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Carnimancy

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Artwork by ???
A Maddened Carnimancer
Rarity: Rare
Danger Level: Medium

Primary Author(s): MeteorDragon

(The contents of this page are NOT common knowledge)

“In order to heal, one must first cause harm. Nothing good comes without a cost”

-Remaron Velue Wildron, The First Fleshmelder

History

Introduction

Travelers of the world have always looked for new places to find, be it within the world of Gaia or beyond to other planes of existence. One such man lived several hundred Eras before the continent of Anoma was discovered and he had once thought the world to be complete, his maps finished, his work done. This man, barely reaching his late thirties had found all there was to find of the world around him and had thus come to lose his sense of purpose within the world. Though his maps sold due to the general thought that they were the most accurate and complete of all the other maps in the world, this man knew that he was missing something, something bigger than the world of Gaia.

"You're never done exploring the world around you. Always reach forth at any sign of adventure!"

His thoughts of having incomplete maps led him to travel the parts of the world he knew the least, forced him to try and learn more and find more things to detail. On one of these fateful days, he found a cavern that he had not yet explored. As he delved deeper and deeper into the dark cavern, webs started to form upon the walls, spiders ran around his boots and the eerie sound of his walking stick striking stone started to fade away to a new sound. Upon realizing the abnormalities around him, the young man lit his torch and raised it to a wall, only for it to show a white wall made of spider webs. With horror, he turned around, trying to escape back to where he had once come from, the mortal realm. As he ran through the tunnels of webs, his ears picked up on the chittering of spiders that wished to crawl after him as well as the passive sound of wind blowing. He followed the noise for what seemed like forever and eventually came to another thinning tunnel, feet squishing on something different from the steel-like webs of the Webways. The flames of his brilliant torch revealed, on the ground, that his feet were now trudging through some sort of mucky earth while also stepping upon some strange mushrooms.

"What have I come across but a web of terrors.. only to be brought to a land of wonders"

The scholar had come across the Wonderlands of the Fae World. Before him lie massive mushrooms and as he came out of the tunnel, he took out his notebook, making markings upon it of what he saw. For at least a year, he meandered around this foreign landscape of Decay, finding different plants that he sought to taste for edibility while also looking for signs of new people, anyone who would be an inhabitant of this Realm. Thus, one day, he came upon a road that traveled through the Mushroom Forest and to his right, the sound of marching. Down through the beauty of the forest he had come to adore, men smaller than he marched by and within the middle sat a Lady on a carriage of shrooms. Passing by, this Lady looked on at the man and from her breath, spores flew and surrounded the air and into the form of the scholar who now neared fourty.

"So there are threats within the world of beauty"

Darkness crept to his sight as the spores of hallucination flooded his mind and body, the decay of the forest starting to climb upon his body as he was wordlessly cursed by such a woman who sought his demise. Now, this land seemed to grow with more wonder than he had ever seen before, every tree seemed to speak his name as well as the name of she who brought this upon him. Through this, his mind and soul opened to every possibility that was out there, perhaps all of this was real and he was back in Mortal Realm, or so he thought. He had been walking so long that he saw the ever growing lands of the Spring Court. Yet, as he crossed over, the hallucinations followed, his body seeming to not have the capacity to avoid what had been seeded within his very being.

"Even with a plague upon my mind.. Why is it I find this world so beautiful?”

In the last few months of his stay within the Fae world, he finally looked down at his body and realized how broken the spores had made him. Mushrooms sprouted from body while parts of him were simply decaying away, leaving gashes all along his body. Without wanting to die, he grasped forth his needle and without realizing it, thread wrapped itself through the eye of his needle as he stitched his body back together. The more he stitched, the more the decay around him would grow, destroying the plant life of the Spring Court he sat in.

"A true miracle, but at the cost of life. Is it worth the pain of this other world to heal myself?”

After several long years of remaining in this other realm, the scholar found his way back to the Mortal Realm. Though, his purpose for bening was lost. Maps had no longer concerned this older man and thus, Remaron seemed to simply disappear into the world without many people knowing what happened to him in his later life. It’s even unknown if the spore-plagued man even perished as none have found his body.

-=-

Mechanics

From the start of a Carnimancer’s journey through the magic, they must learn that nothing can come without a cost. Be it Essence, Tear, or Favor, one must pay in order to cast spells of brilliance. For a practitioner of this specific magic, bringing a dead limb to life requires two types of payment: the payment of Decay and the payment of Essence. The way to get Essence is rather simple as one must simply follow the rules for gathering Animam Absorbet. Unlike that cost, gathering Decay is done in a completely different way as it must be gathered by taking it from living things and depending on what it’s being taken from, a caster will receive a different amount of this Decay.

