<?xml version="1.0"?>
<rss version="2.0"><channel><title>Voidal Latest Topics</title><link>https://www.lordofthecraft.net/forums/forum/574-voidal/</link><description>Voidal Latest Topics</description><language>en</language><item><title>[&#x2713;] [Magic Lore] Fire Evocation</title><link>https://www.lordofthecraft.net/forums/topic/249435-%E2%9C%93-magic-lore-fire-evocation/</link><description><![CDATA[<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#e74c3c;"><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Fire Evocation</span></span></span><br />
	<br />
	<span style="font-size:12pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:underline;"><span><span><span style="border:none;"><span><span><span style="width:367px;"><span style="height:545px;"><img alt="AD_4nXedqmUqVPCCOi_VrbzjWxNqRpkSPTbOoHh-jRa_BRg2ZUjWijwKl9pFIMp2wX_J2E1WVvhBj9CYR99uJ-V4pIG0DEL7Gm5AVhgCBS8eRQBhpFqFc-ZqDe-IbvIfbeS_YGiTXb9QdPyaDnow6Fq6ypzgJcO2?key=KhAabdp3QOPLZHosh_AvPg" data-ratio="63.94" height="545" width="367" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXedqmUqVPCCOi_VrbzjWxNqRpkSPTbOoHh-jRa_BRg2ZUjWijwKl9pFIMp2wX_J2E1WVvhBj9CYR99uJ-V4pIG0DEL7Gm5AVhgCBS8eRQBhpFqFc-ZqDe-IbvIfbeS_YGiTXb9QdPyaDnow6Fq6ypzgJcO2?key=KhAabdp3QOPLZHosh_AvPg" /></span></span></span></span></span></span></span></span></span></span></span></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">“Akilith’s flames I invoke, </span></span></em>
</p>

<p style="text-align:center;">
	<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Embers, ash and smoke;</span></span></em>
</p>

<p style="text-align:center;">
	<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"> I spell the end of your road.” </span></span></em>
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><em>- Archmage Salamandra at the battle for Alstion, circa. 1320.</em></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><u><span style="font-size:20px;">Origin</span></u></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire as an element has been synonymous to the advancement of mortal life since times immemorial. As a Promethean force of nature it harbors many meanings: the ingenuity of innovation, the fervor of passions, the devastation of war. Among these notions there is one fact that remains universal and constant: “Fire Burns, and Fire Consumes.” From the black flames of the Thirty-Years War to the dying infernos of the traitor-God Gazardiael, fire has been by mortalkind’s side for its greatest triumphs and worst downfalls.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The origin of fire dates as far back as perhaps time itself. Many believe Creation’s advent was an eruption of fire like no other sparking the birth of the Veil and the remnant of which, the Sun, still shines radiantly at its center today. In the context of descendant history fire evocation has been practiced alongside its elemental peers for as long as mortals have walked the earth, often eclipsing its cousins with its relative gaudiness and enticing power. Brought into the fold by the elusive “Arcane Mage” as a student of the Wandering Wizard, numerous fire mages have come and gone since then like the ebb and flow of tides, though there are several examples that stand out. Archmages of the Aegisian Mages guild often wielded fire as their preferred element; the likes of Salamandra, Cataris, Bell and Hwaldar come to mind, who were all fire evocationists that performed grand exploits during the war against the Undead. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of fire evocation is no exception.</span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#e74c3c;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Explanation</span></span></u></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Like all evocations, Fire evocation uses the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor to the Void and shaping its magical potential, arcana, into their desired form - in this case fire - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage decades of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">Generally speaking fire evocation distinguishes itself from other evocations with its risky albeit flashy and offensive nature oriented around setting targets aflame. Further along their progression fire evocationists are able to alter the nature of the fire they manifest in various ways such as increasing its temperature, infusing it with force and so forth. As a Voidal magic fire evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for </span><a href="https://www.lordofthecraft.net/forums/topic/198202-%E2%9C%93-general-lore-voidal-connection/" rel=""><span style="color:#ffffff;">Voidal connection</span></a><span style="color:#ffffff;">. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A fire evocationist’s mastery over the strength, refinement, size, scope and nature of their fire scales proportionally with their current progression of tier: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 1</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: A novice fire evocationist is only able to conjure embers capable of barely starting fires and nothing more. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 2 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Ignite</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 2</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: An adept fire evocationist is able to shape their fire into spherical projectiles though has not reached the level of finesse to manipulate into other shapes. With some effort they may be able to control conjured plumes of flame and manipulate it however they please however to no combative effect. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 3 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Fire Projectile, Enwreathe</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: An apprentice fire evocationist is capable of creating large fireballs with some level of confidence and now delves into the creation and projection of flames at further range to construct walls and Pillars to be used against adversaries. Outside of combat their finesse is comparable to the artistry of a circus performer in performing tricks of fire like whirling eddies of flamelets for show. </span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 5 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Flame Wall, Fire Pillar</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: An expert fire evocationist has reached an intimate level of understanding with the nature of flames and gains the ability to cast flamethrower and firestorm for further offensive coverage. At the fourth tier the fire evocationist is able to weave anything mentally conceivable for show in non-combative scenarios, from firecracker displays to tapestries of dancing flames to unfold a story, imagination seems to be the only limit.</span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"> Lasts 6 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Flamethrower, Firestorm</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Modifiers unlocked: Blue fire</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 5</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: Through the fire and the flames the master fire evocationist has seen its every facet and knows it inside out, epitomized by their ability to augment the temperature of their fire to greater heights. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Modifiers unlocked: Combustion</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Upon reaching Tier 5, fire evocationists that dedicate themselves to the second slot of fire evocation gain access to a greater suite of spells. Expanded fire evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression over 2 OOC weeks:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Week 1: Flame Field, Flame Implement, Fumes </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Week 2: Solar Flare, Turnfire Mantle, Fulminating Blast, Superheat</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">As a magical imitation, Voidal fire has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every spell in Fire Evocation: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal fire is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured fire will otherwise return to Void. Effects caused by cast spells are entirely beyond the control of the mage and will remain in the world, meaning physical consequences such as burns inflicted, natural fires started, explosions caused, will all remain as is; only fire directly manifested by the mage will fade upon disconnection.  Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">- Secondly, like natural fire Voidal fire is hot to the touch and lacks any tangible solid texture beyond the presence of wispy flames and its associated heat. It looks and behaves in much the same way as natural fire physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Auric oil, and so on, as specified in their associated lorepieces. A mage may choose to weave visible but minute strands of their aura into conjured fire for aesthetic preferences albeit only to such an extent. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">- Thirdly and most importantly, fire burns, and this should be roleplayed sensibly by both the fire evocationist and those involved. For reference, upon contact with flesh fire instantly causes 1st to 2nd degree burns depending on the situation, and will quickly worsen to 3rd degree burns and more afterwards. Fire is a force to be reckoned with, and should not simply be “shrugged off” by targets who should clearly be affected by its heat, nor should the mage consider themselves “immune” to their own flames - they are not. </span></span>
		</p>

		<p>
			 
		</p>

		<ul>
			<li>
				<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Spells below tier 3 immediately inflict 1st degree burns upon exposed or lightly covered flesh while spells tier 3 and above immediately inflict 2nd degree burns.</span></span>
			</li>
		</ul>

		<p>
			 
		</p>

		<ul>
			<li>
				<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Limbs that have sustained 3rd degree burns in one spot are considered unusable. And vital areas that sustain burns any worse than this will incapacitate the target. Kento Nanami logic does not apply on Lord of the Craft.</span></span>
			</li>
		</ul>

		<p>
			 
		</p>

		<ul>
			<li>
				<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Armored targets are by no means impervious to fire evocation spells as they too are affected by its compounding heat, which must be roleplayed accordingly. Furthermore, flames are more than capable of reaching through gaps in armor-plating when directly striking a target, which may lead to searing of flesh or cloth and thus, pain. </span></span>
			</li>
		</ul>

		<p style="text-align:center;">
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">In the interest of fairness and quality of roleplay, it is the responsibility of the fire evocationist to clearly outline and communicate the effects of the fire spells they have cast to prevent any unnecessary ambiguities and disagreements between parties.</span></span></em>
		</p>
	</div>
</div>

<p>
	 
</p>

<ul>
	<li>
		<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Fire Evocation is a [1] slot voidal magic with an optional second slot allocation.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Standardly, Voidal fire disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">A mage is not immune to his own fire with the exception of when it is being channeled. The heat of a flamethrower can still be felt by the fire evocationist albeit to a bearable extent. </span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Spells do not inflict significant burns until they are fully cast meaning you cannot use a half-manifested fireball to “protect” yourself or burn someone else. Any interruption during this channeling entails the spell being aborted.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Effects and consequences of Voidal fire do not disappear with Voidal fire upon disconnection however. A house-fire sparked and spread using Voidal fire will not magically disappear when a mage disconnects, only the minute ember which started it.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">A mage has no control over the fire they have conjured after it makes contact with the world. Effects of their fire as outlined above are also beyond their control meaning “firebending” or anything of the sort is not allowed. </span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">A mage has no control over natural fire or any form of already-existing fire.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">All spell sizes in the lore can be considered upper limits of their specific tiers, meaning you could conjure a smaller Fire Wall or a Flame Field compared to the specified size if you wanted to, for the same cost as that tier unless explicitly stated otherwise. </span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">All spells are considered to be [40] blocks unless stated otherwise in spell mechanics.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Spells like Fire Wall, Flame Field, Flame Implement and Enwreathe are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest, though they will be locked to Fire Evocation spells only.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Voidal fire looks and behaves in exactly the same way as real fire in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where a normal fire spreads, Voidal fire will also spread. In situations where a normal fire is put out, Voidal fire will also be put out. Etc. etc. Use common sense.</span></span>
		<ul>
			<li>
				<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The only exception to the appearance rule is for CAs with souls tainted by dark magic such as Wights, Inferi, Draugar and Liches, who may manifest black fire to no additional effect.</span></span>
			</li>
		</ul>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The above redline also means that Voidal fire LOOKS exactly as mundane fire does when conjured combatively, and may NOT be fully recolored beyond hints of the mage's aura color within its flames. </span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">On the topic of common sense it will be reiterated that fire is not solid and fire projectiles do not come with any concussive force unless augmented. Concussive spells also never OHKOs a target unless they are completely unarmored and is directly hit by something like a T4 fireball.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">As per current moderation standards fires started for environmental effect in settlements and owned tiles require RO consent. No unsolicited arson rp.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">For reference, armored targets are considered those wearing anything greater than Medium Armor.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Armor targets do NOT possess immunity to fire, let alone fire evocation spells. They will still take damage and feel pain from being directly strick by fire, as the flames are more than capable of inflicting searing damage through gaps in their constitution. The sweltering heat that mounts from prolonged exposure to flames must also not be underplayed. </span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">For further reference the emotes specified for spells in this lore follows a [Connection] &gt; [Channeling] &gt; [Cast] format as is standard where channeling often takes multiple emotes.</span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. </span></span>
		<ul>
			<li>
				<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">I.e. You could cast a flamethrower out of your eyes if you REALLY wanted as long as the fire swirls and concentrates the same way a flamethrower would on your palm.</span></span>
			</li>
		</ul>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">A mage may only upscale a spell until their maximum tier. </span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">All of the redlines above are applicable to every spell in fire evocation unless explicitly stated otherwise.</span></span>
	</li>
</ul>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#e74c3c;"><span style="font-size:20px;"><u><span style="font-family:'Times New Roman', Times, serif;">Abilities</span></u></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Spells are labeled by the tier in which they are unlocked and once unlocked a fire evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.</span></span></em>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">[+] denotes spells and modifiers available after 2nd slot investment.</span></span>
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Conjure Fire [T1]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A fire evocationist may freely manipulate their coveted flames in noncombative or event scenarios for aesthetic or miscellaneous purposes, displaying their indisputable prowess over fire.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire evocationist is able to conjure flames and smoke for freeform use outside of combative scenarios and in event scenarios with ET oversight. The recommended emote scaling for this spell can be considered as [1] connect + [X] cast where [X] is the tier of the manipulation.</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The scale of their control over fire increases with tiers as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">T1: Up to one block of fire</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">T2: Up to five blocks of fire</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">T3: Up to ten blocks of fire</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Up to fifteen blocks of fire.</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Up to twenty blocks of fire.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire in this form is free and shapeless, unless formed into something more.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Upon reaching [T3], a mage may manipulate the color of their flame, albeit no change in heat. For example, a fire evocationist may create purple flame for non-combative purposes. The only exception to this rule is blue and white flame. Smoke may also be conjured at this tier, with similar flexibility in hue.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A fire evocationist can manipulate their fire in any way, shape, or form so long as it remains out of combat. At [T3] a mage can crudely shape their flames, but at [T5] a mage may have much greater control of their flame, able to make it almost smooth.</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-White flame cannot be conjured freely whether in or out of combat.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- This may not be used in a combative or destructive manner whatsoever. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual flame. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a storm of pure fire rain upon a crop field, obviously it will take more than three emotes, likely closer to around six or seven.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Ignite [T1]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The most elementary yet useful spell in a fire evocationist’s arsenal, ignite is exactly as it reads. Its most common use-cases include firestarting and cauterizing small wounds.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Ignite requires [3] emotes to cast in all variations, where the fire evocationist conjures a small spark of flame at varying intensities and sizes depending on its tier. In all tiers this spell is limited to a [3] block radius around the evocationist and may only be cast on flammable surfaces and materials. Unless sustained by upcasting, the spark conjured by ignite only lasts the duration of the cast emote.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows: </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T1</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The fire is only the size of a small ember equivalent in effect to a pocket lighter. Its potency is feeble and is only applicable on easily flammable materials like paper and oil.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The fire is the size of a golf ball at most and equivalent in effect to a campfire firestarter. It can alternatively be cast as a sustained T1 flame for 3 emotes. Has enough potency to ignite moderately flammable materials like creature hair and fabrics, and may ignite less flammable materials like wood after an emote of exposure.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The fire is the size of a palm at most and equivalent in effect to flint and steel. Has enough potency to ignite less flammable materials like wood but not leather. It can alternatively be cast as a sustained [T2] flame for [3] emotes. </span></span>
		</p>

		<p>
			 
		</p>

		<ul>
			<li>
				<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">As it is “Ignite” at its full potential this Tier 3 variation may be augmented with Blue Fire</span></span>
			</li>
		</ul>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Tiers 2 and above of Ignite may be used as a means of cauterizing open wounds like cuts that are no deeper than surface-level and this process requires 2 emotes of sustained exposure on the wound. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">After T3, the maximum targets for ignite increases by [1] until reaching [2] targets max once the mage reaches tier 4.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A target that is directly grappled by the fire mage may also have Ignite directly cast upon them for the same emote count and potency, so long as the mage is not disconnected in the process of attempting such. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ignite is not potent enough to light descendant flesh (or any epidermal surface of any race/CA) and for the sake of balance may not be used to set descendant hair for fire unless explicitly given permission to do so.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Even when sustained, the spark that is created by ignite will disappear once it is put out, requiring the mage to cast this spell again.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ignite will never immediately deal damage on the target and will initially manifest as a growing warmth that allows targets to react. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ignite may alternatively be cast as a grapple spell, as this is within the [3] block range limit imposed on this spell.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Enwreathe [T2] [Deployable]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">By swathing their own, or an ally’s weapon in flame, Fire Evocationists can make both offensive and supportive use of this spell, enabling the imbued weapon to bring searing heat to bear.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Enwreathe requires [2] emotes to cast, and creates a sheath of flame around the striking portion of a weapon held by the caster, or by another being. This imbuement lasts for 6 emotes, ending early if the caster wishes or if they are forcibly disconnected, or if the weapon leaves the caster’s line of sight. Attacks with the weapon can light flammable material on fire, and cause 2nd degree burns with each hit.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Should the material Enwreathe is used on be particularly receptive to magic or heat - specifically Daemonsteel, Dracanium and Arcanium - the spell will last double duration beyond the usual 6 emotes (12 emotes), though can still be interrupted in the usual manner.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Blue Fire: Attacks will instead cause 3rd degree burns, and will immediately cause Daemonsteel or particularly heat-retaining materials enwreathed to become red-hot. Imbuing Blue Fire adds 1 emote to the casting time, and 1 tier of manacost. The fire around the weapon turns blue.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Combustion: The fire around the weapon seems to freeze and solidify - the first strike levied by the weapon will carry both the 2nd-degree burn capability and causes a curt explosion upon striking the target - expelling embers in a brief, harmless burst, and making the attack strike as if it were from a two-handed warhammer, dealing blunt damage rather than piercing or slashing if the weapon usually dealt such. After delivering this empowered blow, the spell would end prematurely and the mage is disconnected for an emote. Imbuing Combustion adds 1 emote to the casting time, and 1 tier of manacost.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- </span><span style="font-family:'Times New Roman', Times, serif;">Enwreathe is exclusively a weapon-based enchantment spell, meaning it may NOT be used on any other form of object. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Enwreathe may be used on another target to enchant their weapon in a similar way. The cast range of this enchantment is equivalent to #rp range, in other words [20] blocks. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- As enwreathe interacts with the weapon it is cast upon, flammable weapons such as those made of wood will suffer appropriate levels of damage which must be roleplayed accordingly.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Enwreathe is considered a deployable spell, meaning it remains on the weapon so long as the caster remains connected.<br />
			- When cast or enchanted Enwreathe can be used in tandem with swinging the weapon it is applied to for the duration of the spell - this does not apply to the charge and cast emotes, which would still be interrupted if the weapon was swung.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Combustive Enwreathe causes the mage to be disconnected from their magic for [1] emote after the strike. Scions are not disconnected, but are instead simply placed on a [1] emote cooldown as their magic recovers.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- In the scenario where a weapon equivalent to a "two-handed warhammer" is being used with Combustion Enwreathe, the modifier will inflict the same blunt damage as before, but carry with it a 1 block 'burst' of flame at the same of impact that inflicts first-degree burns upon nearby targets.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire Projectile [T2]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The bread-and-butter of a fire evocationist, then mage shapes their fire into the form of a projectile to be launched against adversaries.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">By conjuring a small ember which is then fed Arcana, the mage is able to nurture the fire into a singular projectile which travels at arrow-speed in a straight-line trajectory. If multiple projectiles are being cast every individual projectile being added costs their tier. This spell is compatible with Blue Fire.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The projectile is the size of a fist. 3 emotes. Every [2] additional projectiles requires 1 extra charge emote, capped at [3] max. Charging any further projectiles raises the manacost to [T3], capped at [7] total projectiles.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The projectile is 1 meter in diameter. 4 emotes. Every additional projectile requires 1 extra charge emote, capped at [3] max. Charging any further projectile raises the maancost to [T4], capped at [6] projectiles max. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The projectile is 2 meters in diameter. 5 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max. Charging any further projectiles raises the cost of this spell to [T5], capped at [6] projectiles max.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The projectile is 5 meters in diameter. 6 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Manifested fire projectiles can be aesthetically shaped after T3 to roughly take up the same volume.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire projectiles may be held back for 3 emotes before demanifesting. Multiple fire projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire Evocationists may also use the Blue fire, Combustion and Fumes (with second slot) modifiers with this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Combustion: The projectile made tangible now carries concussive and explosive force that scales according to its tier.</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fumes: The projectile now bursts into a cloud of warm smoke and ash in a 2 meter radius from the spell that obscures vision and causes minor suffocation to unprotected targets. This only works for volleys of [1] projectile, and cannot be applied to multiple fire projectiles simultaneously. </span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fire projectile is telegraphed by the mage conjuring an ember which is fed arcana and shaped into the form of a projectile. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Projectiles can be assumed to travel as far as #rp range, and as fast as an arrow.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The trajectory of fire projectile cannot be altered and it will continue traveling in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Upon impact with a target fire projectile carries no concussive force as it is entirely composed of fire, and also carries no additional explosion which spreads the fire beyond its area of impact.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Multiple fire projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Projectiles added cannot be cheesed as multiple spell-casts for Voidal Eminents. For instance conjuring 3 T3 projectiles for 6 emotes will be treated as a singular spell-cast in the same way as 1 T3 projectile for 4 emotes. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Adding additional projectiles costs additional mana equivalent to the tier of the projectile.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Flame Wall [T3] [Deployable]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A more niche use case of fire evocation, the mage projects their flame upwards from the ground as a wall to dissuade enemies or in some cases trap them within it entirely.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A mage gradually conjures a fire trail upon the ground that projects upwards when cast to form a thin wall of flame that burns targets caught in its path and traps those encircled by it. Notably, this trail of fire is telegraphed but cannot be put out while it is being channeled. The spell is compatible with Blue Fire. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: A wall 6 meters in length and 3 meters in height can be created and used to encircle a 1 meter radius. This spell may be sustained for 4 emotes. Every 3 emotes after that expends the same tier of mana cost. 4 emotes to cast.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: A wall 8 meters in length and 5 meters in height can be created and used to encircle a 2 meter radius. This spell may be sustained for 4 emotes. Every 3 emotes after that expends the same tier of mana cost. 5 emotes to cast.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire Evocationists may use the Combustion modifier on this spell for the following additional effects. Those with a second slot allocation may also use the Fumes modifier on this spell. Further detailed effects and redlines can be referenced in the modifier section:</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fumes: The wall becomes a smokescreen 1 meter thick and obscures vision.</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Combustion: The final cast emote of flame wall carries with it a concussive explosion of fire as the wall bursts from the ground, inflicting blunt damage scaling with the spell's original tier. The wall itself is also 'tangible' and solid to the touch, albeit lacks durability.</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The fire wall is telegraphed as it is being cast in the form of a manifesting trail of embers that cannot be put out. It can be put out as usual after it is cast, i.e. disconnecting the mage or putting out the fire itself.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Be reasonable with the actual shape of the wall. Though some bending is allowed you cannot be creating loop-the-loops and squiggly line shaped fire walls.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The actual dimensions of the wall can be less than the specified maximum, without any reduction of mana cost. The wall itself is technically considered 0.5 meters thick.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Combustive Fire Wall does NOT knock up targets in any capacity whatsoever, it only inflicts blunt damage via an explosion where it manifests on the cast emote.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Despite being called a wall this spell is unable to stop any projectiles as it is a wall made of fire, and fire is not solid nor is it fast enough to deflect/negate projectiles. It is easily passable by most things though if it is flammable it will be lit aflame.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire Pillar [T3]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A more potent variation of flame wall, the fire mage concentrates the projection of their fire in a singular position for it to erupt as a pillar of flame. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">This spell involves the fire evocationist creating a region of swirling embers on the ground which grows in intensity until the spell is cast, creating a pillar of flame that erupts from that spot during that emote. This spell is channeled at a particular region and cannot be moved once channeling begins. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">It should be noted that this spell does not instantly incinerate targets, but will most certainly ignite flammable materials and cause severe burns of at least the 2nd degree on exposed flesh for those caught by this spell. This spell is compatible with Blue Fire.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: A pillar 1 meters long and 1 meters wide can be projected from the ground up to a maximum height of 6 meters. 3 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: A pillar 2 meters long and 2 meters wide can be projected from the ground up to a maximum height of 6 meters. 4 emotes. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Pillars may be held back for 3 emotes before the spell disappears and is considered wasted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire Evocationists may use the Combustion modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Combustion: The pillar now also carries the concussive force of T4 combustion, severely bruising and easily breaking the bones of targets and knocking up unarmored targets it collides with 6 blocks into the air and armored/heavier targets half of that.</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fire pillar is telegraphed by a clearly visible swirling mass of embers and heat that only continues to grow in intensity throughout the spell’s channeling.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fire pillar does not instantly incinerate targets directly caught by it, instead delivering burns all throughout their body and inflicting 2nd degree burns at least on exposed flesh.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fire pillar does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fire pillars directly knocking targets up to ceilings does not OHKO the target, but will definitely lead to the fracturing of bones and other major injuries.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- This spell cannot be sustained.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Flamethrower [T4]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The most devastating and iconic spell of fire evocation, the mage musters their embers into a mass of flames ejected as roaring jets and streams to wreak an inferno of fiery havoc. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire evocationist gathers up fire upon their palm to release it in the form of a jet or a stream when cast. Using their hand as a magical anchor the spell is able to be redirected while the cast is being sustained so long as Voidal connection is maintained. As per the nature of fire Flamethrower will instantly inflict 2nd degree burns upon contact with flesh, with the degree of burns only worsening with sustained contact. Flamethrower can be held back for 3 emotes before being released. This spell is compatible with Blue Fire.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The flamethrower is released as a short puff of flame the diameter of a basketball with a range of 2 meters max. 3 emotes. This spell cannot be sustained.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The flamethrower is released as a jet of flame 1 meter in diameter with a range of 8 meters. 4 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The flamethrower is released either as a stream of flame 2 meters wide and 1 meter tall with a range of 12 blocks. 5 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards cost the same as casting the spell again meaning this spell can be sustained for 8 emotes max. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fire Evocationists with a second slot allocation may use the Fumes modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fumes: Smoke is released instead of flames which can be used to obscure a large area or disorient targets.</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flamethrower is telegraphed by a concentrated mass of embers gathering upon the user’s palm that grows in intensity throughout channeling.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flamethrower follows currently accepted movement reductions in Voidal Connection lore for while it is being cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The range of Flamethrower at T4 and T5 ALWAYS goes the full range and cannot be controlled.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The sustaining of Flamethrower is counted from the emote after it is cast meaning a flamethrower at T4 is active for 5 emotes before requiring the T4 manacost for the additional 4.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Firestorm [T4]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Balancing potency and coverage Firestorm is considered the best of both worlds with the offense and utility it provides. The fire evocationist weaves their flames into a storm to surround and incinerate targets</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire mage weaves a stationary, swirling storm of embers that slowly grows into flames in a circular region. This vortex of fire behaves like a tornado that spits and erratically throws plumes of flames and embers at their targets within every emote, inflicting 1st degree burns. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The firestorm is a vortex of fire 2 meters in radius and 6 meters tall which can be sustained for 2 emotes and no longer. 4 emotes.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The firestorm is a vortex of fire 4 meters in radius and 8 meters tall which can be sustained for 2 emotes, every 2 emote after this costs the same as casting the spell again. 5 emotes.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: In event scenarios a mage can manifest firestorm in a more literal sense and grander scale where embers and flames numerously rain from a cloud of smoke and ash above a region 6 meters in radius to devastating effect which can be sustained for 4 emotes. 6 emotes. This region can either be sustained for an additional 4 or expanded further to 12 meters at the cost of 2 T5 spellcasts.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Firestorm is telegraphed as swirling embers that instead of manifesting from the ground like fire pillar or wall manifests in the air around the target and encircles them at a vigorously growing pace and intensity. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The vortex of Firestorm has the same thickness as that of Fire Wall.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Firestorm cannot be repositioned or moved after initial channeling and cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Firestorm may NOT be cast around the mage as they will clearly be harmed within its radius and disconnected. </span></span>
		</p>
	</div>
</div>

