Post by Mior Delothosin on May 12, 2024 11:41:42 GMT -5
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Daemons like spirits are raw mana that has taken on physical form, unlike usual spirits however they have become twisted and have grown into something more than what was intended. Unlike their pure-formed counterparts, daemons who make a pact with a being do not hover outside but rather take up residence inside the body often altering it in some way to show a pact has been formed. Unlike spirits they are not summoned nor do you go on a quest to gain their favour, but that doesn't mean that they are going to give up their power for free; if anything it is more complicated and there's a real chance that you could die before completing the needed ritual. It is unknown if all daemons are inherently evil or if they just view things differently than most. If you successfully complete a pact, you will find that their personalities seem fundamentally tied to their partners, although it doesn't mean they won't be darker.
[break][break]
Daemons come in TWO known types, DAEMON and ARCHDAEMON.
[break][break]
Those with Platinum grimoires, wielding two elements and those in the church cannot obtain a Daemon pact of any tier or type.
[break][break]
You may only have a single account with a daemon pact. If you have a daemon pact you must have been an active member of the site for at least 6 months, be grand and will have to remain active to keep them. Daemon pacts are death enabled meaning if you fail the activity requirements or to check into a census then your character will be archived and unable to ever be brought back out due to the daemon overtaking it.
[break][break]
[break]
Archdaemons are the strongest of all daemon types. The Delothosin are the ones who deal with the rituals allowing daemons to have pacts with mortals and they will only ever allow four to exist in the mortal plain at a time; unlike spirits they are never the same four as if the partner ceases to be useful to them they will take over their bond partners form and be sent back to whence they came.
[break][break]
These daemons are the closest to daemonic royalty and due to this have been known to be the rarest and most picky when it comes to bonding with a mage, opting to only seek out those who they believe will better their agenda whatever that actually may be. Due to there only being four of these entities allowed in the mortal realm at once, they often will kill off their partners and be sent back to the daemon realm if they no longer desire to be locked into a pact with them, allowing another of their kind to take their place. Becoming partners with one of these beings would be beneficial for any mage however it is also deadly if they grow bored of you. Archdaemons are the only ones known in the world to have a secondary form known as Consumption. Consumption allows the archdaemon to fully take over their pact partner's body and change it in ways that wouldn't ordinarily be seen.
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THE KNOWN ARCHDAEMON PACTS
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MECHANICS
[break][break]
THE FOUR ARCHDAEMON PACTS
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ITO, THE ARCHDAEMON OF EQULIBRIUM
Change to Hosts appearance: Hania has now gained a set of horns fashioned after a lung dragon that are pure white, his right eye has also turned a golden amber showing his daemonic bond.
[break][break]
Personality: Ito is an intelligent, calculating, and cunning individual who does not act brashly. He prefers to analyze a situation completely before acting to prevent any unneeded collateral damage. If he makes a deal with anyone, he will honour it to the letter even if he can gain the upper hand. In general, he can come off as arrogant or having a superiority complex but that is because much like Hania he views everyone around him as incompetent idiots of varying degrees and doesn't want to deal with them for longer than he has to, that being said he does have a soft spot for children who enjoy learning. He isn't one to show emotion outside of those few things or people he cares about, this includes anger so if you can gain his ire you have severely messed up and there would likely be no way to make amends.
[break][break]
Consumption: Unknown
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UNKNOWN, THE ARCHDAEMON OF UNKNOWN
Change to hosts appearance: Unknown
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Personality: Unknown
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Consumption: Unknown
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UNKNOWN, THE ARCHDAEMON OF UNKNOWN
Change to hosts appearance: Unknown
[break][break]
Personality: Unknown
[break][break]
True Form: Unknown
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UNKNOWN, THE ARCHDAEMON OF UNKNOWN
Change to hosts appearance: Unknown
[break][break]
Personality: Unknown
[break][break]
Consumption: Unknown
[break][break]
[break]
Archdaemons have a unique ability known as ‘Consumption’. This is the process of the host pouring in large amounts of mana upfront and a minor amount to sustain the form. This allows for the archdaemon to breach the veil and enter the world completely changing the host's form to what they desire.
