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@ -32,7 +32,7 @@ aw.entries.architect.newRune.1=First up to the drawing board: Rune of Capacity.
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aw.entries.architect.newRune.2=Named the dislocation rune, it's only function is to increase the rate the life essence flows into and out of the buffers. Each rune increased the transfer rate by twenty percent per rune, and this effect stack manipulatively. That sounds great, until you realize the first rune only raises the transfer rate by four LP a second. Needless to say, your going to need around a dozen of these runes before you have any noticeable impact on the transfer rate. While these runes make it possible to automate the creation of slates by storing the life essence outside the altar, you're going to be sacrificing speed, capacity, and generation efficiency for this.
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aw.entries.architect.magnetism=It's been a few weeks since I last made any headway with my blood magic research, needing to help with the tutoring of Vlad, Demir and Bella along with my normal duties as a mage. I've had to leave twice this month in order to sort out some mess or another, whether is be a helping with a pack of wild wolves or a bad harvest. Today, however, I managed to get some inspiration for a new sigil. When I was in the market buy more food, I noticed two children playing with a rock that was slightly magnetic. They were just running around, seeing what it would stick to and cheering when it did, or seeing how close they could push it to something before it pulled itself closer... That is what sparked my idea: A sigil that acts as a magnet, pulling items off the ground closer to you. In theory I could rig the magic on it to apply a similar effect to all items and not just metallic ones... Three hours later, and my sigil is finished. It needs a great deal of mass in the form of four iron blocks, along with the classic gold plating infused into an imbued slate(Drat, I never did work on a better name). This sigil needs to be toggled to activate, and while active will draw all nearby items to the user if they have room for it. Simple, but very effective....
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aw.entries.architect.phantomBridge=I've been asked to visit a small town to settle a few complaints that have been voiced lately by them, and am currently surprised that a closer bridge isn't one of them. I've had to walk three miles to cross this river, and now must walk another two tomorrow to reach them. If only I didn't need a bridge, or had thought to grab my air sigil(I still have a bruise from the last landing I had with it, so I wasn't keen on using it again so soon.) Wait... If if I had a bridge that went with me? Better yet, what if I had a bridge that formed under my feet as I walked? Yes, that would be amazing... I'm back home after dealing with a feud over who really owned a cow(Answer: Neither of them, it wondered into town and they both thought it was one of their own), and have set out my work station to try and capitalize on my idea. I'd want the sigil to place blocks that are phantasmal, only there temporarily before fading into nothing after I leave. For that I'd need a special material... Soul sand might work... Add in a little stone for structuring around an imbued state, then use the orb... Done! Now then, for a test run... Drat, I left the auto-writing quill running again. It works better then I hoped! The sigil creates a small five by five platform under me, staying at the same elevation as I walk through the air. Not only that, but I've tweaked it so that holding shift lowers the platform by one under you, and the blocks it makes can be easily broken for a quick decent. Not only that, but it will only spawn the blocks if you are on the ground, jumping or flying will not cause the bridge to reform until you touch solid ground, unless you hold shift forcing it to form under you. And for one final convenience touch, right clicking a phantom block with a block replaces it with that block, making roofs and platforms far easier to build. That should be enough for one night, I'll dub this sigil "The Phantom Bridge" and call it a night.
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aw.entries.architect.holding=Vlad asked me to help him today, requesting my assistance learning the sigils. Part way through he asked if it was ever burdensome having so many on me at once... And I told him it was. Now with a little of his help I've created the sigil of holding, and it... Well, it holds other sigils. Shift right clicking with it while another sigil is in your inventory will cause it to absorb that sigil, taking all of it's powers and allowing you to swap between them with a shift right click. Unfortunately, it can't hold that many sigils(Only four) and not every sigil wants be become a part of it. Also, I had to ask Master Magus for help removing sigils from it as it refused to let them go. For this task he created the ritual of unbinding, a rather grand looking ritual for such a simple task I must say.
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aw.entries.architect.holding=Vlad asked me to help him today, requesting my assistance learning the sigils. Part way through he asked if it was ever burdensome having so many on me at once... And I told him it was. Now with a little of his help I've created the sigil of holding, and it... Well, it holds other sigils. Shift right clicking with it will allow you to place up to 5 sigils into one sigil (no physics here) and you can switch between the sigils that it holds by using the scroll on the mouse while holding shift. If you ever want the sigils back you can simply take them out whenever you wish.