<p>
	<br />
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The following abilities are unlocked upon dedicating a second slot to Fire Evocation and notably cannot be created as enchantments in transfiguration.</span></span></em>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Flame Field [+] [Deployable]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Unrivaled in coverage at the cost of power, a fire evocationist may cause turbulent flames to spread across the ground to create a burning field capable of burning those who remain within.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire mage begins channeling this spell by setting their hands aflame and planting them on the ground, causing their aura and embers to visibly apparate at the area for the fire to eventually spread. Once the spell has been cast the fire spreads from the mage like a sweeping wave and rushes across the floor to set it ablaze. Targets caught within this field will immediately receive burns of the first degree from the knee-down should they be unprotected, with these burns only worsening over time should they remain in its region. Flame field can be sustained for longer provided the mage remains connected.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">At its base form this spell needs to spread from the mage, but this can be circumvented through the use of an arcane focus which allows the casting of this spell through an anchor of mana 6 meters away at max. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: Flame Field can cover a 3x3 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 4 emotes.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: Flame Field can cover a 5x5 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 5 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">This spell is compatible with the Blue Fire modifier. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Field is telegraphed by the presence of the mage’s aura and embers in the region it is about to be cast in. The use of a focus for casting this spell means the mana anchor must also be clearly emoted, ex. an orb of the mage’s aura. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Field is considered 1 meter tall from the ground and burns at the intensity of ordinary fire. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Field must be cast on solid ground and may not be cast “mid air” obviously.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Unlike Fire Storm, Flame Field MAY be cast centered around a mage as they may exclude themselves from the area. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Flame Implement [+] [Deployable]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Flame Implement involves the mage manifesting a tangible and fiery-hot weapon wrought of flames. While this spell is being cast and maintained the mage’s connection is still subject to Voidal Connection rules, however they may attack using Flame Implement, and as this spell is deployable they may use other fire evocation spells and do not require active focus for maintenance. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will also disrupt this spell. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">This spell is incompatible with all modifiers. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T4</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span>:</span><strong> </strong>The fire evocationist may compose a one-handed melee weapon created entirely from dense arcane fire not dissimilar to Combustion. The conjured weapon lacks any form of sharpness but is fiery-hot to the touch and radiates the heat you would expect from a regular fire. Leaves a fiery after-trail when the weapon is swung that does NOT inflict direct damage but feels fiery-hot to the touch. 3 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again.</span></span>
		</p>

		<p>
			<br />
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:400;"><span style="font-style:italic;"><span style="text-decoration:none;">Superheat: The spell now carries twice the heat and the weapon takes the form of a purple, red or pink plasma. Each strike of the Implement would do [1] emote of melting toward Superheat damage, or it may be held against an enemy to constitute continuous melting, assuming the wielder is not disconnected.</span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:italic;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Implement can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has density comparable to its mundane counterpart (steel) but lacks any form of sharpness you may or may not expect from it, ex. A Flame Implement sword would lack a cutting edge. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Implement is not white-hot or blue-hot and only has the same heat of standard Voidal fire.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Implement is considered a deployable spell. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Flame Implement, as a weapon made of fire, will cause anything flammable it comes into contact with to immediately ignite with the exception of the mage’s grip on the weapon.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The length of weapons conjured by this spell is limited to [2] metres in total.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Solar Flare [+]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Originally a hubristic byproduct gone-wrong of Kharajyr Tōnatiuh-priests in Kharenwyr, a mage may glimpse flame’s radiance and herald it in the form of an incandescent orb. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Solar Flare involves the fire evocationist creating a stationary, smoldering and mundane ball of fire over [4] emotes, continuously growing larger in radius and greater in brightness until reaching its maximal extent when fully cast. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Upon cast this spell sears all targets in its immediate radius to the first degree from its heat and fully illuminates a fixed radius with its radiance. This radius remains magically illuminated for [4] emotes so long as the mage retains their connection. The stationary orb manifested by Solar Flare is considered identical in damage to a fire projectile, meaning targets directly colliding with it take the same amount of damage you would expect. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T3</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span><span>: </span></span>Solar Flare is a stationary orb considered [1] meter in diameter and illuminates a [4] meter radius. Sears targets [2] meters away from it to the first degree. 4 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T4</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span>:</span> Solar Flare is a stationary orb considered [2] meters in diameter and illuminates an [8] meter radius. Sears targets [3] meters away from it to the first degree. 4 emotes. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Targets wearing Heavy Armor are mostly unaffected by this spell’s searing range, merely feeling a sweltering heat and having flammable objects on their forms burn up. Standing inside the orb will of course yield burns, however.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Solar Flare is telegraphed by an orb of fire manifesting and slowly growing in size and brightness until its effects take effect upon the casting emote. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The heating effect of Solar Flare is considered ‘negligible’ prior to the cast emote, in the sense that although a growing heat can clearly be felt by targets near the spell it is not debilitating in any way.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Similarly, magical shielding is capable of negating the effects of his spell - though Ice and Water shields will vaporise after [1] emote of protection, and Air shields will bear no protective effects at all. Ward Shields will only function against this spell if the caster is fluent in Fire Evocation, per its redlines.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Solar Flare may NOT be relocated as it is being cast and its location upon being manifested is fully commital unless the spell is cancelled. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Turnfire Mantle [+]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A mage may weave a cloak of protective and resplendent flames which shrouds them in a blazing embrace, part-ways flair and part-ways function. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Over 3 emotes, a fire evocationist may construct a cloak entirely wrought of voidal flames around themselves that negates and absorbs ONE source of fire (and equivalents), lasting 3 emotes or 15 narrative minutes out of combat. The spell requires a degree of nuance only innate to the mage which exempts them from harm, but prevents them from casting this upon anyone else for the same reason. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Should the spell successfully capture a source of flame from an offensive spell its duration immediately ends, magically empowering the mage and granting a mana-free cast of Ignite in any of its tiers. Continuous streams of flame such as flamethrowers are also only negated for one emote. Additionally, the user will be protected passively from mundane fire - they may walk unharmed through a burning building while the spell is maintained.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The protection of this cloak is by no means absolute as it exclusively protects the target from only ONE source of flame, specifically Voidal Flame, Dragonsflame, and alchemically wrought fires. The fiery nature of Turnfire Mantle does not translate to automatic protection, and requires explicit intent and action from the mage. This spell is considered T3 in manacost.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Turnfire Mantle is telegraphed by a swirling mantle of embers and flames that surround and cloak the mage when cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Turnfire Mantle’s protection against flame may be modified by ET in event scenarios, i.e when facing a dragon or similar threat.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Using Turnfire Mantle to absorb a source of flame requires [1] emote dedicated to the action. It is NOT a passive effect.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Turnfire Mantle may absorb VOIDAL, DRAGONSFLAME, and ALCHEMICAL fire, but may NOT absorb any form "derivative energy fire" such as Abyssfire, Malflame, Templar Flame, etc. as they are not fire in essence, but rather energy in the form of fire.  </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- This spell may not be cast on another person.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fulminating Blast [+]</span></span></strong>
</p>

<p>
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Considered the grandest possible feat of modern fire evocation, a second slotted fire evocationist may harness the culmination of their decades-long road to mastery and call upon a devastating fiery explosion.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><img alt="AD_4nXeN_BMxJnTR0fIl-mRC8EkIgq-UmPIm9HeUjODtRJ3NciRIw2r8IrY_vv4mVJGh1vdRaKZqHepbYC6p52ahCL586NamZ1hdGzFtgDGYMPhQJJM4HqU4DeLZidGZeJM_3jJdqSyAJfB5sx2sAcLAT5b8tL0c?key=KhAabdp3QOPLZHosh_AvPg" data-ratio="56.22" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeN_BMxJnTR0fIl-mRC8EkIgq-UmPIm9HeUjODtRJ3NciRIw2r8IrY_vv4mVJGh1vdRaKZqHepbYC6p52ahCL586NamZ1hdGzFtgDGYMPhQJJM4HqU4DeLZidGZeJM_3jJdqSyAJfB5sx2sAcLAT5b8tL0c?key=KhAabdp3QOPLZHosh_AvPg" /></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fulminating Blast is effectively an event only artillery spell where a fire evocationist channels a ray or beam of supercharged combustive fire to blast a large stationary target. This spell has concussive force equivalent to that of a moderately large explosion of blackpowder, easily capable of incapacitating opponents the size of Ologs and significantly damaging those of a larger size. This spell is not compatible with any modifiers and may only be cast with ET consent. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows: </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T5</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The fire evocationist may charge up a devastating ray or beam of incredibly combustive fire to cast on a target. The ray covers a 3 meter radius while the beam covers a 2 meter radius, and are both expelled as a surge of roiling flames that explodes upon contact with the primary target. This spell has #s (shout) range and requires 7 emotes to cast, requiring the mage to be stationary for the last 3. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Any interruptions means the spell prematurely detonates on the spot and can severely injure or even incapacitate those caught in its immediate radius, especially during the final 3 emotes. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fulminating Blast is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#e74c3c;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Modifiers</span></span></u></span>
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Blue Fire [T4]</span></span></strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire evocationist may spend 1 extra emote and a raised tier of manacost charging up a spell in order to increase its temperature so that the evoked flames are blue, allowing it to burn objects with twice the intensity and therefore twice the speed. This effect must be telegraphed upon the second emote of channeling where the mage’s fire clearly changes from orange to blue.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Compatible spells: Ignite, Fire Projectile, Fire Wall, Flamethrower, Firestorm, Flame Field, Enwreathe</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Blue fire does not instantly incinerate people nor is it capable of instantly melting armor. Steel armor will only begin showing signs of damage should this fire be sustained for longer than 2 emotes on the target. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Blue fire has double the intensity of normal fire and consequently takes half the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state using normal fire, Blue fire does this in 2, and so forth. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fire-resistant materials such as athins only partially negate the heat of Blue fire and only lowers the intensity of this flame to regular Voidal fire.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Further effects of blue fire can be referred to in the spell that it is augmenting.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- As Blue Fire adds an emote and a tier cost to spells it cannot be used on T5 spells.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Combustion [T5]</span></span></strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The fire evocationist may spend 1 extra emote and a raised tier of manacost to infuse additional arcana into their spell to render it tangible and therefore grant it concussive force. Combustive projectiles explode in a fiery inferno that spreads embers and flames in its immediate vicinity. This effect must be telegraphed upon the second emote of channeling where the projectile is visibly being infused with arcana by the mage. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The additional concussive force added by combustion scales proportionally with the tier of the spell it augments as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T1</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The spell has the concussive force of falling hail or a fast-moving pebble, causing targets to stumble back at most though a barrage of these projectiles will knock them backwards. Can cause bruises </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T2</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The spell has the concussive force of a descendant-strength punch but carries no additional explosion or knockback. Being directly struck by this spell is capable of heavy bruising upon unarmored targets and light bruising upon armored targets and will cause them to stumble backwards, though being hit by a barrage of these projectiles will lead to knockback.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T3</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The spell has the concussive force of being struck by a blunt weapon at human-strength and explodes in a 1 meter radius from the spell itself. Being caught in its direct radius is capable of easily causing fractures upon unarmored targets and severely bruising armored targets. Unarmored targets are knocked back by 2 meters and armored targets are knocked back half this distance.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">T4</span></span></strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">: The spell has the concussive force of being struck by a blunt weapon at orc-strength and explodes in a 3 meter radius from the spell itself. Being caught in its direct radius is capable of easily breaking bones for unarmored targets and fracturing the bones of armored targets. Unarmored targets are knocked back by 4 meters and armored targets are knocked back half this distance.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Compatible spells: Fire Projectile, Fire Pillar, Enwreathe</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- </span><span style="font-family:'Times New Roman', Times, serif;">Combustive fire will never OHKO a target. They will at best be put into critical condition should they be directly struck in the head or a vital region by its T4 augment. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- As Combustive fire adds an emote and a tier cost to spells it cannot be used on T5 spells.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Combustive fire does not increase the heat of its augmented spell in any way, only adding physical blunt force that scales with its respective tier. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">White Fire [T6/PK]</span></span></strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Discovered in a spur of desperation by a now unnamed elf in the Asulon city of Salvus, the manifestation of White fire entails the mage harnessing arcana beyond the capacity of their soul to make it white-hot at twice the intensity of Blue fire and capable of instantly inflicting burns of the 3rd degree upon targets directly struck. This spell requires 2 extra emotes for its first cast, causing all spells cast [8] emotes following this initial cast to automatically become White Fire without extra emote cost. Throughout this [8] emote duration, the entirety of the mage's mana is consumed, and more, irrevocably PKing them upon its conclusion. Spells cast with this modifier cannot be held back or sustained for any longer than 3 emotes, including flamethrowers. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Compatible spells: Fire Projectile, Fire Pillar, Flamethrower, Firestorm, Flame Field, Enwreathe</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- White fire does not instantly incinerate people nor is it capable of instantly melting armor, however this spell will most certainly put a target in critical condition should it directly come into contact. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- White fire can be considered to have quadruple the intensity of normal fire and consequently takes a quarter of the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state, White fire does this instantly. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The intensity of this fire causes even fire-resistant materials to instantly combust as if it were not there. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- White fire is just fire and does not have any other magical effects other than its incredible heat. </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">The following augmentations are unlocked upon dedicating a second slot to Fire Evocation and are notably inapplicable for enchantments in transfiguration.</span></span></em>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fumes [+]</span></span></strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">A more unconventional manifestation of fire in the form of warm cinderous smoke, Fumes allows the fire evocationist to freely alter the makeup of certain spells without additional cost for more underhanded purposes like disruption or escape. This effect must be telegraphed upon the first emote of channeling where fumes manifest instead of fire. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Fumes spells manifest as a cloud of stuffy smoke cinders and ash instead of fire that obscures vision and removes line-of-sight of targets on either side. Unprotected targets that are directly struck in the face by these fumes will find it suffocating for an emote. Those that remain in the cloud of fumes will begin finding it stuffy and hard to breathe after 2 emotes albeit never enough to actually put them out wind. The cloud of smoke created after casting a Fumes spell lasts 4 emotes before disappearing unless the mage is disconnected, limiting the vision of targets within to arm's reach.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Compatible spells: Fire Projectile, Fire Wall, Flamethrower</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The cloud of smoke will immediately disappear should the mage be disconnected while the smoke remains. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fumes spells cannot completely choke out targets and will obviously only affect those that breathe. The obscuring of vision is applicable to all those without the ability to see through magical smoke. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fumes spells are not fiery-hot by any means and will not cause flammable materials to combust or explosive objects to explode.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="line-height:1.38;margin-bottom:16px;">
	<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:700;"><span style="font-style:normal;"><span style="text-decoration:none;">Superheat [+]</span></span></span></span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="line-height:1.38;margin-top:16px;margin-bottom:16px;text-align:center;">
			 
		</p>

		<p style="line-height:1.38;margin-top:16px;margin-bottom:16px;text-align:center;">
			<img alt="tenor.gif" class="ipsImage" data-ratio="56.15" height="210" width="374" src="https://c.tenor.com/6cB00Fl1QXYAAAAd/tenor.gif" />
		</p>

		<p style="line-height:1.38;margin-top:16px;margin-bottom:16px;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">Mechanics:</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;margin-top:16px;margin-bottom:16px;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">Once forged in a deluded epiphany by the master pyromancer Lanre Cerusil in the lands of Aevos, this technique has since entered the lineage of modern users of the magic. The use of the spell entails pushing the heat of the flame to its limits whilst restraining any mana spent on its flammability, causing the flame to change into a superheated plasma.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">The fire evocationist may spend 1 extra emote and a raised tier of manacost charging up a spell in order to superheat the spell. This effect must be telegraphed upon the second emote of channeling where the mage’s fire clearly changes from orange to a gaseous purple, red, or pink. Spells modified in this way would be unable to ignite the target or spread any flames, but would instead inflict burns at the same rate as Blue Fire, whilst melting through materials at an accelerated rate.</span></span></span></span></span></span>
		</p>

		<p>
			 
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">Superheated fire takes [2] emotes of exposure to melt through materials of leather or weaker durability, and [4] emotes of exposure to melt through materials of steel or similar durability. Excessively weak or flammable materials may be instantly burnt through, but this will never apply to things wielded or worn by a player unless explicitly approved by the target.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			 
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#ffffff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">Compatible spells: Ignite, Fire Projectile, Fire Wall, Flamethrower, Firestorm, Flame Field, Enwreathe, Flame Implement</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"> </span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">Redlines:</span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"> </span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Superheated fire does not instantly incinerate people nor is it capable of instantly melting armor. Leather, cloth, or similar would be melted through within [2] emotes, whereas metal would be melted through within [4] emotes.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Individual strikes by Superheated spells, i.e. not continuous streams, count as [1] emote of melting toward the above. Each maintained emote of a continuous spell such as flamethrower likewise counts as [1] emote of melting.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Superheated fire has double the intensity of normal fire and consequently takes half the time to inflict damage on targets. Where it may take [4] emotes upon a vital region to put a target in critical state using normal fire, Superheated fire does this in [2], and so forth.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">-Superheated spells can melt through a humanoid’s worth of material within the stated durations. That is to say that stacking armor wouldn’t protect against it in addition, and wearing cloth or leather under metal would not provide additional protection. This also means [4] emotes would be sufficient to melt through the chest of a metal construct, for instance, though notably golems and similar creatures would be immune. This does NOT mean that it can ever melt anything quicker than the stated durations.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">-Targets would feel a heavy heat and discomfort whilst their armor is melted, but Superheat would not do any direct damage unless striking bare flesh or if armor had been fully melted in a previous emote.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">-Melted apparel becomes a blackened soot upon the body. This spell does not produce nudity.</span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Fire-resistant materials such as athins would not prevent the melting effect of Superheat, but would significantly reduce the strain felt by the target during the melting process. Materials which cannot be melted by fire or materials with a significantly higher melting point than steel, such as carbarum, cannot be damaged by Superheated fire.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Other than the damage guidelines stated in this section, Superheat abides by the behaviors described by blue fire in each spell, aside from any involving ignition.</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- In any way not specified, Superheat will behave like Blue Fire as default.</span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"> </span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- As Superheat adds an emote and a tier cost to spells, it cannot be used on T5 spells.</span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span><span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#000000;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;"><span style="white-space:pre;"> </span></span></span></span></span></span></span>
		</p>
	</div>
</div>

<p style="line-height:1.38;">
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="color:#e74c3c;"><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Citations</span></span></span></u>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/187996-%E2%9C%93-magic-lore-fire-evocation/" rel=""><span style="color:#ffffff;">Pundimonium’s Fire Evocation</span></a></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/" rel=""><span style="color:#ffffff;">Elindor’s Comprehensive Guide to Voidal Magic</span></a></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Credits</span></span></span></u>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Johann (Author)</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">meowmaxer (Feedback)</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Stingyparrot (Feedback)</span></span>
</p>
]]></description><guid isPermaLink="false">249435</guid><pubDate>Thu, 14 Aug 2025 13:57:44 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] Earth Evocation</title><link>https://www.lordofthecraft.net/forums/topic/234418-%E2%9C%93-magic-lore-earth-evocation/</link><description><![CDATA[<p style="text-align:center;">
	<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:24px;">Earth Evocation</span></span></span>
</p>

<p style="text-align:center;">
	<br />
	<span style="font-size:11pt;font-family:Arial, sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><span style="border:none;width:624px;height:312px;"><img alt="r7usJB1i0QW4ghZMPPBhIqMFedIXK9hnIluGGZHCbHZNdQKhSEzc0uX3DtBwE8fAUv-Ayk5RyfjNRcGaz3uPN58jevLNeOyIRmuNBsMw3ZuwZWOAVNlqW3ZvovOcdilBvqgn-kh0-8Df4gORgjVd8ms" data-ratio="56.25" height="312" style="margin-left:0px;margin-top:0px;" width="624" src="https://lh7-us.googleusercontent.com/r7usJB1i0QW4ghZMPPBhIqMFedIXK9hnIluGGZHCbHZNdQKhSEzc0uX3DtBwE8fAUv-Ayk5RyfjNRcGaz3uPN58jevLNeOyIRmuNBsMw3ZuwZWOAVNlqW3ZvovOcdilBvqgn-kh0-8Df4gORgjVd8ms" /></span></span><br />
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">”The world is mud-luscious and puddle-wonderful.” </span></span></em>
</p>

<p style="text-align:center;">
	<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- Elindor, Master Wizard and Archmage of old.</span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;">Origin</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Across the fall of empires, the tragedies of the world and the fading of ages, rock and stone have remained callous and constant. If water is where memories lie then earth is antiquity’s unblinking witness. Many secrets of the world lie entombed in its depths where like the obscurities of history fact and fiction begin to blur; bones of forgotten Gods the likes of Dragur, ruins of condemned cities the likes of Geidleth, Drauchreim and so forth; regardless of stature or provenance earth remains their undiscriminating captor.</span></span>
</p>

<p>
	<br />
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earth has had a ubiquity and synonymy with the history of Descendants as it has been its one constant; fire fades, water flows, air flits. Throughout the ages wars have been waged upon and for soil as it has been the playground of terrestrial life - nurturing agriculture and providing the foundations of cities. Considering its resilient nature it is no surprise that Earth Evocation has been practiced by mortal mages since ancient times. In the descendant fold it is believed to have been introduced like its other 3 siblings by the Arcane Mage under the tutelage of the Wandering Wizard in the days of Aegis and the practice has flourished since.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of earth evocation is no exception.</span></span><br />
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;">Explanation</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earth Evocation makes use of the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor with the Void and shaping its magical potential into their desired form - in this case earth, rock, sand, etc. - which is drawn into reality and gradually manifests as their desired spell. A common misconception regarding Earth Evocation is its limitation to only creating earth when in fact, it encompasses many more closely related but still distinct elements: sand, rock, earth itself, mud, and so forth. It is also for this reason that earth evocation, unlike other evocations, lacks elemental augmentations, as these are all disparate elements with their own properties separately manifested. A mages’ mastery of Earth Evocation hinges on two factors, their familiarity with these elements and their experience in harnessing them, requiring the average mage years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Overall, out of the evocations earth distinguishes itself with its balance of both offensive and defensive utility, though with a slight bias for the latter as you would expect from the solidarity of earth. More advanced earth evocationists gain the ability to shape their rock into finer forms and various utilities. As a Voidal magic Earth Evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">An earth evocationist’s mastery over the strength, refinement, size, scope and nature of earth scales proportionally with their current progression of tier: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong><span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;">Tier 1</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: A novice earth evocationist is only able to conjure grains of sand at this stage that can be increased to a fistful’s amount at best through some effort, capable of putting out feeble flames. Lasts 2 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Sand Blast</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: An adept earth evocationist now practiced in manipulating sand is now able to directly manifest rocks as pebble-sized projectiles but nothing more. The mage may be able to perform minor feats like creating small miniatures made of rock outside of combat for show. Lasts 3 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Rock projectile: Blunt</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: An apprentice earth evocationist is now capable of manifesting their earth from the ground as iconic bulwarks that take the form of shields and domes and is also able to weave their sand to create small vortexes of sand to debilitate targets. Beyond combative uses the mage may be able to perform greater feats of aesthetic earth evocation like creating life-sized statues and intricately manipulating sand as flowing tapestries. Lasts 5 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Earthen Wall, Sandstorm</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: An expert earth evocationist has reached a level of mastery which allows them to augment the finer properties of earthen projectiles like appearance and sharpness, and also expel their sand as surging jets. At the fourth tier the earth evocationist is able to sculpt and carve anything mentally conceivable in non-combative scenarios, from prismatic mosaics of gaudy marble to cascading constructions of rock, imagination seems to be the only limit. Lasts 6 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Rock projectile: Needle</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Having weathered the erosion of time a master earth evocationist has seen every facet of earth and its encompassing elements and knows them inside out. Testament to their proficiency, they are able to fluidly shift from sand to earth to rock and entomb targets within stony confines. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Entomb</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Upon reaching Tier 5, earth evocationists that dedicate themselves to the <u>second</u> slot of earth evocation gain access to a greater suite of spells. Expanded earth evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression over 2 OOC weeks:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e67e22;"><strong>Week 1</strong></span><span style="color:#ecf0f1;">:</span><strong><span style="color:#e67e22;"> </span></strong></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthweaving, Earthen Barrage</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Week 2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Seismic Tremor, Geotic Field, Meteoric Befall</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">As mentioned earlier Earth Evocation encompasses a selection of earth-related elements that fall under its umbrella: Voidal earth, stone, sand, crystal and mud. All these elements have properties that distinguish them from and associate them to their natural counterparts, detailed as follows. These properties are applicable to spells involving that element in Earth Evocation: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal earth is first and foremost artificial in all its forms, regardless of its physical and chemical makeup or nature they are magically contrived and are thus conditional on the mage’s connection to the Void and will disappear otherwise. Consequently this means effects directly caused by these elements, like suffocation due to sand and inhibition of movement due to mud will all cease to apply when they disappear.  Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- A</span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">s a general guideline manifested elements behave in much the same ways as their natural counterparts physically and chemically, except in situations where their magical nature may invoke interactions such as coming into contact with Thanhium, Auric oil, and so on as specified in their associated lorepieces.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">-<strong> Earth and Stone</strong>: The primary elements of the earth evocationist, earth and rock are sturdy, resilient and inert, rarely if ever reacting with other forces of the world which makes them the favored element for defensive spells. Furthermore their sturdy nature makes them good options for offensive utility as well, carrying with them concussive force only matched by compressed air and combustive fire in the other evocations. Even pebbles when thrown hard enough are capable of dazing an individual and causing bruising when it strikes bare skin, and this should be roleplayed accordingly by parties involved when dealing with earth evocation. The aesthetics of earth evocation spells involving rock may be visually manifested as other forms of rock like marble, gneiss, slate, granite, and so forth for no extra benefit.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- <strong>Sand</strong>: Generally used for distraction in Earth Evocation, sand is composed of small and minute grains of rocks of granular texture and gritty consistency. It has little to no offensive utility beyond causing targets blindness or suffocation should it directly strike their face, and niche use-cases such as being able to smother fire and potentially erode materials when sustained as a stream but beyond this it is not very noteworthy. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- <strong>Mud</strong>: An uncommon variation of earth in Earth Evocation which behaves like an intermediate state of sand and earth, mud is viscous, slippery and slows objects that traverse over it, its relative effectiveness increasing proportionally with the object’s weight. Heavier objects get stuck in mud easier compared to lighter targets, making its applications, like sand, niche. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">In the interest of fairness and quality of roleplay, it is the responsibility of the earth evocationist to clearly outline and communicate the effects of the spells they have cast to prevent any unnecessary ambiguities and disagreements between parties.</span></span></em>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earth Evocation is a 1 slotted Voidal Magic with an optional 2nd slot allocation. The 2nd slot allocation must be marked by ST on the MA.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal earth (which for the sake of brevity refers to Voidal earth AND all its derivatives) disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The above redline also means targets that are suffocated due to the presence of Voidal sand, inhibited due to the Voidal mud, etc. will no longer be affected upon its disappearance. This does not reverse any effects caused by Voidal earth; fires already smothered by sand do not start again, fractured bones by Voidal rock do not unfracture, etc. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage has no control over the earth they have conjured after it makes contact with the world.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage has no control over natural earth or any form of already-existing earth.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal earth looks and behaves in exactly the same way as real earth in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal sand smothers a fire, Voidal sand will do the same, and so forth. The basic rule of thumb is that earth generally doesn't really do much as its very inert.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For reference, armored targets are considered those wearing anything greater than medium armor.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For further reference the emotes specified for spells in this lore follows a [Connection] &gt; [Channeling] &gt; [Cast] format as is standard where channeling often takes multiple emotes.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-  Earthen Pillars, Earthen Walls, Earthweaving walls are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Earth Evocation spells only.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage may only upscale a spell until their maximum tier. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All of the redlines above are applicable to every spell in earth evocation unless explicitly stated otherwise.</span></span>
</p>

