11-01-2022, 03:05 AM
Applicable BYOND Key - Cgamerxxdroid
Character Name - Milo Kaldereta
Request Type - Isepian based exorcism technique/spell
Request Details -
Warden
Warden is an isepian based spell that utilizes geomancy to primarily draw, trap, and repel spirits or spirit-based entities via a barrier, with very limited effects to non-spirits.
The barriers are set up with totems with Duyueian runes engraved onto them, acting as nodes to where the barriers meet and end. One single cast of warden can have up to 2-5 totems connected to each other. The maximum distance where two nodes can be connected is 5 feet.
The totems need to be made with materials that have attunement to the isepian domain such as rockdirt, isepian pages, wood, and etc. The barrier’s durability is based on the quality of materials used and the level of craftsmanship of the totems. The more uniform these are the better, but can be made in any design according to the user’s taste. The shape does not affect the properties of the barrier.
A somatic component is required in order to cast the spell, where the caster must trace the sigils of the totems in order to activate them. The casting time takes at least 10 seconds to raise a barrier with two nodes, and the bigger the barrier is the longer it’ll take. Since this is a spell, any magic dampening effects/silences also affect the casting of this spell.
If one of the nodes breaks, then the barrier disconnects from that point. This combined with the long casting time make it impractical to use in-combat situations and is best utilized before most spiritual encounters.
The barrier is primarily used for spirits, spirit-based entities, and undead. Spirits are unable to phase through the barrier by themselves, but the caster has the ability to let it through if they will. In an enclosed barrier, the caster may even draw spirits to the area. The strength of the spirit and the quality of the totems determine if the spirit can be drawn and trapped in the first place and for how long.
Warden can last for as long as the caster wants it to a maximum that’s dependent on the material’s quality, and if the caster decides to stay and pour their share of focus onto it or leave it be. Its durability and duration go hand in hand, so the barrier can erode overtime along with its totems so fully ‘refreshing’ the barrier is not possible. Replacing the totems and creating a new barrier is the only real way to get it back to full health.
The max duration a high quality barrier can be placed however is at most 10 hours if left by itself, 24 hours if the caster continuously shares their focus to the barrier, but for practicality’s sake it really is at most 12 hours.
For non-spirits, the barrier can only give whoever passes through the feeling of getting repelled. Like a light tug away, but not enough to really pull them, acting more as a warning than an actual wall. For possessed things whoever, the tugging is more powerful, where the barrier acts more like a soft-wall. Not impassable but it requires a lot of energy to get through, still depending on the barrier’s quality and by how possessed the individual or thing is.
A side effect too for anyone who passes through the barrier is that illusions get dispelled because of its isepian properties to remove illusions. Less an intended effect for the barrier and more something that came with it being geomancy in nature. In kind it also takes in its weakness with water, easily breaking it down too.
Reason why you are making this request (if applicable)
There’s currently no listed technique that centers around specifically dealing with spirits. So I wanted to create my own. I wanted to create something that could hopefully assist my character or anyone with access to this spell, in their spirit shenanigans without it acting as a crutch spell for said activities.
Roleplay & Lore supporting your request
Different styles and techniques have arrived in Meiaquar after the whaling hour, passed down and shared between each other and their students giving rise to a colorful variation. One which being a technique penned as Warden. Originally a Duyueian technique based around the use of Geomancy to trap, repel, and draw in spirits from the surroundings, usually used in their own crypts. It had arrived in Meiaquar, perhaps by an opportunistic exile, and fell in the hands of Copper.
The spell was first learned by him through his father’s notebook, who was a member of the skogue back in Duyuei before deserting from the tribe and the village. The relation to Duyuei has been approved by its current leader, Efen.
There isn’t much basis in regards to exorcism techniques or spells, mostly that it either requires empathy or force to drive a spirit back to lazarus. But nothing states about being able to draw, trap, or repel spirits. Besides the Hexer things, which are centered more on the bad kind of spirits than general ones.