Decaying

The gathering of Decay is done through a disgusting process in which someone must remove life from something else and place it within themselves so they may later fuse it together. Upon doing so, it causes living things to develop a form of decay. Decay may be placed upon Animals, Humanoids, and plantlife, though the complexity of such life will also cause one to gain more or less decay depending on what is being decayed. Though, due to the nature of plantlife, it’s practically useless to decay any form of plantlife. While this isn't a spell on it's own, many others refer to Decaying; therefore, it has been placed up here for easy access

Humanoids

  • These are the most complex form of life, thus letting someone get the most Decay out of stealing from these beings. Humanoids include beings that hold shapes similar to humans, mostly being used on player characters
  • Decay for these beings progresses in five stages
    • Stage One - The area in which the hand is directly touching shall start to bruise up, acting similarly to that of a bruise
    • Stage Two - From the area the hand is touching, the Decay will spread out half an inch in every direction from where the hand was originally placed. The outer rim shall hold the effects of Stage One while the first bruising will start to smell, albeit weakly while one is able to feel pain rising from the Decaying. The bruise now turns red
    • Stage Three - The ring of Decay now expands by another half inch- turning into Stage One Decay, the ring of Stage One now progressing into Stage Two while the first afflicted area starts to turn into a light green color that mixes with the previous red, the skin there becoming a little tighter as the smell grows
    • Stage Four - Once again, another half inch of Stage One is added as the previous Stage One turns to Stage Two, Stage Two turns to Stage Three, and Stage Three progresses to Stage Four. During stage four, the area turns into a truly rotten green color as the stinging pain continues to ravage the area. The smell grows, making it quite noticeable to anyone nearby. The once tightened skin now goes a bit loose, letting some droplets of blood out of the flesh
    • Stage Five - Just like the previous Stage, half an inch of Stage One is added and the rest of the Stages progress by one. For this final stage, the area starts to crack in some places, letting blood out as if someone had just cut a quarter inch slice into their arm. The normal pains will continue on until the Decay is healed
  • As the mage forces someone's body to progress through the stages of Decay, the mage will be given a certain amount of Decay for their own use. Below is how much Decay is given to the mage based on the maximum amount of Decay they place upon a humanoid
    • Stage One : 3 Decay
    • Stage Two : 4 Decay
    • Stage Three : 6 Decay
    • Stage Four : 9 Decay
    • Stage Five : 14 Decay

Animals

  • Animals include any sort of beast found out in the wild. This can include : cows, pigs, and chicken while also including monsters, such as giant centipedes, owlbear, and raptaurus
  • Decaying for any Animals is considered to be the same for a Humanoid, albeit growing at a larger rate. For every Stage after the first, the growth will extend to be One and a Half inches per Stage
  • Due to the lesser complexity of Animals, each Stage will provide a lesser amount of Decay. Though, the rules for how much you get are the same
    • Stage One : 0 Decay
    • Stage Two : 1 Decay
    • Stage Three : 3 Decay
    • Stage Four : 6 Decay
    • Stage Five : 10 Decay

Healing

  • Healing Decay is rather easy. It can be done with an alchemical potion, or by simply waiting for time to pass. Of course, waiting does take a while, the times for each Stage to heal are shown below. After the given time, it will drop down a stage until there’s nothing left
    • Stage One : 5 IRL Days
    • Stage Two : 4 IRL Days
    • Stage Three : 3 IRL Days
    • Stage Four : 3 IRL Days
    • Stage Five : 2 IRL Days

Redlines:

  • Natural things that aren't living may not be Decayed
  • Plants give no resource of Decay, though you may cause Decay upon plantlife
  • Once a section is Decayed, it may not be Decayed again until the area is healed
  • Creatures that are inorganic, such as Deathknights and Dark Spawn are unable to be targeted by Decaying

-=-

As time passes, a Carnimancer has the ability to drift into a strange state of being. This state is known as Decaying Corpse and is only activated when a Master Carnimancer messes with their own internal organs. Shown below is what happens when a Carnimancer enters this state

Decaying Corpse

A Master Carnimancer slowly learns how to replace their own organs, be the reason for dire circumstances or for simple experimentation. In any case, the body of the Carnimancer will accept and nourish the newly brought organ for some time before growing to reject what has been placed within it. This rejection happens rather quickly and is quite obvious at times, and should the Carnimancer ignore the signs of decay within their own body, then they are sure to perish. Of course, this gruesome process doesn't come without its benefits. In fact, the first Carnimancer, upon discovering what he could do, used this ability to keep his body alive for decades after he should have died, preventing his body from going into total organ failure.