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aw.entries.architect.elementalAffinity=Demir hurt himself again today with a fire spell that backfired(Well, it worked perfectly if setting the ground around him on fire was the intention). In hopes of stopping further injuries, I have infused the powers of the water, lava, and air sigil into an imbued slate. This seems let the sigil act as protective aura around the user, shielding them from drowning, burning, or falling damage at a high over time LP cost. Since I asked Demir to use it he hasn't burned or bruised himself, but did pass out once from a lack of LP to fuel it. Sometimes solving one problem only makes more... But he has been learning, and I've been amazed at what his spells could do. Recently he made a long range teleportation spell and a flight spell not unlike the air sigil, but far faster.
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aw.entries.architect.ritualStones=After a few days of nothing, I turned my attention to the construction of Master Magus's ritual stones. Looking them over, I might be able to replicate their usage and features using reinforced slates and obsidian... Master stone, more complicated then the average ritual stone might be possible if I use my magician's blood orb and four ritual stones to handle the complex nature of it, along with a little more obsidian... Yes, yes it should be possible to recreate them without sacrificing any usage of them. After asking him how he originally made the elemental scribing tools, I believe I can also replicate the manufacturing of them in the blood altar... But it looks like the dusk inks are too complex for this altar to handle, creating an ink closer to dark gray then midnight black... Perhaps I'll have the power to form them later, for now these four will work.
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aw.entries.architect.bloodLamp=I had a flash of inspiration today (Quite literally, as watching a few town guards light a replacement torch nearly blinded me from the sudden light). They spend so much on coal and charcoal to fuel those things... What if I had a simple replacement? A near invisible light source that never goes out, can be made almost endlessly, and can easily be carried on your person? Never again would you need to place a torch to light a room, and they can ruin a rooms look(Not to mention the fire hazard they pose, ruining the look even more. "Charred mess" is never in style.). Harnessing the power of glowstone by running a "Current" of LP through it, I can create a sigil that fires a projectile that upon landing forms a stable light source par with that of torch. The only sign of its existence is the light it gives off and faint red particles. While it uses a small amount of LP, the advantage over carrying stacks of torches is enough to justify it.
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@ -74,7 +74,7 @@ aw.entries.rituals.interdictionRitual=In my studies I heard of an item created b
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aw.entries.rituals.containmentRitual=After experimenting with the effects of the interdiction ritual, I decided to try and reverse the polarity. It created a sort of "vacuum ritual", that I call "Ritual of containment". The cost is the same as the interdiction ritual, due to it using such a similar process. I found this ritual very useful for catching the odd wild rabbit when I wanted a nice dinner. Unfortunately, I caught as many creepers as I have rabbits with it. But a man can try, can't he?
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aw.entries.rituals.bindingRitual=Over the years I've heard legends of a place called "Tartarus". Most other mages claim that the nether is what they are referring to, but I'm afraid the nether might just be the front yard while the real Tartarus is something we have never seen. To test my theory, I created a ritual to drag the soul of one of Tartarus's inhabitants to our world, then seal it inside an item. My research showed that few materials had the strength to withstand having a soul bound to them, much less a demon's soul, but I eventually found that diamond was the perfect material for the task. I activated the ritual (needing 5k LP), then dropped the diamond sword I had made years ago on the master ritual stone. Lightning flashed and struck each of the rituals pillars in turn as I quickly jumped to a better observing spot behind a large boulder. When I returned, the sword gleamed red like blood. Once I picked it up it turned into a shapeless goo, but by running a bit of my power through it the goo returned to its normal form. It was far sharper than any blade I had seen before, seemed nigh unbreakable, and as I was testing it on the common monsters that stalk the night I noticed something strange: As I killed them, I would find little red shards dropping form their bodies from time to time. It was rare, but a noticeable change. I made a note to investigate them later as I gathered them. Because of the ritual's function to bring a demon's soul for the sake of tying it to an item, I dubbed this the "Ritual of Binding." Shortly after this, I got my first apprentices in blood magic. Little farmer boys named Fenn and, his older brother, Way Chronos. I showed them whatever I could over five years, then they left to spread the word of blood magic to other mages. They still stop by from time to time, and I am always glad to show them what we have discovered while they were on their travels.