[break][break]
When in consumption the archdaemon creates a personal mana zone for their element(s), this allows them to hover up to three feet above the ground and walk on air as if it were solid. Allows the archdaemon to create markers up to fifty meters away that require 50% more sensory than a platinum with the same ability to see it, this will double if the daemon in question has one of these elements, allowing you to control your spells movements although the sustain cost will become 2x that of it you don't, the not only have access to their spells and their host's spells but can create spells with both their element(s) and hosts.
[break][break]
If the archdaemon is defeated while in consumption the host will find that the punishment will be dire for their bodies, mana and their bond with the archdaemon. For the next two missions/dungeons of senior or higher (that require fighting), they will find that are unable to enter stabilizing, soul bond or consumption forms, their mana skin, health, speed, strength, mana pool and spell cap will also be halved. The length of this is tripled if the threads are of lower rank or have no fighting in them.
[break][break[
To obtain consumption you must be archmage and do a thread that requires 20'000 words of them being consumed and regaining control after going through the motions. Please note: Any untoward deed your archdaemon does while you are struggling with it will give some sort of backlash.
[break][break]
[break]
Daemon pacts, while they are not as powerful or rare as their Archdaemon counterparts, they can be fearsome if a pact is created with the right person. The daemons who create these pacts will take over the host's form if they no longer see them as worthy of their power. Unlike Archdaemon pacts, these pacts start rather weak but naturally gain strength as the host and daemon learn to work together.
[break][break]
Daemon pacts have three main stages which progress throughout their existence Inferior, Fledgling, and Inordinate. Each stage gives the user a small bonus in mana and a particular stat. Players will have to create a bond with the daemons they have made their pact with similar to how relics are handled to have them progress in power.
[break][break]
For some odd reason, these daemons seem to only have gold or below elements but are more likely than their archdaemon counterparts to have two elements. Due to this potential outcome, a host who bonds with a double-element daemon will find that their bonding will require 30% more word count than a daemon pact with a singular element.
[break][break]
KNOWN DAEMON PACTS
[break][break]
[break][break]
BONDING[break]
Players will have to bond/train with their pact partners for them to grow that daemon's strength and allow their body to handle the unnatural magic. Bonding will occur with the player role-playing this out. During these sorts of threads, the player will not be able to train other spells, be on missions/dungeons, or even gain stat or spell points. As stated above, Daemons seem to grow bond faster if they only have a single element. Below you will find a chart with the needed word counts to progress that Daemon and each bonding must happen in a single thread!
[break][break]
[break][break]
DAEMON PASSIVES[break]
Whenever a pact is formed with a daemon that person will receive a minor passive boost to their mana and a particular stat that is associated with that daemon’s element(s) (if the spirit has two elements then the affinity is cut between them). The passives will increase as the bond between the daemon and its host increases. These passives do not count towards any buffs. These passives stack together, so when you go from Inferior to Fledgling you would have both these tiers bonuses.
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[break]
Daemon phase is the process of allowing the strength and corruption of the daemon in question to leak into the host's body. By entering the daemonic phases, the mage can cause their body to take in an abundance of raw magical energy tied to their daemon's abilities, giving them massive boons and skills. Though temporary, if they are in the right hands they can be cataclysmic. By opening their bodies to allow the corruption to dwell, the mages’s abilities rise well beyond a normal mage’s limitations. However, it is at the cost of wearing their bodies down in the process.
[break][break]
Daemon phase has TWO forms: Stabilization and Soul Share.
[BREAK][break]
How a mage looks while inside a daemon phase is completely on them, but should have some sort of reference and/or make sense with their respective daemon and their element(s).