  • This only becomes active after a Carnimancer has used Body Repair on themselves
  • Rejection of an organ starts to happen around 1 IRL week after the organ was replaced last. It doesn't hold much grief at first, but the Decaying inside the holder does cause an awful stench that's able to be smelled by those within 5 blocks of the Carnimancer, it being weaker the further it goes out
  • The organ will fail, causing the Carnimancer to perish, at the mark of 4 IRL weeks after the organ was replaced. Of course, this may be delayed by replacing the organ again, before the weeks are over
  • Due to the Decaying within the body of the mage and connection with Decay that every Carnimancer has, they are able to push their soul to the upper limits of this magic and gain an extra 10 max Essence. Even before the rejection of the organ within them, their maximum Essence shall be enhanced

Redlines

  • If the organ is not replaced, then the Carnimancer will die. This results in a PK of the mage
  • Essence max is capped at 35 total Essence unless outside sources let the mage change
  • The smell of Decay after one IRL week must be properly shown IRP. Should the mage OOCly decide to do so, more side effects may be added on with this ability, such as change in skin color, sickness, and other such aesthetics

-=-

The Four Ranks

Carnimancers travel rather swiftly through the ranks as the main physical skill they need to learn is the art of stitching. Though, learning more about the magic can be easily done after having learned the basics of the magic. Of course, the start the different spells must be taught while one is able to learn on their own after having been taught the basics. To judge the progression of a Carnimancer, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Carnimancer must abide by their Rank for a minimum of Two Months, allowing them to become a Master Carnimancers at six. Each Rank achieved grants the Spellcaster access to a new list of spells:

(T1) Basic Spellcaster | 0 Months | 10 Essense, 20 Decay At Maximum | Return Stitching, Thread Syphon, and parts of Flesh Melding

(T2) Adept Spellcaster | 2 Months | 15 Essense, 30 Decay At Maximum | Mixed Stitching, Controlling Thread, parts of Muscle Weaving, and the rest of Flesh Melding.

(T3) Expert Spellcaster | 4 Months | 20 Essense, 40 Decay At Maximum | Unusual Stitching, Unweaving, parts of Limb Stitching, parts of Petrification, and the rest of Muscle Weaving.

(T4) Master Spellcaster | 6 Months | 25 Essense, 50 Decay At Maximum | Body Repair, Carnimancer’s Decay, as well as the rest of both Limb Stitching, and Petrification.

-=-

Magical Abilities

Canimancy, much like all other magics, holds a variety of different spells for the mage to utilize. Each spell may be learned during the time of any Carnimancer’s progression through the magic, having different costs of casting, some of which being done at the expense of the mage themselves. The melding of one’s own, or another’s body is a rather tedious process and one will generally learn how to sew or stitch before progressing with being taught this magic as that is one of its most defining features.

[ Stitching ]

Stitching is considered one of the most basic spells in the whole of Carnimancy, though it can get rather complex as one rises through the ranks. Usually, it’s the first thing that any practitioner learns as well as being one of the last things they come to master. This ability ranged from stitching someone’s one hand back to their stubbed arm to tearing out one’s own organs and replacing them with new ones. Of course, it does take more to do the latter than it does to do the former, cost wise anyways. Though, the Essence and Decay gathered by the mage is what makes this ability possible as they will combine the two forms of energy together within their soul to create a physical representation of life that comes in the shape of thread. The properties of this thread have hardly been studied as it quickly dissipates once the stitching is done, though it’s thought that the life poured into the thread is what makes limbs move. One issue that Carnimancers have found is that after one Era, a limb will become completely unusable as the natural decaying of it would have completely destroyed the body part, unless properly preserved.

[ Return Stitching ]

Rank: 1 | Emotes: 4 | Essence: ? | Decay: ?

Description: Back in the times of old, the first Carnimancer is said to have traveled the world and used his magic to help those who had lost pieces of themselves in battle. With the minimal knowledge known, some have told of the mage summoning forth some thread that wrapped around a needle that he then used to stitch one’s own limb back upon their body. For those who learn of stitching, this is the first thing they learn due to how simple it is and how little it costs to cast.