<p style="text-align:center;">
	<br />
	<br />
	<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><u><span style="font-size:20px;">Abilities</span></u></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells are labeled by the tier in which they are unlocked and once unlocked an earth evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are <u>inclusive</u> of connection and cast.</span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">[+] denotes spells and modifiers available after 2nd slot investment.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Conjure Earth [T1] - Non-Combative</span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Both the simplest form of Earth Evocation, yet also with the ability to be the most complex of all its practices. When conjured in this form, the rock is undefined, crumbling like dry dirt or sand unless shaped into a more defined form. This allows the mage to conjure and manipulate the earth they have summoned in any way, shape, or form they see fit so long as this remains out of combat. The detail of such shape depends on the tier of the mage.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<em>[<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">This spell is heavily lifted from and based off of Pundi's Earth Evocation write as it already does a fine job of describing out-of-combat Earth Evocation. That said I'll likely rewrite this to make it consistent with Conjure Fire/Water at some point.]</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The earth evocationist is able to conjure sand, earth, rocks, stone and various earth-adjacent elements for freeform use outside of combative scenarios and in event scenarios with ET oversight. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">This spell requires 1 connection + [X] emotes where X is the tier utilized.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The scale of their control over earth increases with tiers as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T1</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Up to one meters of earth.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Up to five meters of earth.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Up to ten meters of earth.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Up to fifteen meters of earth.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Up to twenty meters of earth.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Meters is rendered as blocks. One total block at Tier 1, two total blocks at Tier 2, etc etc.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual earth. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a storm of earthen spikes, obviously it will take more than three emotes, likely closer to around six or seven.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-When entering combat, all conjured earth will immediately disappear..</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Refined substances like obsidian or metal cannot be summoned. One cannot conjure ores or metals.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Materials as glowstone may be conjured for flavor only and have no other application.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Conjured materials only last so long as the mage maintains their focus upon it. They vanish afterwards.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- May not be used for destructive purposes, and should anyone work against the evocation, they will be forced to use combat spells as entering combat.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Sand Blast [T1] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The first feat of earth evocation involves not the conjuration of whole rocks but their ground components as sand, typically favored by mages for distraction and escape.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The earth evocationist creates a mass of sand from arcana upon their palm which can be either thrown or expelled as a short jet to smother fires, disorient targets or obscure vision when used as a smokescreen. Sand spells that directly strike a target in the eyes or nose will disorient them for an emote as they will be blinded or suffocated respectively. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T1</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Sand Blast manifests a handful of sand which is not fired but manually thrown by the mage afterwards to surprise targets. Has a range of 4 meters and blinds for [1] emote should it directly reach the target's eyes. [2] emotes. </span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Sand Blast manifests as a short burst of sand the size of a fist with a range of 8 meters max. [2] emotes. Cannot be sustained.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The previous tier of Sand Blast is now the size of an open palm and maintainable for [4] emotes to disorient targets as a burst of sand.</span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"> [3] emotes.  This spell may be extended to a [4] emote duration that costs an additional T3 spellcast to form a temporary sand-screen. The screen of sand is 2 meters in height and initially starts at a 1 meter radius, which grows by 1 meter each emote the blast is sustained for. Lasts [2] emotes after cast or until disconnection.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Sand Blast is now a proper jet of sand 1 meter in diameter with a range of 12 meters max. Though the spell does not initially do damage, it begins ramping in effect upon its 2nd emote where it begins to feel like coarse sandpaper, scraping and damaging surfaces and leaving exposed skin abraded and bleeding. This abrasion effect worsens bleeding and lacerates light armor the 3rd emote, wears out thicker surfaces like shields and gambesons by the 4th emote and leaving haevy armor damaged by the 5th emote and severely damaged by the 6th emote. [4] emotes. Can be sustained for [4] emotes, with every [4] additional emotes costing another spellcast.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Sustained Sand Blasts (T3+) can be redirected like the flamethrowers and water blasts of other evocations.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sand Blast T2 and above is telegraphed by a swirling mass of sand and arcana upon the mage’s palm that only grows in intensity throughout channeling. T1 Sandblast can be telegraphed as the mage creating pocket sand in their hand. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The blindness and suffocation caused by Sand Blast does not cause any permanent physical damage in any form unless the target sustains 2 or more emotes of damage from T4 Sand Blast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seers and sightless CAs are naturally unaffected by the blinding effects of this spell.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Targets with goggles and eye-protection will be immune to the blinding effects of Sand Blast, or targets that explicitly emote covering their eyes before the Sand Blast is expelled. Obviously their vision may be obscured slightly should they be standing in its trajectory, but this is by no means blinding.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Naturally, continued exposure to Sand Blast in the eyes reapplies the 1 emote of blindness.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sand Blast of T2 and above can be held back for 2 emotes before being fired and the spell is wasted should it be held back for any longer.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The abrasion effect of T4 Sand Blast is not fatal or even incapacitating in any form, only painful for those that come into direct contact with it.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sand Blast follows currently accepted movement reductions in Voidal Connection lore for while it is being cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The sustaining of Sand Blast is counted from the emote after it is cast meaning a Sand Blast at T4 is active for 5 emotes before requiring the T4 manacost for every additional 4.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Rock Projectile [T2] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The bread-and-butter of an earth evocationist’s repertoire the mage may conjure pebbles, stones, boulders and even eventually monoliths to launch at targets. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The earth evocationist shapes a projectile of rock through their arcana that takes form while channeling before being sent flying towards a target in a straight-line trajectory at arrow speed when cast. Rock projectile can be manifested in two forms: Blunt and Needle, with the latter becoming accessible as an augmentation of this spell upon reaching T4 for an extra emote and tier of manacost. The mage may also shape their projectiles to have different shapes but roughly equivalent volume and effect after T4. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Blunt projectiles all deal concussive damage of varying degrees depending on their tier whereas Needle-augmented projectiles are the same size and move at the same arrow-speed as their blunt counterparts but sacrifice their concussive damage for piercing force. This augmentation is also only applicable to T3 Rock Projectile and above. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Blunt</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Rock Projectile is the size of a pebble which may be fired at a target to annoy and daze them at best upon a direct hit in the face. [2] emotes. Every additional emote of channeling manifests 2 more pebbles capped at 3 max, and every 2 pebbles after that requires T3, capped at 4 more max.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Rock projectile is the size of a stone the size of an open palm and carries enough concussive force to cause bruise flesh and fracture bones when it directly strikes light armor, bruise medium-armored targets and dent the armor of heavy-armored targets. [3] emotes.  </span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Every additional emote of channeling manifests an additional projectile capped at 3 max, and any more projectiles raises the cost to T4, capped at 3 more max. </span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Rock projectile is the size of a large cobble 1 meter in diameter and carries enough concussive force to break the bones of light-armored targets, fracture the bones of medium-armored targets and severely bruise heavy-armored targets. [4] emotes. Every additional emote of channeling manifests an additional projectile up to 3 in total. Any more projectiles than this raises the total cost of the spell to T5, capped at 5 projectiles in total.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Rock projectile is now a formidable boulder 2 meters in diameter and carries enough concussive force to easily break the bones of armored and unarmored targets. It carries enough momentum to cause any targets in its trajectory to be pushed back along with it until it reaches a max range of 6 meters. Should the target be pinned to a wall by this boulder they will be left in a critical state from the impact. [5] emotes. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Needle</strong>:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The concussive force of T3 rock projectiles are replaced with a piercing effect comparable to a shortbow and are capable of easily piercing exposed flesh to the bone, puncturing gambesons to cause serious bruising, and denting armor. [4] emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and any more projectile raises the total cost to T5, capped at 5 projectiles in total.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The concussive force of T4 rock projectiles are replaced with a piercing effect comparable to a longbow and are easily capable of easily piercing exposed flesh through bone, penetrating gambesons and the flesh underneath it to bone, and breaking through armor and stab through skin. [5] emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earth projectiles may be held back for 3 emotes before demanifesting. Multiple earth projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count <u>has</u> to be emoted. Being disconnected during this period means wasting the spell. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Rock projectile is telegraphed by the mage shaping their rock into a projectile be it spiked or blunt. The nature of the projectile must be emoted from the start of channeling. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The mage may only conjure multiple blunt or spiked projectiles, and cannot conjure a mix of the two.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For clarity, the breakage of bones inflicted by this spell disables the affected limb, whereas fracturing of bones implies great pain when attempting to use the limb,</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The trajectory of rock projectile cannot be altered and it will continue traveling at arrow speed in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- T3 projectiles may be blocked freely by a shield, however any projectiles T4 and above will cause severe pain to the shield-arm enduring the projectile.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The dazing effect of T2 pebble does NOT entail disconnection from any magic.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- T3+ blunt rock projectiles will never instantly kill someone unless they are being struck by a boulder against a wall, and will at best knock them out should it directly hit them in the head.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Every additional projectile manifested adds the manacost of their respective tier, ex. two T3 projectiles manifested back to back would cost the same as two T3 spells.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Needle rock projectiles will never completely pierce through someone and will be lodged within them at best should they be directly hit, except if the projectile strikes their head directly in which case it very much will (like any arrow or crossbow bolt).</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- As a general rule-of-thumb projectiles can be held back for a maximum of 3 emotes before it disappears and the spell is considered wasted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Multiple rock projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthen Wall [T3] </span></span>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The prime defensive spell for earth evocationists, earth is manifested as a sturdy bulwark to shield against adversaries and other forces.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The earth evocationist shapes hard earth into the form of a shield or a dome in later tiers for defensive purposes. Leveraging the resilient and inert properties of earth shields created by this spell are particularly sturdy, unreactive against most forces other than antimagic and resilient against slashing and weak piercing attacks. Their primary weaknesses are blunt strikes from heavy hammers and direct explosions, strong piercing attacks like the swings of a pickaxe or the strikes of a spear, and antimagic like thanhium and auric oil. All tiers of Earthen Wall have a max cast range of 16 meters and are considered 1 meter thick.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Earthen Wall takes the form of a wall of earth 3 meters wide and 4 meters tall which may be placed down or freely moved within arm's reach and has a cast range of 12 meters. [3] emotes. Can be sustained for [6] emotes, and every [6] emotes afterwards cost the same as a new spellcast. Can withstand 3 physical strikes, and 1 anti-magic attack.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Earthen Wall takes the form of a barrier of earth 6 meters wide and 4 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 5 meter radius to the same effect. [4] emotes. Can be sustained for [6] emotes with every [6] afterwards costing the same as a new spellcast. Can withstand 4 physical strikes, and 1 anti-magic attack. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Wall is telegraphed a mass of earth being shaped into a wall or a dome from the outset depending on the tier at which it is cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The specified dimensions of the walls can be considered as the maximum, meaning walls that are slightly smaller may be conjured for the same emote counts.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- T3 Earthen Wall follows currently accepted movement reductions in Voidal Connection lore for while it is being moved while cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Should Earthen Wall be broken while the mage is still sustaining it they will be dazed for an emote, preventing them from casting for [1] emote afterwards as they recover.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Wall is considered a deployable spell when it is cast as a wall and the above redlines are still applicable should it be broken while deployed.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Sandstorm [T3] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A more refined manipulation of sand the mage weaves it into the form of a swirling dune to keep adversaries at bay.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Sandstorm involves the mage conjuring a swirling storm of sand in a particular location that grows into a vigorous storm upon cast and envelopes targets within its confines. The primary function of this spell is to obscure vision of targets and notably lacks the abrasive damage of T4 Sand Blast. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Targets caught within Sandstorm without eye protection are compelled to close their eyes within it in fear of being blinded, and those with eye protection will only be able to see an arm’s reach within the sandstorm. All tiers of this spell have a max cast range of 16 meters and height of 4 meters.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Sandstorms behave exactly like their natural counterparts and may therefore be negated by natural counters. Any form of equal-tiered "air" or "water" magic negates the spell entirely, as the storm is blown away or dampened into mud respectively. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Sandstorm spans a 2 meter radius max and does not slow the movement of targets within it and only obscures their vision. [3] emotes. Can be sustained for 4 emotes with every additional 4 costing the same as casting the spell again.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Sandstorm spans a 4 meter radius max and also slows the movement of targets within it by 1 meter. [4] emotes. Can be sustained for [4] emotes with every additional [4] costing the same as casting the spell again.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Sandstorm spans an 6 meter radius max and also slows the movement of targets within it by 2 meters. [5] emotes. Can be sustained for [6] emotes.</span></span>
		</p>

		<p>
			<br />
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sandstorm is telegraphed by sand swirling around the region in which it is about to be cast in where it would begin to amass and grow in intensity throughout channeling. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Like Sand Blast, targets wearing eye-protection like goggles will be unaffected by the blinding effect but unable to see further than an arm’s reach</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage may cast this spell around themselves should they have eye-protection to maintain line-of-sight.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sandstorm may NOT be moved and is a stationary spell.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthen Pillar [T4] </span></span>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Used primarily as a means of inflicting decisive blows in premeditated situations, the mage may cause a mighty pillar of earth to manifest and burst forth from the ground.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The earth evocationist creates an earthen region that is suffused with magic, eventually causing a pillar of loose earth to surge forth like a "punch" at a certain angle when cast. This carries with it varying degrees of knockback force depending on the tier. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: A pillar 2 meters long and 2 meters wide surges forth from the ground to a max height of 4 meters into the air, knocking back a target another 2 meters in that direction and deal minor concussive damage capable of bruising unarmored targets. [3] emotes.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: A pillar 3 meters long and 3 meters wide surges forth from the ground to a max height of 6 meters into the air, knocking back the target another 3 meters in that direction and carrying heavy blunt force that may fracture the bones of unarmored targets and severely bruise armored targets. [4] emotes.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">:  A pillar 4 meters long and 4 meters wide surges forth from the ground to a max height of 8 meters into the air, knocking back the target another 4 meters in that direction and carries heavy blunt force that may easily break the bones of unarmored targets and fracture the bones of armored targets. [5] emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthen pillar is considered a deployable spell after cast; it can be used as a shield similar to Earthen Wall, though it may only endure ONE strike. All tiers of Earth Pillar have a cast range of 16 meters, and may be cast from any place so long as the mage has line-of-sight. This includes vertical surfaces such as walls.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Furthermore Earthen Pillar may also be cast without its knockback force for the same cost to be used as a means of creating bridges to connect treacherous gaps, lifting (not launching) targets to scale high-up places, and so forth. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Pillar is telegraphed by the ground upon which it is about to be cast, rumbling and charging up with arcane energy, forming earth upon its surface which surges out when cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The knockback effect of Earthen Pillar is limited HORIZONTALLY, meaning you cannot use this spell to knock targets upwards to any damaging extent. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The minimum size for Earthen Pillar is 1 meters long and 1 meters wide, with the specified sizes for each tier being the upper limit.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Pillar does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Pillar is considered a deployable spell and has the same durability as an Earthen Wall of the same tier when cast and follows the same redlines when used in this way. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Entomb [T5] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Epitomizing a master earth evocationist’s mastery of their element, Entomb is a complex spell which involves the transmutation of sand to mud for debilitating heftier targets.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The mage manifests an earthy mass of sand of roughly knee-height which rises from the ground and adheres to targets caught within its region like viscous mud, reducing their movement by 1 meter. Targets of olog/golem weight or heavier will suffer a greater slowing effect of 2 meters.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Within this field, the target will be inhibited from quick movements such as dashes, but will not be kept stuck in place or helplessly indefensible and only slowed. Furthermore falling over in this field will also require the target 1 emote to recover and stumble back up. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Entomb instead becomes a baseball sized projectile of viscous quicksand which has the same effects as its higher tier variations though instead of being a field it is a projectile that creates a patch of quicksand on the target which covers a forearm’s length at most. </span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">This variation has a special utility where should the mage remain walking pace and concentrate on the projectile after it hits, it undergoes a hardening process which causes the mud to turn into hard earth after 2 emotes, potentially inhibiting movement depending on where the mud hardens. [3] emotes to cast.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The field manifested covers a 6 meter radius and has a maximum cast range of 8 meters. [4] emotes. Can be maintained for 5 emotes.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The field manifested covers a 10 meter radius and has a maximum cast range of 8 meters. [5] emotes. Can be maintained for 5 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- T4+ Entomb is telegraphed by a sandy surface manifesting over the region it is about to be cast in which begins to take up a sludge-like consistency before being cast. T3 Entomb is telegraphed as a dense and dark orb of sand being manifested by the mage.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Like any projectile T3 Entomb can be held back for 3 emotes maximum before it disappears and the spell is wasted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- T3 Entomb could theoretically be used to patch wounds temporarily in desperate scenarios though like any other Voidal spell will disappear after the mage disconnects. This does not mean you can use it to suffocate targets or blind them whatsoever, as it can easily be brushed off by the target upon initial impact or chipped off after hardening.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Hardened mud from T3 Entomb may be removed by targets after investing [1] emote chipping away at it. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The following abilities are unlocked upon dedicating a second slot to Earth Evocation and notably cannot be created as enchantments in transfiguration.</span></span></em>
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthweaving [+] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A showcase of a master earth evocationist’s finesse in manipulating earth, Earthweaving allows the mage to continuously cause pillars of earth to surge from the ground in a cascading wave to cause disruption and wreak havoc in battle.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthweaving can, in a way, be considered as the earth evocation analogue to “water wave” in water evocation, where the earth evocationist conjures rocky pillars like basalt columns to burst from the earth and sends it surging as a cascading wave in a certain direction. These columns deal significant concussive damage to whoever is caught within its path equivalent to being struck by a descendant’s mace, capable of knocking targets up a distance of 4 meters and causing fractures at the very least. Has a cast range of 12 meters. This wave can be manipulated during its cast time to alter its trajectory, albeit only to the extent of a slight bend. Across all tiers the wave can be made up to 2 meters tall.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">This pillar can be deployed and kept in place after it is cast and acts as a barrier similar to Earthen Wall, with identical durability as their same-tiered counterpart from that spell.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Earthweaving is a wave of cascading rocky pillars 2 blocks wide and 4 blocks long with a max range of 16 meters. [4] emotes.</span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Earthweaving is a wave of cascading rocky pillars 4 blocks wide and 6 blocks long with a max range of 16 meters. [5] emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthweaving is telegraphed by rocky pillars manifesting from an arcane anchor at the area it is about to be cast, pointing in the direction it is about to be cast in. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The trajectory of Earthweaving does not necessarily have to be straight and can be bent or arced to a minor degree albeit to NO advantage. Scribbly/zigzag earthweaves are not allowed.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthweaving may only be cast on the ground and cannot be cast from walls or ceilings.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthweaving when deployed after cast is considered a deployable spell.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Seismic Tremor [+] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A more direct imposition of an Earth Evocationist’s control over earthen forces, the mage may cause the ground to rumble and burst into rocky explosions from a distance.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Seismic Tremor involves the mage infusing the ground with their arcana and causing it to rumble and eventually burst into a fissure of seismic shockwaves capable of devastating targets within it. The initial rumbling is only a telegraph during channeling that lacks any combative utility other than potentially causing targets directly on it to stumble (but not lose their footing). This spell can be held back for 2 emotes max before it goes beyond the mage’s control and automatically casts. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The shockwave that follows when cast carries explosive force is initially equivalent to that of being struck by a blunt weapon, capable of causing targets on top of it to lose their footing and be thrown on their back, potentially dazed. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">An additional emote of channeling strengthens this explosion to have force equivalent to that of being struck by a heavy hammer, capable of causing targets on top of it to be outright knocked up or away a distance of 3 meters which may lead to more severe bruises and sprains.  </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Seismic Tremor is a circular field of a 2 meter radius. [4] emotes. </span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Seismic Tremor is a circular field of a 4 meter radius. [5] emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seismic Tremor is telegraphed by the area in which it is about to be cast in beginning to rumble and become infused with the mage’s aura. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seismic Tremor is negated by any form of CA or ability involving levitation off the ground. Flying type counters ground type.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seismic Tremor cannot be used on vertical surfaces like walls or ceilings and may only be cast on the ground. An exception to this rule can be made during noncombat scenarios with RO consent, or event scenarios with ET consent where the spell may be usable for damaging or even collapsing natural earthen structures like caverns and caves.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seismic Tremor cannot be used to force targets to explode as, once again, it can only be cast on the ground. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seismic Tremor bursts from the ground meaning it will never instantly kill or knock out standing targets and only knock them up or disrupt their footing.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Seismic Tremor cast as a circular field can be centered on the mage, with the mage themselves consequently exempt from the blast. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Geotic Field [+]  </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A trap-oriented use-case of Earth Evocation, Geotic Field allows the mage to create a defensive region of primed rocky explosives embedded into the ground as a means of dissuading aggressive adversaries. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The mage creates a field of unnaturally smooth rocks embedded into the ground which behave like pressure plates when stepped upon, activating a rocky explosion which will likely cause the target to lose their footing or more. The severity of the trap scales with the tier in which it is cast, and it should be noted that the trap will activate upon enough pressure being applied upon it regardless of the source, meaning it could be activated by a thrown rock the size of a foot, or any other projectile of a similar or greater weight. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The trap is a field of smooth cobbles that cover a 4x4 area, triggering as small explosions sufficient to trip targets over easily albeit with no additional physical damage. [3] emotes. </span></span>
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The trap is a field of stony and jagged cobbles that cover up to a 6x6 area, triggering as blunt rocky spikes that jut out of the ground with force more than enough to trip someone over and even cause sprains or bruises. Targets that fall over flat in this field will suffer fractures at the very least as rocks jut out at close proximity to inflict direct hits.  [4] emotes. </span></span>
		</p>

		<p>
			<br />
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Geotic Field is telegraphed by a field of smooth or jagged rocks slowly emerging from the ground as it is being channeled.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Geotic Field is considered a deployable spell but may NOT be setup preemptively by the mage before a CRP or RP encounter except in event scenarios.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Geotic Field is triggered by any form of pressure equivalent to or greater than what a foot exerts when stepping on ground. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthen Barrage [+] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A variation of rock projectile where quantity is prioritized over projectile power, the earth evocationist charges up earthen mass which is released as an unrelenting barrage of rocks.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Earthen barrage is a more specialized form of rock projectile that involves the mage charging up earthen energy and releasing it in the form of a redirectable barrage of rocks that devastate targets in its path. The strength of these rocks is comparable to being struck by pebbles at arrow-speed, and although individually a single pebble may not inflict much harm, a barrage of pebbles is capable of inflicting significant damage should the target remain in its trajectory for long. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The damage it inflicts scales up over the course of 3 emotes: Upon initial impact on the target, Earthen Barrage may cause severe bruising upon light-armored targets and mildly bruise medium and heavy armored targets. By the next emote Earthen Barrage may fracture bones of light-armored targets and heavily bruise medium and heavy targets and by the emote after that Earthen Barrage may break bones entirely for light armored targets and fracture medium and heavy armored targets.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Earthen Barrage manifests as a streaming blast of pebbles 1 meter in diameter with a range of 12 meters max. [4] emotes. This spell can be sustained for [4] emotes and every [4] emotes afterwards costs the same as casting the spell again.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Barrage is telegraphed by a concentrated mass of earth gathering upon the user’s palm that grows in intensity throughout channeling.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Barrage may be pivoted like a flamethrower as it is a stream-type spell.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Shields fully negate this spell.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Earthen Barrage follows currently accepted movement reductions in Voidal Connection lore for while it is being cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The sustaining of Earthen Barrage is counted from the emote after it is cast meaning it is active for 5 emotes before requiring the T4 manacost for the additional 4.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Meteoric Befall [+] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The prime culmination of an Earth Evocationist’s power manifested as the grandest possible display, Meteoric Befall enables the mage to call upon colossal meteorites from the skies to descend upon the earth. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics: </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Meteoric Befall is an event only spell where the earth evocationist channels a thundering cloud of swirling earthen material in the sky that rains meteorites composed of hard earth upon the affected region. These meteors are roughly 1 meter in diameter and descend with enough concussive force to easily destroy armor and flatten unarmored targets, their barraging nature even capable of severely wounding or stunning enemies the size of Ologs and greater. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The earth evocationist may muster a thundering cloud of earthen material that rains down meteors 1 meter in diameter over a 3 meter radius region and the storm may be moved up to 4 meters per emote sustained. This spell has a range of 16 meters and requires [8] emotes to cast, requiring the mage to be stationary for the last [4]. Can be sustained for [6] emotes max. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Any interruption to this spell means the ramping stormcloud disappears and the spell is wasted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Meteoric Befall is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;">Citations</span></span></span></u>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/193101-%E2%9C%93-earth-evocation/" rel="">Pundimonium’s Earth Evocation</a></span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/" rel="">Elindor’s Comprehensive Guide to Voidal Magic</a></span><span style="font-family:'Times New Roman', Times, serif;"><span> </span></span></span>
</p>

<p style="text-align:center;">
	<br />
	<span style="font-size:20px;"><span style="color:#e67e22;"><span style="font-family:'Times New Roman', Times, serif;"><u>Credits</u></span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Johann (Author)</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Squakhawk (Believing in me)</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">FadedQuartz (A few nifty ideas)</span></span>
</p>
]]></description><guid isPermaLink="false">234418</guid><pubDate>Sat, 17 Feb 2024 19:00:20 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] Air Evocation</title><link>https://www.lordofthecraft.net/forums/topic/234439-%E2%9C%93-magic-lore-air-evocation/</link><description><![CDATA[<p style="text-align:center;">
	<span style="color:#bdc3c7;"><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Air Evocation</span></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:11pt;font-family:Arial, sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><span style="border:none;width:552px;height:396px;">v <img alt="yQm141n3kaPdRqaRr89DLVoSaX-S6_dOEAk3Waqtbk3nXq0Ljr6jRd1cLq-gHr9WLC7easagF4g8C_ClMpQhnLLwq2LclXbGJgXP66XPwcB2WxCIm-uclCPlhjYMJuNNZugYvYOLrehtDsnQnnEfri8" data-ratio="63.83" height="667" style="margin-left:0px;" width="552" src="https://lh7-us.googleusercontent.com/yQm141n3kaPdRqaRr89DLVoSaX-S6_dOEAk3Waqtbk3nXq0Ljr6jRd1cLq-gHr9WLC7easagF4g8C_ClMpQhnLLwq2LclXbGJgXP66XPwcB2WxCIm-uclCPlhjYMJuNNZugYvYOLrehtDsnQnnEfri8" /></span></span><br />
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><em>”</em>Close your eyes and turn your face into the wind,<br />
	Feel it sweep along your skin in an invisible ocean of exultation.<br />
	Suddenly, you <i>know</i> you are <i>alive</i>.</span><em><span style="font-family:'Times New Roman', Times, serif;">” </span></em></span>
</p>

<p style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">- Blundermore Windraker, </span></span></em>
</p>

