Medieval & Fantasy Minecraft Roleplaying

Greetings Explorer, Navigate into the Lobby!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Be sure to "Get Whitelisted" to join the community on server!

[ Arcane Changelog ]

HollowWorld

HollowWorld's Announcer
Lore Staff
Server Outreach
Staff
Changelog

-31/12/2021 - The Arcane section has also received its long awaited rework.
The system will go live in approximately two weeks, to give time for the grandfathering of mages and spells before then.

-2022/01/17 - Reminder to the mages not yet partaking in the Grandfathering that The Arcane Rework will soon go live. You can join the Arcane Convention through selecting Arcane in the HollowWorld server's react-for-roles channel, and then the unlocked Arcane-Convention channel.
 
Last edited by a moderator:

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/01/25 - It was a feature that there was no Sparking Sickness, I promise. I did not forget. But I recently reconsidered, and Sparking Sickness has been added to the main The Arcane thread. The different types of unique heartstones that currently exist have been added to the Arcane Schools thread.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/03/01 - After several requests for it and then a discussion within the team, the decision has been made to remove Echelon 2 from those able to Spark others.
As such, a mage now needs to be Echelon 3 to Spark another. Sorry to those who intended to do a Sparking soon, but it feels like the better echelon to put it at.

A further clarification was made after recent queries about the topic; someone can Spark another within their own school. A Matter Formist can Spark a Life Formist just like an Occultism Animancer can Spark a Spiritualism Animancer. But an Occultism Animancer cannot Spark someone into Stable Eviscism.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/03/22 - After feedback, Send Tidings was adjusted to require immediate responses more akin to a conversation. Its word count is adjusted down to 25 words per message, but the spell now includes a total of four messages per cast (two by the caster, and two responses from the target).
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/03/27 - A header for a mage's Sanctum's location was added to the Arcane profile template. The order of the last few headers were shifted around to be more sensical, but the order is not enforced as the content is what matters.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/04/03 - A large amount of updates for the main Arcane thread, based on discoveries or feedback:
  • Faustian Bargains now includes which entity yields which school.
  • Alternate Progression Goals were adjusted, and some were added.
  • Specializations were given a little further clarification.
  • The Arcanic Reconstitution mechanic has been added.
  • Sanctums have been further clarified.
  • Grimoires have been further clarified.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/04/19 - A cooldown of two weeks and a requirement of the character being two months old have been added to the 'Sparking Mechanics' section.
The cooldown is applied to ensure that folks that participate in the system have been with HW for at least a little while before diving into the system.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/04/22 - An adjustment to the Progression Mechanics section of the main The Arcane page.
Echelons 4 and 5 lost their casting requirement, and the amount of spells needed to be cast does not increase after Echelon 3.
Hopefully this gives less of a sense that spam-casting is required, as well as relaxing the time requirement a little near the end for those who meet the other requirements.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/05/05 - Mage profiles that have yet to grandfather have been archived for the time being. Folks that still wish to grandfather their mages over, please make an Arcane/Magic ticket in the Discord or join the Arcane Convention for it. For those who have yet to update their profiles for the new system; please do so!
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/06/17 - Several Illusion spells from the base grimoire have been altered. See the old and new versions below.
Name: Misdirect
Level: 1
Branch: Illusion
Range: Touch
Duration: Concentration
Effect: The mage conceals an object’s true appearance with an illusory mask. It retains the approximate shape of the original object, but the appearance of its surface can be changed to the caster’s whim. It can affect multiple objects at once, such as a hand of cards, and persists as long as the caster maintains concentration. The original targets must all fit within a cubic meter at the time of casting.

Name: Illusory Construct
Level: 2
Branch: Illusion
Range: 30 meters
Duration: Concentration
Effect: The mage creates any visual and auditory (no louder than a scream) illusion no larger than five cubic meters at any point within 30 meters. The illusion turns ethereal and glows when touched by anyone but the caster, and ends if the caster leaves the range. The illusion can be changed at any point during concentration.

Name: Phantasmal Foe
Level: 3
Branch: Illusion
Range: 100 meters
Duration: Concentration, up to 1 hour
Effect: The caster summons an illusory ally to aid them in combat. How this illusion is armed is at the caster’s discretion, but it exclusively makes attacks against a single target at a time. Any injuries it manages to inflict are purely mental, and inflict comparable pain to the same physical injury for an hour before it fades. Controlling the phantasm takes some measure of concentration, and any actions made by the caster that are simultaneous to the phantasm’s are done with a step of disadvantage. The phantasm uses the caster’s casting attribute and skills for its rolls.