Mechanics:

  • In order to start stitching, one must have an MC Needle item
  • Limbs belonging to the same person may only be stitched onto the person they use to belong to. Simplified, one could simply call it the “Same Person” rule
  • Once the stitching is done, a light scar will appear in a ring around where the two areas were fused
  • The Costs for each kind of limb are shown below. Though, it doesn't need to be exactly the arm or exactly a hand when stitching. The cost for the size of limb being stitched on will be the cost of the closest size to it, rounded up should it be exactly half
    • Fingers, Toes, Ears, and Nose - 2 Essence and 3 Decay
    • Hands, Feet, and Jaws - 4 Essence and 7 Decay
    • Forearms and Thighs - 6 Essence and 10 Decay
    • Arms and Legs - 8 Essence and 14 Decay
  • Once attached, full functionality of the limb is returned
  • In only one case may the Same Person rule be ignored. By adding +1 Essence and +2 Decay, one may add the limb of the Same Race onto someone. IE: Gravican to Gravican. Though, due to the slightly higher complexity of this, it’s only able to be used by those T2 and up


Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • Limbs from one person may not be placed on someone who it did not previously belong to. Limbs from Mixed Stitching, should they be cut off, are unable to be reattached with Return Stitching
  • For the Same Race rule, it works for Subraces only. An Armusian hand may not be placed on a Gravican, for example
  • This can not be done on animals or golems. Though, Beastfolk may be a target of this spell
  • Injuries upon the limb being stitched on do NOT instantly heal when they are attached
  • Limbs may only be returned to where they used to belong. One can NOT stitch an arm onto someone’s chest or a foot to where their hand use to be
  • Animal parts may not be used for this spell


[ Mixed Stitching ]

Rank: 2 | Emotes: 4 | Essence: ? | Decay: ?

Description: Some time after the first Carnimancer came back to the Mortal Realm, some folk around the world started to see, albeit rarely, some humans who held arms of Autumn Elves or Rehks. These people were part of the first Carnimancer’s plan to test out his strengths and weaknesses. By summoning forth one’s thread, it's said that limbs that don't belong on someone may be placed upon them. Of course, this was only able to be found out due to the gruesome experimentations of the first Carnimancer.

Mechanics:

  • In order to start stitching, one must have an MC Needle item
  • Once the stitching is done, a light scar will appear in a ring around where the two areas were fused
  • The Costs for each kind of limb are shown below. Though, it doesn't need to be exactly the arm or exactly a hand when stitching. The cost for the size of limb being stitched on will be the cost of the closest size to it, rounded up should it be exactly half
    • Fingers, Toes, Ears, and Nose - 4 Essence and 6 Decay
    • Hands, Feet, and Jaws - 6 Essence and 10 Decay
    • Forearms and Thighs - 8 Essence and 13 Decay
    • Arms and Legs - 10 Essence and 17 Decay
  • Once attached, full functionality of the limb is returned. Though, due to the limb not being properly fit for who it is to be put on, it takes some time to get used to. In addition to that, different sized limbs can cause some balancing issues
  • Due to these limbs being unnaturally attached to the body, the body they were placed upon will slowly start to reject it. Over the course of One and a half Ages(3 weeks), the individual shall roll a 1d6 twice. Each roll will signify a symptom as shown below:
    • 1 : Feeling tired or weak
    • 2 : Fever or chills
    • 3 : Shortness of Breath
    • 4 : Swelling of your feet, hands, or ankles
    • 5 : Flu-like chest pains
    • 6 : Fever of 99° F
  • After a total of one Era of having the limb, it will fail and become unusable. This will result in all the thread breaking and it falling off, causing the place where it was attached to gain injuries akin to that of minced meat
  • Failure of a limb may be prevented and the process reset if a Carnimancer decides to spend 2 Essence and the same amount of Decay used to stitch the limb on


Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • Any sort of limb that belonged to a weaker race will be halfway between the limb’s race and the race of the one who has the limb
  • Though different races can be placed upon another’s body, should it not be of the body belonging to the same race, then it will try to adapt to the new body. The physical properties will change quite a bit, as shown below. Anything not stated will provide no bonuses
    • Autumn Elf : Heat Resistance is half of what it usually is, on the limb only. Any molten tattoos they have will remain as they were before the libm was stitched on
    • Winter Elf : Cold Resistance is half of what it usually is, on the limb only
    • Rehk’Urs : These limbs provide a 0.5x strength bonus on top of their weilder’s base strength, though it only affects the limb that was stitched on
    • Summer Elf limbs apply a +1 block movement in water if the person with them has either 2 Summer elf hands OR 2 Summer elf feet. Though, hands will be restricted to only making gross movements, no fine work, and feet make it harder to walk and run- providing a -1 to movement should someone have 2 Summer elf feet
    • Demonkin and Withered : Demonkin limbs gain a 1x strength bonus. Withered limbs become as strong as the race it’s upon
    • Gahori and Javali : Skin/Scales is only as strong as a leather hide rather than chainmail
    • Uvari : They gain no flight nor gliding properties. Though, their usually fragile bones are now as strong as the race it’s being put onto
    • Cave Dwarf : Their bones are halfway between the toughness of their usual bodies and that of the body it’s now connected to. They gain no strength bonus
    • Giantbloods : No strength bonus. Their weather resistance is halved
    • Drakofrys : The limbs gain a 1x strength bonus, and their scales are only as strong as a leather hide
  • Should hooves be placed upon someone instead of feet, then they will gain a +1 to movement speed, but ONLY if both of their feet are changed
  • This can not be done on animals or golems. Though, Beastfolk may be a target of this spell
  • Injuries upon the limb being stitched on do NOT instantly heal when they are attached
  • Limbs may only be returned to where they used to belong. One can NOT stitch an arm onto someone’s chest or a foot to where their hand use to be
  • Animal parts may not be used for this spell
  • Symptoms for the limb must be shown after 3 weeks. Should a roll end in a duplicate, then one must re-roll
  • Rejection of the limb will occur unless one gains an alchemical solution to this, or unless a druid uses Mending Spring on the limb. Both of these will permanently end the limb rejection, though symptoms will still be felt for 1 week after either of these is applied

[ Unusual Stitching ]

Rank: 3 | Emotes: 4 | Essence: ? | Decay: ?

Description: During the first decade of discovery for the Carnimancer, he sought to learn even more about his stitching abilities. He soon learned that he could replace the tails of halfbloods who had their tails torn from them during fights with others. Eventually, he found one halfblood who had perished during a fight and thus he stole their tail. Through his endless wants to test his new found powers, the elderly Carnimancer stitched this tail onto another man, thus making him realize his ability to stitch anything wherever he wanted it.

Mechanics:

  • In order to start stitching, one must have an MC Needle item
  • There are only a few things that can be done with this spell. Almost anything may be stitched onto someone, so long as it’s organic and comes from a humanoid- not an animal. Shown below are what can be stitched onto someone
    • Horn - 6 Essence and 10 Decay
    • Tail - 10 Essence and 14 Decay
    • Single Wing - 12 Essence and 18 Decay
    • Scale Covering - For each limb, it’s the same cost as Return Stitching, but +4 for each Essence and +6 for each Decay
  • Should an abnormality such as the ones above be placed upon one’s form, they do gain access to use them, but to a limited degree
    • Tails are able to be used as another arm
    • Wings serve practically no purpose, though one may flap them
    • Horns can be placed upon someone, in any location really, though they will not grow back
    • Scales are rather interesting as they shall provide armor similar to that of Tanned Leather, though this armor also hinders their movement. The limb will become stiff, and should more than two limbs on their body have scales, if the race didn’t have scales before, then they will get a -1 to movement
  • Tails, Wings, and Horns are mere aesthetics unless placed upon the body of a creature they once belonged to.
  • Though, these aren’t the only limitations for this spell. Such things like arms, hands, feet, etc, can be placed anywhere upon someone’s form with a much higher cost. Of course, due to the bones not properly matching up, there is a high likelihood that any limb placed this way will be useless. Nevertheless, the list for costs is placed below
    • Fingers, Toes, Ears, and Nose - 4 Essence and 6 Decay
    • Hands, Feet, and Jaws - 6 Essence and 10 Decay
    • Forearms and Thighs - 8 Essence and 13 Decay
    • Arms and Legs - 10 Essence and 17 Decay

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • A general rule for this ability is that just because something can be placed upon someone, doesn’t mean it will actually work
  • Flight with wings is impossible
  • Placing of limbs is rather important as it must create proper joints in order to work. For example, you can't place an arm on someone’s chest, but you can replace someone’s hand with a foot. In addition to this, Ears and Noses will do nothing is put in any place but where an Ear or Nose should be
  • If a tail or a set of wings is not placed where they properly should be, then they become useless
  • Any one person may not have more than one working tail and one working set of wings
  • This can not be done on animals or golems. Though, Beastfolk may be a target of this spell
  • Animal parts may not be used for this spell
  • Injuries upon the limb being stitched on do NOT instantly heal when they are attached

[ Body Repair ]

Rank: 4 | Emotes: 6 | Essence: 12 | Decay: 22

Description: As his completion of the magic came to an end, the Carnimancer thought that he had learned everything he needed to. Though, his time in life was coming to an and. Through stories told by many, they found rotten organs lying in a pile on his table. After a decade, someone claimed that they had seen this man walking around, looking as healthy as ever. The thought of stitching came to the first’s mind and with that, as he got older, it’s thought that he went mad and tore out his own organs before replacing them once more. Of course, Carnimancers learn to know that this pain staking process can help them live on, but at a rather great cost.

