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Caladrin's Mutations - Bane (WIP)
Posted: Tue Dec 28, 2021 10:53 am
by Caladrin
Motif: The Deathwalker
Introduction
Caladrin’s Mark of Bane begins to have a twisting effect on Caladrin as the Black Seed grows inside of him, whilst his druidism is able to keep him from aging and appearing healthy; the black seed does continue to grow inside of him. In a sense, this is both a curse and a boon. Caladrin attunes himself to the dead realm, granting him more power; but also vulnerability over his physical self. As the black seed grows, it'll connect to his other mark of controls, allowing him to create banes from other magics.
As he progresses in this dark and reviled magic, he'll become more attuned to the dead and even vulnerable to possession.
Rune Location: Caladrin’s Mark of Bane is located between the shoulder blades of his back Given to him by Alevea Sil'Othis, at the age of 7.
Apprentice - The Bond of the Dead Realm
Caladrin will begin to develop an affinity to Ashes, the powdery substance in which ghosts converted into when they die as they magnetise to him, like a dark cloak, which he is able to shake off at will. He will begin to have a attunement with ghosts. He will be able to see them, feel their pain and otherwise be able to communicate with them. However, this also leaves him vulnerable to darker beings coming through such as wraiths and revenants. With this mutation, he may be driven with madness as they'll come through his dreams, his nightmares and his dark senses. In a darker sense, he may also be more susceptible to possession if he is not careful with which ghosts he makes alliances with.
Journeyman - The Germinated Seed
Caladrin's Bane abilities begin to leave a mark on him as a Ferrier, a very negative mark which his black seed begins to grow on his back. It opens up like a flower bulb and simply shivels back into the mark of control at will. Caladrin must make use of his abilities wisely; his blood must be allayed of any pathos infestation as the seed begins to germinate inside him. Whilst he has the ability to heal himself and rid him of disease, he may not be able to cope with the aftermaths of illness to come as the black seed grows inside him as his body fights a war between illness and cure. He walks beyond the cusp of life and death, understanding it for what it really is; since he is essentially a being of both philosophical concepts. A being of life and death.
Expert - Pathetic Symbiosis
Caladrin's Mark of Control will begin to sprout like a seed as it grows black plant-like tendrils on his back. The tendrils are black hardened pathos which is linked heavily within his mark, however his body weight will increase and his ability to control them will not be as perfect until he is at Master level. These tentacles are able to inflict blunt force trauma as well as being the catalysts of banes. They are malleable in form, meaning that if they are converted into a liquified substance for which it'll take some time to regrow back.
The drawbacks of this mutation means Caladrin would have to control the weight of the hardened pathos on his back as well as the internal damage he does to himself. These tentacles grew because of the germination of the black seed, meaning that the longer he holds this form, the more likely he is exposed to crippling illness. He will still have to use traditional methods of bane invoking as the fear of death shadows him.
Master - Arcane Ferrier
The Mark of Control begins to seep through black roots around Caladrin's body, similiar to the intricate patterns on the skin of a Sil'Norai, they attune themselves to each mark Caladrin has, allowing him to create banes incorporating the uses of other magics, such as Remnant, Druidism and even Sigilic Pyromancy. There is a huge penalty when drawing amongst these magics as you are overloading two marks of control on the soul; it is fine that the Ferrier in question would be suspectable to moderate overstepping incorporating Bane and another magic into the affliction in question. However, certain magics such as Resonance, Oath, Summoning, Malformity and Brand cannot be incorporated into banes due to their self-orientated nature. From harmful fungal infections when attuned to druidism to severe blindness when mixed with Nightfall. All there needs to be is the essence of the magic in question followed by the combination of Pathos to distribute it's harmful contents. Here are the following effects of the Banes in question for each magic:
Sigilic Pyromancy - Burning Blood: This causes the bane to inflict searing pain as their blood begins to boil, due to the essence of shrivenflame placed inside the Pathos.
