Sorcery

Sorcery & Runes
Within the Omnian archipelago exists a primal force known to different cultures by different names, however, in the common tongues its use is known as Sorcery. Perfected by the Laore-Hoj, the history of Omnian sorcery begins in their protection of the ancient seat of Verendell during Shesha’s emergence. These forces flow and are channeled through a Sorcerer’s spirit via permanent markings (tattoos/ brands & scars) called Runes. Magic is manifested via a number of these Runes, each pertaining to one of three studies of magic: Creation (Strength based), Manipulation (Skill based), and Transfiguration (Psyche based).

Each player is allowed to practice any of the three schools listed above, and of them may have a total of four lesser runes, two greater ones, or any equivalent combination tattooed on their person. Characters cannot practice Sorcery or use Runes at all without an Approved Character Sheet.


 * For example, a character may have at max 4 lesser runes or 2 greater runes with any smaller combinations allowed, however, a character possessing 3 or more runes of any kind is required to take a mutation. Mutations are listed specifically below, players cannot create custom mutations and must take only the mutations from the list provided.

Lesser Rune- Loss of 1 skill point based on the corresponding school.

Greater Rune- Loss of 1 attribute point based on the corresponding school.

To max out the amount of runes on your body is to open yourself to permanent and drastic mutation. These mutations are not hereditary, and are only present if the player’s character is practicing magic. The mutations that are possible are listed below alongside their corresponding schools, and each mutation is directly tied to the type of magic that is being practiced. One cannot have mutations that are not tied to their magic type.

Mutations are acquired by overwhelming the body with related runes. In game, a character may be written with pre-existing mutations, else function off of a three-strike system: If a player uses a single rune more than three times per day, they will roll a D20. If the roll lands below 5 more than three times through the character’s life, the character will mutate to the degree listed below. The Mutation acquired is dependent on the type of magic which is used the most. When a character mutates you must take the entire mutation, you are not allowed to pick-and-choose which aspects of the mutation are applied. These are absolutes and an unfortunate side effect of overusing magic.

At the extreme end of these mutations, legend tells of beings who have become so twisted by extreme circumstances that their mortal husks no longer obey their own bidding, instead becoming Fae servitors to the will of the magic powers they once channeled so freely. These legends are, however, currently unsubstantiated. (As it currently stands, players cannot roleplay as Fae, Fae-Descendants, or Characters with Fae Lineage.)

While in combat (be it either RP or a DM’d quest), a greater rune may be used once per encounter, while a lesser rune may be used twice.

Pertaining to encounters, each lesser and greater rune is separated not only by school, but by their effect types:

Self: A spell that affects only the caster or which form is centered upon them.

Touch: A spell that takes effect wherever touched by the caster.

Ranged: A spell that has a maximum range of 21 ft (7 blocks) in game.

Anti-Magical Items
The ability to use these runes are severely dampened by silver lore items, which have the inherent ability to hinder, if not outright cease a sorcerer’s command over magic based on touch. Please note that in game, these items are only considered valid if the player using them is in possession of an official silver lore item (bearing a lore item coloured name and flavor text). Silver lore Items cannot be created by players, Only DM’s.

An oddity pertaining to these runes no matter how they are applied to their wielder, is that nearly no wounds may permanently marr or remove them. Wounds leave no scars, tattoos over them fade. The only proven way to destroy a rune is for it to be cut by a silver blade (the same rules for such items as stated above apply here. Deactivating a Players rune follows the same rules of Character Death and may not be done without the players consent. When a rune is disabled the character does not regain the spent Attribute/Skill points). Runes that have been deactivated are permanently deactivated for the rest of the characters life, causing them to be unable to use that rune ever again. There is no cure for this, and some sorcerers consider having their runes deactivated worse than losing a limb.