[break][break]
After a player leaves a Daemon Phase they will undergo a status effect labelled as Spell Lock. During this time period, the player will be unable to use any spells above the rank of the phase they are in. Once a phase ends the mage will come under a secondary effect known as Lockdown. Lockdown causes a debuff to power | durability | control | sensory by -10, their mana will regenerate 10 less than normal, their physical speed by is decreased by 10 m/s for a set amount of time while finding that positive effects such as buffs and heals will only be half as effective.
[break][break]
Daemon Phases can only be active for so long before they are required to have their mana cost increase to that of a full-rank spell (no longer the sustained cost). This also increases the duration of the Spell Lock and Lockdown.
[break][break]
STABLIZATION PHASE[break]
[break]
Soul Share Phase
SP & SSP DURATION
[BREAK]
[break][break]
ALLOTTED PHASE ABILITES PER TIER
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PHASE ABILITES
[BREAK]
[break][break]
SPELL LOCK & SPIRIT DRAIN DURATION[break]
[attr="class","header"]THE DAEMON SYSTEM
[break]
Daemons like spirits are raw mana that has taken on physical form, unlike usual spirits however they have become twisted and have grown into something more than what was intended. Unlike their pure-formed counterparts, daemons who make a pact with a being do not hover outside but rather take up residence inside the body often altering it in some way to show a pact has been formed. Unlike spirits they are not summoned nor do you go on a quest to gain their favour, but that doesn't mean that they are going to give up their power for free; if anything it is more complicated and there's a real chance that you could die before completing the needed ritual. It is unknown if all daemons are inherently evil or if they just view things differently than most. If you successfully complete a pact, you will find that their personalities seem fundamentally tied to their partners, although it doesn't mean they won't be darker.
[break][break]
Daemons come in TWO known types, DAEMON and ARCHDAEMON.
[break][break]
Those with Platinum grimoires, wielding two elements and those in the church cannot obtain a Daemon pact of any tier or type.
[break][break]
You may only have a single account with a daemon pact. If you have a daemon pact you must have been an active member of the site for at least 6 months, be grand and will have to remain active to keep them. Daemon pacts are death enabled meaning if you fail the activity requirements or to check into a census then your character will be archived and unable to ever be brought back out due to the daemon overtaking it.
[break][break]
[attr="class","header"]ARCHDAEMONS 0/4
[break]
Archdaemons are the strongest of all daemon types. The Delothosin are the ones who deal with the rituals allowing daemons to have pacts with mortals and they will only ever allow four to exist in the mortal plain at a time; unlike spirits they are never the same four as if the partner ceases to be useful to them they will take over their bond partners form and be sent back to whence they came.
[break][break]
These daemons are the closest to daemonic royalty and due to this have been known to be the rarest and most picky when it comes to bonding with a mage, opting to only seek out those who they believe will better their agenda whatever that actually may be. Due to there only being four of these entities allowed in the mortal realm at once, they often will kill off their partners and be sent back to the daemon realm if they no longer desire to be locked into a pact with them, allowing another of their kind to take their place. Becoming partners with one of these beings would be beneficial for any mage however it is also deadly if they grow bored of you. Archdaemons are the only ones known in the world to have a secondary form known as Consumption. Consumption allows the archdaemon to fully take over their pact partner's body and change it in ways that wouldn't ordinarily be seen.
[break][break]
THE KNOWN ARCHDAEMON PACTS
[break][break]
[break][break]
MECHANICS
- Naturally gain +80 Mana upon bonding
[break][break]- Their bonded daemon will have a platinum element (possibly two depending on circumstances)
[break][break]- Can only be gained by those with a single element, don't have a spirit, don't have a platinum grimoire and not in the church
[break][break]- If a player misses a census or doesn't have three posts a month the Archdaemon will auto takeover them causing the character to be classed as dead and unable to be revived by any means
[break][break]- Unlike Daemons, Archdaemons do not need to be trained to reach their full potential they are so strong in magic that they automatically start as their strongest version. This is not directed towards their Stabilizing, Soul Share or Consumption which unfortunately does come with a higher requirement to master!