<p style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Former Ascended Sage and Archmage.</span></span></em>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#bdc3c7;"><span style="font-family:'Times New Roman', Times, serif;">Origin</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The first breaths of life, the last sighs of death, the whispers of secrets, the winds of change - elusive yet pervading and calm yet temperamental, air is the element of contradictions and ephemeralities. Unlike the preservation of earth, air is fickle and forgetful, yet it carries with it the unchronicled accounts of histories lost, obscured or simply forgotten; from unsung tales of the descendants who have come and gone to murmurs of distant realms, the wind carries all. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The fickleness of air has caused it to often be overlooked, and it is this characteristic that has distinguished it as a supposedly more passive force from the rest. Historically air has been seen as a harbinger of change, signaling the coming of storms, changing of seasons and turning of tides for civilization. Other times it shares the domain of storms with water, behaving more as a primal force of nature in the form of cyclones, hurricanes and tempests in stark contrast to its gentle zephyrs and summerly breezes. Given its fickle nature it is no surprise that air evocation is a subject of underestimation to the layman, however like the other evocations it has been diligently practiced by descendant mages since the days of Aegis with the likes of Elindor and Blundermore being its most prominent practitioners.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of air evocation is no exception.</span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="color:#bdc3c7;"><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Explanation</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Like other evocations, Air Evocation makes use of the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor with the Void and shaping its magical potential into their desired form - in this case air - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Overall, out of the evocations air distinguishes itself with its unique emphasis on utility albeit with a more offensive emphasis compared to water as you would expect from its fluid nature. More seasoned air evocationists are granted the ability to manifest air as sound or even storm. As a Voidal magic air evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">An air evocationist’s mastery over the strength, refinement, size, scope and nature of their air scales proportionally with their current progression of tier: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#bdc3c7;">Tier 1</span></strong><span style="color:#ecf0f1;">: A novice air evocationist is only able to conjure insignificant breezes of wind that may topple flowerpots or push around smaller objects at best. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 2 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Spells unlocked: Gust</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>Tier 2</strong></span><span style="color:#ecf0f1;">: An adept air evocationist is able to manipulate their eddies of air into swirling shields or swift currents for self defense.  The mage may be able to create and weave small streams of air for show and shape it into elementary shapes to no combative effect. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 3 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Spells unlocked: Air Barrier, Redirect</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>Tier 3</strong></span><span style="color:#ecf0f1;">: An apprentice air evocationist is capable of creating larger and more formidable draughts and gales of air capable of launching targets up and away. Outside of combat they have reached a level of finesse that allows them to weave finer tapestries of air for aesthetic effect. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 5 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Spells unlocked: Weave</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>Tier 4</strong></span><span style="color:#ecf0f1;">: An expert air evocationist having attained a deep understanding of air is now versed in compressing it into devastating projectiles and bursts for offensive utility. At the fourth tier the air evocationist is able to weave anything mentally conceivable in non-combative scenarios albeit never to the level of finesse required to create sharp edges or blades of air. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 6 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Spells unlocked: Compression</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>Tier 5</strong></span><span style="color:#ecf0f1;">: The air evocationist is intimately aware of the subtleties of wind and its whispers, epitomized by their ability to beckon harrowing storms and whirlwinds as the pinnacle of their craft. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Spells unlocked: N/A</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Upon reaching Tier 5, air evocationists that dedicate themselves to the <u>second</u> slot of air evocation gain access to a greater suite of spells. Expanded air evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#bdc3c7;">Week 1:</span></strong></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"> Surge, Tailwind, Whirlrend</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#bdc3c7;">Week 2:</span><span style="color:#e67e22;"> </span></strong></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Sound Blast, Tempestuous Galeforce</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">As a magical imitation, Voidal air has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every air spell in Air Evocation: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">- Voidal air is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured air will otherwise return to Void. Consequently this means although air can be used to fan flames or knock over objects, it cannot be used as a substitute for real air for breathing as connection would be broken due to a lack of line-of-sight. Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">- Like natural air Voidal air is free, flowy and mostly transparent, only tinged with rivulets of the mage’s aura. It looks and behaves in much the same way as natural air physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Auric oil, and so on as specified in their associated lorepieces. Like natural air, it is able to fan flames, dry objects, clear smoke, move things around, or even knock targets away with significant concussive force should it be compressed. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">In the interest of fairness and quality of roleplay, it is the responsibility of the air evocationist to clearly outline and communicate the effects of the spells they have cast to prevent any unnecessary ambiguities and disagreements between parties.</span></span></em>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal air disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The above redline also means that physical consequences caused by voidally conjured air are not reversed; fires that have been fuelled will not disappear, people pushed over will not be un-pushed, etc. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage only has control over the air they have conjured, and has no control over already-existing air. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal air looks and behaves in exactly the same way as real air in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal air fuels a fire, Voidal air will do the same. In situations where normal air dries a surface, Voidal air will do the same, and so forth. Use common sense, it’s air.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal air is not completely invisible as it is appearance-wise laced with the caster's aura. That being said as it is still air it can be hard to spot and keep track of for targets beyond what is given away in spell telegraphs. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal air lacks any form of nutrition and may not be ingested to breathe underwater as it requires line of sight to sustain.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All spell sizes in the lore can be considered upper limits of their specific tiers, meaning you could conjure a smaller air shield compared to the specified size if you wanted to, for the same cost as that tier unless explicitly stated otherwise. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The barriers of Air Barrier are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Air Evocation spells only.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For reference, armored targets are considered those wearing anything greater than half-plate, i.e. heavy armor.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For further reference the emotes specified for spells in this lore follows a [Connection] &gt; [Channeling] &gt; [Cast] format as is standard where channeling often takes multiple emotes.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">         - I.e. You could have your mage blow out a gust of wind if you really wanted to as long as the wind swirls and gathers in the same way as Gust normally would when cast from the palm.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage may only upscale a spell until their maximum tier. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All of the redlines above are intrinsic to Voidal Air and are therefore applicable to <u><strong>every</strong></u> spell in air evocation unless explicitly stated otherwise.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All second-slot spells are incapable of being created as enchantments.</span></span>
</p>

<p>
	<br />
	 
</p>

<p style="text-align:center;">
	<u><span style="color:#bdc3c7;"><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Abilities</span></span></span></u>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Spells are labeled by the tier in which they are unlocked and once unlocked a air evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.</span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">[+] denotes spells and modifiers available after 2nd slot investment.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Conjure Air [T1] </strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">By picturing their air in the Void and conjuring it forth into the material realm, an Air Evocationist may conjure forth nearly anything they desire albeit composed of wind. Whether they seek to create a small breeze to air out their home to conjuring a swirling tempest upon a city, the choice is ultimately theirs.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics:</span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- Air in this form is free and shapeless unless the mage grants it a more distinct form.<br />
			 - An Air Evocationist may manipulate their conjured air in any way, shape, or form so long as it remains out of combat. While at [T2] the shaping of air is rather lacking, being formless and freely swirling about, at [T4] the streaks of air may form much more distinct shapes, appearing almost perhaps like some form of transparent mist when used more distinctly.</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- All non-combat spells may have a maximum radius of one meter at [T1], two meters [T2], eight meters [T3], fifteen meters [T4], twenty meters [T5]. Each tier the mage progresses, the details they may use in their air  increase from [T1] being formless, to [T3] being more moderately distinct, to [T5] which is very refined, though cannot be razor thin.<br />
			 - Starting at [T4], the Air Evocationist may begin to conjure sounds carried by wind. From whispers, to clapping sounds, to booms. The strength of sounds conjured will increase progressively over the tier until the mage reaches mastery. Sound manipulation is capped at shout-emote distance.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Conjure Air may only be performed outside of combat.<br />
			- Sounds may imitate any other air-like sound which the mage has heard before, such as flatulence or an airy hush. However, all sounds will have an airy nature to them, such as bee’s buzz or a violin; meaning one could not imitate the sound of two swords clashing or a fireball being thrown.  <br />
			- Sounds in this state may not be used for purposes of stunning or causing harm. They may be used to cause deafening noises to conceal another sound.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Gust [T1] </strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The most basic application of air is to push objects, and gust is a spell first learned by novice mages to do just that. Though unremarkable at the start this spell eventually becomes the bread-and-butter of an air evocationist to maintain their distance with adversaries. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The mage conjures a single-target, short-ranged and short-lived burst of wind to push nearby targets or objects away that are up to 3 meters in front of the mage. Its strength and manacost scales with the tier in which it is cast and the spell has a cast-time of 3 emotes for all tiers, and can be held back for 2 emotes max before it is considered wasted. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">[1 connect + 1 charge + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T1</strong></span><span style="color:#ecf0f1;">: Gust is a calm zephyr capable of ruffling papers or blowing out candles at best and carries no pushing force. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T2</strong></span><span style="color:#ecf0f1;">: Gust is a draft of air that can push heavier objects like books or small rocks away, and when blown on a target will cause them to slide back 1 meter at best. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T3</strong></span><span style="color:#ecf0f1;">: Gust is now a moderately strong current of air capable of pushing larger objects like light furniture, and small thrown options like potions. Targets struck by this current of air will stumble back 2 meters and trip over should gust be aimed towards their feet, potentially falling over.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: Gust is now a strong gale capable of pushing larger and heavier furniture like shelves and tables. Targets struck by this current of air will fly back 4 meters and fall over flat should gust be aimed towards their feet or above their center of mass, potentially resulting in bruises or even worse depending on the nature of the surface. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: Gust is now a vigorous burst of wind that carries the strength of an orc-strength shove, capable of easily pushing over heavy furniture and even negating smaller objects moving at crossbow-speeds. Targets struck by this current of air will fall over and be thrown back 5 meters, potentially leading to concussions or fractures should they be knocked into a wall.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Gust is telegraphed by swirling eddies of wind vigorously manifesting upon the mage’s palm before it is cast as a burst. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Gust will not directly knock out targets or even cause any form of concussion in any way, it is just a pushing force. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Gust only lasts for the emote it is cast as an immediate effect, and no longer.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The tripping effect caused by T3 gust can be countered should the adversary explicitly BRACE before the spell is casted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Fractured inflicted by Gust as a result of collisions is naturally dependent on the hardness of the colliding surface, meaning hitting something such as wood will surely inflict pain, whereas softer material such as grass or sand would not.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redirect [T2] </span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">A more specialized variation of gust, redirect involves the air evocationist conjuring a current of wind to influence the trajectory of incoming projectiles. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The mage conjures a swift current of wind against an incoming projectile towards them or someone else to shift its trajectory for defensive purposes, never deflecting it fully. The strength of this current depends on the tier in which the spell is cast. This spell has a cast range of 8 meters at all tiers. Flaming projectiles deflected by this spell will also be put out. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T2</strong></span><span style="color:#ecf0f1;">: Redirect can be used to cast off projectiles traveling at the speed of an arrow and weighs the same as a potion at most. This spell can also be used to slightly cushion crank crossbow-speed projectiles, reducing its piercing power to surface-level injuries (albeit still significant bruising) and preventing it from impaling to the bone. 2 emotes. [1 connect + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: Redirect can be used to cast off larger and heavier projectiles moving at crank crossbow and longbow speeds. 3 emotes. [1 connect + 1 charge + 1 cast] This spell may be upscaled to T5 in cost for larger siege-level projectiles such as cannonballs, ballista bolts, and so forth.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">In cases where redirect is used on magical projectiles like fire evocation fireballs, redirect will be effective against those of its tier or less. I.e. T2 redirect can be used on T2 spells and less, T4 redirect can be used on T4 spells and less, and anything greater would require Air Barrier.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Redirect can only be used on single projectiles as a reactive spell and may only be used defensively.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Redirect cannot be used to directly deflect projectiles back to its origin or towards other targets. The rushed nature of this spell means the mage lacks any fine control of where its trajectory will end up other than a general direction NOT towards them. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Redirect can only be used for projectiles, and cannot be used to redirect constant streams like flamethrowers. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- In event scenarios this spell may be scaled further for larger projectiles.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Air Barrier [T2] </span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The air evocationist may create a swirling barrier of air as a specialized means of protection against projectiles, flamethrowers and other non-melee attacks. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The mage conjures forth either a shield, barrier or dome of air to be used as projectile defense depending on the tier it is cast in. Unlike other spells of air evocation the strength of these defenses scale with the mage’s tier as detailed below. This spell is useless against melee attacks which will simply phase through it with some resistance, but has the capability to stop attacks in the form of streams like flamethrowers and encroaching smoke, as well as cushion explosive force as long as it is not directly on the shield in which case it breaks.  </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T2 (Shield)</strong></span><span style="color:#ecf0f1;">: Air barrier manifests as a movable shield 2 meters wide and 4 meters tall. 3 emotes. This spell can be sustained for 4 emotes, with every 4 emotes afterwards costing the same as a new spellcast. [1 connect + 1 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T3 (Barrier)</strong></span><span style="color:#ecf0f1;">: Air barrier manifests as a vertical wall 6 meters long and 4 meters tall at max. 3 emotes. This spell can be sustained for 4 emotes, with every 4 emotes afterwards costing the same as a new spellcast. [1 connect + 1 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4 (Dome)</strong></span><span style="color:#ecf0f1;">: Air barrier manifests as a dome of a 4 meter radius and 4 meter height at max. 4 emotes. This spell can be sustained for 4 emotes, with every 4 emotes afterwards costing the same as a new spellcast. [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The strength of this spell scales with the tier of the mage, and offers protection based off the object's relative weight:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T2</strong></span><span style="color:#ecf0f1;">: Air shield may stop thrown/baseball-speed projectiles like potions and rocks.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T3: </strong></span><span style="color:#ecf0f1;">Air shield may stop arrow-speed projectiles no heavier than a baseball sized rock. Air Barrier may stop thrown projectiles.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: Air shield may stop crossbow-speed projectiles and cause them to either be directed off course or negated entirely. Air barrier and dome may stop arrow-speed projectiles.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: All forms of air barrier may stop crossbow-speed projectiles no heavier than a 1m diameter rock.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">In cases where Air Barrier comes into contact with magical projectiles it will be able to protect the mage against projectiles within its physical limits, and Air Barrier itself will be considered equivalent tier in strength as the mage’s current tier. For instance should a mage be tier 4, Air Barrier is considered T4 in strength, and would be able to counter Naztherak malflame which is put out by T3 air evocation and above. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Air Shield and Air Barrier allow the mage to move around while it is being sustained though the latter limits them to walking pace. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Air Barrier is not a forcefield and is therefore entirely useless against melee attacks.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Air Barrier will be instantly dispelled should it be directly struck by an explosive like a blasting potion, putting the mage on a 1 emote cooldown before the spell is castable again.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Air Barrier is considered a deployable spell when cast as a barrier.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Air Barrier is ineffective against melee attacks which will phase through it with some resistance.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Weave [T3] </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Leveraging the fluidity of air the mage may weave it in the form of sweeping currents of wind in their vicinity as a means of tripping targets and more.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The mage creates strong gusts of wind centered around a certain area to cause all targets in the area to lose their footing or more, with the strength and scale of these gales scaling with the tier at which the spell is cast. All spells have a cast range of 16 meters.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T3</strong></span><span style="color:#ecf0f1;">: Weave creates a rush of air below knee level of all targets within a 3 meter radius of the mage which may cause them to trip or even stumble over. After T3 the mage may cast this rush of air elsewhere not centered on themselves. 4 emotes. [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: T3 Weave may be scaled up so that it is a 6 meter radius instead, or the mage may summon a vigorous storm of a 3 meter radius and 4 meters in height, centered on the area. This storm picks up smaller and lighter objects like arrows, shortswords, potions and so forth that are flung around the area with the potential of cutting or bruising targets depending on their nature. All targets caught within this storm are still able to see, though have their movement inhibited to walking pace within the storm like moving against an upstream current. The spell may be directed in a single direction to slowly continue moving in that direction at a pace of 3 blocks per emote so long as the mage maintains concentration. 4 emotes for both uses. The storm can be sustained for 4 emotes.  [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: Weave now summons a whirlwind of 8 meter radius and 6 meters in height, capable of picking up objects no heavier than a standard longsword or a wooden shield that are flung around with the potential of cutting or bruising targets depending on their nature. All other effects of the previous tier apply. 5 emotes. Can be sustained for 4 emotes.  [1 connect + 3 charge + 1 cast]</span></span>
		</p>

		<p>
			<br />
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Weave is telegraphed by currents of wind beginning to vigorously swirl about the region where the storm is being channeled by the mage. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The mage is considered the “eye of the storm” for this spell meaning the only region unaffected by this spell is where they are standing. Should they cast this spell centered elsewhere, that point will be similarly untouched. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Objects and debris thrown around by T4+ Weave will never outright kill or even severely injure targets, at best resulting in targets leaving the storm battered and bruised should it be debris-ridden. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The direction of T4+ weave may not be altered after casting.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Projectiles are NOT obliterated by Weave and simply lose velocity, though T5 weave has the capacity to break lesser projectiles like potions and bow/crossbow velocity arrows.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Weave may not disarm players keeping a steady grip of their weapon.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The movement speed of the storm conjured by Weave may not be augmented with an arcane foci, meaning movement speed for the storm is capped at 3 blocks per emote.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Compression [T4] </span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">By corralling air into the form of a high pressure sphere an air evocationist may create projectiles to glimpse the offensive capabilities of their element. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The air evocationist may create heavy-hitting projectiles of compressed air which are sent in a single trajectory at arrow-speed.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The blunt force carried by Compression scales with the tier in which it is cast, as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T3</strong></span><span style="color:#ecf0f1;">: Compression is a baseball sized projectile that has the force of an “air punch”, or in other words equivalent to being struck by a blunt weapon at descendant strength, capable of bruising and potentially causing fractures for unarmored targets and dent the armor of armored targets. This projectile also causes the target to be knocked back 2 meters. 3 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and anymore projectiles raises the cost of this spell to T4, capped at 3 more max. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: Compression is a basketball sized projectile which carries enough concussive force to be able to easily fracture or even break the bones of unarmored targets should it directly strike, and severely bruise armored targets.  This projectile also causes the target to be knocked back 3 meters. 4 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and anymore projectiles raises the cost of this spell to T5, capped at 3 more max. [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: Compression is a beachball sized projectile which carries enough concussive force to be able to break the bones of unarmored targets upon direct impact and fracture those of armored targets, putting them in critical condition should they be hit in a vital region. This projectile also causes the target to be thrown back 5 meters. 5 emotes. [1 connect + 3 charge + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Channelling Compression cast at T4 or higher cannot be canceled after 2 emotes (including connection) and should the mage attempt to do so or be disrupted the manifesting projectile will burst prematurely and severely concuss the mage. Projectiles can be held back for 2 emotes max before it explodes and also concusses the mage.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Compression is clearly telegraphed by a swirling mass of wind manifesting as the projectile is being channeled and is by no means invisible and is in fact more visible than other forms of Voidal air.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Compression will not ever instantly kill a target.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The trajectory of Compression cannot be altered and it will continue traveling in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- As a general rule-of-thumb projectiles can be held back for a maximum of 2 emotes before it explodes and the spell is considered wasted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- T3 compression carries the force of a strong punch and may not necessarily topple targets</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The following abilities are unlocked upon dedicating a second slot to Air Evocation and notably cannot be created as enchantments in transfiguration.</span></span></em>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Surge [+] </span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">A long-ranged application of compression, Surge involves the air evocationist accumulating their air from a distance to send targets flying up and away with a bursting updraft. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The air evocationist amasses a compressed pocket of air beneath a target which bursts vertically when cast. The direction of this knockback can be controlled by the mage to tilt in a certain upwards direction should they wish. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T3</strong></span><span style="color:#ecf0f1;">: The updraft of air covers a 1 meter radius area beneath a target, capable of sending them flying 2 meters into the air and resulting in a sprained ankle or even bruising. 3 emotes. Every additional Surge adds 1 extra emote of channeling, capped at 2 max and any more raises the cost to T4, capped at 4 max. [1 connect + 1 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: The updraft of air covers up to a 3 meter radius area beneath a target or multiple targets, capable of sending them flying 4 meters into the air and resulting in a sprained ankle, fractured bones and potentially more. 4 emotes. Every additional Surge adds 1 extra emote of channeling, capped at 2 max and any more raises the cost to T5, capped at 4 max. [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: The updraft of air covers up to a 5 meter radius area beneath a target or multiple targets, capable of sending them flying 6 meters into the air and resulting in fractured or even broken bones in worst cases. Olog-sized targets or larger will likely be dazed or even lose their footing as they are knocked up a few feet into the air as well. 5 emotes. [1 connect + 3 charge + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Surge is telegraphed by a swirling pocket of air manifesting at the area it is about to be cast in as it is being channeled.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The minimum size for Surge is 1 meters long and 1 meters wide, with the specified sizes for each tier being the upper limit.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Surge does not automatically target enemies and the channeling for a particular spot is committal.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- This spell cannot be sustained.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For clarification the launch weight and strength of this spell scales with its tier as follows: T3 = Human-sized, T4 = Orc-sized, T5 = Golem/Olog-sized. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Sound Blast [+]</strong> </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">By crudely manipulating the vibrations of air the air evocationist may induce spheres of localized sound for disruptive effect. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The mage creates a sphere of air the size of an open palm which is then manipulated so that the air within begins to vibrate vigorously, sent as a translucent sphere of sound which expands as a bubble in a certain area to varying degrees of disruptive effect, though no physical harm. This spell may either be cast as a projectile or centered around the mage. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T4</strong></span><span style="color:#ecf0f1;">: Sound blast expands as a bubble of ringing, high intensity sound of constantly fluctuating pitch that expands in a 3 meter radius. The nature of this sound makes it physically jarring and stuns all targets within this area for 1 emote, furthermore inhibiting targets from performing major actions for that emote. All magic-casters caught in this area also have their concentrations broken, including those with strengthened connections like Arcane Scions. The unstable nature of this sound may also cause glass and other fragile materials susceptible to resonance to break, and constructs like animatii and atronaches to malfunction. 4 emotes. [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: Sound blast expands as a bubble of crackling, cacophonous and grating sound that expands in a 3 meter radius. The nature of this sound makes it physically painful to hear and stuns all targets within this area for 1 emote, furthermore inhibiting targets from performing major actions for 1 emotes as it induces temporary deafness and lightheadedness. All magic-casters caught in this area also have their connections broken and find themselves unable to connect for 2 emotes, including those with strengthened connections like Arcane Scions. The unstable nature of this sound may also cause glass and other fragile materials susceptible to resonance to break, and constructs like animatii and atronaches to malfunction. 4 emotes. [1 connect + 2 charge + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">As you would expect, targets that are unable to hear sound are immune to the effects of this spell. </span></span>
		</p>

		<p>
			<br />
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sound blast is telegraphed by an uncannily smooth and translucent sphere of sound being conjured by the mage. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For clarification "major actions" constitute actions that require some degree of focus and intent, such as direct lines of attacks, priming potions, channeling spells, sprinting away, and so forth.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sound Blast does not cause any form of lasting physical harm and its deafening effects are all temporary.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Sound Blast can be blocked by a shield and doing so will cause it to prematurely burst upon impact, protecting those behind the shield from its effects. Targets wearing earplugs may also dampen its effects to prevent themselves from being stunned though this must be explicitly emoted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The stunning or dazing effects of Sound Blast are obviously inapplicable upon those incapable of hearing.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Constructs are affected by the stunning effects of T4 due to its erratic vibrations, causing whatever action they were performing to be interrupted and stunned for 1 emote.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Tailwind [+] </strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">By conjuring a trailing gust of wind an air evocationist may enhance the speed and flow of their movement and embrace its freedom and fickleness.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The mage may create a continuous, trailing current of wind to enhance their movement for the next 3 emotes, increasing their speed by 4 meters during its duration. This spell may also be used to break a fall of 12 meters maximum and doing so uses up the buff entirely. In non-combative or event scenarios Tailwind may be used to glide 12 meters maximum and as a means of scaling platforms of a similar height. During the duration of the buff the mage may not cast any other spells as their concentration is already spent on maintaining the buff. 2 emotes. This spell is considered T4 in mana cost. [1 connect + 1 cast]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">This spell may be cast on another target for the same emote count albeit the buff is diluted in duration from the distance, only lasting for 1 emote instead of 3. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p style="line-height:1.44;margin-bottom:16px;">
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Tailwind can only be active on one target at a time and has a 1 emote cooldown after it expires. </span></span></span></span></span></span><br />
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- As always Tailwind adheres to mechanical standards. You need to be able to reach a location mechanically to access it via spell. This requirement can be waived in event scenarios.</span></span></span></span></span></span><br />
			<span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Using Tailwind to cushion falls any greater than 12 blocks will result in injuries of increasing severity starting at one or two legs breaking and ending at instant incapacitation, leaving the player unconscious.</span></span></span></span></span></span><br />
			<span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Each level of fall damage incurs all physical damage &amp; de-buffs of all previous tiers.</span></span></span></span></span></span><br />
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- Tailwind does not buff the mage’s reflexes or finer movements in any way and does not allow them to dodge or react to attacks faster. </span></span></span></span></span></span><br />
			<span style="font-size:11pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#e74c3c;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">- The mage performing a full sprint, as per voidal guidelines, will automatically disconnect and end the spell.</span></span></span></span></span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Whirlrend [+]</strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Leveraging their finesse over air, the mage wills the very fabric of wind into an ephemeral, spiraling disc capable of serrating and shearing through lesser forms of armor.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: The mage may conjure a serrated disc of air 2 meters in diameter to be launched as a spiraling projectile at enemies. The projectile shears through the first target it hits, easily cleaving through light armor and leaving a deep gash in its wake. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Of note is that should WHIRLREND come into direct contact lesser projectiles from bows, crossbows, and spells T3 or below, it will fully slice through it and continue uninterrupted. Any spell T4 or above will cancel out this spell, while crank crossbows and longbows possess enough velocity to bypass this spell entirely. This spell is considered T4 in manacost. 4 emotes. [1 connect + 2 charge + 1 cast] </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;">Redlines: </span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Whirlrend is always telegraphed as the mage conjuring a spiralling disc of air before being launched.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Whirlrend will never fully slice through any target even if they are unarmored and will inflict a deep gash at worst. The only exception to this is an event scenario with ET consent.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Whirlrend stops its trajectory at the first target it hits.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The swirling nature of this projectile allows for arced trajectories, though like any other projectile its trajectory may NOT be manipulated after it has been launched.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Tempestuous Galeforce [+] </span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The grandest culmination of all the air evocationist’s capabilities, Tempestuous Galeforce epitomizes the heart of stormy tempests and vigorous hurricanes and allows the mage to call forth a gyrating tornado to let loose upon the world. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics: </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Tempestuous Galeforce is an event only spell where the air evocationist channels a rumbling stormcloud above a certain region to eventually call upon a tempest to descend. This whirlwind covers a 3 meter radius and swirls at violent hurricane speeds, capable of destroying objects of wooden durability or below and rendering it into swirling debris. Objects below average descendant weight will be picked up by the storm as debris, and humanoid targets caught within this storm will find it incredibly difficult to move, potentially even be picked up a few meters should they attempt to loose their footing. The airy nature of this tempest allows it to be infused with other elements with the collaboration of other evocationists. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#bdc3c7;"><strong>T5</strong></span><span style="color:#ecf0f1;">: The air evocationist may amass a whirlwind of air that descends from the sky and has a 3 meter radius and moves 4 meters every emote in a single direction should it be directed by the mage. This spell has a range of 16 meters and requires 8 emotes to cast, requiring the mage to be stationary for the final 4. Can be sustained for 6 emotes max. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Any interruption to this spell means the ramping stormcloud disappears and the spell is wasted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Tempestuous Galeforce is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="color:#bdc3c7;"><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Citations</span></span></span></u>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><a href="https://www.lordofthecraft.net/forums/topic/192210-%E2%9C%93-magic-lore-air-evocation/" rel="">Pundimonium’s Air Evocation</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/" rel="">Elindor’s Comprehensive Guide to Voidal Magic</a></span>
</p>