Runes
Whether it’s the Farren mass producing Sorcerers via pre-prepared brands, Nomani ritual scarring, or Heitha & Laore-Glas tattoos, all cultures of Omnia have their fair share of sorcerers. Though anyone of any culture can develop a mastery over these forces, the study is arduous; taking years of practice and meditation to perfect alongside a multitude of various rune marking rituals. As it stands, even the most accomplished of Sorcerers only manage to channel magic through one of their runes at a time.

Current Sorcery Schools and their runes are subject to change, though are currently as follows:

CREATION SCHOOL (Strength Attribute Loss):

SHAPE: HEAT/ FIRE

ACTIONS/ RUNES:


 * Blade of Fire (Enchantment) (Self/ Weapon) (Lesser) - A sun is tattooed on each of your palms. [Magic is transferred through the WIELDER, not the weapon, therefore a blade of flame would be useless in the hands of a non-sorcerer.]
 * Imbue a weapon with the full force of a flame. The rune flows through the palm of the user into the weapon’s hilt, causing fire to crackle from it’s blade for as long as the sorcerer is focused on it/ remains in combat.
 * Breath of Flame (Ranged) (Greater) - Flame markings arc from your heart up your neck and along your jawline
 * Allows the user to spit up flames for a short period of time, but only for as long as they can exhale air. This flame is about as wide as the user's head and flows forwards exclusively in a straight line. While short lasting, this flame is particularly dangerous in close quarters, and is mainly used in hand-to-hand scenarios.
 * Light/ snuff out a flame by touch/ Create Light (Touch) (Lesser) - Flame runes dot each fingertip of your dominant hand.
 * Either create or destroy a flame. This happens by the sorcerer rubbing their fingers together over the wick or coals of the object, creating small sparks between their fingertips that set the flame alight, or simply snuffing out the flame without pain. This does not make the user fire-proof however, as it simply destroys the fire source.

RESTRICTIONS:

No instant immolation or creating explosions.

MUTATION:

''Your blood feels like fire. The slightest bit of physical touch causes your skin to break out in blackened welts. These welts also cause the veins surrounding them to glow slightly under your skin, akin to lava in your veins. Being submerged in water offers some solace, but even that won't stop the obsessive itching that has overcome you. Your throat burns as the oxygen within your lungs is superheated to a painful degree.''

SHAPE: WATER/ ICE

ACTIONS/ RUNES:


 * Ice Knife (Enchantment) (Self/Weapon) (Lesser) - An icy, diamond-shaped crystal is tattooed on each of your palms. [Magic is transferred through the WIELDER, not the weapon, therefore a blade of flame would be useless in the hands of a non-sorcerer.]
 * Imbue a weapon with frigid cold. The rune flows through the palm of the user into the weapon’s hilt, causing ice to spiderweb from it’s blade for as long as the sorcerer is focused on it/ remains in combat.
 * Freeze Water (Touch/ AoE) (Greater) - A snowflake is tattooed upon each of your dominant hand’s fingertips.
 * Your touch turns water to ice within a 21ft (7 block) radius.
 * Waterspout (Ranged) (Greater) - Waves are tattooed from your wrists to your elbows.
 * You draw condensation from the air to create a bolt of highly pressurized water. This jet is the width of the user's hand and flows forwards exclusively in a straight line.

RESTRICTIONS:

A sorcerer cannot directly create or evaporate water inside of living things, nor freeze living things on a whim.

MUTATION:

''Your body is a tide-pool the sea now calls its own. Barnacles slowly grow over exposed skin, your hair is slick like seaweed. Icey water constantly drips from every orifice, and your eyes are bloodshot from the saltwater in your blood.''

SHAPE: EARTH

ACTIONS/ RUNES:


 * Stone Armor (Self) (Greater) - Your chests and biceps are tattooed with mountain-like peaks.
 * You pull stone from the earth beneath your feet, encasing yourself in rudimentary earthen armor.
 * Bore (Touch/ AoE) (Greater) - Your forearms to your fingertips are tattooed with marks resembling veins of ore.
 * The stones before you move aside, creating a 21ft (7 block) hole in a straight line along your line of sight.
 * Mineral Missile (Ranged) (Greater) - The palms of your hands bear crystal-like runes.
 * You effortlessly push a stone no larger than yourself 21ft (7 blocks) in a straight line along the ground.