Mechanics:

  • In order to start stitching, one must have an MC Needle item
  • This ability takes a total of 10 emotes to do. Unlike the others, one must take the time to tear their own body open, take out the organ, sew in a new one, and then close the wound
    • When cutting one’s own body open, the Carnimancer must focus upon their own body, concentrating essence upon their chest to keep blood from flowing out. Though, that must be eased off for a few moments as they summon forth their thread so they are able to sew their organ and then their body
  • This activated the passive ability Decaying Corpse

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • Only organs within the torso may be changed
  • Once this ability is done, it must be completed, otherwise the caster will die. In addition to that, this starts Decaying Corpse, an ability that can not be stopped
  • This ability can only be used on the Carnimancer who is casting it
  • Should any organ besides the heart be struck, then the Carnimancer will be able to thrive for 6 emote rounds before they start the spell. If they are unable to start the spell and then finish it, then they shall perish. An easy way for someone to prevent them from getting away is by simply killing them, or keeping them within combat
  • The said 6 emote rounds only applies if the Carnimancer is already a Master Caster
  • Animal parts may NOT be used to become the Carnimancer’s new organs

[ Syphon Decay ]

Rank: 1 | Emotes: 2-6 | Essence: 4 | Decay: 0

Description: Some people were seen walking around, during the same time as the first Carnimancer, were seen to have strange markings along their bodies that showed signs of decay. After dozens of these markings were seen, it’s said that the first Carnimancer then performed a miracle for whatever town he visited. These miracles were mostly seen as the mage performing stitching. For an actual Carnimancer, they learn to use this ability to decay others to gain a pseudo-essence that they have learned to call Decay. They do this by concentrating Essence into their bare palm before then walking up to someone so they are able to rest this essence-infused palm upon their form. It's said that the longer they keep their hand there, the more Decay is gathered, but more damage is caused.

Mechanics:

  • The caster may extend the time they are casting this spell by four more emotes, using more Essence per emote they extend it. Below is what happens per emote extended in addition to the emote before all of those
    • Second Emote - Stage One Decay - Extra Cost: 0
    • Third Emote - Stage Two Decay - Extra Cost: 1
    • Fourth Emote - Stage Three Decay - Extra Cost: 1
    • Fifth Emote - Stage Four Decay - Extra Cost: 1
    • Sixth Emote - Stage Five Decay - Extra Cost: 1
  • In order for the spell to go through, a bare palm must be placed upon the form, clothed or not, of the target to allow for the Essence to seep out from the Carnimancer. Though, the hand must only be placed upon someone once the Decaying starts
  • After the first emote, any amount of time may pass before the Decaying starts. Once Decaying starts, should the hand be removed, the spell must be recast
  • Should one try to decay a plant, it will only take up 1 essence per 1 block of plant life being decayed. No Decay is given back

Redlines:

  • The Carnimancer’s hand must be bare and must be flesh. If it is neither, then the spell will not activate
  • In order for the spell to be extended, contact must be sustained with the hand that started it
  • If one’s essence runs out as the spell is being extended, then it will abruptly stop. It will also stop once the seventh emote is completed
  • This may only be performed on Humanoids and Animals. Plants may become a target for this spell, though it provides no Decay

[ Controlling Thread ]

Rank: 2 | Emotes: 3-12 | Essence: 6 | Decay: 8

Description: Some who saw the first Carnimancer are said to have witnessed atrocities that this elderly man commited. Very few stories exist, though they detail how the Carnimancer once lifted his hand in the air and controlled the arm of someone he had once healed. To those who practice the magic, they quickly learn that the thread they implant within people can be manipulated, even after they stop their sewing. With this, they may push their essence forward to create an intangible connection with the thread they have sewn. After a connection is made from their hand to the limb they stitched, the mage will be able to wave their fingers about and force the limb to move and contort as if the Carnimancer were a puppeteer and the limb their puppet.