[break][break]- For players to use the archdaemon’s true form, they must meet the proper requirements.[break][break]
- Players who reach consumption have their bodies completely taken over by their archdaemon counterparts.[break][break]
- Those with an archdaemon pact will show some sign of their pact physically usually in the form of a marking[break][break]
[break][break]
THE FOUR ARCHDAEMON PACTS
[break][break]
ITO, THE ARCHDAEMON OF EQULIBRIUM
Change to Hosts appearance: Hania has now gained a set of horns fashioned after a lung dragon that are pure white, his right eye has also turned a golden amber showing his daemonic bond.
[break][break]
Personality: Ito is an intelligent, calculating, and cunning individual who does not act brashly. He prefers to analyze a situation completely before acting to prevent any unneeded collateral damage. If he makes a deal with anyone, he will honour it to the letter even if he can gain the upper hand. In general, he can come off as arrogant or having a superiority complex but that is because much like Hania he views everyone around him as incompetent idiots of varying degrees and doesn't want to deal with them for longer than he has to, that being said he does have a soft spot for children who enjoy learning. He isn't one to show emotion outside of those few things or people he cares about, this includes anger so if you can gain his ire you have severely messed up and there would likely be no way to make amends.
[break][break]
Consumption: Unknown
[break][break]
UNKNOWN, THE ARCHDAEMON OF UNKNOWN
Change to hosts appearance: Unknown
[break][break]
Personality: Unknown
[break][break]
Consumption: Unknown
[break][break]
UNKNOWN, THE ARCHDAEMON OF UNKNOWN
Change to hosts appearance: Unknown
[break][break]
Personality: Unknown
[break][break]
True Form: Unknown
[break][break]
UNKNOWN, THE ARCHDAEMON OF UNKNOWN
Change to hosts appearance: Unknown
[break][break]
Personality: Unknown
[break][break]
Consumption: Unknown
[break][break]
[attr="class","header2"]ARCHDAEMON CONSUMPTIONS
[break]
Archdaemons have a unique ability known as ‘Consumption’. This is the process of the host pouring in large amounts of mana upfront and a minor amount to sustain the form. This allows for the archdaemon to breach the veil and enter the world completely changing the host's form to what they desire.
[break][break]
When in consumption the archdaemon creates a personal mana zone for their element(s), this allows them to hover up to three feet above the ground and walk on air as if it were solid. Allows the archdaemon to create markers up to fifty meters away that require 50% more sensory than a platinum with the same ability to see it, this will double if the daemon in question has one of these elements, allowing you to control your spells movements although the sustain cost will become 2x that of it you don't, the not only have access to their spells and their host's spells but can create spells with both their element(s) and hosts.
[break][break]
If the archdaemon is defeated while in consumption the host will find that the punishment will be dire for their bodies, mana and their bond with the archdaemon. For the next two missions/dungeons of senior or higher (that require fighting), they will find that are unable to enter stabilizing, soul bond or consumption forms, their mana skin, health, speed, strength, mana pool and spell cap will also be halved. The length of this is tripled if the threads are of lower rank or have no fighting in them.
[break][break[
To obtain consumption you must be archmage and do a thread that requires 20'000 words of them being consumed and regaining control after going through the motions. Please note: Any untoward deed your archdaemon does while you are struggling with it will give some sort of backlash.
[break][break]
[attr="class","header"]DAEMON PACTS 0/4
[break]
Daemon pacts, while they are not as powerful or rare as their Archdaemon counterparts, they can be fearsome if a pact is created with the right person. The daemons who create these pacts will take over the host's form if they no longer see them as worthy of their power. Unlike Archdaemon pacts, these pacts start rather weak but naturally gain strength as the host and daemon learn to work together.
[break][break]
Daemon pacts have three main stages which progress throughout their existence Inferior, Fledgling, and Inordinate. Each stage gives the user a small bonus in mana and a particular stat. Players will have to create a bond with the daemons they have made their pact with similar to how relics are handled to have them progress in power.