Geomancy is utilized in this spell for its magnetic properties and innate durability.
Character Name - Milo Kaldereta
Request Type - Isepian based exorcism technique/spell
Request Details -
Warden
Warden is an isepian based spell that utilizes geomancy to primarily draw, trap, and repel spirits or spirit-based entities via a barrier, with very limited effects to non-spirits.
The barriers are set up with totems with Duyueian runes engraved onto them, acting as nodes to where the barriers meet and end. One single cast of warden can have up to 2-5 totems connected to each other. The maximum distance where two nodes can be connected is 5 feet.
The totems need to be made with materials that have attunement to the isepian domain such as rockdirt, isepian pages, wood, and etc. The barrier’s durability is based on the quality of materials used and the level of craftsmanship of the totems. The more uniform these are the better, but can be made in any design according to the user’s taste. The shape does not affect the properties of the barrier.
A somatic component is required in order to cast the spell, where the caster must trace the sigils of the totems in order to activate them. The casting time takes at least 10 seconds to raise a barrier with two nodes, and the bigger the barrier is the longer it’ll take. Since this is a spell, any magic dampening effects/silences also affect the casting of this spell.
If one of the nodes breaks, then the barrier disconnects from that point. This combined with the long casting time make it impractical to use in-combat situations and is best utilized before most spiritual encounters.
The barrier is primarily used for spirits, spirit-based entities, and undead. Spirits are unable to phase through the barrier by themselves, but the caster has the ability to let it through if they will. In an enclosed barrier, the caster may even draw spirits to the area. The strength of the spirit and the quality of the totems determine if the spirit can be drawn and trapped in the first place and for how long.
Warden can last for as long as the caster wants it to a maximum that’s dependent on the material’s quality, and if the caster decides to stay and pour their share of focus onto it or leave it be. Its durability and duration go hand in hand, so the barrier can erode overtime along with its totems so fully ‘refreshing’ the barrier is not possible. Replacing the totems and creating a new barrier is the only real way to get it back to full health.
The max duration a high quality barrier can be placed however is at most 10 hours if left by itself, 24 hours if the caster continuously shares their focus to the barrier, but for practicality’s sake it really is at most 12 hours.
For non-spirits, the barrier can only give whoever passes through the feeling of getting repelled. Like a light tug away, but not enough to really pull them, acting more as a warning than an actual wall. For possessed things whoever, the tugging is more powerful, where the barrier acts more like a soft-wall. Not impassable but it requires a lot of energy to get through, still depending on the barrier’s quality and by how possessed the individual or thing is.
A side effect too for anyone who passes through the barrier is that illusions get dispelled because of its isepian properties to remove illusions. Less an intended effect for the barrier and more something that came with it being geomancy in nature. In kind it also takes in its weakness with water, easily breaking it down too.
Reason why you are making this request (if applicable)
There’s currently no listed technique that centers around specifically dealing with spirits. So I wanted to create my own. I wanted to create something that could hopefully assist my character or anyone with access to this spell, in their spirit shenanigans without it acting as a crutch spell for said activities.
Roleplay & Lore supporting your request
Different styles and techniques have arrived in Meiaquar after the whaling hour, passed down and shared between each other and their students giving rise to a colorful variation. One which being a technique penned as Warden. Originally a Duyueian technique based around the use of Geomancy to trap, repel, and draw in spirits from the surroundings, usually used in their own crypts. It had arrived in Meiaquar, perhaps by an opportunistic exile, and fell in the hands of Copper.
The spell was first learned by him through his father’s notebook, who was a member of the skogue back in Duyuei before deserting from the tribe and the village. The relation to Duyuei has been approved by its current leader, Efen.
There isn’t much basis in regards to exorcism techniques or spells, mostly that it either requires empathy or force to drive a spirit back to lazarus. But nothing states about being able to draw, trap, or repel spirits. Besides the Hexer things, which are centered more on the bad kind of spirits than general ones.
Geomancy is utilized in this spell for its magnetic properties and innate durability.