Mechanics:

  • From the 3rd emore onwards, the Carnimancer will gain control over the limb they are connected to for a total of 5 emotes. Though, they may extend the time they have access to up to 10 emotes. Each extended emote takes 1 Essence and 2 Decay. This comes to a total of 7 emotes without extensions and up to 12 emotes with extensions
  • For each emote after the 7th, the target may roll a 1d20 against the Carnimancer. Should they get above a 10, the spell will break
  • A Carnimancer can only manipulate limbs they have stitched onto someone
  • In order to cast this, the target must be within 15 blocks of the caster. This spell, after connection is made, can go out to 20 blocks from the caster
  • Once Connection is made, the Carnimancer must have a free hand open so they can manipulate the limb. The victim must also remain in the light of the Carnimancer’s sight in addition to the caster only being able to move 3 blocks per turn

Redlines:

  • Carnimancers may only cast this spell upon one limb at a time
  • Carnimancers may only target limbs they personally stitched onto someone else
  • The opportunity for rolling must be told to the target once the 7th emote is done
  • One must have a line of sight as this spell is cast. The victim may only go out of view for one emote and if they aren’t within sight for the emote following, then the spell will fail
  • This can not be used to disconnect the limb from its host. In addition to that, should the limb be cut off, then the spell will break

[ Flesh Melding ]

Rank: 1 | Emotes: 4 | Essence: ? | Decay: ?

Description: Not much is known about this spell from the days of the first Carnimancer due to how little people saw of this ability. The reasoning being, Flesh Melding is utilized to be a sacred ability to camouflage someone’s flesh. The process to do this is rather simple as all the user has to do is summon forth their thread and place a covering of flesh over someone before finally stitching it on from one end to another. During this process, if they are covering flesh, they will slowly rip the other flesh off as they replace it.

Mechanics:

  • One must have an MC Needle item in order to use this spell
  • Different sizes of areas take a certain amount of Essence and Decay to use, as shown below :
    • Fingers and Toes - 2 Essence and 3 Decay
    • Hands, Feet, and any part of the Head - 4 Essence and 5 Decay
    • Forearms and Thighs - 7 Essence and 10 Decay
    • Arms, Legs, and any part of the Torso - 10 Essence and 14 Decay
  • Full functionality of the skin being stitched on will return once the spell is completed
  • Should the hide of a demonkin be placed upon someone’s body, then it will have the same heat resistance as a normal Autumn elf, though the one who it’s placed on will gain a constant Rank 0 corruption level
  • Rank 1 Carnimancers may only manipulate things the size of Fingers, Toes, Hands, Feet, and parts of the Head

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • This can not be done on animals or golems. Though, Beastfolk may be a target of this spell
  • Injuries upon the flesh being stitched on do NOT instantly heal when they are attached
  • Animal skin may not be used for this spell


[ Muscle Weaving ]

Rank: 2 | Emotes: 4 | Essence: ? | Decay: ?

Description: It's said that during the time of the first Carnimancer, some men would go to visit him. When they came back to their village, mere days later, their bodies looked to be carved of stone. Even the most thin sons, and daughters, would even come back with similar features added onto their bodies. On rare occasions, one larger fellow would walk into a city with hardly any meat upon his bones. New Carnimancers have learned these phenomena to be products of the first manipulating the muscles of those he targeted, either adding or removing to their total mass. They now do this by summoning forth their thread so they may stretch out muscles and sew the ends and the middles onto the muscle they are attaching it onto.

Mechanics:

  • One must have an MC Needle item in order to use this spell
  • Different sizes of areas take a certain amount of Essence and Decay to use, as shown below :
    • Fingers and Toes - 3 Essence and 5 Decay
    • Hands, Feet, and any part of the Head - 5 Essence and 8 Decay
    • Forearms and Thighs - 8 Essence and 13 Decay
    • Arms, Legs, and any part of the Torso - 11 Essence and 15 Decay
  • Full functionality of the muscle being stitched on will return once the spell is completed
  • One may increase someone's strength by adding muscle to parts of their body, though they are unable to exceed the max strength of their race
  • Rank 2 Carnimancers may only manipulate things the size of Fingers, Toes, Hands, Feet, and parts of the Head

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • This can not be done on animals or golems. Though, Beastfolk may be a target of this spell
  • Injuries upon the muscle being stitched on do NOT instantly heal when they are attached
  • Animal muscle may not be used for this spell
  • Even though strength may be increased, outside sources may negate this. Ex: Magical downsides, having a bad diet, not attempting to maintain the muscle, and other such things

[ Limb Stitching ]

Rank: 3 | Emotes: 5 | Essence: ? | Decay: ?

Description: References of the first Carnimancer using this ability are practically null as none have seen him practice this ability. Though, knowledge is only told of, usually, to other users of this trait. Should they wish to, they may take other limbs they have on hand and break them down into their smallest pieces, shattered bone, strips of flesh, and bunches of muscle. After having done so, the mage may take these basic components and stitch them together with their thread in order to create a new limb out of the old one.

