Magic of Body and Soul - Mysticism

Naelwyn

Non sum qualis eram
Mysticism is the use of magic in which one manipulates a body- be it alive or dead- and ones soul.
Generally one must have near-touch contact to utilize Mysticism that which effects another, but with the difficulty of a spell upped by two ranks, it could be performed without the touch prerequisite.

When one utilizes Mysticism, a personal output of your own bodily energy is warped to manifest into magic. This output is largely controlled by emotional investment - To work Mysticism, one must execute precise control over their state of being. With each category, a measure of both proper emotional type and investment is required.
Mysticism will also affect animals and plants, encompassing any living thing.

Depending upon ones knowledge, the input of energy to output of magic ratio will change thus:

Beginner: 1:1
Initiate: 1:2
Adept: 1:3
Expert: 1:4
Master: 1:6

As a Beginner, if one repairs a small wound, it will tax them the equivalent of the small wounds.
An Initiate may repair a small wound and only be taxed the equivalent of half the small wound.
Continue this pattern with the displayed ratios.

Below will be detailed the Unlock Requirement and Overuse Cases alongside the three categories of Mysticism, in order of ease of access (Respectively being Positive, Negative, and Divine).
 
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Naelwyn

Non sum qualis eram
The Unlock Requirement for Mysticism is performed as a ritual, and contains two sides - one being made mostly of superstition and old beliefs, having no actual stake in unlocking your ability to use Mysticism; It is with this first side the 'Four Humors' (Yellow Bile, Blood, Phlegm, and Black Bile) are represented and several chants said above the prospective Mystic. Often a sacrifice and prayer to your Deity of choice will be added into this part of the ritual.
The other side is unarguably the most important. A slightly hallucinogenic drink or incense is brought into ones immediate vicinity, and someonewho is already capable of utilizing Mysticism at an Adept level (Or higher) must begin to acclimate the prospective Mystic into this magic discipline, through slight manipulation of their soul. This will result in the proper state of mind and being to use Mysticism, especially given the emotional investment required. The completed ritual will drain both who partake.
Use of this second part of the Unlocking Ritual cannot be done without an Adept level (Or higher) Mystic who has successfully utilized a spell of Divine Mysticism no less then ten times. Attempts without this prerequisite requires one to /roll 1d100, any number but a 6 will result in extreme damage to their soul - No resurrection ability after death, their personality and willpower completely and utterly wiped (The character enters a state that is the equivalent of a coma.)
This is non-recoverable.
If you roll a 6, your character will survive the attempt, yet never be able to access any form of magic afterwards.

Overuse Cases:

Class 3: Completing a spell that calls on less than 1/10 of the mage's maximum mysticism use ability when it would drain them below zero.
Results in intense fatigue and likely outright collapse, as all of the spare energy in the body has been exhausted and the mage has at least just partially dipped into consuming their own flesh and tissue.

Class 2: Completing a spell that calls on more then 1/10 of the mage's maximum mysticism use ability when it would drain them below zero, or invoking another Class 3 Overuse when already suffering from it. The mage experiences an effect akin to advanced leprosy. Skin and musculature begin to instantly rot and slough off. The process is excruciating and intensifies progressively the longer a drain in Class 2 continues.
Can quite easily lead to a Healer-recoverable death. Will end the career of a prospective Mystic; with rare exception.

Class 1: Completing a spell that calls on more then 1/4 of the mage's maximum mysticism use ability when it would drain them below zero, or invoking a Class 2 event whilst already suffering from Class 3. The mage has gone well past their limits. Their body disintegrates into something between a fine pink mist and chunky salsa, their soul has been damaged beyond repair and pulled to pieces, and they cannot be resurrected by any means.
 

Naelwyn

Non sum qualis eram
Positive Mysticism
-Category 1-

By ease of access, this category is the one that most lends itself to use.
Mysticism is largely directed with emotion, and empathetic alignment. With this, the more of good health you are, the easier it is to impart Positive Mysticism.
It is also impossible to function Positive Mysticism if you are not sympathetic - or at the very least, empathetic - to the receiver of the magic. A Mystic cannot perform if they hold any reservations towards helping the other within their emotional state.

The most common word for this magic is "Healing". This category deals with all spells within construction and reparation of physical being. With the passive effect of this discipline, Focused Anatomy, a Mystic learns how to apply their focus with practice - gaining a sense of what their magic affects when using Positive Mysticism. This same effect takes place with Negative Mysticism. When a Mystic gains a greater understanding within their teachings, they will find higher-level spells able to abolish disease and bring one back from near-death.

As Divine Mysticism will partially do, this drains from the spellcaster's own stamina and body, using the ratios outlined above. The closer you draw to an overuse of Positive Mysticism, the more fatigued your own body will become as you consume yourself.

However, use of this magic will grant the recipient a renewed sense of strength, a slight side effect due to causing the blood to become more plentiful (Within extreme moderation) the more Positive Mysticism is used in one sitting. This effect generally wears off after a few hours.