Name: Mirrored Duplicate
Level: 3
Branch: Illusion
Range: 5 meters
Duration: Concentration, up to 1 hour
Effect: The spell makes 4 duplicates of the same person around one individual; they move no farther than five meters from the recipient of the spell. The mage may cause the duplicates to be of another person, or the mage. While the duplicated person moves, the duplicates dance around them in a flowing, confusing way that makes it hard to tell which is the actual person and which is the illusion. Magical attempts at detecting the individual make it appear as if the target and all the duplicates are the same person. Physical attacks against one of the duplicates permanently dispels that duplicate.

Name: Domain
Level: 4
Branch: Illusion
Range: 30 meters
Duration: Concentration
Effect: The mage obtains complete control over the entirety of their range with illusions of their choice and may change them at will. Sounds may be no louder than a scream. If any illusion is touched, the illusion will become ethereal for this individual.

Name: Change of Scenery
Level: 3
Branch: Illusion
Range: 50 meters
Duration: Concentration up to an hour
Effect: The mage causes the area surrounding them to look, sound, and smell different. This may be used to modify pre-existing objects or buildings, but can not make buildings (dis)appear. You could make a section of caves appear to be full of Glimmersteel or smell of sulfuric gas, or a ruined temple to look pristine and new once more with minor new decorations. If none of these decorations are physically present, they may be touched but will be revealed to be an illusion should they be pressed upon.

Name: Soothe
Level: 1
Branch: Illusion
Range: Self
Duration: Concentration
Effect: The Mage causes their voice to be perceived more akin to that of a close friend or relative. While it is to those who suspect them of magic an obvious enchantment, and to those who aren’t it is still quite strange, it might still give one pause.

Name: Manipulates Harmony
Level: 4
Branch: Illusion
Range: 30 meters
Duration: 1 hour
Effect: The mage causes those affected by the spell to perceive whatever sound they find most perfect, and hear it from the point of origin that the mage indicates. This may be in the form of speech, a specific individual speaking, multiple individuals speaking or anything that the recipient of the spell is capable of perceiving. Alternatively, the mage can cause the recipients of the spell to hear the most unpleasant sound that they could possibly contemplate. The caster may dismiss this spell at any time before its duration elapses.

Name: Unseen
Level: 4
Branch: Illusion
Range: Whisper (5b)
Duration: Concentration
Effect: The mage or a target within touch range are rendered invisible along with all their current belongings, but they can still be heard. They gain a step of advantage on stealth checks. If they are touched or prepare/intend to attack anyone or anything, the spell ends.

Name: Disguise
Level: 1
Branch: Illusion
Range: Self
Duration: Concentration.
Effect: The caster can make themselves look different in many ways, enabling them to change the way others perceive their physical features, clothing, weapons and all possessions on the caster for the duration. They must keep their body type with the same amount of limbs and may only appear up to 1 foot taller or shorter.
Name: Substitute
Level: 1
Branch: Illusion
Range: Touch
Duration: Concentration
Effect: The mage conceals an object's true appearance, scent, taste and feel with an illusory mask. It retains the approximate shape of the original object, but the appearance of its surface can be changed to the caster’s whim. It can affect multiple objects at once, such as a hand of cards, and persists as long as the caster maintains concentration. The original targets must all fit within a cubic meter at the time of casting.

Name: Illusory Construct
Level: 2
Branch: Illusion
Range: 30 meters
Duration: Concentration
Effect: The mage creates any visual and/or auditory (no louder than a scream) illusion less than five cubic meters in size at any point within 30 meters. The visual illusion turns ethereal and glows when touched by anyone but the caster. It can be changed for as long as concentration is maintained, but any movement beyond walking speed causes it to stutter in its motion. The illusion ends if the caster leaves the range.

Name: Mirrored Duplicate
Level: 3
Branch: Illusion
Range: 5 meters
Duration: Concentration, up to 1 hour
Effect: The spell makes 4 duplicates of the same person around one individual over the course of two rounds. They can move no farther than five meters from either the caster or another duplicate within line of sight of the caster. The mage may cause the duplicates to be of another person, or the mage. While the duplicated person moves, the duplicates dance around them in a flowing, confusing way that makes it hard to tell which is the actual person and which is the illusion. Magical attempts at detecting the individual make it appear as if the target and all the duplicates are the same person. Physical attacks against one of the duplicates permanently dispels that duplicate.