RESTRICTIONS:

Your magic has little to no effect on solid stone objects larger than yourself, and you cannot fully lift/ levitate any object.

MUTATION:

''Dry/cracked/stone textured skin. Stiff joints. Your lungs feel as if they are filled with dust, overcoming your body with a horrendous cough. When you open your mouth to speak, dirt and debris your words. You become lightshy, and the open sky begins to scare you. You long for the safety of dark caverns buried deep beneath the earth.''

MANIPULATION SCHOOL (Talent Attribute Loss):

SHAPE: AIR

ACTIONS/ RUNES:


 * Ward (Self) (Greater) - A large rune resembling a winged shield is emblazoned across your sternum.
 * You shield yourself against a single spell directed at your character, after which the effect dissipates. This spell cannot be cast while in motion.
 * Shockwave (Ranged) (Greater) - The palm of your hand bears a whirlpool-esque pattern.
 * A sonic boom erupts from your palm, reverberating against anyone or anything that it touches.
 * Throw voice (Ranged) (Lesser) - A fletched arrow rune spans the length of your tongue.
 * Your voice carries a nearly unbelievable amount, concise and clear to anyone in your line of sight. You, however, cannot hear them in the same sense.

RESTRICTIONS:

No creating volumetric vacuums or instant explosions.

MUTATION:

''High chance of hearing damage. The smell of ozone permeates your being. Constantly windswept and disorientated, moisture seems to be wicked away from you rapidly. Breathing is a struggle as the air seems to always be moving, ripping out from your lungs as if forced to by a storm.''

SHAPE: WEATHER

ACTIONS/ RUNES:


 * Static (Self) (Lesser) - Your fingertips have lightning patterned runes stretching across them.
 * You repel touch by electrifying yourself. The static charge does not extend beyond your skin, acting only as a defensive measure.
 * Cloud Manipulation (Touch/ AoE) (Greater) - Your arms are completely tattooed save for faint lines of unmarked skin that resemble drifting smoke.
 * Wisps of clouds obey your command, flowing from the sky concealing that which you can touch within a 21 ft (7 block) radius. These clouds are not a shield, and can be freely traversed through by other players despite their lack of sight within.
 * Conjure storm/ lightning (Ranged) (Greater) - Your hands to your elbows are marked with lightning-like lichtenberg figures.
 * With the extension of your fingertips, lightning strikes your being before arcing towards a point within your line of sight.

RESTRICTIONS:

No rune save for Static can be taken advantage of while fully indoors.

MUTATION:

''No matter what you do, you can not cease the spinning of your head, as if the pressure around you was constantly changing though no one else seems to notice anything. Your skin cracks as lighting travels down your bones, leaving charred scars criss crossing your flesh. Your hair stands on end and your ears are constantly popping.''

SHAPE: METAL

ACTIONS/ RUNES:


 * Steel Shield (Self) (Greater) -  Your forearms are tattooed with iron plate-like markings.
 * Your forearms are encased in iron, forming a nearly impenetrable, temporary shield.
 * Lock/ unlock small door (Touch) (Lesser) - A key is tattooed upon the pointer finger of your dominant hand.
 * Though larger and more complex locks elude you, simple padlocks break open at your touch.
 * Iron Spike (Ranged) (Greater) - Your fingers are tattooed with nail-like spikes.
 * An iron spike no larger than your finger extends straight forwards from your palms 21 ft (7 blocks).

RESTRICTIONS:

Iron is pulled from your blood/ body, but can not be taken from anyone else's, nor from the earth.