Druidism - Contagion: When combined with this magic, Caladrin is able to create fungal infections and ensnaring vines, which will rot and decay foes as well as become a helpful source. By combining the essence of life energy and Pathos, he is able to grow plants amongst a person already inflicted with the Pathos.
Nightfall - Succumbing Darkness: This is the most insidious bane to combine as it inflicts blindness amongst those. A blindfold of Umbraplasm wraps around the victim's eyes and darkens the area's in their retina. The Umbraplasm had been given life with the Pathos, meaning that darkness is stuck to them until the effect wears off.
The magics in question must be Journeyman or higher to combine with the banes with other magics as they will not attune themselves to Caladrin's Mark of Bane until the soul has been compelled enough within that magic; he cannot use these banes with Banefog as it'll overload his ether, causing him to severely overstep if he tried. With the attunement of the other magics, Caladrin has learnt that the gateway of death is nothing to be feared off. It can be a both a curse and a boon and he must live with both. He will be content in letting his black seed fester inside him, knowing he has a way to heal and expunge himself; exactly as Y'shendra did with Malek when he became corrupted and diseased.
Re: Caladrin's Mutations - Bane (WIP)
Posted: Fri Dec 31, 2021 5:03 am
by Ruin
CLAIMED. Let me know when this is done and I'll continue the review.
Build to last,
Ruin.
Re: Caladrin's Mutations - Bane (WIP)
Posted: Fri Dec 31, 2021 3:38 pm
by Ruin
Hi Caladrin, the following mutations cannot be approved for the provided reasons:
Apprentice:
This is much too heavy a mutation for the apprentice level. I count nine different things all loosely collected to one another happening here. I see no real penalties with this mutation, as everyone is susceptible to possession and can be haunted by ghosts in the Reverie. Additionally, the theme of communication and sight of ghosts is replicating the abilities of a sigilic pyromancer and cannot be approved in a Bane mutation. As such, this mutation is denied.
Journeyman:
This doesn't make any sense; the only things I can make out are the formation of a flower on Caladrin's back, what appears to be forced heavy overstepping. Described as walking beyond the cusp of life and death leads me to believe that this mutation makes Caladrin immortal, such is not acceptable and is thus denied.
Expert:
The addition of tendrils on his back borrows several abilities from malformity, coupled with the fact that these are not permanent and can be retracted with the bulb/flower from the previous mutation, this mutation is purely beneficial and is as such, denied.
Master:
Combining magic is not acceptable, even for a master mutation. Mutations should be kept within the limits portrayed by the theme of the mark. As such, this is denied.
Please resubmit the denied mutations as a reply to this thread and I will review them when they are complete.
Build to last,
Ruin.
► Show Spoiler
Caladrin wrote: ↑Tue Dec 28, 2021 10:53 am
Motif: The Deathwalker
Introduction
Caladrin’s Mark of Bane begins to have a twisting effect on Caladrin as the Black Seed grows inside of him, whilst his druidism is able to keep him from aging and appearing healthy; the black seed does continue to grow inside of him. In a sense, this is both a curse and a boon. Caladrin attunes himself to the dead realm, granting him more power; but also vulnerability over his physical self. As the black seed grows, it'll connect to his other mark of controls, allowing him to create banes from other magics.
As he progresses in this dark and reviled magic, he'll become more attuned to the dead and even vulnerable to possession.
Rune Location: Caladrin’s Mark of Bane is located between the shoulder blades of his back Given to him by Alevea Sil'Othis, at the age of 7.
Apprentice - The Bond of the Dead Realm
Caladrin will begin to develop an affinity to Ashes, the powdery substance in which ghosts converted into when they die as they magnetise to him, like a dark cloak, which he is able to shake off at will. He will begin to have a attunement with ghosts. He will be able to see them, feel their pain and otherwise be able to communicate with them. However, this also leaves him vulnerable to darker beings coming through such as wraiths and revenants. With this mutation, he may be driven with madness as they'll come through his dreams, his nightmares and his dark senses. In a darker sense, he may also be more susceptible to possession if he is not careful with which ghosts he makes alliances with.