<p>
	<br />
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><u><span style="color:#bdc3c7;"><span style="font-family:'Times New Roman', Times, serif;">Credits</span></span></u></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Johann (Author. i</span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">m freeeed T_T)</span></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">234439</guid><pubDate>Sun, 18 Feb 2024 14:45:33 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] Life Evocation</title><link>https://www.lordofthecraft.net/forums/topic/239301-%E2%9C%93-magic-lore-life-evocation/</link><description><![CDATA[<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Hello, here is my shot at reformatting life evo with a few rebalances and changes. I've cut a lot of content while keeping similar mechanics and reduced it to nearly a fourth of the word count, so please let me know if I've managed to overlook any serious problems.
		</p>

		<p>
			 
		</p>

		<p>
			Major changes to the lore are as follows:
		</p>

		<p>
			-Generally a lot more freedom on noncombat perennial conjuration. Noncombat terrestrial conjuration might have slightly less capability but follows Voidal rules now.
		</p>

		<p>
			-Reworked perennial conjuration slightly. Added combative implications for summoning trees as small barriers.
		</p>

		<p>
			-Enchantments now work for everything they should and follow the exact same mechanics. This should be exciting for the few people who still have transfig and conj.
		</p>

		<p>
			-No more T8, Jing is self teach at T5.
		</p>

		<p>
			-Removed ability to use crazy OP qualities with Chimeric Alteration, specified that armor and weapons can't be used by terrestrial conjurations. Other changes should make up for this.
		</p>

		<p>
			-About 3,700 words rather than 13,000.
		</p>

		<p>
			 
		</p>

		<p>
			Everything else is largely just condensing mechanics and not yapping a bunch. There's an upper limit established for what is possible, so the need to overspecify isn't really important in my opinion.
		</p>

		<p>
			 
		</p>

		<p>
			If you hate that I cut all of the flavor and think I should put the 'conjurer's shorthand' and detailed things about learning into the lore, I'll hear you out, but I might end up disagreeing
		</p>

		<p>
			 
		</p>

		<p>
			thanks and please lmk what im missing, i wrote this in one protracted sitting so there's a great possibility i've left some glaring holes
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:22px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[Magic Lore] Life Evocation</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#9fc5e8;"><b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXfPB4l0-Rb5VYeg8KiT8BOoxZIRCWJG4piBNrPOgPWcIX9Wokl0tlHYFdnYvkug1VUvocreEyjqfDGTvEhdezD6ouAsJCemaqpwunOQKosqnfusd2XMqdQBlfnJBXWnGdAYOlGaWDDlkEt_GUrY4z14o38?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="68.70" height="526" width="525" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfPB4l0-Rb5VYeg8KiT8BOoxZIRCWJG4piBNrPOgPWcIX9Wokl0tlHYFdnYvkug1VUvocreEyjqfDGTvEhdezD6ouAsJCemaqpwunOQKosqnfusd2XMqdQBlfnJBXWnGdAYOlGaWDDlkEt_GUrY4z14o38?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">In the course of living memory, it has always been that sorcerers shaped the objects of their mind’s eye from the energies of the Void. It should be no surprise that such mages, fascinated by various facets of life, should one day render such a simulacrum from that great expanse. The art of Life Evocation represents the cumulative development of such mages, and the evocation of life in a variety of applications and appearances.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Magic Explanation</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Modernly, the precise application of Life Evocation has grown elaborate and contains multiple unique branches. Generally, the conjurationist will follow the process of dissecting a creature or studying a plant in order to understand it, permitting them to replicate it with practice from Voidal anchors, their conjurations aiding them in life or facing their enemies in the mage’s stead. With increased mastery, the mage learns to apply this in complex ways, inventing their own craft of life and even binding their own creations to themselves.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Life Evocation is a [1] slot Voidal Magic.<br />
	-Life Evocation can be practiced with a valid [MA], which can be obtained by learning under a master of Life Evocation with an associated [TA].<br />
	-Life Evocation requires a stable connection to the Void.</span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Terminology and Considerations</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Dependent Summon - A summon which requires the caster’s full attention and focus to maintain and direct. While maintaining these, the caster is unable to cast anything else, and the summon must remain within line-of-sight. Otherwise, all rules of casting any other Voidal spell is followed in accord with Voidal Connection redlines. For posterity, this means they can only move [4] blocks per emote and taking an action other than maintaining the summon will cause the summon to disappear as they lose connection.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Independent Summon - A summon which acts alongside the caster on their turn, independently of them and not requiring their input.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Creature Size: The relative size of a summoned creature, coming in four quantities which alter the complexity and manacost of conjuration: Miniscule, up to the size of a rat, small up to the size of a houscat, medium, up to the size of a wolf, and large, up to the size of a bear.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">See also: Voidal Connection. Many parts of this lore refer to rules and redlines only listed there.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Note that all emote counts include Voidal Connection, and can be reduced by [1] in the event the mage is already connected.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#5994c9;"><span style="font-size:20px;"><span style="font-family:Georgia, serif;">Spells</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[T1-T5] Conjure Fauna [NC] -</span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;"> A Life Evocationist is capable of summoning simple fauna and delegating a portion of attention to them outside of combative scenarios, permitting them to conjure helpers in daily life or to achieve other miscellaneous phenomena.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-The emotecount is freeform, but should be altered appropriately according to the scenario and scaled according to tier. Reason and faith should be maintained- this would not allow instantly summoning a bear-sized creature, for instance.<br />
			-The limit on the number of conjured creatures is twice of the maximum permitted in Terrestrial Conjuration per tier.</span></span>
		</p>

		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">ST MANDATED CLARIFICATION TABLE FOR THOSE WHO CAN'T MULTIPLY:</span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Miniscule creatures: limit of [20]</span></span>
				</p>

				<p>
					<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Small creatures: limit of [10]</span></span>
				</p>

				<p>
					<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Medium creatures: limit of [6]</span></span>
				</p>

				<p>
					<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Large creatures: limit of [2]      </span></span>
				</p>
			</div>
		</div>

		<p>
			<br />
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-These are still considered Dependent Summons, and significant action capable of breaking Voidal Connection will result in them demanifesting.<br />
			-The conjurationist is capable of mentally tasking their conjured creatures to act, but their tasks cannot exceed the creatures’ means.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-A creature must be well-understood in order to be conjured, meaning the Life Evocationist must have dissected it before.<br />
			-In the event that combat begins, the Life Evocationist’s focus will waver and all noncombatively conjured summons will disappear. </span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-In general, similar limitations as posed on creatures summoned by Terrestrial Conjuration will apply.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[T2-T5] Terrestrial Conjuration [C] -</span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;"> Life Evocationists are those who have extensively come to understand life in order to conjure it. Through the act of dissecting creatures, they can comprehend how to create them and command them within combat.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Creature size is distinguished by four categories:</span></span>
		</p>

		<p style="text-align:center;">
			<br />
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Miniscule, up to the size of a rat.<br />
			-Small, up to the size of a housecat.<br />
			-Medium, up to the size of a wolf.<br />
			-Large, up to the size of a bear.</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Emotecounts for summoning (with connection included) are as follows:</span></span>
		</p>

		<p style="text-align:center;">
			<br />
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-[2] emotes: [1] miniscule or [1] small creature. [T2]<br />
			-[3] emotes: [3] miniscule or [2] small creatures, or [1] medium creature. [T3]<br />
			-[4] emotes: [5] miniscule or [3] small creatures, or [2] medium creatures. [T4]<br />
			-[5] emotes: [10] miniscule or [5] small creatures, [3] medium creatures, or [1] large creature. [T5]</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Creatures are summoned as Dependent Summons, taking the full focus of the caster.<br />
			-Creatures do not act the emote they are summoned.<br />
			-When summoned in groups no greater than [3], summons can be given precise commands as if they were intelligent, each able to carry out independent tasks. Above this and the conjurationist cannot handle the mental load of commanding each summon, and can only give the crowd a general command each emote.<br />
			-The creature must be summoned within [2] blocks of the conjurationist.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-If any summons leave the caster’s line of sight, they will demanifest. Clarification in General Redlines.<br />
			-Conjurationists cannot take any actions while maintaining their Dependent Summons. The sole exception is in the case of Arcane Scions, who would find their focus mildly impaired and maintain the need to have their summons in their line of sight, but still be able to use weaponry and engage opponents physically.<br />
			-Terrestrial Conjuration requires tells related to the formation of fauna life (e.g. bones and flesh shaping) and simply emoting a rift isn’t sufficient.<br />
			-Terrestrial Conjuration can be enchanted, following all of the same mechanics, accounting for Transfiguration lore. However, these conjured creatures must follow verbal commands rather than mental ones, as the user of the enchantment is unable to bear the respective mental load.<br />
			-If multiple creatures are to be summoned, the according number of anchors must be displayed as soon as the first charging emote post-connection; the intent of the spell cannot be changed halfway through.<br />
			-Summoned creatures will never have any effects that aren’t mundane, such as venom or other abilities listed in lore. They should always be considered as mundane animals, even with Chimeric Alterations added. This prevents hide, teeth or claws with the durability of steel and similar things - the limits of 'mundane' animals should not be surpassed in favor of animals with special qualities.<br />
			-Summoned creatures will never be dextrous enough to wield tools due to the imperfect nature of their control, and creatures equipped with armor would be too encumbered to function reasonably in combat. </span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Antimagic effects which affect spells will always be sufficient to dispel Medium and smaller Terrestrial Conjurations, regardless of the tier at which it is cast. </span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-When maintaining a Large summon, the caster can only move [3] blocks per emote.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Humanoid summons would be capped at human strength maximum. Their dexterity whilst controlled would not be comparable to a skilled warrior, instead being rather rudimentary and clumsy.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-When dispelled by thanhium, miniscules act like a T1 spell, small creatures act like a T2 spell, medium creatures act like a T3 spell, and large creatures act like a T5 spell.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-When commanding groups greater than [3] creatures, precision should not be emoted in attacks, such as certain summons managing to target a certain area if that's not the goal of the entire group - instead, a general threat and attack towards the target should be emoted. It is at the discretion of the target to emote how this swarm affects them, within good faith.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Summons of different sizes cannot be summoned simultaneously. New summons cannot be summoned whilst Dependent Summons are already summoned, as maintaining them takes concentration. </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[T1-T5] Conjure Flora [NC] -</span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;"> In a most earnest and heartfelt mockery, Life Evocationists learned to emulate natural flora from the antithetical energies of the Void. Various plants can be conjured outside of combat, to display the mage’s mastery over faux-life.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-The emotecount is freeform but should be held within reason, scaling with tier.<br />
			-The maximum area [in blocks] able to be affected by a noncombative casting scales with tier, ranging from 1x1 [T1] to 15x15 [T5]. In particular:</span></span>
		</p>

		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">T1: 1x1 radius</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">T2: 3x3 radius</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">T3: 6x6 radius</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">T4: 10x10 radius</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">T5: 15x15 radius</span></span>
		</p>

		<p style="text-align:center;">
			<br />
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-All conjured plants needn’t be of the same species. If something such as a tree is summoned, it should be considered to occupy a 3x3 space. No tree larger than this should be summoned.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Plants not understood by the caster cannot be summoned. They must be familiar with and have examined the plant.<br />
			-Plants summoned in this manner cannot harm people whatsoever, and would demanifest rather than striking them, a combative circumstance shocking the caster into lack of control over the spellcast.<br />
			-Any plant larger than a flower must be summoned on the ground. </span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-If combat were to begin, all noncombative conjured flora would disappear.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-If attempting to conjure lore herbs, they will not carry their lore properties.  </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[T2-T5] Perennial Conjuration [C] - </span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">What is beautiful can also be horrible, and it is natural for a dangerous gift to become a weapon. Though Life Evocationists cannot match the mastery of nature of a Druid, the simple existence and formation of certain flora can pose a problem in combat.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Conjurationists can summon flora in a radius on the ground to present an obstacle to opponents.<br />
			Flora summoned in this manner does not pose a direct threat to enemies, but will impede enemies summoned within the radius of conjured plants.<br />
			-Enemies who are within the radius of conjured flora upon their summoning will have those plants snake around them, impeding their movement to a maximum of [2] blocks for that emote, or [4] blocks while sprinting, and impeding their action slightly. In the following emotes, there will be a minor impedance of movement and action with no mechanical implications if they remain within the radius.</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Emotecounts and size restrictions for perennial conjuration are as follows:</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-[2] emotes, 1x1 radius. [T2]<br />
			-[3] emotes, 3x3 radius. [T3]<br />
			-[4] emotes, 9x9 radius. [T4]</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-If trees are summoned combatively, they cannot exceed 1x1 blocks in size, and [8] blocks in height. They will not provide the slowing effect, but instead serve as strong physical barriers, prone to antimagic and fire (and, of course, demanifestation). Similarly 'large' plants which could impede movement as barriers follow the same rules as trees.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-If any conjured flora leaves the line of sight of the caster (by means of the caster looking away or becoming unable to see) then it will disappear. The same is true for the caster’s disconnection.<br />
			-The impedance from Perennial Conjuration is not sufficient to nullify an action or disrupt the concentration of a mage, and is largely a ‘binding’.<br />
			-Perennial Conjuration can be enchanted, following the exact same mechanics.<br />
			-Trees must be spaced apart by at least [1] meter if conjured, so as not to form a large </span></span><span style="color:#c0392b;"><span style="font-family:Georgia, serif;">wall.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-There's a [1] emote cooldown on being slowed by the spell, even if multiple mages are casting it on a target.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Trees and other conjurations capable of serving as a barrier cannot be summoned when casting this spell at T2.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-The radius of summoning must be telegraphed properly with tells related to plant growth.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Any effectual antimagic or fire would easily cause any conjured plants, including trees, to demanifest instantly.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-The summoning of plants and trees will not impede or interrupt beyond what is written. A tree can serve as a barrier against an attack, but not be utilized to deliver an offensive blow upon appearing.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-If attempting to conjure lore herbs, they will not carry their lore properties.  </span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">- Perennial Conjuration is considered a deployable spell if cast at [T3] or higher, meaning a mage may cast while maintaining the spell but is locked to its same magic (Life evocation.) A mage can only have one deployable spell active at any given time.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[T1/T2] Disjointed Conjuration [C] - </span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Originally fathomed from an incomplete act of conjuration, a utility for the reduced forms of life were found- beyond their existence, the product of their death. The body parts of animals and dangerous parts of plants can be used as projectiles by the mage.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Projectiles can be formed by either using components of Terrestrial or Perennial conjuration as a base.<br />
			-The shape and type of projectile used is at the discretion of the caster, but should not exceed a bull’s head in size. However, these projectiles will fall into one of the two categories of damage, regardless of what is chosen: A sharp projectile akin to an arrow, or a blunt projectile akin to a rock.<br />
			-Projectiles from Disjointed Conjuration take [3] emotes to cast.<br />
			-Arrow-type projectiles follow all the damage rules of shortbows as described in Techlock - Armaments.<br />
			-Blunt-type projectiles deal damage comparable to a strong punch, capable of bruising and fracturing bone upon an unarmored opponent but at most denting and slightly bruising armored opponents.<br />
			-These projectiles have a range of [20] meters rather than line-of-sight due to the limitation of having physical weight.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Conjurations of this type cannot display practical living characteristics; while a beating heart might be fine, an arm that grasps at an opponent is not.<br />
			-Regardless of what type of conjuration is chosen, projectiles will have the exact same effect due to constraints of weight, speed, and material.<br />
			-This can be performed noncombatively with a freeform emote count if one simply wants to conjure the body parts of creatures.<br />
			-This can be enchanted, following the exact same mechanics, accounting for Transfiguration lore.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Noncombative disjointed conjuration can be considered a T1 spell. Combative disjointed conjuration can be considered a T2 spell.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-On cast, these projectiles would fly forward with speed respective to their type (an arrow or a rock), the projectile itself demanifesting once focus is no longer on it, e.g. when another spell is cast or the Voidal Connection of the caster is ended.  </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">[T4] Chimeric Alteration [C] - </span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">At a certain stage of mastery, the Life Evocationist has gained an implicit understand of the material they study, and can transpose the aspects of certain species onto others.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-When summoning flora or fauna, an experienced Life Evocationist can transpose up to three qualities of other species known to them onto it during the summoning process. Examples include a rose that bleeds, shark with legs and lungs of a human, or a hawk with leaves in place of feathers.<br />
			-Using Chimeric Alteration adds [1] emote to Terrestrial and Perennial Conjuration Spellcasts, and adds a tier of mana cost to the conjuration, unless it’s already T5.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Chimeric Alterations cannot be so major so as to increase or reduce the size category of the creature.<br />
			-Chimeric Alteration cannot be used to copy exceptionally exotic features, such as projectile spit or detachable tails. This includes unusually powerful qualities such as hide or teeth that are as strong as steel.<br />
			-Chimeric Alteration must respect biology and not be ludicrous; the body of the created creature must still be functional from a reasonable perspective.<br />
			-If summoning multiple creatures, all must have the same alterations. This would not result in multiple extra necessary emotes.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Chimeric Alteration cannot be applied to enchantments.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Though realistic life can be created with Life Evocation, users of the magic are encouraged to provide various tells signifying the nature of evoked life as alien and unnatural, such as conjured animals acting without actual animal instinct, having slightly uncanny appearances, plants looking slightly unnatural, etc. </span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-When cast noncombatively any number of qualities can be given to the creation, but it is still restricted to traits from three organisms overall.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Jing Artificery [T5]</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">At the pinnacle of the craft of Life Evocation, there exists an art, long-pondered by the masters of the magic. They thought deeply of the unification of faux-life and that real life of their own, and how their creations could be made part of themselves. The solution found is called Jing- enchantments which permit evoked life to be bound to the self in various ways.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Jing are physical, mechanical items taking the shape of jewelry, consisting of plant and animal parts.<br />
			-Jing are purposeless until enchanted with one of the Jing Artificery spells. Once enchanted, they must be ST-signed.<br />
			-Jing may also be crafted using ONLY conjuration Arcanium of either kind; however it's structure is weakened to be as durable as bone or leather (depending if it is rigid or flexible).<br />
			-The personal nature of Jing forging causes the Arcanium used in it's creation to be impossible to reuse.<br />
			-The creation and enchantment process of Jings are a long, freeform process of self-realization and consideration of the mage’s craft. These items are considered at the pinnacle of their magic and Voidal magic in general, and so creation should include significant periods of meditation and reflection and not include less than five detailed emotes for a permanent item.</span></span><br />
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-All Jing spells can be self-taught at T5, requiring no extra tier progression or time.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Jing Beastmelding [C] -</span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;"> By binding a Jing to themselves and wearing it upon a portion of their body, the master can conjure animal features over the respective areas, allowing for increased durability and utility.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Animal features, such as hide, paws, hooves, etc. can be summoned at the location of the Jing upon the body in [2] emotes. If multiple Beastmelding Jing are possessed, each cast of this will only activate one of them.<br />
			-These conjurations cannot encompass the entire body, instead being restricted to a particular limb, the torso, or the head.<br />
			-The conjurations will not be connected to the mage themselves, instead fitting like a tight glove. Generally, these conjurations would be able to absorb hits akin to gambeson, and the use of the claws and talons of certain animals is feasible as a weapon.<br />
			-These conjurations are wholly capable of restricting the mage’s senses if conjured over the face.<br />
			-If multiple Beastmelding Jing are possessed by the mage, up to [3] meldings can be used per combat encounter.<br />
			-If used noncombatively, the conjurations will persist for a narrative hour. In combat, lasts until the end of combat.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-Beastmelding Jing are ST signed.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-This does not require active concentration to maintain once cast, and can be used alongside other actions and spells once activated until the end of combat.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-It is not feasible to use beastmelding to disguise as another person. Similarly, total facial disguise into another face is not feasible using animal parts- of course, the head can still be covered by, say, a lion's head.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">- Due to the mastery of life evocation required for this craft, along with the highly personal bond between a life evocationist and their jing, only the creator can use the jing produced by this ability.</span></span><br />
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-No unnatural qualities can be granted, such as venom or including unusually durable hides, talons, teeth, etc. <br />
			-Beastmelding can’t be used over armor, requiring a layer of clothing or a bare limb.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Though Beastmelding is taught at T5, it is considered a T3 spell with the associated manacost for the intents and purposes of interaction with other lore. No spamming it to destroy thanhium easily.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Beastmelding alterations can increase the durability of a body part and provide natural weapons, but do not enhance the strength of the wielder in any way.  </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Jing Reconstruction [NC] -</span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;"> Intimately understanding the connection between simulacrum and reality, the Jing Artificer can bind artificial life to an injured party, effectively making their body whole from where it had been harmed.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-In [4] emotes, a ritual can be undertaken to bind a Jing to an injured party.<br />
			-This can only affect one part of the body; one limb, torso, head, etc.<br />
			-Upon the completion of the ritual, unnatural flesh containing discoloration and a patchwork feeling will seal the wound.<br />
			-Though the wound will be healed upon the completion of the ritual, there will be phantom pains for [3] OOC days until the ‘healing process’ is complete. If the Jing is removed at any time before then, the wound will reopen as the conjured flesh is dispelled.<br />
			-While the Reconstruction is in progress, the Jing uses the mana of the patient’s body in order to fuel the completion of the healing; they would find that they had reduced energy and were incapable of spellcasting during this period, as well as an intense exhaustion after the ritual itself.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents" style="text-align:center;">
		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Grievous and fatal wounds cannot be healed. Dead things cannot be revived.<br />
			-Broken bones may not be healed; if it’s not feasible to heal it by restoring flesh, it cannot be healed.<br />
			-Blood may be restored through Jing Reconstruction, but not in the event of severe to fatal blood loss.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Target must possess at least a lesser soul.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-These are one-time use, and are utterly mundane except for when used in a binding by the Conjurationist to heal a singular wound.<br />
			-These do not require an ST signature.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Jing Reconstruction counts as a T5 spell. </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Jing Binding [C] -</span></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;"> At the absolute pinnacle of the art, there is the creation of life that can operate truly in tandem with the operations of the magus. Through a pair of Jing bound together, the caster and conjuration can share an immutable linkage, forming a long-standing companion.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Mechanics:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-The ritual to create a Jing Binding can only occur outside of combat, and should consist of at least [5] detailed emotes detailing the creation of the pair of Jing and the conceptualization of the companion animal.<br />
			-The creation process takes more mana than a mage can actively possess, and thus must be performed with the aid of a greater mana source.<br />
			-Up to two Chimeric Alterations may be made to the summoned animal bound by the Jing. These are permanent, and decided when the item is created.<br />
			-A bound conjuration must be medium sized or smaller (as described in Terrestrial Conjuration).<br />
			-The bound creature can be manifested or demanifested from the associated Jing in [3] emotes.<br />
			-Bound creatures function as Independent Combat Pets, and do not require additional input from the caster beyond their summoning to act.<br />
			-In order to use a bound creature in combat, it must be directly summoned in combat, or its presence must have been emoted for the entirety of the encounter if it were already summoned.<br />
			-An ST-signed item is necessary to represent both the pair of Jing and to include the details of the associated creature. The mechanical Jing item must be on the caster’s body in order to summon the creature.</span></span>
		</p>

		<p>
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">-If the bound conjuration were killed by means of antimagic or mortal wound, it would demanifest and the Jing would appear in its place. If this is recovered, the conjuration could be resummoned, but if it is lost or destroyed, the Jing Binding must be remade.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Redlines:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-These creatures ignore range limits and line of sight requirements. They can be implicitly communicated with mentally akin to ordinary conjurations.<br />
			- While a bound Jing is summoned in combat, no summons of any kind (such as those made by Terrestrial Conjuration) can be present at the same time. The caster is completely unable to even attempt to bring a new independent summon into combat, and bringing a dependent summon into combat causes the bound jing to die and require recharging at a greater mana source.</span></span><br />
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-The bound conjuration cannot act the emote it is conjured.<br />
			-Generally, these creatures follow all the same practical limitations as Terrestrial Conjuration. No special effects or super-powerful hide or jaws, no armor or weapons.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Bound Jing count as a T5 spell.  </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">General Redlines</span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#c0392b;">-Conjured creatures, parts, meldings, and flora have an extreme vulnerability to antimagic which affects spells, and one strike from any such source will be sufficient to demanifest them.</span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#c0392b;">-Life evocationists, with sufficient roleplay, are capable of manifesting conjurations based off of beings beyond solely the material plane.</span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#c0392b;">-Effects which prevent a caster from casting do not have any effect upon conjurations unless the caster themselves is struck.</span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#c0392b;">-All spells, except for Jing Binding, require line of sight to cast and maintain.</span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#c0392b;">-In order for summons to demanifest, their entire form must be out of sight for a full emote. This is to prevent weird line of sight cheese.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Summons follow LOTC movement rules, and may take one action per emote if moving only [4] meters, and can sprint for [8] meters otherwise.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">-Summons should be represented mechanically ingame with a sign, boat, NPC, or something similar for clarity and accountability.</span></span>
		</p>

		<p style="text-align:left;">
			<span style="color:#c0392b;"><span style="font-family:Georgia, serif;">- Conjurations cannot make recognizable copies of specific descendants, beastfolk, or other played CAs.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#5994c9;"><span style="font-size:20px;"><span style="font-family:Georgia, serif;">Tier Progression</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">The art of Life Evocation is a complex and arduous one, with more layers to mastery than perhaps any other of the Voidal arts. As the ability to create artificial life increases and compounds, the capability of the mage becomes more and more pronounced, where a master can truly be considered one able to evoke great feats of their craft at will.</span></span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			<span style="color:#5994c9;"><span style="font-size:16px;"><span style="font-family:Georgia, serif;">Tier One</span></span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">At the first tier, the conjurationist has first learned to study life and begun attempts at conjuring imitations of them. At this tier, Conjure Flora is able to be cast at a tiny scale, as well as noncombative applications of Disjointed Conjuration.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><font color="#9fc5e8">Spells: [T1-T5] Conjure Fauna, [T1-T5] </font></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Conjure Flora, [T1/T2] Disjointed Conjuration [NC]</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Total Time: 0 Weeks</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-size:16px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Tier Two</span></span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Reached after [2] OOC weeks, the conjurationist has solidified the basis of their study, and is able to begin attempting to create fauna, and control them in a minor way, even able to barely use them with combative implications. They’ve gained relative mastery over the ability of Disjointed Conjuration.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Spells: [T1-T5] Conjure Fauna, </span></span><span style="font-family:Georgia, serif;"><font color="#9fc5e8">[T1-T5] </font></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Conjure Flora, [T1/T2] Disjointed Conjuration, [T2-T5] Terrestrial Conjuration, [T2-T5] Perennial Conjuration</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Total Time: 2 Weeks</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-size:16px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Tier Three</span></span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Reached after a further [3] weeks, the conjurationist has truly begun their study in earnest, focused on increasing and complexifying their capabilities after having achieved a basis within the magic. The scale of their conjurations increasing, first becoming truly viable within a variety of contexts.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Spells: [T1-T5] Conjure Fauna, </span></span><span style="font-family:Georgia, serif;"><font color="#9fc5e8">[T1-T5] </font></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Conjure Flora, [T1/T2] Disjointed Conjuration, [T2-T5] Terrestrial Conjuration, [T2-T5] Perennial Conjuration</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Total Time: 5 Weeks</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-size:16px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Tier Four</span></span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Reached after a further [5] weeks, the mage has achieved a relative mastery of most aspects of conjuration, achieving the peak of their craft. They have learned to look beyond the study of existing animals and flora, transposing qualities between them and first gaining the qualities of a master of simulated life.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Spells: [T1-T5] Conjure Fauna, </span></span><span style="font-family:Georgia, serif;"><font color="#9fc5e8">[T1-T5] </font></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Conjure Flora, [T1/T2] Disjointed Conjuration, [T2-T5] Terrestrial Conjuration, [T2-T5] Perennial Conjuration, [T4] Chimeric Alteration</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Total Time: 10 Weeks</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#5994c9;"><span style="font-size:16px;"><span style="font-family:Georgia, serif;">Tier Five</span></span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Reached after a further [6] weeks of study, the conjurationist has truly achieved mastery, surpassing the simple evocation of life and learning to bridge the realms of real and fake with Jing. Furthermore, the scale of their conjurations have reached their peak, and great glades and gatherings follow in their wake.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Spells: [T1-T5] Conjure Fauna, </span></span><span style="font-family:Georgia, serif;"><font color="#9fc5e8">[T1-T5] </font></span><span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Conjure Flora, [T1/T2] Disjointed Conjuration, [T2-T5] Terrestrial Conjuration, [T2-T5] Perennial Conjuration, [T4] Chimeric Alteration, [T5] Jing Binding, [T5] Jing Reconstruction, [T5] Jing Beastmelding</span></span>
		</p>