Name: Phantasmal Foe
Level: 3
Branch: Illusion
Range: 100 meters
Duration: Concentration, up to 10 minutes
Effect: The caster summons an illusory ally to aid them in combat. This illusion can be armed with a melee weapon like a sword, mace or polearm made of refined steel. It can only attack one target at a time, moves at up to walking speed, has three successes to use for any of its actions and cannot take damage. Any injuries it manages to inflict are purely mental, inflicting comparable pain to the physical equivalent but fades after an hour. Controlling the phantasm takes deep concentration, requiring it to be used in stead of the caster's actions for any combat related actions (attacking, evading, etc.). If the Phantasmal Foe lands a blow that would normally be lethal, its opponent loses consciousness.

Name: Domain
Level: 4
Branch: Illusion
Range: 30 meters
Duration: Concentration
Effect: The mage obtains complete control over the entirety of their range with illusions of their choice and may change them at will. Sounds may be no louder than a scream. If any illusion is touched, the illusion will not disperse. They may roll Mind + Awareness or Soul + Determination against the caster's Casting Attribute to see through or resist the illusion. If failed, the user may not escape or see past the illusion.

Name: Change of Scenery
Level: 3
Branch: Illusion
Range: 50 meters
Duration: Concentration up to 1 hour
Effect: The mage causes the area surrounding them to look, sound, smell and even feel different. This may be used to modify pre-existing objects or buildings, but can not make buildings (dis)appear. You could make a section of caves appear to be full of Glimmersteel or smell of sulfuric gas, or a ruined temple to look pristine and new once more with minor new decorations. If someone touches the illusion, the Caster can cause the surface to provide a tactile sensation.

Name: Voice Alteration
Level: 1
Branch: Illusion
Range: Self
Duration: 2 Hours
Effect: The caster can change the pitch, tone and inflexion of their voice unerringly, allowing their voice to be perceived by others to their exacting specifications. While it is to those who suspect them of magic an obvious enchantment, those not expecting arcane alterations will likely find the facade convincing.

Name: Manipulates Harmony
Level: 4
Branch: Illusion
Range: 30 meters
Duration: 1 hour
Effect: The mage causes those affected by the spell to experience whatever sensory experience they find most perfect, and experience it from the point of origin that the mage indicates. This may be in the form of any of the five senses, or anything that the recipient of the spell is capable of perceiving. Alternatively, the mage can cause the recipients of the spell to experience the most unpleasant sensory experience that they could possibly contemplate. The caster may dismiss this spell at any time before its duration elapses.

Name: Unseen
Level: 4
Branch: Illusion
Range: Whisper (5b)
Duration: Ten Minutes
Effect: The mage or a target within touch range are rendered invisible along with all their current belongings, the sounds they make becoming muffled in a five metre radius, which gives them a step of advantage on any stealth checks they make for the duration. If they are touched, make a noise louder than a scream or prepare/intend to attack anyone or anything, the spell ends.

Name: Disguise
Level: 1
Branch: Illusion
Range: Self
Duration: 1 Hour
Effect: The caster can make themselves look different in many ways, enabling them to change the way others perceive their physical features, clothing, weapons and all possessions on the caster for the duration. They must keep their body type with the same amount of limbs and may only appear up to 1 foot taller or shorter. The appearance of the illusion is chosen at the time of casting, and cannot be altered unless recast.
 
Last edited:

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/06/19 - Blade Wreathe and Tempestuous Fury have been adjusted.
Name: Blade Wreathe
Level: 1
Branch: Volatile
Range: 10 meters.
Duration: Concentration.
Effect: The mage siphons a source of flames within range, as per Siphon Flame. The flames then coat the blade instead of being absorbed and while the flames heat the focus, there is no actual risk of damage to the focus itself.