Mechanics:

  • One must have an MC Needle item in order to use this spell
  • Different sizes of areas take a certain amount of Essence and Decay to use, as shown below :
    • Fingers and Toes - 4 Essence and 7 Decay
    • Hands and Feet - 6 Essence and 10 Decay
    • Forearms and Thighs - 9 Essence and 16 Decay
    • Arms and Legs- 12 Essence and 19 Decay
  • Once a limb is made, it will have many different white scars upon it from where the limb was stitched together
  • When making a limb, the proper amount of material must be used, and, when making a limb, the proper joints must be fixed in place so it looks generally like a limb, otherwise it will be unable to function
  • Rank 3 Carnimancers may only manipulate things the size of Fingers, Toes, Hands, and Feet

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • Animal parts may not be used to create limbs
  • Even though strength may be increased, through the use of adding muscle to the limb, outside sources may negate this. Ex: Magical downsides, having a bad diet, not attempting to maintain the muscle, and other such things
  • Should the hide of a demonkin be placed upon someone’s body, then it will have the same heat resistance as a normal Autumn elf, though the one who it’s placed on will gain a constant Rank 0 corruption level

[ Petrification ]

Rank: 3 | Emotes: 4 | Essence: 8 or 4 | Decay: 20 or 6

Description: Some have seen piles of limbs and organs around the first Carnimancer’s home. Though, none knew the age of the organs due to how they seemed to have been recently harvested. Some Carnimancers, in their later years, have discovered a way to keep some limbs and organs alive and without rot for Eras to come. They have thought this to be because of their close access to Decay, which they use in combination with Essence to protect a specific limb or organ from being destroyed by the rotting of the world.

Mechanics:

  • To place any limb or organ into Petrification, it costs 8 Essence and 20 Decay
  • To take any limb or organ out of Petrification, it costs 4 Essence and 6 Decay
  • Once placed in Petrification, it will remain that way for One Era or until someone decides to take it out manually
  • Before placing an item under Petrification, it must be cleaned and all injuries upon it must be sewn shut
  • After being in Petrification, the item will rot completely by the end of one Age if its not placed under Petrification again
  • Rank 3 Carnimancers are only able to Preserve Fingers, Toes, Hands, Feet, and only have 2 Organs under this spell

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • Preserved limbs are unable to be used in spells
  • Petrification may not be used on limbs that come out of Body Repair

[ Carnimancer’s Decay ]

Rank: 4 | Emotes: 5 | Essence: 15 | Decay: 30

Description: This spell is one that is hardly ever talked about to those who do not practice Carnimancy and it’s hard, if not impossible to tell when the first Carnimancer first tested this spell out. Upon casting this spell, a master of the art will will their Essence and Decay together so they may summon forth as much thread as possible. Upon doing so, they will take the spool and wrap it, in the air, around the form of the spell’s target before pulling it right. Once the thread is tightened, the caster shall lightly press their needle into the forehead of who it is being used upon. This action is said to cause the latent spored from the first Carnimancer to pass through to the next generation of mage.

Mechanics:

  • This is usually done in a room where it’s just the Carnimancer and the one he wishes to teach
  • The effects of what one feels during this process is up to the one casting it, though it should only be aesthetic, nothing beyond minor pains or some hallucinations

Redlines:

  • Due to the high concentration needed, this spell may not be cast during combat
  • This will be done after an MA is made and accepted by the student
  • This may only be cast by someone with a TA

General Redlines

Carnimancy is a magic based around someone using the power of Decay along with Essence they hold within themselves to summon forth what a mage of this magic would call Thread. This thread is used for most abilities within the magic, a sort of idea which makes the magic rather simple while remaining somewhat complex. As for relines of the magic, it’s fairly simple:

  • Carnimancy is only able to be practiced by Autumn Elves, Winter Elves, Humans, and Deep Dwarves. All others don't have compatible souls for the darkened nature of this magic. Though, if a character’s base race was one of the former, then they may also practice this magic
  • One should keep how much Essence and Decay they have, for moderation purposes, in their prefix. Due to there being two types, it should be formatted as such: [Essence]/[Decay]
  • Spells may not be cast without learning how to do so through being taught or through discovery on one’s own. Though, the ability to summon forth Thread and the ability Stitching Subtype * Return Stitching must be taught before one is able to go forth with self discovery at Rank 3
  • In order to actually stitch a limb, one must have an RP/MC item of said limb
  • This magic is unable to be Self Taught
  • Attempts to powergame this magic, or find loopholes may result in the offender’s MA being removed
  • This magic is a Feat