose the easy route.
 
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