MUTATION:

''Metallic taste within the mouth, you become slightly magnetic (Not in your favor, as you occasionally stick to random objects). Your skin begins to oxidize like copper, rusting in the open air. Bending is painful, and you grow weaker as more and more iron is wrenched from your own blood.''

TRANSFIGURATION SCHOOL (Psyche Attribute Loss):

SHAPE: LIFE

ACTIONS/ RUNES:


 * Grow plant (Self) (Lesser) - A creeping vine is tattooed from your wrist to your fingertips.
 * A small, simple plant of your choosing grows from any soil you hold.
 * Heal wound (Touch) (Greater) - Lush vines creep from your heart over your shoulders to your elbows.
 * Wounds stitch themselves shut healing in days instead of months or weeks. The vine-like fibers leave strange, twisting scars in their wake.
 * Weaken Disease (Ranged/ AoE) (Greater) - Your hands up your arms to your chest are tattooed with flowering, vibrant, leafy vines.
 * The effects of sickness and curses are lessened to nothing within a sphere of 21ft (7 blocks) around you.

RESTRICTIONS:

Cannot be used to grow rare plants, medicines, or toxins.

MUTATION:

''Nature reclaims your mortal form. Leaves slowly creep from your hair, sucking the life force from your very being. Your skin appears sickly and green, dirt seems to be permanently stuck under your nails. Vines creep just under your skin, replacing your veins over time.''

SHAPE: DEATH


 * Contortionist (Self) (Greater) - Each of your fingers are runes with rings of jagged markings resembling cracked bone.
 * Two bones of your choosing snap painlessly, allowing you to bend in seemingly unnatural ways. Your body returns to its normal state as soon as you cease focus.
 * Commune with dead (Touch) (Greater) - Your upper torso and neck bear the runes of darkened outlines of your bones beneath.
 * The soul of a lost player character or NPC can be pulled from the world around the corner and spoken to. Spirits do not have any meta knowledge, and can be summoned and spoken to ONLY ONCE. The rune must be cast at night and it wears off at sunrise. The dead cannot come out during the day and dissipate away at sunrise. This spell requires that the caster holds the remains of the deseased in question or the blood of a close relative.
 * Hex (Ranged/ AoE) (Greater) - Your forearms to your shoulders are tattooed with a cracked mirroring of your own bones.
 * You fire an accursed bolt of concentrated corruption and sickness in a straight line at a single target within your line of sight 21 ft (7 blocks) away.

RESTRICTIONS:

No outright killing other players, these rules are further detailed on the Character Death section of this page.

MUTATION:

''You are forever plagued by the smell of petrichor, rot, & decay. No matter how much you bathe or how much perfume you use, you still smell repulsive to others, though you yourself smell nothing. Your hair eventually falls out and your skin becomes sallow and pale, giving you the appearance of a corpse.''

SHAPE: ILLUSION

ACTIONS/ RUNES:


 * Disguise self (Illusion) (Self) (Greater) - A second pair of eyes are tattooed upon your existing eyelids, giving you an unsettling, almost unblinking appearance.
 * Your facial features change into those of someone new, though your rune markings do not go away.
 * Translate/ Understand language (Touch) (Lesser) - Your tongue is tattooed with a single eye.
 * You find yourself not only able to understand the language of a person you grasp hands with, but able to fluently speak it, as well.
 * Summon (Ranged) (Greater) - Your hands to your elbow are marked with swirling, ethereal clouds.
 * You pull an intangible item no larger than your palm from the aether, choosing a place for it to rest within a 21 ft (7 block) radius of yourself. The illusion is broken if anyone attempts to interact with this item, as their hands would pass straight through it.

RESTRICTIONS:

Cannot perfectly replicate another person you know, nor summon living things.

MUTATION:

''Your skin becomes translucent, your internals now visible through your skin even if disguised. Some spots are more translucent than others, creating a speckled pattern of flesh, muscle and organs. You begin to lose the ability to tell what is real and what is not. You may even question if you yourself truly exist.''