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aw.entries.rituals.beastMode=When I was teaching Way and Fenn we experimented with binding the souls to various items. We found that along with the sword, diamond pickaxes, shovels, and axes could have souls bound to them. All of them needed LP to be used, and they had an interesting distinction to the sword. The seal on the tools could be opened temporarily, for less than the blink of an eye, to unleash a powerful effect. The terrain around the wielder will be destroyed, if the right tool is used (pick for stone, shovel for dirt, axe for wood. Do I really need to spell it out?). This uses a massive 10k LP per use, but the power seems worth the cost. Much later, when I had Tiberius as an apprentice, I did discover that an apprentice blood orb can be turned into the "Energy Blaster", a ranged weapon with the same ability to create blood shards as the bound sword.
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aw.entries.rituals.unbindingRitual=The next ritual I created was an idea I had during the few years I taught Way and Fenn. The concept was a ritual that would remove souls from items, namely from the bound tools. Strangely, the souls seemed to become fond of their new homes and really don't want to leave those tools. While lesser souls bound to items as curses by necromancers and the like wither at this ritual's power, the souls of those who dwell in Tartarus seem far sturdier. It was over a decade later when Tiberius discovered that it was great at un-binding items from one and other. His first used it to recover a sigil from his sigil of holding (I still tell him to give it a better name, but I'm hardly one to talk about lazy naming), and again when he wanted to experiment with his sigils in bound armor. It seems it uses 30k LP, regardless of the number of items unbound from the original item dropped in.
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aw.entries.rituals.unbindingRitual=The next ritual I created was an idea I had during the few years I taught Way and Fenn. The concept was a ritual that would remove souls from items, namely from the bound tools. Strangely, the souls seemed to become fond of their new homes and really don't want to leave those tools. While lesser souls bound to items as curses by necromancers and the like wither at this ritual's power, the souls of those who dwell in Tartarus seem far sturdier. It was over a decade later when Tiberius discovered that it was great at un-binding items from one and other. He used it to when he wanted to experiment with his sigils in bound armor as they can just pop right out using the ritual. It seems it uses 30k LP, regardless of the number of items unbound from the original item dropped in. It also seems as if most items that come from the Ritual of Binding can be thrown into this ritual to recover the original item. And did someone say something about a baked potato?
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aw.entries.rituals.jumpRitual=The next ritual I recall making is the "Ritual of the High Jump". It... well... it does exactly what is says on the tin. When activated, any entity on top of the master ritual stone will be flung strait up. After watching a cow use the ritual before me (I had to deal with a mess Fenn made, involving a bottle of ink, Way's hair, some dropped parchment, and a wobbly table. I returned to the ritual just in time to see the poor cow get airborne.), I added a secondary effect where anything that gets flung up can safely land back on the master ritual stone. On the bright side of that incident, we had fresh beef to cook for the next few days and a new batch of ink from some passing traders a week later. I almost forgot to add the cost, 1k LP for activation and around 15 lp per use.
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aw.entries.rituals.duskInk=It was at this point that I realized that I was reaching the limits of what I could do with the four inks I had, and spent the remainder of my time teaching Way and Fenn to find a new type of ink. It took four years, but I found it. And it was worth every second. By mixing my blood and Mana with a coal block I created a scribing tool that turn blood into an ink so dark it seems to absorb light. I went on to call this new scribing tool "Dusk" as a result, and rituals far more powerful became possible.
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aw.entries.rituals.magnetismRitual=The first ritual I made after creating that ink, strangely enough, didn't even need it. I had such a rush of new ideas that I didn't care if it used the dusk ink or not. Anyway, I based this ritual off of a small stone I saw the children of the village play with that had magnetic properties. By creating a ritual that mimics this attraction, I made the "Ritual of Magnetism" to pull ores out of the ground and place them in a three by three by three meter cube at the heart of the ritual. It seemed to pull from a seven by seven meter area centered on the master ritual stone, and I managed to tweak it to pull up almost any ore, metallic or not. I offered to help the miners in town with this, but they didn't want anything to do with my work. After realizing I forgot the cost again, I started leaving spaces at the end of these entries for them. This ritual has an activation cost of 5K, with 50 LP for every ore pulled up.
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