[break][break]
For some odd reason, these daemons seem to only have gold or below elements but are more likely than their archdaemon counterparts to have two elements. Due to this potential outcome, a host who bonds with a double-element daemon will find that their bonding will require 30% more word count than a daemon pact with a singular element.
[break][break]
KNOWN DAEMON PACTS
[break][break]
USER | DAEMON |
-- | -- |
-- | -- |
-- | -- |
-- | -- |
[break][break]
BONDING[break]
Players will have to bond/train with their pact partners for them to grow that daemon's strength and allow their body to handle the unnatural magic. Bonding will occur with the player role-playing this out. During these sorts of threads, the player will not be able to train other spells, be on missions/dungeons, or even gain stat or spell points. As stated above, Daemons seem to grow bond faster if they only have a single element. Below you will find a chart with the needed word counts to progress that Daemon and each bonding must happen in a single thread!
[break][break]
BOND TYPE | WC INFERIOR -> FLEDGLING | WC FLEDGLING -> INORDINATE |
Single | 8,000 | 12,000 |
Double | 10,400 | 15,600 |
[break][break]
DAEMON PASSIVES[break]
Whenever a pact is formed with a daemon that person will receive a minor passive boost to their mana and a particular stat that is associated with that daemon’s element(s) (if the spirit has two elements then the affinity is cut between them). The passives will increase as the bond between the daemon and its host increases. These passives do not count towards any buffs. These passives stack together, so when you go from Inferior to Fledgling you would have both these tiers bonuses.
[break][break]
SPIRIT TIER | MANA BONUS | AFFINITY BONUS |
Minor | +5 | +4 |
Lesser | +10 | +6 |
Greater | +15 | +8 |
[break][break]
[attr="class","header"]DAEMON PHASE
[break]
Daemon phase is the process of allowing the strength and corruption of the daemon in question to leak into the host's body. By entering the daemonic phases, the mage can cause their body to take in an abundance of raw magical energy tied to their daemon's abilities, giving them massive boons and skills. Though temporary, if they are in the right hands they can be cataclysmic. By opening their bodies to allow the corruption to dwell, the mages’s abilities rise well beyond a normal mage’s limitations. However, it is at the cost of wearing their bodies down in the process.
[break][break]
Daemon phase has TWO forms: Stabilization and Soul Share.
[BREAK][break]
How a mage looks while inside a daemon phase is completely on them, but should have some sort of reference and/or make sense with their respective daemon and their element(s).
[break][break]
After a player leaves a Daemon Phase they will undergo a status effect labelled as Spell Lock. During this time period, the player will be unable to use any spells above the rank of the phase they are in. Once a phase ends the mage will come under a secondary effect known as Lockdown. Lockdown causes a debuff to power | durability | control | sensory by -10, their mana will regenerate 10 less than normal, their physical speed by is decreased by 10 m/s for a set amount of time while finding that positive effects such as buffs and heals will only be half as effective.
[break][break]
Daemon Phases can only be active for so long before they are required to have their mana cost increase to that of a full-rank spell (no longer the sustained cost). This also increases the duration of the Spell Lock and Lockdown.
[break][break]
STABLIZATION PHASE[break]
Stablization Phase, also known as SP, is the first stage of the daemonic that a mage has access to. It only transforms a person partially but gives the strengths and weaknesses of the daemon's element(s) (If platinum) or shows the daemon's element(s) magic as an oddity within their own. How the stabilization shows itself will depend on the strength of the bond held at that point. The way this can be seen is as the bond grows between daemon and mage the full potential of their pact can show itself.
[break][break]
A Stabilization Phase is accessible at Grand Rank and when the pact has reached its fledgling state. When activating a SP your character will gain a natural boost of abilities that you have preselected and crafted into a grand rank spell. Generally, look-wise, you will remain physically the same for the most part. You can change a single minor and a single major feature of your appearance.
[break][break]
This ability is considered a grad rank spell and will have to be activated and sustained. The strength of your pact determines the number of abilities you have while in SP.
[break][break]
Stablization Phase requires 8,000 words of training. This cannot be applied to any other sort of mission/dungeon/event base thread!