		<p style="text-align:center;">
			<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Total Time: 16 weeks</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" data-ratio="6.41" height="20" width="624" src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXenkApH80TP9MKNlYctgsRu-3YxUROZBGX4qGiA_Wc-qPbw22vP6Wbeyy9zkkHiSYztLR-0ONTjuFcC2qb20DAT3Giwh3uWbqwN_PwecbHy_rlx2yhNDcO_PLjEGl41rAXu4PsRn1G5xLCGwoBUxtzDNOy7?key=RU3XJkBJVVLUsatNsgOcGQ" /></span></span></b>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#5994c9;"><span style="font-family:Georgia, serif;">Credits:</span></span></span>
</p>

<p style="text-align:center;">
	<br />
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Previous write- though hated on, a clear passion project and ultimately something that stood the test of time for a while. A few lines directly ported from this. Shoutout to author. Most mechanics borrowed, hence the name ‘reformat’</span></span>
</p>

<p style="text-align:center;">
	 
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="29171" data-embedcontent="" data-embedid="embed1642818038" scrolling="no" src="https://www.lordofthecraft.net/forums/topic/187992-%E2%9C%93-magic-lore-life-evocation/?do=embed" style="height:240px;max-width:502px;"></iframe>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">lord_of_losers- feedback </span></span>
</p>

<p style="text-align:center;">
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Zarsies- Original Jing Lore</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#9fc5e8;"><span style="font-family:Georgia, serif;">Various voidcels- feedback.<br />
	Anyone who comments anything useful under this post- usefulness<br />
	LobsterLarry- made me think about how i hated life evocation on 7/25/2024</span></span>
</p>
]]></description><guid isPermaLink="false">239301</guid><pubDate>Fri, 26 Jul 2024 16:01:50 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] Water Evocation</title><link>https://www.lordofthecraft.net/forums/topic/234197-%E2%9C%93-magic-lore-water-evocation/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:24px;"><span style="color:#2980b9;"><span style="font-family:'Times New Roman', Times, serif;">Water Evocation</span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:11pt;font-family:Arial, sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><span style="border:none;width:552px;height:396px;"><img alt="Jem0WhxaZAev94okOK5V1RdMh4BFCfMsvbsGQkLPY4NGtQ8JrmInmVc5JmlK_0I70zTnKFtXwVIBDKN-URyE5mSl7LkN710rE4sq-DfqReK0MuoM8G1kmdHE7WZ-6BYzMJMc7Cqxw3lDdJAEsRKT3xE" data-ratio="56.25" height="396" style="margin-left:0px;margin-top:0px;" width="552" src="https://lh7-us.googleusercontent.com/Jem0WhxaZAev94okOK5V1RdMh4BFCfMsvbsGQkLPY4NGtQ8JrmInmVc5JmlK_0I70zTnKFtXwVIBDKN-URyE5mSl7LkN710rE4sq-DfqReK0MuoM8G1kmdHE7WZ-6BYzMJMc7Cqxw3lDdJAEsRKT3xE" /></span></span>
</p>

<p style="text-align:center;">
	<br />
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><em>“Water can flow, or it can crash. Be water, my friend.” </em></span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><em>- Archmage Doviculus of the Axios Mages' Guild, circa. 1630.</em></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><span style="font-size:20px;"><u><span style="font-family:'Times New Roman', Times, serif;">Origin</span></u></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Water as an element has been synonymous with life itself for as long as descendants have walked the mortal plane. Fluid, malleable, fickle and hospitable yet uncertain water can also be considered reflective of the life it harbors; from Dresdrasilian floods wreaking callous devastation juxtaposed by benevolent springs cradling civilizations its pendulum swings are evident throughout various histories. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The beginnings of mundane life can be sourced back to water and every form of terrestrial fauna has flourished and thrived in its presence. Wars have been fought over this coveted resource in ages past where oases in parched deserts and rivers enabling access to seas were considered strategic priorities, and still are. Its foundational nature to our existence makes it no surprise that descendant mages have coveted to uncover its mysteries ever since their beginnings. Introduced alongside its elemental peers water evocation has been a key part of descendant magic ever since the days of Availer and the Arcane Mage. Though the waters of recorded history have become murkied with the passage of time, a few notable water evocationists have walked amongst the descendant fold the likes of Doviculus, Elindor, Ambros, and so forth.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of water evocation is no exception.</span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#3498db;"><u><span style="font-family:'Times New Roman', Times, serif;">Explanation</span></u></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Like other evocations, Water Evocation makes use of the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor with the Void and shaping its magical potential into their desired form - in this case water - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Overall, out of the evocations water distinguishes itself with its unique emphasis on utility, control and general flexibility relatively speaking as you would expect from its nature. More seasoned water evocationists are granted the ability to weave their water into finer forms and glimpse into its elementally adjacent neighbor ice evocation for further offensive utility. As a Voidal magic water evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. </span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A water evocationist’s mastery over the strength, refinement, size, scope and nature of their water scales proportionally with their current progression of tier: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">Tier 1</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: A novice water evocationist is only able to conjure small orbs of water that are closer to glorified droplets barely capable of putting out flames.</span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"> Lasts 2 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Conjure Water, Water Blast</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: An adept water evocationist is able to manipulate the water they conjure into spherical projectiles and stationary shields at best. The mage may be able to create and weave small streams of water for show and shape it into elementary shapes to no combative effect. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 3 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Water Projectile, Vortex: Shield</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">Tier 3</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: An apprentice water evocationist is capable of creating larger projectiles and shields and now dabbles in the creation of swifter phenomena like whirlpools and geysers. Outside of combat they have reached a level of finesse that allows them to perform tricks like musical fairy fountains to impress. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 5 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Hydrospout, Vortex: Pool, Water Whip,</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: An expert water evocationist having attained a deep understanding of water is now free to shape their projectiles however they please and expel water as formidable jets and streams. At the fourth tier the water evocationist is able to weave anything mentally conceivable in non-combative scenarios, from gracefully flowing effigies of water to more complex hydroforms, imagination seems to be the only limit. They furthermore become proficient in harnessing ice, a more offensive variation of water evocation. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Lasts 6 OOC weeks.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Frozen Field, Glaciate</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Modifiers unlocked: Ice</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Through watery depths and deluges the water evocationist has seen water’s every facet and knows it inside out, epitomized by their ability to beckon the wrath of the seas in the form of harrowing whirlpools and tsunamic waves.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells unlocked: Water Wave, Grand Maelstrom</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">As a magical imitation, Voidal water has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every water spell in Water Evocation: </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal water is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured water will otherwise return to Void. Consequently this means objects that have been wet in any form from a Water Evocationist’s will no longer remain so upon disconnection. As Voidal water only seeks to imitate water’s superficial fluidness and wetness it lacks any form of nutritional content in the form of hydration or minerals which makes ingestion pointless.  Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- Secondly, like natural water Voidal water is at room temperature and is flowy, fluid and mostly transparent. It behaves in much the same way as springwater physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Auric oil, and so on as specified in their associated lorepieces. Regardless, water will always put out fire unless it is unnaturally hot such as Voidal Blue fire and Dragonflame which will cause it to evaporate as it normally would. Malflame, as specified in lore, will be put out after 1 emote of exposure. A mage may choose to weave visible but minute strands of their aura into conjured water for aesthetic preferences albeit only to such an extent. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">- Thirdly and most importantly, water is <u><strong>wet</strong></u>, and this should be roleplayed appropriately by the water evocationist and those involved. Absorbent materials like clothes (especially those that are thicker), heavy armor with few gaps, and any materials or objects capable of holding water upon contact will be waterlogged should it be drenched in enough water and encumber the target. Though water is not necessarily capable of dealing any significant harm it should be respected as a hindering force, and water should not simply be emoted as “causing wetness” because although that is true there is much more to it than this.  </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">In the interest of fairness and quality of roleplay, it is the responsibility of the water evocationist to clearly outline and communicate the effects of the spells they have cast to prevent any unnecessary ambiguities and disagreements between parties.</span></span></em>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Water Evocation is a 1 slotted Voidal Magic.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal water disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The above redline also means targets that are wet due to the presence of Voidal water will no longer be affected upon its disappearance. This does not reverse any effects caused by being wet; fires already put out do not start again, people that have slipped over water will not unslip, etc. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage has no control over the water they have conjured after it makes contact with the world.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage has no control over natural water or any form of already-existing water.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal water behaves in exactly the same way as real water in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal water puts out a fire, Voidal water will do the same. In situations where normal water worsens a fire (like oil fire), Voidal water will do the same, and so forth. Use common sense, it’s just water. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal water lacks any form of nutrition and may not be ingested to hydrate yourself or other people. You technically could but there’s no point to it as it also requires line of sight to sustain.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For reference, armored targets are considered those wearing anything greater than gambeson-tier.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- For further reference the emotes specified for spells in this lore follows a [Connection] &gt; [Channeling] &gt; [Cast] format as is standard where channeling often takes multiple emotes.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Walls from Vortex: Shield (not Domes), Frozen Field and AoEs from “Mist‘ spells are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Water Evocation spells only.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">          - I.e. You could cast a Pokemon hydropump water blast out of your mouth if you REALLY wanted as long as the water swirls and concentrates the same way a water blast would on your palm.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A mage may only upscale a spell until their maximum tier. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All of the redlines above are applicable to every spell in water evocation unless explicitly stated otherwise.</span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><span style="font-size:20px;"><u><span style="font-family:'Times New Roman', Times, serif;">Abilities</span></u></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<em><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Spells are labeled by the tier in which they are unlocked and once unlocked a water evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are <u>inclusive</u> of connection and cast.</span></span></em>
</p>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Conjure Water / Ice [T1]</strong><br />
	A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<em>[<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">This spell is heavily lifted from and based off of Pundi's Water Evocation write as it already does a fine job of describing out-of-combat Water Evocation.]</span></span></em>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Water in this form is rather shapeless, dripping from its own form unless conjured at a higher tier and shaped.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A water evocationist may manipulate their water in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their water can be crudely shaped, albeit dripping a lot; at [T4] they can manipulate their water much more smoothly, hardly dripping; at [T5] they may manipulate their water extremely smoothly.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">All non-combat water spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their water increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] which is very refined, though cannot be razor thin.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">In the case of ice, which may not be conjured until T4, their ice can only be crudely shaped when starting out, while after T5 ice can be incredibly smoother and more detailed, albeit never razor thin. In event scenarios spells like Glaciate, Frozen Field, Ice-augmented shields may also be used to create ice-bridges, freezing over walls/doors and so forth though once again, similar to freeform water evocation this has to be done reasonably. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">All non-combat ice spells may have a maximum size of five square meters at [T3], fifteen square meters at [T4], and twenty-five square meters at [T5]. Each tier the mage progresses, the details they may use in their water increase from [T3] rather shapeless, to [T4] being more moderate, to [T5] which is very refined, though cannot be razor thin.</span></span>
		</p>

		<p>
			<br />
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual water. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a giant tidal wave, obviously it will take more than three emotes, likely closer to around six or seven.</span></span>
		</p>
	</div>
</div>

<p>
	<br />
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Water Blast [T1] </strong></span></span>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The simplest feat of water evocation yet one that eventually develops into a staple, the water evocationist releases a jet of water that begins as a harmless squirt-gun, scaling in strength with their experience.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Through accumulating arcana upon their palm the mage is able to expel a stream of water in a straight-line trajectory to put out fires, water plants or encumber targets at later tiers. Using their hand as an anchor for arcana the mage is able to redirect this blast for applicable tiers while it is being sustained. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T1</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The jet of water is comparable to a squirt-gun, capable of putting out small fires or watering domestic flora albeit nothing more. 2 emotes. </span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The jet of water is released in a short burst comparable to a garden sprayer or bidet with a range of 4 meters max. Has enough velocity to disorient targets when directly struck in the eyes. 2 emotes. Cannot be sustained.</span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The jet of water is released as a gushing stream with a range of 8 meters. Has an initial knockback force of 3 meters which may topple the target should they be struck above their center of mass. This spell continuously pushes the target back by 3 meters after the initial cast should it be sustained. 3 emotes. Can be sustained for 1 emote. Every 1 emote afterwards costs the same as casting the spell again.</span></span>
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T4</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The jet of water is released as a surging, high pressure current with a range of 12 meters and 1 meter diameter max. Has an initial knockback force of 6 meters easily capable of hosing down targets and causing them to topple over and even become bruised. Should it be sustained, this spell continuously bruises and pushes the target back by 4 meters with strength comparable to an orc-strength shove. 4 emotes. Can be sustained for 2 emotes. Every 2 emotes afterwards costs the same as casting the spell again.</span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The jet of water is released as a torrential and turbulent beam with a range of 15 meters and 3 meter diameter max. Has an initial knockback force of 9 meters that will instantly knock over any target caught in its path and even cause fractures and break bones for unarmored targets. Should it be sustained, this spell continuously bludgeons and pushes the target back by 4 meters with strength comparable to an orc-strength shove. 6 emotes. Can be sustained for 4 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Water blast is telegraphed by a swirling mass of water and arcana upon the mage’s palm that only grows in size and intensity throughout channeling.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Water blast follows currently accepted movement reductions in Voidal Connection lore for while it is being cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The range of Water Blast after T2 cannot be controlled.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The sustaining of Water Blast is counted from the emote after it is cast meaning a Water Blast at T4 is active for 5 emotes before requiring the T4 manacost for every additional 4. Furthermore the knockback effects caused by sustained cannot be stacked on one person by multiple water evocationists.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Water Projectile [T2] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">By shaping water into spherical orbs the mage may launch them at targets like a dense water-balloon to disorient them, with limited offensive utility.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="font-size:11pt;font-family:Arial, sans-serif;color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><span style="border:none;width:624px;height:349px;"><img alt="Qf24xO9uFIYAonPp8QO-pIfSvUdAaWJp2wpqjy5MlpNZaTxG1aD9m63JainDT8p2FtfoAzIDaSXAM8g1j0X0eLKWWd3Bqt_reu5B1NszjZCBJg57rrRWGwXR9WbCFO9k1k3vES2haAWL3TfAsf6INkY" data-ratio="55.94" height="349" style="margin-left:0px;margin-top:0px;" width="624" src="https://lh7-us.googleusercontent.com/Qf24xO9uFIYAonPp8QO-pIfSvUdAaWJp2wpqjy5MlpNZaTxG1aD9m63JainDT8p2FtfoAzIDaSXAM8g1j0X0eLKWWd3Bqt_reu5B1NszjZCBJg57rrRWGwXR9WbCFO9k1k3vES2haAWL3TfAsf6INkY" /></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">This spell involves the mage weaving their water in a spherical fashion to form a dense projectile which is fired in a singular trajectory at arrow-speed when cast. It carries a form of bruising capability on targets from its watery nature and has the ability to daze them when fired at the eyes. This spell may also interrupt attacks being wound up should it strike the target where it is being wound up. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows: </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T2</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: The projectile is the size of a closed fist and carries the concussive force of a hailstone or a pebble and may cause a target to flinch at best should it strike their face. 2 emotes. Has a 1 emote cooldown after being cast.</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T3</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: The projectile is 1 meter in diameter and carries the concussive force capable of causing major bruising upon unarmored targets and minor bruising upon armored targets. 3 emotes. Every additional projectile requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T4 progression, capped at 3 more.</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T4</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: The projectile is 2 meters in diameter and carries the concussive force capable of causing fractures upon unarmored targets and major bruising and denting of armor upon armored targets. 4 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max.</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T5</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: The projectile is 5 meters in diameter and carries enough concussive force capable of breaking the bones of unarmored targets and fractures even upon armored targets. As the projectile is so large it carries significant bludgeoning force that easily topples the likes of Ologs. 6 emotes.</span></span></span></span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Water projectiles may be held back for 3 emotes before demanifesting. Multiple water projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<u><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Modifiers</span></span></u>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Ice</strong>: The projectile manifests as a solid projectile of ice instead which can be shaped freely to be blunt or spiked. The effects of this modifiers overrides all effects of water entirely and further redlines for ice can be referenced in its own section.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Blunt</strong> ice is an aesthetic alternative to water projectile, carrying the same amount of force albeit without water's wetting capabilities.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Spiked</strong> ice lacks the concussive force of its blunt counterpart though, notably, possesses the same piercing power across all tiers that is equivalent to a mundane iron sword easily capable of impaling those unarmored and denting armor. The finesse required for this augmentation requires the spell to be <u>at least T3</u>.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The trajectory of water projectile cannot be altered and it will continue traveling in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- As a general rule-of-thumb projectiles can be held back for a maximum of 3 emotes before it disappears and the spell is considered wasted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Multiple water projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ice projectile spells entirely <strong>replace</strong> the knockback effects of their water counterparts with the effects of spiked ice as specified.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Vortex [T2] </span></span>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A spell requiring a greater level of restraint and control, the water evocationist may use the turbulent flow of water for protection against projectiles from targets and disrupting their footing. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The mage creates a mass of water akin to swirling, high speed rapids for defensive or crowd-control purposes. This spell may be cast in two forms, “shield” and “pool.”</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Shield</strong><em> </em>entails the mage forming a shield of gyrating water and though it is hopeless against direct explosions and melee strikes, it is especially effective against small projectiles up to crossbow speed such as arrows, bolts, potions without explosive effects and so forth (splash effect potions are still blocked). For instance, this means the shield is immediately broken by blasting potions but is still effective against tanglefoot. Vortex, unlike air-shield, is also particularly effective against stream-type attacks like Flamethrowers and Smokestreams, capable of nullifying their effect so long as the shield is kept up. However, stronger stream-type attacks the likes of blue-fire and dragonsflame (NOT malflame) immediately vaproize water shield after 1 emote.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Pool</strong><em> </em>involves the mage creating a whirlpool of water at a location at knee-height (slightly below 1 meter tall) which easily slips targets and causes them to stumble over and carries varying degrees of pushing power that scales with the tier in which it is cast. All tiers of vortex have a max cast range of 16 meters.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of the spells are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Shield:</span></span></strong>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Shield takes the form of a barrier of swirling water 3 meters wide and 4 meters tall which can be freely moved while it is being sustained. 3 emotes. Can be sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast.</span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T3</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Shield takes the form of a barrier of swirling water 6 meters wide and 4 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 3 meter radius to the same effect. 4 emotes. Can be sustained for 4 emotes with every 4 afterwards costing the same as a new spellcast.</span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Shield takes the form of a barrier of swirling water 8 meters wide and 5 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 5 meter radius to the same effect. 5 emotes. Can be sustained for 4 emotes with every 4 afterwards costing the same as a new spellcast.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Pool: </span></span></strong>
		</p>

		<p>
			 
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T3</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: Pool is cast as a whirlpool of water of a 2 meter radius. This spell slows the movement of targets within it by 1 unit and causes them to stumble over once after 1 emote. 4 emotes. Can be sustained for 4 emotes and no further.</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T4</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: Pool is cast as a cascading vortex of water of a 4 meter radius. This spell slows the movement of targets within it by 2 units and causes them to stumble over once after 1 emote. 5 emotes. Can be sustained for 4 emotes and no further</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T5</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: Pool is cast as a torrential tempest of water of a 6 meter radius. This spell slows the movement of targets within it by 3 units and causes humanoid targets to instantly stumble over, while larger targets like Ologs follow suit after 1 emote. 6 emotes. Can be sustained for 4 emotes and no further.</span></span></span></span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Ice</strong>: Vortex Shield manifests as a solid translucent shield of ice inferior in durability to earth but leagues above water. This shield overrides the projectile repelling effects of water with flat defense which can sustain 2 blunt strikes from a heavy hammer, strong sharp strikes like pickaxes or direct explosions. Normal temperature fire thaws this shield in 4 emotes however dragonfire and blue fire does this in 2 emotes. This modifier has no effect on Vortex Pool.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Shield must be telegraphed by water beginning to swirl in front of the mage and gradually form a barrier that grows in density throughout channeling until fully cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Shield is ineffective against direct melee strikes which may be slightly cushioned but will still pass through the barrier, and is entirely ineffective against explosive attacks or potions but holds against ordinary projectiles. Projectiles travelling at longbow or crank crossbow speeds bypass water shield.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Stronger stream-type attacks the likes of blue-fire and dragonsflame (NOT malflame) immediately vaproize water shield after 1 emote.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Shield cannot be used to deflect projectiles back at targets and only negates them by either flinging them elsewhere or cushioning it.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Shield is considered a deployable spell if it is cast as a barrier, as dome requires the mage to actively maintain the spell. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Should Vortex:Shield be broken in any of its forms while the mage is still sustaining it they will be dazed for an emote.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Pool must be telegraphed by water beginning to circulate like a current about the designated radius which grows in velocity and volume until fully cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Pool only guarantees a stumble ONCE as specified in its respective tiers AFTER someone ends their emote in the pool, and will only slow the movement of targets afterwards. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Pool does not instantly drown targets that are below 1 meter in height and will have the same effect as a normal descendant. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Pool is considered a deployable spell in all its forms.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Hydrospout [T3] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The premium long-range offensive option for water evocationists, the mage raises geysers of water that burst forth from the ground and devastate targets from below.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The mage creates a region of swirling water that gradually amasses at its center until it is cast after which it vertically discharges a roaring spout of water which deals concussive damage to normal targets and is capable of destabilizing larger targets at higher tiers. This damage is considered to be inflicted from below instead of affecting the target as a whole, implying damage to the legs primarily.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T3</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: A pillar up to 2 meters long and 2 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force that may result in sprained ankles and bruising. 3 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T4</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: A pillar up to 3 meters long and 3 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force that may result in fractured bones and sprained ankles from the impact. 4 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.</span></span></span></span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-size:10.5pt;"><span><span style="color:#3498db;"><span><span><span>T5</span></span></span></span></span></span><span style="font-size:10.5pt;"><span><span style="color:#ecf0f1;"><span><span><span>: A pillar up to 4 meters long and 4 meters wide surges out from the ground up to a maximum height of 6 meters. This pillar carries the force that can easily destabilize and stun creatures like Ologs. 5 emotes.</span></span></span></span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Ice</strong>: Hydrospout is cast as an icy spike that similarly shoots out from the ground and deals piercing damage to targets. The piercing power of this spell is equivalent to an ordinary ferrum sword. This spell is easily capable of impaling targets directly struck by it should they be standing in its path. [This is equivalent to currently accepted "ice spike"]</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Hydrospout is telegraphed by a region of swirling water that gradually amasses at its center until bursting vertically upwards upon being cast.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The minimum size for Hydrospout is 1 meters long and 1 meters wide, with the specified sizes for each tier being the upper limit.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Hydrospout does not automatically target enemies and the channeling for a particular spot is <u>committal</u>, similar to “Launch” in Air Evocation lore.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- This spell cannot be sustained.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ice: Hydrospout is not capable of fully impaling someone right through, but an unarmored target standing in its area will most definitely be put in critical state.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Water Whip [T3] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Considered the most complex spell in water evocation by virtue of its finesse, this spell leverages fluidity to its fullest by enabling the mage to lash at targets close and far.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The water evocationist creates an anchor of arcana used to channel and sustain this spell upon their palm to form a whip or any fluid, lash-like weapon composed of water when cast. This weapon deals concussive damage upon targets it strikes with the same force as a descendant strength punch at max and results in moderate bruising for unarmored targets and knocks them back 2 meters at most. Armored targets only experience blunt force from the whip which may inflict the same knockback or even cause concussions should it strike them in the head.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T3</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Water whip may be used to conjure any “lash-like” weapon 8 meters length max which weighs the same as its mundane counterpart. 3 emotes. Can be sustained for 6 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Ice </strong></span></span><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>[T4]</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: Water whip has a special synergy with ice wherein the whip may become partially frozen and become coated in icy spikes and barbed to easily inflict lacerations and further blunt damage capable of fracturing bones of unarmored targets directly hit and knock them back 3 meters max. Armored targets may suffer bruises or even dented armor should they be struck by Ice-augmented Water Whip. Unlike its water counterpart, ice-augmented water whip is T4 in manacost.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">         - This effect may be activated preemptively or mid-swing for no difference in effect beyond the element of surprise, though the latter must be telegraphed by icy mists forming upon the whip after it is cast after which the ice solidifies when the whip is swung and the whip remains icy. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Water whip is telegraphed by a stream of water being shaped into the form of a whip as it is being channeled before cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Water whip is blockable like any other mundane whip attack.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ice-augmented Water Whip does not instantly break bones and will only fracture them at best should it directly strike bare skin.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A shield can mitigate the concussive damage of the spell, but the bearer will still be subject to the knockback.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Frozen Field [T4] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A showcase of the water evocationist’s domain over water and ice, Frozen Field leverages their mutual link and allows the mage to create a pool of water which freezes into jagged ice. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The mage initially channels and creates a field of frigid water of up to leg-height that gradually spreads from a certain point to cover a designated area and freezes over upon cast. Targets caught by this initial freezing will be immobilized until they free themselves from the ice by investing an action breaking free. The field created by this spell is slippery and jagged in nature akin to walking on legos, causing targets without a proper grip of the surface to slip over should they attempt to run (not walk), being struck by any force like a descendant-shove will also cause them to slip and fall over.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows: </span></span>
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T3</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The field covers up to a 5x5 area and has a maximum cast range of 8 meters. 4 emotes. Lasts for 4 emotes.</span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T4</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The field covers up to a 7x7 area and has a maximum cast range of 8 meters. 4 emotes. Lasts for 4 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">In more uncommon situations this spell may also be used to create ice-bridges across existing bodies of water should they be narrow enough to be connected end-to-end and mechanically accessible, or in event scenarios create a layer of ice over walls/doors to fortify them superficially.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Frozen Field is clearly telegraphed by a frigid pool of water forming on the area it is about to be cast in before it instantly freezes over upon cast. This spell is commital meaning you cannot change targets after the first emote of channeling.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Frozen Field is considered a deployable spell and has to be at least 2 meters long and 2 meters wide when cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Once a target has broken free Frozen Field cannot be used to freeze them over again. The 1 emote action requirement to break free applies to both T3 and T4.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Frozen Field may not be used to access mechanically inaccessible areas unless during events with ET consent.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Glaciate [T4] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">A bread-and-butter spell for ice evocationists Glaciate leverages the cooling properties of evoked ice to manifest it as a wintry mist that chills targets superficially. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The mage evokes a cloud of icy mist which is fired in a short burst or a jet depending on its tier of scaling. Ice is frigid and cooling by nature and this spell causes frostbites upon targets that grow more severe with extended exposure. Targets in HEAVY armor get an additional emote before they experiece each tier of effect.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">At the 1st emote of exposure Glaciate causes a nipping frostbite that causes skin to turn red and have the sensation of extreme cold. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">By the 2nd emote superficial frostbite begins its onset and causes a layer of ice to form on pale skin now swollen and agonizing, which slows the target’s next action and makes it more reactable. Should T4+ glaciate be sustained at the legs the target's movement speed is halved after this emote.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">By the 3rd emote the area outright freezes over and is subject to surface-level frostbite, retaining its slowing effect and entirely covering the affected limb/part of their body in a layer of ice that renders it susceptible to bludgeoning sources of damage . This causes any incident blungeoning damage from maces and other blunt weapons to affect the limb as a whole as the ice is shattered and removed. Should T4+ glaciate be sustained at the legs the target is completely deprived of movement.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The slowing and freezing effects of Glaciate are still applicable on armored targets though medical effects like numbing or swelling of skin are not. Furthermore these effects persist even after the mage is disconnected similar to how burns caused by Voidal fire remain, and the target naturally thaws out a few narrative hours after the combative encounter.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T2</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: A relatively benign form of Glaciate the spell manifests as a small but sustained puff of glacial mists used for mundane purposes such as chilling drinks and preserving reagents.</span></span>
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T3</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The spell manifests as a short but concentrated burst the size of a palm with a maximum range of 3 meters. 3 emotes. Immediately inflicts the 2nd emote effects of Glaciate albeit cannot be sustained. </span></span>
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T4</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The spell manifests as a jet of glacial mists 1 meter in diameter with a range of 8 meters. 4 emotes. Can be sustained for 4 emotes after cast with every 4 additional emotes costing the same as casting the spell again.</span></span>
		</p>