Name: Tempestuous Fury
Level: 4
Branch: Stable
Range: 4x4 meters in front of the caster
Duration: Instantaneous
Effect: The caster emits a forceful burst from their hand. This directed kinetic force is capable of toppling targets in its range; those that fail a Fortitude, Evasion, or Might check against the caster’s AoE DC are knocked down. Those that succeed this check are pushed back without losing their footing. It will also push objects within range back if they are not extremely heavy. If timed correctly, it could be used to deflect incoming projectiles, including those from things such as ballista or other siege engines.
Name: Blade Wreathe
Level: 1
Branch: Volatile
Range: 10 meters.
Duration: 15 Minutes
Effect: The mage may target a hearth fire or smaller to siphon its energy onto their focus. Alternatively, they can siphon ambient thermal energy. Both options take one round. The focus is then wreathed in flames that heat it, with no risk of damaging the focus itself. Flames siphoned from an existing source may be directed to a single target within range, ending the spell and causing minor first degree burns if the target is hit. The target may roll Body + Evasion vs the Caster’s AOE DC to avoid this.

Name: Tempestuous Fury
Level: 4
Branch: Stable
Range: Seven meters radius
Duration: Instantaneous
Effect: The caster emits a forceful burst from their hand. This kinetic force is capable of toppling targets in its range; those that fail a Body + Evasion/Might check against the caster’s AoE DC are knocked down and are winded to the point of having to recover and get up for a round before their next attack. Those that succeed this check are pushed back without losing their footing. It will push objects within range back if they are not very heavy. If timed correctly, it could be used to deflect incoming projectiles, including those from things such as ballista or other siege engines.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/06/21 - A few changes today, and another few in the upcoming days.
  1. + Next time the mages of Altera wake from their slumber, their capacity for retaining Arcane spells has increased. Be they a fledgling, or an advanced practitioner +
    Adjustment to the maximum amount of spells known per echelon on the main Arcane thread.
    • Spells known per echelon (former): 2, 4, 8, 14, 20.
    • Spells known per echelon (new): 5, 10, 15, 20, 25.
      The amount of custom spells (max. 8 per character) and spell points (3/6/9/12/15) remain the same.
  2. Gestalts have been defined, and the first few Gestalts will be finalized in the coming days.
    Further examples for gestalts (including Arcane Revival) will follow shortly.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/06/22 - A few more adjustments
  1. Removed the '# of Spells Cast' requirement from the rank-up requirements.
  2. A limit of one custom spell per month for up to two characters of every individual player has been added.
  3. Added a requirement for every echelon that should promote unique spell usage and player enjoyment.
    'Provide a situation or use for the spells learnt this Echelon in which they led to a significant impact and/or a memorable moment.
    Do this for every spell learned since your latest rank-up.'
  4. Creating a Gestalt is now a unique Alternate Progression Goal.
  5. Liquid Limbs & Amalgamate were adjusted.
Name: Liquid Limbs
Level: 3
Branch: Matter
Range: 15 meters.
Duration: Concentration
Effect: The caster manipulates a liquid they are at least partially submerged in (e.g. to the knees) to create up to five tentacle-like limbs within one meter of themselves, over the course of a round. These limbs are strong enough to deliver blows as a well-toned person would; attacks made with these limbs are resolved with a Casting Attribute + Grappling roll. Only one target may be attacked in this way per turn of the spell. They can also be used to manipulate objects in a rudimentary manner. For the duration of the spell, the caster must remain partially submerged in the liquid they are manipulating.

Name: Amalgamate
Level: 2
Branch: Life
Range: 5 meters
Duration: Concentration
Effect: The caster draws in and fuses with living vegetation over the course of a round, forming tentacle or limb-like appendages that may be used to attack enemies or defend the caster within a radius of ten meters. Attacks made with these appendages are resolved with a Casting Attribute + Grappling roll. Only one target may be attacked in this way per turn of the spell. While in this state, the caster is unable to feel their limbs, and they are rooted to the spot until the spell has ended.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/07/08 - Update to the Arcane Schools thread, with each school now having their own post. Eviscism is the first to get their mechanic adjusted and expanded, with the others to follow.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/07/30 - Earthen Wall received a buff to size and duration to be more on par (yet different) with non-Matter alternatives, and the effect of Deprive was clarified to not affect the caster.
 

TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend
- 2022/08/04 - To bring Volatile in line with recent changes to Eviscism and Heartstones, the base selection of Volatile spells have had mentions of Foci removed, allowing them to be used without foci if the Eviscist so wishes. NOTE: Foci can still be used to cast both Base Stable and Volatile spells, they are just not required/necessary.
 

Jazzper

Hi [Unsuspecting Comment], I'm Jazzper
Legend
Blessed
Jasper151627237
Jasper151627237
Legend
-2022/08/17 - As many that are within the Arcane Convention already know, TagTeamChampion has taken up the position of Arcane Head under Lore. As such, he will be the primary contact person for the Arcane system.
 

TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend
- 2022/08/22 - Numerous spells from Telepathy have had adjustments as part of the wider Cogimency Rebalance; see the differences below
Name: Cogniporous
Level: 1
Branch: Telepathy
Range: 30 meters.
Duration: Concentration.
Effect: The mage is able to feel the surface thoughts and any immediate intentions for action of a single target. The target is aware of a sensation of being watched while the spell is in effect, and the caster must keep their eyes on the person they are casting on. This effect can be resisted with a successful Guile vs. Determination check.

Name: Throw Sense
Level: 1
Branch: Telepathy
Range: 30 meters.
Duration: Concentration.
Effect: The mage conjures one of the following: an eye, a ear, a tongue, a finger or a nose, this being a symbolic representation of their mens, and they may move it through the air at will. They are able to see through the eye, but their physical equivalent sense are disabled during this time. If something passes through the part, such as someone swatting it with a hand or the mage attempting to pass through solid barriers (including transparent barriers such as windows or clear water), the spell breaks and the mage is disabled in that part for one minute. The part moves slowly through the air, and cannot perform quick dodges or other maneuvers.

Name: Aphasia
Level: 2
Branch: Telepathy
Range: 15 meters.
Duration: Concentration, up to one hour.
Effect: The target of the spell can no longer speak any language for the duration. They can have intelligent thoughts, but they can no longer translate them into meaning. They are aware that their words come out as empty babble when they speak.

Name: Swap Sense
Level: 2
Branch: Telepathy
Range: Touch upon cast, then within 50 meters
Duration: Concentration
Effect: The mage swaps one of their senses with a willing target. This may be done with sight, hearing, smell, touch or taste, without changing the spell otherwise. In doing so, the caster of the spell perceives the target’s sense, and the target perceives theirs.

Name: Autoscopia
Level: 3
Branch: Telepathy
Range: 500 meters
Duration: Concentration
Effect: The mage picks a singular point anywhere within 500 meters to scry upon. A spectral silhouette of the caster appears at this point, and may explore an area within ten meters with the full awareness and senses of the caster. If the silhouette is attacked, the spell immediately breaks and the Mage feels the pain as if it were a genuine blow multiplied tenfold.

Name: Detect Lies
Level: 3
Branch: Telepathy
Range: 10 meters
Duration: Concentration up to 10 minutes
Effect: The Mage is able to discern the lies of a single target within ten meters. Lies and intended deception are detected, but accidental deception (through misunderstanding) are not. The target may resist this effect with a successful Guile vs. Determination check.

Cogniporous ~> Communal Consciousness

Name: Communal Consciousness
Level: 1
Branch: Telepathy
Range: Touch
Duration: Concentration up to thirty minutes
Effect: The mage, through direct contact with a willing target, can force both themselves and their target into a trancelike state for the duration prescribed. It takes five minutes to enter this state. While in this space, the mage and their partner can share thoughts and experiences freely, transmitting memories and sensations from one mind to another. The pair are also able to share dreams or nightmares in this state, whether real or imagined. It is at the discretion of solely the mage what dreams are experienced. It is at the discretion of both parties what, if anything, is shared (e.g. one party cannot be forced to reveal anything they do not wish to).

Throw Sense ~> Kinesthesia

Name: Kinesthesia
Level: 1
Branch: Telepathy
Range: 30 meters
Duration: Concentration
Effect: The mage conjures one of the following: an eye, a ear, a tongue, a finger or a nose, this being a symbolic representation of their mens, and they may move it through the air at will. They are able to use such as their own, but their physical equivalent sense is disabled during this time. If something passes through the part, such as someone swatting it with a hand or the mage attempting to pass it through a solid barrier (including transparent barriers such as windows or clear water), the spell breaks. The part moves slowly through the air, and cannot perform quick dodges or other manoeuvres. It is, however, difficult to perceive and requires a successful Awareness check against the mages casting attribute to find if it is well hidden (e.g., if the eye is in a shadowy corner the check is required).