Negative Mysticism
-Category 2-

By ease of access, Negative Mysticism is moderately difficult. Many of spells concerning it will only be learned by Initiates and above.
Negative Mysticism deals with destruction and manipulation of the physical being and with forcing ones will onto corpses, animating the dead.
As mentioned above, your emotional state largely directs Mysticism. One cannot be angry or hateful, such force of this emotion will cause your spell to fizzle and fail. To work Negative Mysticism, you must have yourself at calm - Not to be misunderstood for 'refusing to feel'.

Commonly used in tandem with 'Positive' mysticism, the manipulative properties of Negative Mysticism allow for greater capability to treat wounds. This is also where one might alter or reassign the physical state of a being - However, such advanced magic has a dangerous capability to go very wrong, and is thus limited to Experts and higher.

There lies the harmful side of Mysticism within the Negative category. As such is manipulation, wounds or a carefully crafted disease might be inflicted upon others in the Mystics' immediate vicinity. However, this will require - As stated above- A lack of anger or malice. Such spells are also quite taxing, available only to Mystics who have found both balance and teaching.

The animation of the dead, or the creation of undead, is where Negative and Divine Mysticism meet. The simplest movement, and where Negative mysticism reigns the strongest, is where one merely controls a corpse. Due to the empty state of the body, this is capable without much exertion and from a distance away. A Mystic may impart actions familiar to the spellcaster upon the corpse with a short span of their attention, yet detailed movements will require their full concentration.

Negative Mysticism will begin to injure and tear at your own body with overuse, as well as restrict your ability to access the two other categories if it is commonly abused.


Divine Mysticism
-Category 3-

By ease of access, Divine Mysticism is unarguably the most difficult to wield. This magic breaches into what is known as the 'afterlife', and by nature alien to the mortal spellcaster. One who dares touch into this Divine magic runs the risk of losing their sense of self and personality, unless their very state of feeling is un-impressionable.

With Divine Mysticism, one might touch upon the Planar Infinity- If only briefly. Often it is most useful when combined with other magic- If it be binding an elemental alongside Thaumaturgy, alleviating a mental disorder through help from Cogitation, or aiding a potential user of Evocation who has an Internal Focus (Incidentally, if one wished to utterly destroy a being, it would be a Divine Mystic and an Evoker they would wish to seek.)

Working with access to the Planar Infinity, Divine Mysticism is most often used to touch upon those passed. This is the magic where Resurections take place, using a little help from the Positive Mysticism one must master to reach Divine spells.
A Mystic may resurrect a dead individual with varying degrees of difficulty, those being:
1. A recently deceased corpse, comparatively easy. The dead person must very much want to return - Which is surprisingly a difficult thing to do. They must have some strong bond with the mortal world.
2. A damaged or long deceased body, even a fragment of the body. To perform such a resurrection is insanely challenging, and will often prove unfruitful.
3. A resurrection utilizing no body, but only a memory or small trinket of the individuals. Considered a miracle by any Spellcaster.

One may speak to someone deceased- if they are willing to speak- using the same system. The three levels are more achievable if one wishes only for conversation, yet - as is all Divine Mysticism- magic taxing enough to be foolish if one wields carelessly.

This is easily used for less humane purposes. With a corpse, a Mystic might reach to a forgotten soul within the Planar Infinity, and stuffing it inside the body. Such a being would be quite confused, almost 'drunk', and its connection to the corpse would be severed without the Mystics' attention. While occasionally the Undead will not follow the Spellcasters direction, the very nature of such a soul almost guarantees the creature to do what its creator desires.
It is with Divine Mysticism one might partake in Necromancy, using this method of animating a Corpse. While it is easier then moving a corpse with Negative Mysticism, Divine Mysticism poses a greater risk of harm to the Spellcaster wielding it.

Unrelated to the Planar Infinity, Divine Mysticism can peer into the future and past of a person - if the Mystic remains in physical contact for the duration of the spell.
Looking into the past will yield fairly accurate results, allowing the Mystic a better take of a person and an unaltered view of events that took place. It is, also, much easier to perform.
Attempting to divine the future will be quite difficult to understand. Such has a chance to cause the Spellcaster to fall unconscious from the sheer unfathomable nature of the magic (A 1d6 modified with their Rank using the table in the first post). This will count as an Overuse Case 3 of Mysticsm.
It is impossible for a Mystic to see less then a week into the future or past, as it is not within the Mystics' ability to view the present.