		<p>
			<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><strong>T5</strong></span></span><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The spell manifests as a stream of glacial mists 2 meters in diameter with a range of 8 meters. 5 emotes. Can be sustained for 4 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Glaciate is telegraphed by a cloud of wintry mists manifesting and swirling as the spell is being channeled. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Glaciate follows currently accepted movement reductions in Voidal Connection lore for while it is being cast. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The range of Glaciate after T3 cannot be controlled.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Glaciate cannot outright kill anyone and will only put them in critical condition at best should a vital region be subject to its effects for 3 emotes or longer.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Glaciate does not bypass cold-resistant materials in any way even when sustained, and will only cause their surface to freeze over at most.</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Should T4 Glaciate or higher be sustained for 2 emotes or longer on a target at the legs the 2nd emote effect can be considered as <u>halving</u> their movement speed, while the 3rd emote will fully immobilize them. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- The sustaining of Glaciate is counted from the emote after it is cast meaning a glaciate at T4 is active for 5 emotes before requiring the T4 manacost for the additional 4.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><span> </span>Water Wave [T5] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The apotheosis of a water evocationist’s mastery over their element, the mage gains the ability to emulate and call forth a gushing and towering wave to unleash upon adversaries.</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Mechanics:</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Water wave is a spell at the pinnacle of water evocation as it seeks to capture and recreate the behavior of nautical waves, divided into two forms: Breaking and Surging.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Surging</strong>: The more crowd-control oriented usage of water wave, the mage constructs and forms a tidal wave of water on the ground which is sent roiling and raging in a certain trajectory upon cast until it is no longer being sustained. Emulating its natural counterpart the wave is nigh unstoppable in its path and continuously pushes targets back with the strength of an orc. Targets already within the wave will be pushed back with the same force. At all tiers this wave can be considered 2 meters tall. Has a cast range of 12 meters.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;"><strong>Breaking</strong>: The offensive counterpart, breaking water waves are torrential and temperamental in nature and carries with it the force to match. This variation differs from Surging waves such that the mage constructs a crest-bearing wave towering above the ground which is sent crashing down an area upon cast. This crashing force blows all targets away with knockback distance and concussive force scaling with tier. Has a cast range of 12 meters. Targets caught within its trajectory are only pushed through it with descendant strength force that will only potentially cause them to stumble over.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Surging:</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>T4</strong></span><span style="color:#ecf0f1;">: The wave is 4 meters wide and 4 meters long with a max range of 16 meters from where it is cast. 4 emotes. Lasts 3 emotes.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>T5</strong></span><span style="color:#ecf0f1;">: The wave is 6 meters wide and 4 meters long with a max range of 16 meters from where it is cast. 5 emotes. Last 3 emotes.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Breaking:</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>T</strong></span><span style="font-size:10.5pt;"><span style="color:#3498db;">4</span></span><span style="font-size:10.5pt;"><span style="color:#ecf0f1;">: The wave is able to crash upon a 3x3 area carrying the force of an which may cause fractures upon unarmored targets and major bruising and denting of armor upon armored targets and 4m knockback from the point of impact. The wave manifests with the same dimensions and has a height of 6 meters. 4 emotes.</span></span></span>
		</p>

		<p style="background-color:#2a2222;color:#8a96a1;font-size:14px;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10.5pt;"><span style="color:#3498db;">T5</span></span><span style="font-size:10.5pt;"><span style="color:#ecf0f1;">: The wave is able to crash upon a 6x6 area carrying the force capable of breaking the bones of unarmored targets and fractures even upon armored targets. As the projectile is so large it carries significant bludgeoning force that easily topples the likes of Ologs. and 8m knockback from the point of impact. The wave manifests with the same dimensions and has a height of 6 meters. 5 emotes.</span></span></span>
		</p>

		<p>
			<br />
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Illustrative pictures I conveniently found on wikipedia:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Surging:</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:11pt;color:rgb(0,0,0);background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><span style="border:none;width:624px;height:120px;"><img alt="FzL_TYANzPy6f4Kuh6g_8Ki5fJCrxlp7bFt1Lq6atA_JbsJlUQQq9MO5rJsQC7FAJeWIOv83rA7owI4U2qRvg5wzx-ikhDzN08UzWLMFtjMZkCc3Bka24AdGb3Gbg6PW6Eir_Pw6buH_axkFi9ugWVc" data-ratio="19.38" height="120" style="margin-left:0px;margin-top:0px;" width="624" src="https://lh7-us.googleusercontent.com/FzL_TYANzPy6f4Kuh6g_8Ki5fJCrxlp7bFt1Lq6atA_JbsJlUQQq9MO5rJsQC7FAJeWIOv83rA7owI4U2qRvg5wzx-ikhDzN08UzWLMFtjMZkCc3Bka24AdGb3Gbg6PW6Eir_Pw6buH_axkFi9ugWVc" /></span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Breaking:</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:11pt;color:rgb(0,0,0);background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><span style="border:none;width:624px;height:145px;"><img alt="BudcU_NPcBZGFFRlhuvQyYyLY8Vjgv0gkjbPW3cDm_VCNwq0ZaJjhBA7DGxPVTzZCQGwS2S9gZBn82fgJNITIz7q8_XaOEfbRN2sck7LHUqwDchhD6uqlkmx-9atqJOvK632fKpeSVIKRCo0fl82O2c" data-ratio="25.16" height="145" style="margin-left:0px;margin-top:0px;" width="624" src="https://lh7-us.googleusercontent.com/BudcU_NPcBZGFFRlhuvQyYyLY8Vjgv0gkjbPW3cDm_VCNwq0ZaJjhBA7DGxPVTzZCQGwS2S9gZBn82fgJNITIz7q8_XaOEfbRN2sck7LHUqwDchhD6uqlkmx-9atqJOvK632fKpeSVIKRCo0fl82O2c" /></span></span></span><br />
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ecf0f1;">Redlines:</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Water Wave: Surging is telegraphed by manifesting as a stationary tidal wave pointing in the direction it is about to travel and then cast.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Though there is some leeway with the trajectory of Surging Waves as they can be manifested as either straight lines or slight bends (quarter-circle bends at max), the trajectory cannot be changed after the wave is cast.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Water Wave: Breaking is telegraphed by manifesting as a stationary but towering crest-bearing wave where it is initially channeled and then cast. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Water Wave: Breaking can be sent crashing in any direction within line of sight so long as it is within the cast range. Once sent crashing the direction cannot be changed in any way. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Breaking Waves only deal their full extent of damage <u>on the area it crashes on.</u> </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- The size requirements for both spells are <u>fixed.</u></span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Grand Maelstrom [T5] </span></span></strong>
</p>

<p>
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Considered the most devastating possible feat of modern water evocation, a master water evocationist may call upon a raging waterspout from the skies to severely disrupt and lay waste upon targets. </span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Grand Maelstrom is an event only spell where the water evocationist channels a whirling watery tempest that descends from a stormcloud for devastating AoE effect. Though this has nowhere near the destructive power as fire it makes up for it with its flexible nature in that it can be redirected twice during its cast, spitting out shards of hail and ice and knocking away targets it collides with force equivalent to an orc-strength hammer-blow. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The tiers of this spell are as follows:</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<strong><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">T5</span></span></strong><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">: The water evocationist may amass a grand tempest of water and ice that descends from the sky and has a 3 meter radius and moves 4 meters every emote. This spell has a range of 16 meters and requires 8 emotes to cast, requiring the mage to be stationary for the final 4. Can be sustained for 6 emotes max. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Any interruption to this spell means the ramping stormcloud disappears and the spell is wasted. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Grand Maelstrom is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. </span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><span style="font-size:20px;"><u><span style="font-family:'Times New Roman', Times, serif;">Modifiers</span></u></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<u><span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Ice [+] </span></span></u>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></span>
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">The water evocationist may draw upon their intimate knowledge and mastery of water to directly have it manifest in the world as ice. An element considered adjacent to water ice carries with it the frigidity and rigidity that water lacks, making it a favorable means for water evocationists to harness their magic for more offensive capabilities. In this regard ice still remains inferior in most cases to the toughness of an earth evocationist’s rocks or the concussive force of an air evocationist’s air, and is a sidegrade at best.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">In all its augmentations ice is manifested in one of two forms: blunt and spiked, and carries a chill in both capable of cooling objects albeit not to the extent of “Glaciate”, inflicting a numbing sensation at most.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Compatible spells: Water projectile, Hydrospout, Vortex: Shield, Water Whip</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ice requires the <u>same emote counts and same manacost</u> as their water counterparts, with the only difference being how it is manifested. Ice spells are clearly telegraphed by ice being manifested instead of water by the mage. </span></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ice spells do not inflict any significant frostbite in any form like “Glaciate”, and only carry with it a chilling sensation which may cause swollen wounds at best should a spiked ice project remain impaled in skin. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#3498db;"><u><span style="font-family:'Times New Roman', Times, serif;">Citations</span></u></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/188045-%E2%9C%93-magic-lore-water-evocation/" rel="">Pundimonium’s Water Evocation</a></span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/" rel="">Elindor’s Comprehensive Guide to Voidal Magic</a></span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><u><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">Credits</span></span></u></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Johann (Author)</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">Squakhawk (Feedback and motivation thank u king)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#ecf0f1;"><span style="font-family:'Times New Roman', Times, serif;">...and any nerdposters in comments willing to chip in once this is posted! <span>:)</span></span></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">234197</guid><pubDate>Sat, 10 Feb 2024 14:02:57 +0000</pubDate></item><item><title>[&#x2713;] [Arcane Feat Addition] Atronach Eyes</title><link>https://www.lordofthecraft.net/forums/topic/223296-%E2%9C%93-arcane-feat-addition-atronach-eyes/</link><description><![CDATA[<p dir="ltr" style="text-align:justify;">
	<span style="color:#27ae60;"><b><span style="background-color:transparent;font-size:18pt;vertical-align:baseline;">Atronach Limbs Addition: Atronach Eyes</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Ever since the emergence of Atronach Forging, practitioners of this special craftmanship have been constantly endeavouring to upgrade their understanding and mastery. In pursuit of this objective, they have been conducting broad inquire on imaginative ways to expand their knowledge and capabilities.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">One area that has drawn their attention is the creation of utilitarian prosthetics, such as manufactred arms, legs, and presently, eyes. It was at first believed that if they could develop prosthetic limbs that could mirror the development and deftness of common appendages, the same could be accomplished for the eyes.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">While the concept of Atronach eyes may seem odd to begin with, these devices are designed to perform practically like natural eyes. They incorporate advanced Voidal enchantments that epower them to perceive visual information and send it to the brain for processing. These prosthetic eyes are meticulously created by Atronach Forgers, who commit incalculable hours to perfecting their designs and ensuring that they are as effective and proficent as conceivable.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">The development of functional prosthetic eyes by Atronach Forgers speaks to a critical breakthrough within the field of prosthetics. It offers new hope to individuals who have lost their eyes due to damage or sickness, as well as to those who suffer from severe visual disabilities. With continued research and refinement, Atronach Forgers are likely to proceed pushing the boundaries of what is conceivable within the domain of prosthetics, making an important contrast in the lives of many.</span></b></span><br /><br style="color:#ffffff;font-size:18px;padding:0px;" />
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#27ae60;"><b><span style="background-color:transparent;font-size:15pt;vertical-align:baseline;">Creating an Atronach Eye</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="background-color:transparent;color:#c0392b;font-size:18pt;vertical-align:baseline;"><span style="border:none;"><img alt="Ae63jfUVHjyFFKkHm1YuhCK85fq3SespEcNl9GVH4fxT3O0hZuJrut-JFHyjukrPnaJkMPKUpeMoZcm0dUCIkZGhR26Qb7nv9Xby4VfUZFBuxQ0SsFHtAexl2pu3tRg6X1lYK742W3oTKqiv1PRHFcE" data-ratio="63.83" height="310" width="400" src="https://lh6.googleusercontent.com/Ae63jfUVHjyFFKkHm1YuhCK85fq3SespEcNl9GVH4fxT3O0hZuJrut-JFHyjukrPnaJkMPKUpeMoZcm0dUCIkZGhR26Qb7nv9Xby4VfUZFBuxQ0SsFHtAexl2pu3tRg6X1lYK742W3oTKqiv1PRHFcE" /></span></span></b>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<b><span style="background-color:transparent;font-size:10pt;vertical-align:baseline;">Elemental Eyes by Tessa Baker:</span><span style="background-color:transparent;color:#000000;font-size:10pt;vertical-align:baseline;"> </span><a href="https://www.pinterest.es/pin/315744623847215692/" rel="external nofollow"><span style="background-color:transparent;color:#1155cc;font-size:10pt;vertical-align:baseline;">(80) Pinterest</span></a></b>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Atronach Forgers possess a surprising capacity to create prosthetic eyes that are efortlessly recognisable from natural eyes, employing a combination of Transifguration and Atronach Forging. One of the key components of these prosthetic eyes is the perfectly spherical material that serves as the external layer, which must be of an identical size to that of a natural eyeball.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">However, not just any material will suffice. Atronach Forgers are profoundly perceiving in their selection of the material, ensuring that it is of the most elevated quality and perfectly circular. This is because the material will frame the outer layer of the eye, and any defects or asymmetry may result in a flawed final product. Gems and precious stones are often favored for their transparency and tasteful appeal, but the ultimate choice of material may vary depending on the desired outcome.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">To make the core of the eye, Atronach Forgers rely on the power of Mage-gold or Arcanium, which act as a foundation for the internal workings of the eye, much like the iris and pupils of a natural eye. These materials are carefully chosen for their magical properties, which empower them to conduct and process visual information.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">The next step involves the knowledge of Transfiguration, in which the chosen material is transmuted and molded to impeccably encapsulate the core. This process requires the forger to cast the spell known as Alter Shape, which permits them to change the shape and properties of the material to match their desires. This process is incredibly intricate and requires an awesome deal of aptitude and precision, as any misstep could ruin the complete venture.</span></b></span>
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">As the material is bound to the core, it consequently becomes see-through, permitting light to enter and be handled in the same way as a natural eye. The result is a prosthetic eye that is not only functional but also stylishly satisfying, and gives a sense of normalcy and certainty to</span><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;"> </span><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">those who may have lost their vision due to damage or ailment.</span></b></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">If broken, the eyes would cease their function and thus won't allow their users to see until replaced or repaired, meaning mages won't be able to cast with a disrupted Atronach eye. They can be broken by one well-placed hit or if hit by Thanhium or a Null-Arcana-coated weapon. If hit with an Auric-Oil weapon, they would see their range of sight reduced to quiet for 3 emotes.</span></b></span><br /><br /><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Mechanics:</span></span></b>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">First step to create an Atronach Eye is getting a Magegold or Arcanium Core, this core will be the piece holding the visual information and Atronach enchantment.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">With the use of the Alter Shape spell, the Atronach Forger will create a layer of the chosen material around the core, this will provide it with protection along with many different aesthetic choices.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">When the eye is completed, it will be placed inside the empty eye socket and, by activating it near an Obelisk, will create a mana leyline to the optical nerve, allowing the user to effectively see again.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#ffffff;"><strong><span style="font-size:14px;"><span style="background-color:rgba(2,2,2,.06);text-align:left;">Atronach eyes are securely bound but can be removed with enough force, akin to a standard eye. These eyes will be destroyed with a single well-placed hit to them and would require either repair or replacement.</span></span></strong><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;"> Must be noted though, that every time a new eye is placed, it requires to be activated by an Atronach Forger near an Obelisk, to establish its connection to the optical nerve.</span></b></span>
				</p>
			</li>
		</ul></div>
</div>

<p>
	<br /><strong>Redlines:</strong><br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#e74c3c;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">If the Core is made out of Arcanium, the looks of the chosen Arcanium will be seen through the transparent crystal of the eye.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#e74c3c;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">An Atronach eye will look akin to a normal eye, as the core will form a dark spot, akin to a pupil which indicates its connection. Where the gemstone color used would act as the color of the Irises.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#e74c3c;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Atronach Eyes require player signature unless the core is made of Arcanium, then they require ST signature.</span></b></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#e74c3c;"><strong>Atronach Forging, Transfiguration and the Chosen Evocation is needed in one place to make Atronach Eyes, being it in one single mage or more than one.</strong></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#e74c3c;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">An eye can only be placed by an Atronach Forger, under a player's consent. </span></b><strong><span style="font-size:14px;"><span style="background-color:rgba(2,2,2,.06);text-align:left;">Atronach eyes are securely bound but can be removed with enough force, akin to a standard eye. These eyes will be destroyed with a single well-placed hit to them and would require either repair or replacement.</span></span></strong></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<strong><span style="color:#e74c3c;">Atronach Eyes cannot be treated with any kind of potion or derivated from alchemy due to their voidal nature.</span></strong>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<strong><span style="color:#e74c3c;">Atronach Eyes won't work on creatures without a Greater Soul. They would also generate a constant burning sensation if a Paladin tried to use one (due to magic incompatibilities). On attuned druids, these eyes would emit a constant buzz in their minds, being unbearable and thus unable to use them, Treelords and Epiphytes would get a similar burning sensation like that of Paladins.</span></strong>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<strong><span style="color:#e74c3c;">Voidal Mages and those mages whose magic is compatible with voidal magic won't be able to cast with a broken or shattered eye until it gets repared or replaced.</span></strong>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">
				<p dir="ltr" style="text-align:justify;">
					<span style="color:#e74c3c;"><strong>Thanhium and Null Arcana can destroy the eyes with more ease, requiring only a hit that does not have to be strong, while Auric Oil can reduce their sight temporally.</strong></span>
				</p>
			</li>
		</ul></div>
</div>

<p>
	<br /><br />
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#27ae60;"><b><span style="background-color:transparent;font-size:15pt;vertical-align:baseline;">Abilities of Atronach Eyes</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<font color="#ffffff"><b>The only set of abilities present within Atronach Eyes are those bound to the creation of Arcanium. If eyes are made with this metal, they will present similar aesthetics, being harmless to the user while offering a very diverse range of aesthetic choices. On the other hand, Magegold cores do not offer these aesthetic choices and will only look like an eye made of the desired gemstone or material with a dark-golden pupil.</b></font>
</p>

<p dir="ltr" style="text-align:justify;">
	<br /><b><span style="background-color:transparent;color:#8a96a1;font-size:10.5pt;vertical-align:baseline;">Mechanics:</span></b><br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>For reference, the aesthetics will be:</strong><br />
			 
		</p>

		<ul><li>
				<strong>Elemental Evocations: The eye will hold inside its form the element of choice, the aesthetic is pretty free form; fire and smoke, rock and sand, water and ice, air and fog...</strong>
			</li>
			<li>
				<strong>Transfiguration: The eye would appear ethereal as if just conjured.</strong>
			</li>
			<li>
				<strong>Illusion: The eye would have a small spark that followed its movement.</strong>
			</li>
			<li>
				<strong>Conjuration: The eye would look as if it was of an animal or would present plant features.</strong>
			</li>
			<li>
				<strong>Translocation: The eye appears like broken or shattered within the eye socket, held in place by trails of the user's mana.</strong>
			</li>
			<li>
				<strong>Voidal Artificery: The eye would look as if made of nonsensical creations, free-moving cogs and gears, evermoving mechanisms.</strong>
			</li>
			<li>
				<strong>Voidstalking: The eye looks nebulous with occasional streaks of elemental discharge. (Cannot bear second minds).</strong>
			</li>
			<li>
				<strong>Scions: The eye looked as if it was improved with the use of Melding.</strong>
			</li>
			<li>
				<strong>Eminence: A cloud of mana seems to surround the edges of the eye, when connected, every spell casted would intensify the glow of the eyes.</strong>
			</li>
		</ul></div>
</div>

<p>
	<br /><strong>Redlines:</strong><br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="color:#e74c3c;"><strong>Arcanium Eyes require ST signature</strong></span>
			</li>
			<li>
				<span style="color:#e74c3c;"><strong>The aesthetics and looks on the eyes can NOT by any mean harm someone; the fire won't burn, the ice won't freeze...</strong></span>
			</li>
		</ul></div>
</div>

<p>
	<br /><font color="#ffffff"><b>The user of an Atronach eyes would find their sight to be rather similar to that of a normal eye least for the ability to see a faint veil of mana around people when they are actively casting. This takes a bit to get used to as it might be confusing and overwhelming for someone who just got the replacement, it by no means allows one to discern what kind of magic someone else is casting as the veil formed around looks the same for all magics, just changing the coloration depending on the user's aura color. While near a Voidal Hollow, the eyes would start to work weirdly, having nystagmus while on the area and having their sight reduced to quiet range if spending more than 5 emotes within the range, taking the same amount of time to recover normal sight when out of its range.</b></font>
</p>

<p>
	 
</p>

<p>
	<font color="#ffffff"><b>Redlines:</b></font><br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<strong><span style="color:#e74c3c;">This ability does NOT allow one to discern what kind of magic is being casted.</span></strong>
			</li>
			<li>
				<span style="color:#e74c3c;"><strong>Obelisks and Tears are relatively stable sources of mana and thus don't interfere with the eyes.</strong></span>
			</li>
			<li>
				<span style="color:#e74c3c;"><strong>Voidal Hollows will reduce the sight range to Quiet range, seeing everything further blurry and unable to identify things. It takes 5 emotes of being in the range of the Hollow for this to happen and the same amount for recovering normal sight when out.</strong></span>
			</li>
			<li>
				<span style="color:#e74c3c;"><strong>If one were to spend more than 20 emotes in the range of a Hollow, the eyes would stop working properly and only allow the user to see within quiet range, thus requiring a replacement.</strong></span>
			</li>
			<li>
				<span style="color:#e74c3c;"><strong>Nystagmus or rapid and involuntary movements of the eyes would happen when in range of a Hollow.</strong></span>
			</li>
		</ul></div>
</div>

<p>
	<br />
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#27ae60;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Veil-Watching Compatibility  [Combat/Non-Combat]</span></b></span>
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Due to Atronach Eyes being made from the void in itself, it would be the only existing eye, other than the mundane ones that can make a Veil-Watcher have their effects upon. With Atronach Eyes, one can easily give their eyes the same abilities and looks that  Veil-Watchers have, just by following the ritual required to do so.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Redlines:</span></b></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="color:#e74c3c;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Must have the Veil-Watcher FA in order to have this status.</span></b></span>
			</li>
			<li>
				<span style="color:#e74c3c;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">Being a veil-watcher will take away the Atronach Eyes effects, replacing them for the Veil-Watcher ones. Restoration of the eyes is not possible though.</span></b></span>
			</li>
		</ul></div>
</div>

<p>
	<br />
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#27ae60;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">PURPOSE:</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:10.5pt;vertical-align:baseline;">The main purpose of this addition is to give Atronach Forging a way to give sight back, like most feats that have prosthetics can already do. We firmly believe that these eyes are balanced and do not provide any combat advantage only aesthetic and RP interactions which could add to the flavor of this, our RP world.</span></b></span>
</p>

<p>
	<br /><strong><span style="color:#27ae60;">Credits:</span></strong><br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			-<span style="color:#ffffff;"> Exogens: Original Idea and Co-Writter<br />
			- ECS1999: Co-Writter<br />
			- Atronach Lore: </span>
		</p>
		<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="94913" data-embedcontent="" data-embedid="embed1819039584" scrolling="no" src="https://www.lordofthecraft.net/forums/topic/187759-%E2%9C%93-arcane-feat-playable-ca-atronach-forging-and-atronachs/?pagecomment1748584=1&amp;do=embed" style="height:418px;max-width:500px;"></iframe><iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="94913" data-embedcontent="" data-embedid="embed4143741865" scrolling="no" src="https://www.lordofthecraft.net/forums/topic/187772-%E2%9C%93-arcane-feat-addition-atronach-limbs/?do=embed" style="height:238px;max-width:500px;"></iframe>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#27ae60;">Changelog:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>- Changed a redline stating how hard it is to remove the eyes.</strong>
		</p>

		<p>
			<strong>- Changed the amount of hits required to destroy one of these eyes.</strong>
		</p>

		<p>
			<strong>- Added a Redline specifying who can or cannot use the eyes.</strong>
		</p>

		<p>
			<strong>- Removed the limited Elemental Afinity and added the Arcanium Aesthetics.</strong>
		</p>

		<p>
			<strong>- Removed Limited Mana Pool</strong>
		</p>

		<p>
			<strong>- Added the ability to see the thin veil of mana when someone is casting.</strong>
		</p>

		<p>
			<strong>- Added a redline specifiyng what happens when they get broken and the effects it has on Voidal Mages and Mages using compatible magics.</strong>
		</p>

		<p>
			<strong>- Added interaction with Thanhium, Null Arcana and Auric Oil.</strong>
		</p>