[break][break]
When crafting a SP please be careful as you will be building on the abilities for your future as your Soul-Sharing Phase will build upon it.
[break]
Soul Share Phase
Soul Share Phase, also known as SSP, is the final version of the Daemonic Phases that players have access to. It transforms a person completely but not in the same way as consumption would rather it is the spot where the daemon and host meet, immersing them entirely with both their elements. It is only accessible once the player reaches Archmage Rank and the pact has reached Inordinate.
[break][break]
It is at this point if bonding is done correctly and the fundamental core of the pact remains the same that the strength will start showing through, though this phase will be considered an archmage rank spell. The way this can be seen is that the host and daemon have come to an understanding and will work together for their combined goals and so the full potential of the pact can be achieved. (Note: This does not count as using up the archmage spell slot inside a thread).
[break][break]
Soul Share Phace can only be achieved after a person has successfully learned their Stabilization Phase. It will also require at least three ooc months spent with the spirit after the stabilization phase has been learned and a 13,000 word training thread that cannot be a part of any other mission/dungeon/event.
[break][break]
When crafting your SSP you’ll take the abilities of your SP and add the new ones to it, it will count as an Archmage rank spell and have to be sustained in order to remain in it.
SP & SSP DURATION
[BREAK]
BOND TIER | STABILIZATION PHASE | SOUL SHARE PHASE |
Inferior | Unavailable | Unavailable |
Fledgling | 5 posts | 5 posts |
Inordinate | 6 posts | 7 posts |
Consumption | 7 posts | 9 posts |
[break][break]
ALLOTTED PHASE ABILITES PER TIER
[BREAK]
BOND TIER | STABILIZATION PHASE | SOUL SHARE PHASE |
Inferior | Unavailable | Unavailable |
Fledgling | 3 | 5 |
Inordiante | 5 | 7 |
Consumption | 6 | 9 |
[break][break]
PHASE ABILITES
[BREAK]
OFFENSIVE | DEFENSIVE | UTILITY |
+15 Power | +15 Durability | +15 Control |
Grand Rank Strength Buff | Grand Rank Endurance Buff | 15 Mana Regeneration |
Spells Gain 20 meter Knock-Back Effect | Melee Attacks drop two tiers in damage | 20 Mana Reduction Cost on Spells |
Attack spells have speeds increased by 20 meters per second | Defense spells have speeds increased by 20 meters per second | Sensory spells gain x2 range while in phase |
Attack Creation spells gain +10 power when clashing with another spell | Defensive Creation spells gain + 10 durability against other spells | Grand Rank Speed Buff |
Players can use the perk Overpowered twice while in phase | Players can use the perk Aegis twice while in phase | Players can create a personal mana zone for their element while in phase |
Debuffs the player places on the trainable stats on others while in phase can deduct -8 additional points than normal to trained stats | Players can cleanse themselves of all debuffs currently placed on them once while in the form | Players can naturally hover 3 feet off the ground and fly at a 20 meters per second |
Players gain the perk Hat Trick while in phase | Defense base spells can naturally utilize the Target perk three times while in phase | Players can increase the range (not AoE spells) of their spells by 2.5x the normal amount |
Spells that cause damage can naturally deal 2x normal damage to the mana skin of those they hit | Mana Skin will double upon activation of the phase and recover 25% of the damage done to it per round. | Health Pool will double upon activation of the phase and recover 25% of the damage done to it per round. |
Players can siphon 15 mana from each target they hit while in phase | Spells that have a health bar will naturally recover half their rank in damage each post if they have sustained damage but still intact | Can access two of the daemon's spells per thread while in form |
[break][break]
SPELL LOCK & SPIRIT DRAIN DURATION[break]
BOND TIER | STABLIZATION PHASE | SOUL SHARE PHASE |
Inferior | Not Applicable | Not Applicable |
Fledgling | 4 posts | 5 posts |
Inordinate | 5 posts | 6 posts |
Consumption | 6 posts | 8 posts |
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