Journeyman - The Germinated Seed
Caladrin's Bane abilities begin to leave a mark on him as a Ferrier, a very negative mark which his black seed begins to grow on his back. It opens up like a flower bulb and simply shivels back into the mark of control at will. Caladrin must make use of his abilities wisely; his blood must be allayed of any pathos infestation as the seed begins to germinate inside him. Whilst he has the ability to heal himself and rid him of disease, he may not be able to cope with the aftermaths of illness to come as the black seed grows inside him as his body fights a war between illness and cure. He walks beyond the cusp of life and death, understanding it for what it really is; since he is essentially a being of both philosophical concepts. A being of life and death.
Expert - Pathetic Symbiosis
Caladrin's Mark of Control will begin to sprout like a seed as it grows black plant-like tendrils on his back. The tendrils are black hardened pathos which is linked heavily within his mark, however his body weight will increase and his ability to control them will not be as perfect until he is at Master level. These tentacles are able to inflict blunt force trauma as well as being the catalysts of banes. They are malleable in form, meaning that if they are converted into a liquified substance for which it'll take some time to regrow back.
The drawbacks of this mutation means Caladrin would have to control the weight of the hardened pathos on his back as well as the internal damage he does to himself. These tentacles grew because of the germination of the black seed, meaning that the longer he holds this form, the more likely he is exposed to crippling illness. He will still have to use traditional methods of bane invoking as the fear of death shadows him.
Master - Arcane Ferrier
The Mark of Control begins to seep through black roots around Caladrin's body, similiar to the intricate patterns on the skin of a Sil'Norai, they attune themselves to each mark Caladrin has, allowing him to create banes incorporating the uses of other magics, such as Remnant, Druidism and even Sigilic Pyromancy. There is a huge penalty when drawing amongst these magics as you are overloading two marks of control on the soul; it is fine that the Ferrier in question would be suspectable to moderate overstepping incorporating Bane and another magic into the affliction in question. However, certain magics such as Resonance, Oath, Summoning, Malformity and Brand cannot be incorporated into banes due to their self-orientated nature. From harmful fungal infections when attuned to druidism to severe blindness when mixed with Nightfall. All there needs to be is the essence of the magic in question followed by the combination of Pathos to distribute it's harmful contents. Here are the following effects of the Banes in question for each magic:
Sigilic Pyromancy - Burning Blood: This causes the bane to inflict searing pain as their blood begins to boil, due to the essence of shrivenflame placed inside the Pathos.
Druidism - Contagion: When combined with this magic, Caladrin is able to create fungal infections and ensnaring vines, which will rot and decay foes as well as become a helpful source. By combining the essence of life energy and Pathos, he is able to grow plants amongst a person already inflicted with the Pathos.
Nightfall - Succumbing Darkness: This is the most insidious bane to combine as it inflicts blindness amongst those. A blindfold of Umbraplasm wraps around the victim's eyes and darkens the area's in their retina. The Umbraplasm had been given life with the Pathos, meaning that darkness is stuck to them until the effect wears off.
The magics in question must be Journeyman or higher to combine with the banes with other magics as they will not attune themselves to Caladrin's Mark of Bane until the soul has been compelled enough within that magic; he cannot use these banes with Banefog as it'll overload his ether, causing him to severely overstep if he tried. With the attunement of the other magics, Caladrin has learnt that the gateway of death is nothing to be feared off. It can be a both a curse and a boon and he must live with both. He will be content in letting his black seed fester inside him, knowing he has a way to heal and expunge himself; exactly as Y'shendra did with Malek when he became corrupted and diseased.
Re: Caladrin's Mutations - Bane (WIP)
Posted: Mon Feb 14, 2022 12:58 am
by Ruin
Character retired, archiving.