Working directly with souls, a Mystic can - in theory- heal an injured soul. However, only hostile effects are available to Mystic who has not cast, at the very least, a hundred unique divine spells multiple times each, to represent the familiarity one must have with Divine Mysticism.
Hostile Soul Magic is viewed as abhorrent, if only for the potential to injure ones' own being and soul merely by touching upon it. At the bare bones, one could directly and intentionally attack another soul - yet any break to concentration of these spells will lead it to backfire.
Injury to your soul will lead to it being pulled apart, causing one to lose their sense of self, willpower, and personality.
A less dangerous brand of hostile soul magic would be Curses, both causing and removing.
A Mystic imprints another spell- Often only done with the help of another spellcaster- onto a person, for it to take effect over a substantial amount of time (Over centuries) or after a substantial amount of time (After a set time period). This could be any spell imaginable to work with the Curse, and once imparted by the Mystic it cannot be stopped until it takes effect, or is dispelled.
To remove a Curse, a Mystic must first learn the nature of it. This can take years to complete - and depending on how intricate the Curse is, a few hundred multiple day-long sessions with the cursed individual, in which the Mystic will attempt to determine the details. These sessions will leave both the Spellcaster and the Cursed individual drained. After thus, it is a simple matter of undoing the magic and dispelling it into the Planar Infinity.
If the Mystic was the one who first wrought the Curse and cast it, they may bypass the learning process and proceed straight to removing.

Overuse of Divine Mysticism will cause irreparable damage to your soul, barring you from becoming resurrected should you fall.
 

Naelwyn

Non sum qualis eram
A Mystic acquires the following passive traits as they advance in skill:
-Focused Anatomy:
One will begin to learn anatomy through diagnosis via Mysticism, scaled with their ability to remember this knowledge.
Such anatomy learning will aid one performing Negative and Positive Mysticism- As well as vice versa.

-Immunity:
Use of Mysticsm will lead one to grow an internal immunity to their own brand of magic. Their passive abilities will hold well and true, yet a mystic will be unable to affect themselves with a spell of their own.

A Mystic may resist the effect of another Mystics' magic on their body via force of will, depending on the rank of both parties and any variables presented by the current situation.

This passive effect will have the previous level replaced by the next.

Level 1 (Beginner): No effect.

Level 2 (Initiate): Minor Effect
To perform any positive-category or negative-category Mysticism spell upon their own self will require x2 of their Uses Per Day. This is due to the minor immunity to their own brand of magic.

Level 3 (Adept): No change in effect.

Level 4 (Expert): Moderate Effect
The immunity begins to increase, and to perform any positive-category or negative-category Mysticism spell upon their own self will require x3 their Uses Per Day.

Level 5: (Master): Major Effect
Any positive-category or negative-category Mysticism spell upon their own self will be nigh impossible to take effect. One must /roll 1d100, and to complete the spell you must roll a 6. Any other number will cause the spell taking use as it normally would, yet without the actual result of the spell.

-Metabolic Adaption:
As a part of working their magic, a mystic is naturally in-tune with their own body to a growing extent the further they develop their magic.

This passive represents the natural effects increasingly potent Mysticism work has on the body.

This ability only functions if the Mystic maintains proper rest and nutrition, given it is not willfully disabled.

This ability is a natural antecedent of the metabolic effects of trance. They cannot be active at the same time. Entering a trance suspends this ability for the duration of the trance.

Each level of this ability stacks upon the previous ones.


Level 1 (Beginner): Flawless Natural Healing:
Normally, a mortal body will heal itself until it is no longer broken. A mystic's body will heal until it is back to perfect health, barring items like total dismemberment. A mystic will have no scars when they are finished naturally recuperating from something, their bones will shift until they are set to fuse properly and will have no fractures, etc.
This ability helps offset the fact that Mysticism work is physically draining and possibly damaging. Proper rest will eventually restore the Mystics 'HP' back to it's maximum value, despite the effects Mysticism use might have.

At this level, the Mystic's metabolism has also, baseline, increased. They need to maintain 1.5 times the nutritional and caloric intake that a normal individual would to maintain sustenance.

Level 2 (Initiate): Limited Poison and Disease Immunity:
The mystic becomes immune to the effects of hemotoxins and neurotoxins. Similarly, disease and disorder in their immune system will be organically repaired.

Level 3 (Adept): Clot:
A Mystic's wounds naturally clot over. Any wound the Mystic receives naturally clots unless they will it otherwise in the span of a minute.
This does not do anything for any other portion of the injury, but prevents damage and death due to blood loss.

At this level, the Mystic's metabolism has also, baseline, increased. They need to maintain 2 times the nutritional and caloric intake that a normal individual would.

Level 4 (Expert): Poison and Disease Immunity:
At this level the Mystic acquires immunity to all poisons and diseases.

Level 5 (Master): Regeneration:
A Mystic can, over the span of one week's time, completely recover a single lost extremity or organ. If the lost extremity is held to the wound it is repaired in the span of 2 minutes.

At this level, the Mystic's metabolism has also, baseline, increased. They need to maintain 3 times the nutritional and caloric intake that a normal individual would.
 
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Naelwyn

Non sum qualis eram
How much of this is IC knowledge?

I'm assuming none of this.
Pretty accurate, yeah. Decision taken to just provide all the information and ensure people get that what is posted here does not correlate to in-character knowledge. Should update announcement link.
 
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