Aphasia replaced by Warden's Watch

Name: Warden's Watch
Level: 2
Branch: Telepathy
Range: One singular room, no bigger than 25x25 metres
Duration: One day
Effect: Through a period of unimpeded meditation lasting for five minutes, the mage places a magical effect on a room anywhere within the realm they are actively in. The mage must have visited this room physically to do so. For a day thereafter, the mage is made aware if a creature with mens enters the warded space. By foregoing all other actions, the mage can once more enter their mediation to actively view the room they have warded, able to see what goes on in the room, from any angle they desire. The mage can only perceive this room visually in greyscale. The mage cannot hear through this spell. If they leave the realm in which the spell has been cast, the spell immediately ends.

Swap Sense ~> Augmentia Absolute

Name: Augmentia Absolute
Level: 2
Branch: Telepathy
Range: Up to twenty metres provided line of sight is maintained
Duration: Concentration, up to ten minutes
Effect: The mage swaps one of their senses with their target. This may be done with sight, hearing, smell, touch or taste. In doing so, the caster of the spell perceives the target’s sense, and the target perceives theirs. Pain also translates through this spell, but the pain felt will immediately revert to the proper body at the end of the spell. This spell can be resisted with a Casting Attribute + Guile vs Mind + Determination.

Name: Autoscopia
Level: 3
Branch: Telepathy
Range: 500 meters
Duration: 30 minutes
Effect: The mage picks a singular point anywhere within 500 meters to scry upon, but one they have visited or seen before. A spectral silhouette of the caster appears at this point, and may explore an area within ten meters with the full awareness and senses of the caster, as well as their ability to cast. They may cast a single Level One or Two spell through the silhouette. If the silhouette is attacked, the spell ends and any spells the Autoscopia silhouette had active are cancelled.

Detect Lies ~> Root of Calumniation

Name: Root of Calumniation
Level: 3
Branch: Telepathy
Range: 10 meters
Duration: Concentration up to 10 minutes
Effect: The mage, upon casting the spell, has a ten metre radius appear around them, though its radius is visible only to the mage. Any lies, through omission, silence, or genuine intent are immediately made clear to the mage, mentally. Those who lie within the radius also feel significant pain in their mind, akin to a debilitating migraine or a knife being plunged into their head. All within are constantly aware of the fact that to tell a lie would be detrimental to their wellbeing.

New

Name: Eye of Aberrance
Level: 4
Branch: Telepathy
Range: Five metres
Duration: Twelve hours / One round
Effect: The mage assaults mind of one singular target within range, a turn of preparation required before casting. For the duration prescribed, the target of this spell loses eirher their sense of smell, hearing, taste, touch (though they still feel pain) or their depth perception. The mage also gains the ability to twist the senses of their target at any point within the duration. This can include phantom pains or even whispering directly into the targets mind (one single message, though they can alter this message so the target perceives this as someone else, not necessarily the mage). They can only create three instances of this during the spells full duration and can only perform one of these per round of combat. The effect will immediately disperse after a round, or six seconds. For the turn the spell takes effect, the target is inflicted with disadvantage on Determination checks. This spell can be resisted with a Casting Attribute + Guile vs Mind + Determination. The mage requires line of sight on initial cast, but does not have to maintain it after the fact.

New

Name: Enlightened Existence
Level: 4
Branch: Telepathy
Range: 15 meters
Duration: Concentration, up to five minutes
Effect: For the duration prescribed, the mage extends their consciousness and expands it to encompass the spells range, a glow (colour of the mages choice) taking root in their eyes. The mage is made aware of all within this area and their precise location (regardless of whether or not they can see them), from the tiniest insect to the largest of beasts. They can ascertain the relative mental strength of all mens within this area (even through barricades or other obstacles). The caster will learn whether or not the targets have a superior, inferior or equal Mind stat to the caster, though this specific element can be resisted with a contested Casting Attribute + Guile vs Mind + Determination check. If the target is a DM'd entity, what information the mages learn is left to the discretion of the DM (e.g. "The Garulf has weak mens"). The mage also learns whether or not the targets are Blessed or Mage. With regards to Blessed individuals, the mage will learn whether or not their patron is Lawful, Neutral or Chaotic in alignment, though not the specific patron.

Those Cogimens affected by these changes should reach out in the Arcane Convention Discord Server, or open an Arcane Ticket on the HollowWorld Discord Server in order to fix any issues with ones Grimoire related to these changes
 

Somnastra

Puppycat Herder
Events Staff
Lore Staff
Good
Staff
Retired Owner
Somnastra
Somnastra
Good
2022/11/9 - Bombardment has been updated to expand mechanics.
 
Top