		<p>
			<strong>- Added interaction with Obelisks, Tears and Hollows.</strong>
		</p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">223296</guid><pubDate>Wed, 15 Feb 2023 14:00:26 +0000</pubDate></item><item><title>[&#x2713;] [Voidal Feat] - Veil Watchers</title><link>https://www.lordofthecraft.net/forums/topic/212773-%E2%9C%93-voidal-feat-veil-watchers/</link><description><![CDATA[<p dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#351c75;font-size:24.999999999999996pt;vertical-align:baseline;">The Veil Watchers</span></b></span></u>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="VEiW3leYg8CoAp6Lm8EkCMxKtJUoplW39yyjMLzg98FV5Xapu8ZByKID4VrJfsJPGnRQ0_uELflBfWS04v3cVyj617HCkgUUfdRw2NkAaVTY1OznkTWOkye0aKijzNfrQHc8NVL90vCWz3K8bw" data-ratio="61.17" height="345" width="564" src="https://lh3.googleusercontent.com/VEiW3leYg8CoAp6Lm8EkCMxKtJUoplW39yyjMLzg98FV5Xapu8ZByKID4VrJfsJPGnRQ0_uELflBfWS04v3cVyj617HCkgUUfdRw2NkAaVTY1OznkTWOkye0aKijzNfrQHc8NVL90vCWz3K8bw" /></span></span></b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10pt;vertical-align:baseline;">Art by chirun</span></span></em>
</p>

<p dir="ltr" style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:11pt;vertical-align:baseline;">The depiction of a Veil Watcher’s Eyes.</span></span></em>
</p>

<p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Background/Origin</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">A</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">s the world became plagued consistently by the so called Voidal Tears and Hollows, two brothers found it rather curious that no one was able to keep track of the Veil that separated realms from the ever expansive Void. The two, one an Eminent, and the other an Artificer worked on a new creation, one to help them do what none had been properly been doing, watch and keep track of the integrity of the Veil. With the creativity of the Artificer and the incomparable strength of the Eminent, together they turned themselves into the first Veil Watchers.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">W</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">hile they could see visions of the Veil splitting apart just the same as one another, they became more distant in their reason as to why they wanted this ability. It was the Eminent who’d grown hungry for power and for a want to seek out what could help him achieve such, this becoming apparent to his brother rather swiftly. Instead of wanting to find and repair the holes made in the Veil, the Eminent wanted to rip them open even further. Unlike his brother, the Artificer wished to ensure that the world wasn’t destroyed by an invasion of abhorrent Voidal Horrors and thus the two split apart. The Eminent searched for tears in the void to gather strength and the Artificer looked for holes to seal them.</span></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Magic Explanation</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">V</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">eil Watching is an ability gained by Voidal Mages who wish to keep track of the Veil’s integrity, keeping an eye out for breaches through Voidal Tears, as well as being able to sense higher concentrations of mana. Such concentrations would be considered Voidal Hollows, Mana Obelisks, Voidal Nodes, etc. Like the other Voidal Feats, one must perform a ritual in order to gain access to this Feat. When making a connection, the ritual will involve one allowing their eyes to completely be infused with mana.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Veil Watching requires 3 slots dedicated to Voidal Magic to learn. This Feat will go dormant if they lose knowledge or practice of Voidal Arts.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Veil Watching is self-taught, initiated through ritual.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Veil Watching is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Veil Watching is not exclusive to other Voidal Feats. It may be paired with any of them.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Veil Watching is an ability that allows for a mage to become more aware of the Veil as well as places of high Mana Concentration, like Voidal Tears, Hollows, Obelisks, Voidal Nodes, etc.</span></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Connection</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">B</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">ecoming a Veil Watcher requires a rather simple ritual that involves at least two people as well as a greater source of mana, the watcher-to-be, and one additional mage. Connection is gained and maintained through what is known as a Link, these Links always manifesting as a change to the new Veil Watcher's eyes. There is generally a lot of creativity that's seen when a Link is created.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">W</span></b><span style="background-color:transparent;vertical-align:baseline;"><font color="#cccccc" face="Times New Roman, Times, serif"><span style="font-size:12pt;">ith the mana from both the greater source as well as the additional mage, they will pour mana into the to-be watcher’s eyes, binding them together in a rather painful process. In fact, due to the process being so painful, the to-be mage must be </span><span style="font-size:16px;">immobilized</span><span style="font-size:12pt;"> and with their eyes held open. When complete, all participating mages will gain exhaustion similar to having created arcanium. This greater source may be three additional mages, a mana obelisk, a voidal tear, or one Voidstalker. </span></font></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">S</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">imilar to other Voidal Feats, if the eyes of the new Veil Watcher are destroyed, the mage will be unable to utilize the abilities bestowed upon them. Over the course of two years (2 OOC weeks), mana will passively be lost from the eyes and they will eventually become normal once again. Should this happen, the mage will lose both their sight, should the damage have been severe enough to warrant such, as well as this feat.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">S</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">hould one wish to rid themselves of this Feat, it would require them to rid themselves of the abundance of mana in their eyes. This involves the Veil Watcher allowing three mages to pull the mana out of their eyes, undoing the binding and breaking their Link. Due to how this is done, the Veil Watcher must be immobilized and have their eyes held open for the duration of the disconnection. With this, the Mental and Physical effects of the magic will vanish, but they will be left completely blind for Three Months (3 OOC days), and with nearsightedness for a further Two Months (2 OOC days).</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">One must have organic eyes in order to be connected. Non-Organic eyes are unable to be affected, IE: Golem or Animii Eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Should one only have one organic eye, then that one eye will be transformed. If the person has one organic and one non-organic eye, then the effects of Veil Watching will bleed into the non-organic eye, making its vision also worse.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">While a Seer may become a Veil Watcher, they must have their eyes intact.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Connection and Disconnection from Veil Watching is a process that can only be done consensually. One may not force either upon a person as resistance from the party being Connected/Disconnected will stop the ritual. However, the to-be/current Veil Watcher must be immobilized and their eyes must be held open.</span></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Physical Effects</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">B</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">ecoming a Veil Watcher has one major physical attribute upon all who are practitioners of its art. This is the simple fact that their eyes will change to take on a rather peculiar look. For a generic Veil Watcher, their eyes will wholey become a dark purple, dark blue, or black, with accents of all those colors as well as white. Though, should other mages wish to help out in the creation ritual, they may wish to add a hint of their magic to the process, thus changing them.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Fire Evocation will yield a fiery color, oranges, yellows, reds, and if two Fire Evocationists wanted, they may change it to be a bright blue or a smokey gray. The irises will generally be a lighter color than the rest of the eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Water Evocation causes the eyes to hold a shimmery, glossy look with ripples in it. These eyes will look more like water and can be anywhere from dark blue to a light blue, almost white. Should two Water Evocationists work together, they may make the eyes appear similar to that of Ice. Once again. The irises will generally be lighter than the rest of the eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Earth Evocation makes the eyes look rather strange as it will generally be stone gray without much light reflection. On the opposite side, should two Earth Evocatioists work together, they will be able to make the eyes a soft sandy color or become crystal the color of the Veil Watcher's aura. The irises will, yet again, generally be a lighter color.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Air Evocation shifts the eyes to make them appear as constant shifting balls of air. Though, this air will match the color of whatever the Air Evocationist's aura is. Should more than one Air Evocationist help, the eyes will take on the color of all of their auras. The irises do not rotate around and will generally be darker than the rest.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Sensory Illusion will let the illusionist shape how the eyes look in a more natural way. Though, they will never look quite right and will take on blue and purple hues. The pupils will also be completely black with white dots scattered in them. An Illusionist may even have the eyes look like animal eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Conjuration and Transfiguration both work similarly to Sensory Illusion.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Translocation will make the eyes move in rapid ways. Should the mage look around, while to them their movement is smooth, their irises will seem to snap to different points. This will also give them irises the color of the Translocationists aura.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">W</span></b><span style="background-color:transparent;vertical-align:baseline;"><font color="#cccccc" face="Times New Roman, Times, serif"><span style="font-size:12pt;">hile they gain a strange look to their eyes, they also gain some unfortunate side effects. All Veil Watchers' eyes are sensitive to light for the duration of having this feat, making most want to stick to the shade. In addition to that, they are also afflicted by having spots in their vision, usually </span><span style="font-size:16px;">occurring</span><span style="font-size:12pt;"> when they are under stress or have cast a few spells. They are capable of being destroyed rather easily. Anything that would normally cause an eye to be destroyed can and will effect a Veil Watcher's eyes. This includes having permanent blindness placed upon them, due to the backs of their eyes being roasted, eyes being slashed open, or just general piercing through of the eye. However, any damage that is temporary, such as temporary blindness from an Enhanced Magelight, will not destroy the eyes.</span></font></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Veil Watcher eyes will act as normal eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Should mages help add aesthetics to the eyes. These aesthetics will provide no advantage. IE: Fire Evocation Eyes won't be hot nor provide light.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-The eyes may not have a mundane subtle look to them. No matter what, this tell will always be visible and should be emoted as such. Should a blindfind or other covering of the eyes be worn, a glow will be seen to show that they have Veil Watcher eyes. It's encouraged that creative freedom be taken with this, so long as it's obvious at all times. Not even Sensory Illusion Spells or Enchantments can hide these eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">These eyes will always be shaped like normal eyes, though they may have perceived texture, like stone, sand, water, etc.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">One only gains irises if affected by another magic, otherwise they will have none.</span></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Mental Effects</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">V</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">eil Watchers also suffer from a slew of mental ailments along with their physical attributes. First of all, Voidal Entities tend to toy with the Watcher, seemingly for their own entertainment, causing minor hallucinations to appear in their vision at varying levels of frequency. This is thought to be a sort of extension and unintended side effect of Communication, a rather unwelcomed one at that. These will vary in intensity, most being generally harmless, though they can easily make a mage distraught. Due to the mage being unable to disable their Communication, they are also unable to prevent these from occurring. These tend to manifest more when the Veil Watcher is alone, as though to remind them that they are and will never be (so long as they bear the burden of Veil Watching) truly alone. Many Veil Watchers try to lessen the personal nature of these visions by dissociating from loved ones which can, in turn, lead to severe bouts of depression and loneliness. </span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;"><strong>A</strong>nd so, the Psyche of a Veil Watcher may be warped in the following ways:</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Hallucinations, primarily Visual and Auditory (Every Veil Watcher is subject to this).</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Delusions and general Psychosis</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Paranoia</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Sleep Paralysis</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Generalized Anxiety</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Self Destructive Behaviors as a result of the above.</span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;"><strong>A</strong> Veil Watcher might develop the following disorders on top of the hallucinations:</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Panic Disorder</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Specific and severe phobias</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Separation Anxiety</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Insomnia</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Narcolepsy</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">-Bipolar Disorder</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">W</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">hen the eyes of one who watches over the veil’s integrity close, no respite is granted. As their mind opens as they drift off to sleep, voidal horrors find themselves able to infest the mind of a watcher with far more ease. Horrific dreams plague the mind of a Veil Watcher in their slumber at least once per two or three months. At first, these start off as visions of writhing tentacles and horrendous utterances of indecipherable moonspeech,  but as the Veil Watcher grows in power, so do the night terrors, as though specifically catered to meddle with the specific Watcher’s wellbeing. From tier two and onwards, a watcher may witness loved ones or images of themselves in their dreams falling victim to the void’s corruption</span><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">.</span></b></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Abilities and Spells</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">[Active] [Noncombat] - Mana Sight</span></b></span>
</p>

<p dir="ltr">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">The first Veil Watchers together created the ability to see areas/things of High Mana Concentration. Using the Eminent’s ideas about Aura Sensory, he concentrated the mana in his eyes to the very front of his eyes, where his irises used to be. With that, he became more sensitive to the world around him and was able to see a black and white world where beings and structures of High Mana Concentration glowed brightly depending on their strength. Though, structures and people which/who act as true tears in the Veil will turn pure white in their new vision.</span></span></em>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">V</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">eil Watchers are capable of concentrating mana in the front of their eyes in order to see mana concentrations. In order to activate this, one must do the emotes as follows - [Connection -&gt; Activate]. All emotes after Activation will have the mage seeing with Mana Sight. To deactivate, one will only need one emote, though this will cause them to gain severe nearsightedness for three emotes. This causes the mage to see the world in Black and White, most of it appearing gray. The scale for what’s important goes as such: Light Gray = 5m-15m Obelisks, Bright Gray = 20m+ Obelisks, Voidal Hollows/Heaths/Nodes, Pure White = Voidal Tears. Due to the strain upon the eyes, this may only be utilized so long as the mage is standing still or moving slowly.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Redlines</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This will affect the mage is able to see and only things that they have direct line of sight to.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">There should be a very visible tell that this spell is being cast.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This can NOT be used to metagame.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Should combat start, this ability will be instantly disabled and the nearsightedness will start affecting them.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Anything that would produce less mana than a 5m Mana Obelisk will not show up with Mana Sight. If questioning if something would/would not, ask ST.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Spells will be viewed as gray with this activated, not Light Gray.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-When paired with other things, like Voidal Eminence's Aura Sensory, they will also be seen as Gray, not Light Gray.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">[Active] [Noncombat] - Ritual of Mending</span></b></span>
</p>

<p dir="ltr">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Destruction of one’s eyes is a painful, terrible experience for any Veil Watcher to deal with as it will not only make them blind, but also, eventually, cause them to lose their abilities as a Watcher. Through the study of one of the founders, the Artificer, a ritual was created where at least one mage and a greater mana source gather together to pour mana into the eyes of the Veil Watcher. The leader of the ritual will be a Conjuration Mage who will reshape the eyes while also binding the mana form the Greater Source to the eyes, re-establishing the Link. However, due to a simple spell being used to recreate the eyes, they will be lost should the Veil Watcher lose their connection to the magic.</span></span></em>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">T</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">here is no emote count defined for this ritual, though it is preferred that it takes 3 or more emotes. This ritual will effectively regenerate the mage’s eyes in order to ensure they don't lose their connection to the magic. It must be performed by one Conjuration Mage with knowledge of Disjointed Conjuration and a greater mana source, such being three additional mages, a mana obelisk, a voidal tear, or one Voidstalker. Once the ritual is complete, the mage will suffer from severe nearsightedness for Three Months (3 OOC days) and then from Astigmatism for Two Months (2 OOC days) after that.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Redlines</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This can not be used to change the aesthetics of the eyes the mage has and the physical properties go unchanged.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This may only be performed out of combat and so long as mage still has access to the magic. Should the 2 weeks have expired already, this ritual is unable to be used.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This may only be used on Veil Watchers.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-The Ritual Leader must have a valid MA in Conjuration as well as knowledge on how to cast Disjointed Conjuration.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-If this ritual is performed on a Watcher and the Watcher disconnects themselves from the magic, they will lose these new eyes.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">[Passive] [Noncombat/Combat] - Communication</span></b></span>
</p>

<p dir="ltr">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">A Voidstalker had eventually gotten his hands on Veil Watching and it was he who unwillingly discovered Communication. Creatures born of the Void are capable of inducing illusions upon all Veil Watchers by targeting their beloved eyes. The more powerful of Voidal beings, like Greater Horrors, are capable of doing this at any distance from the Veil Watcher, for better, or for worse, while the more common creatures must be much closer, generally within range of being able to touch the Watcher’s forehead. Of course, this is never a great experience for the Watcher as it will place them in a seizure-like state in which they will see whatever the Voidal Creature wants them to see. While there is no inherent prophetic nature to these illusions, they are so intense and filled with the overpowering will of the Voidal Entity that the Watcher will be unable to control their body for its duration, thus the "seizures."</span></span></em>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">A</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">ll Voidal Entities are able to induce illusions upon Veil Watchers, though they will not always do so. Anything above the strength of a common Voidal Horror will be able to induce visions upon any Veil Watcher while all others must be able to touch the Watcher’s head. Voidstalkers provide a window for Veil Watchers to also gain visions as they act as a link for the Horror to reach out to those near the Voidstalker. Of course, some Veil Watchers may attempt to gain contact with a Voidal Entity in order to gain what they may assume to be a vision, though no Voidal Entity is obligated to respond. Usually, these are simply just meaningless experiences, though it's up to the Watcher to develop their own thoughts on what they are forced to see.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Redlines</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This may only be done by ST. Player Voidstalkers are unable to convince their Horrors to perform this action.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">All specifics are to be defined by the ST who takes up placing someone under Communication.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">All Voidal Entities are capable of feeling who is a Veil Watcher and may use this knowledge to disable someone, for a temporary amount of time.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">The seizure-like state will not cause direct damage to the Veil Watcher as it’s only meant to disable them for the duration of the vision.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">While someone is able to attempt to gain a Communication, ST may deny this for any reason as no Voidal Entity is required to respond.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">[Passive] [Noncombat] - Event Horizon</span></b></span>
</p>

<p dir="ltr">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">As their connection deepens with Veil Watching, they become passively aware of the Veil’s integrity and are able to detect when it’s breached in a rather painful process. Should the Veil become broken through the creation of a Voidal Tear, or even sealed, be it through destruction of the Tear or a proper closing, the Veil Watchers will know. This will cause them to suffer from a debilitating headache as they see a vision of what had happened.</span></span></em>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">V</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">eil Watchers are capable of feeling and noticing drastic changes in the Veil’s integrity, be it through sealing or opening tears. On occasion, they will even see a vision brought unwillingly upon them. These visions will given out via Forum Posts made by either ST or the Player Group that has created the Tear.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Redlines</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">All visions with Event Horizon must be done via Forum Post made by either ST, should the abnormality be event related, or by a Player Group that has created a Tear.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;"><strong>-</strong>Should a Player Group be the ones to create the most, it may NOT include information that would regarding either Location or Individuals that were involved.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;"><strong>-</strong>While a Player Group never has to create a Forum Post, it is encouraged for them to do so.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">[Active] [Noncombat] - Veil View</span></b></span>
</p>

<p dir="ltr">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">While one is able to passively view the Veil in their sleep, the sight is generally lost by the time they wake up in the morning. But, through meditation, a Veil Watcher learned to trick their bodies into seeing these visions whilst being awake. With this, they are also able to project these visions upon two people who join them in meditation by temporarily flooding their eyes with mana. Not only may they show their passive viewings, but by delving deeper into their mind, they may project old visions as well.</span></span></em>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">A</span></b><span style="background-color:transparent;vertical-align:baseline;"><font color="#cccccc" face="Times New Roman, Times, serif"><span style="font-size:12pt;"> Veil Watcher may allow themselves, and up to two others, to view their passive Veil Watching or to see old visions, including ones brought forth by Event Horizon and Communication. This takes three emotes to perform: [Connection -&gt; Flooding Mana to everyone involved -&gt; Start Veil Viewing]. Once exiting the Veil Viewing session, all participants will suffer from minor sensitivity to light for 1 </span><span style="font-size:16px;">OOC</span><span style="font-size:12pt;"> Hour no matter the circumstances of their removal from the session.</span></font></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Redlines</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This is used to simply look at sections of the Veil or old visions brought to them.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This may, at a maximum, only affect 3 people, the Veil Watcher and 2 others.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">One may not force a Veil View upon someone in any way. This may be performed on Mages and Non-Mages alike.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Visions should be exactly as they had previously been displayed to the Veil Watcher, though small changes can be made as information is possibly lost. To ensure such, it’s recommended that all RP of visions with Communication or that the Event Horizon Forum Post be open by the Watcher.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:16pt;vertical-align:baseline;">General Redlines</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Performing the connection of Veil Watching does not give any indication, idea, or process of how to make Arcanium.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">One must emote their eyes looking different as well as having them look different upon their skin. While coverings can help hide the fact, there will ALWAYS be an obvious tell as to the nature of the eyes.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Should one lose their eyes and not perform the Ritual of Mending, then after 2 OOC Weeks, they must contact ST to drop Veil Watchers. During the duration of their eyes not being mended, all of their abilities, including passives, will go dormant.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">In order to be connected, one must have at least one organic eye.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">Their eyes act as normal eyes and provide no advantage whatsoever.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">This may never be used for metagame information and visions will only ever be bestowed by ST. Though, once a vision is given, it may be shown to others through use of Veil View.</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">-</span></b><span style="background-color:transparent;color:#e06666;font-size:12pt;vertical-align:baseline;">In order to utilize this magic, one must have a valid FA and have all participants who helped respond on the FA. A Veil Watcher must respond with their FA, though they do not need a TA in order to connect someone.</span></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Tier Progression</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Tier One</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">M</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">agi all will start in this tier by gaining a connection through getting a Link. They will start to feel the Physical and Mental Effects hit them. They will also gain access to </span><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">Mana Sight </span><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">and the </span><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">Ritual of Mending</span><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">. This Tier will last for Two OOC Weeks.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Tier Two</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">T</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">heir connection to seeing the Veil is stronger than in Tier One, but still not as strong as it could be. Hallucinations will truly start to be seen along with their progression as the full range of Physical and Mental Effects sinks in fully. They gain access to </span><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">Veil View</span><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;"> as well as </span><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">Communication</span><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">. This Tier lasts for a further Two OOC Weeks.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Tier Three</span></b></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">A</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">t this point, Veil Watcher is at their most potent stage, gaining access to their final ability. Due to this connection, they gain access to </span><span style="background-color:transparent;color:#8e7cc3;font-size:12pt;vertical-align:baseline;">Event Horizon</span><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;"> and are finally finished with their progression.</span></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	 
</p>

<hr /><p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Purpose</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">V</span></b><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">eil Watchers was made to be a magic about aesthetics and allowing for ST to be able to spread information should they want to. It’s also meant to be so Veil Watchers and those seeking to be them will get a little closer to one another, thus why the requirement for another Veil Watcher is requested. Also, due to its aesthetic nature, there isn’t much of a reason to want to drop it, especially since it’s not exclusive, like the other feats. </span></span>
</p>

<p>
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<u><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#674ea7;font-size:18pt;vertical-align:baseline;">Credits</span></b></span></u>
</h1>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Meteor Dragon - Writer</span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">Moribundity - Co-Writer and Consultant</span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#cccccc;font-size:12pt;vertical-align:baseline;">SquakHawk &amp; Company - Previous Voidal Feat Lores</span></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Changelog
		</p>

		<p>
			 
		</p>

		<p>
			-Removed need for Scions to "Vent" as this isn't a greater mana source, like an obelisk
		</p>

		<p>
			-Added interactions with Mana Sight and other Aura Sensory type spells, these showing up as gray (not light gray)
		</p>

		<p>
			 
		</p>

		<p>
			Edits made for Pending
		</p>

		<p>
			 
		</p>

		<p>
			-Removed the requirement for a Veil Watcher to connect another Veil Watcher
		</p>

		<p>
			-Reworded the Connection Section to make it more clear
		</p>

		<p>
			-Added that the mage must be immobilized and have their eyes held open during connection/disconnection
		</p>

		<p>
			-Reiterated that the Veil Watcher Eyes may not be mundane looking and that there is an obvious tell that they exist, even when there's an attempt to cover them
		</p>

		<p>
			-Made the Light Sensitivity and Spotted Vision permanent throughout all Tiers
		</p>

		<p>
			-Clarified the Durability of the Eyes/Link in reference to them being destroyed
		</p>

		<p>
			-Changed the Hallucinations in the Mental Effects to be a sort of minor version of Communication in which Voidal Entities are messing with the mage
		</p>

		<p>
			-Fleshed out the Mental Effects more properly
		</p>

		<p>
			-Removed the ability to see Voidstalkers with Mana Sight
		</p>

		<p>
			-Edited the Ritual of Mending to require the Ritual Leader to be a Conjuration Mage with knowledge of Disjointed Conjuration. Also added that if the ritual is used and then the Veil Watcher later disconnects, they will lose their eyes
		</p>

		<p>
			-Communication now reiterates that these are not prophetic in nature and simply illusions constructed by Voidal Entities. However, a Watcher may believe that these could be “prophetic,” even though they are not
		</p>

		<p>
			-Event Horizon Visions are now only given through Forum Posts by ST or Players
		</p>

		<p>
			-Veil View not affects participants for 1 OOC Hour no matter how they get removed from the session
		</p>

		<p>
			-Veil View was reiterated to work on anyone, even if they are not a mage
		</p>

		<p>
			-Edited the mention of Event Horizon in Veil View to express the new changes
		</p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">212773</guid><pubDate>Wed, 18 May 2022 04:50:03 +0000</pubDate></item><item><title>[&#x2713;] [Voidal Feat] - Arcane Scions</title><link>https://www.lordofthecraft.net/forums/topic/204226-%E2%9C%93-voidal-feat-arcane-scions/</link><description><![CDATA[<p style="text-align:center;">
	<span style="color:#0066cc;"><span style="font-size:26px;"><span style="font-family:'Times New Roman', Times, serif;">Arcane Scions</span></span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Background/Origin</span></span></u></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="noah-thatcher-by-noah-thatcher-soul-of-c" class="ipsImage" data-ratio="56.25" height="360" width="564" src="https://cdn.discordapp.com/attachments/661439692167970825/865723482554105916/noah-thatcher-by-noah-thatcher-soul-of-cinder.png" /> </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The choice of strength and magical prowess is one most fundamental to crafts of Voidal provenance. It is a burden chosen to be beared by every magus with their initiation, a price to be paid to become attuned to the arcane potentialities of the Void. Yet there remained those discontent with this wretched curse craving a means of redemption so as to harness the best of both worlds, and thus came the birth of the Arcane Scion.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Like numerous other feats of higher arcane sorcery, the true origins of Scions are ambiguous at best. Thought to have first been pioneered by disgruntled mage-turned knights of Skravia who desired to return to their martial roots after years of horrific servitude, Arcane Scions are the culmination of these efforts, an equilibrium reached between physical competence and spell potency. Knowledge of the craft soon spread and permeated across prolific sorcerers across the realm, becoming extensively employed by knightly legions led by battlemages such as those of Rivel, the fabled Judi, and now the descendant flock.</span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"> </span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<u><span style="color:#ffffff;"><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Magic Explanation</span></span></span></u>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="ea5538abd7716389d9584065785cbb51.jpg" class="ipsImage" data-ratio="56.60" height="360" width="298" src="https://i.pinimg.com/736x/ea/55/38/ea5538abd7716389d9584065785cbb51.jpg" /></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#0066cc;"><span style="font-family:'Times New Roman', Times, serif;">The Imperfect Soul</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Arcane Scion is a rejection of The Void in it’s traditional practice, an effort to attempt to utilize The Void’s boons in a different manner unlike what has been known and practiced for centuries. In an attempt to take an intermediate stance between the immaterial and material, a Arcane Scions utilizes The Imperfect Soul as a method to realise their intent.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Imperfect Soul is a Scion’s soul after it finds itself under extreme duress with The Rite of The Voyager. The soul of the Scion is rendered then partially sealed of Voidal Poisoning, the tear once previous mended partially to allow for a weaker form of voidal casting, in exchange for various boons granted; a far more stable connection, lessened voidal poisoning, and so on. Most importantly, the Soul of one is rended partially, the extreme stress brought on by the Rite causing one’s body and soul to partially split- explained further in effects below.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- The Arcane Scion is the voidal opening within one’s soul being partially sealed, maintain by the potency of magic which would constantly seek to break it.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- The Arcane Scion requires 3 slots dedicated to Voidal Magic to learn. Arcane Scions will lose their ability to practice if they lose knowledge or practice of Voidal Arts.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- The Arcane Scion is self-taught, initiated through ritual.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- The Arcane Scion is a Feat and one would make an app for so. This app requires aiding-magi to place their approval on the FA.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- The Arcane Scion is mutually exclusive with other Voidal Feats (Eminence, Artificery, Voidstalking)</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- An amended connection allows Arcane Scions to experience reduced voidal poisoning, and a much more subtle connection to the void, in exchange for a weakened potency in their casting- such as a 6 meter range of spellcasting, a halved manapool, and only ability to cast spells that have a mana-cost of Tier 3 and below.</span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Connection</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Becoming an Arcane Scion through The Rite of The Voyager is akin to disconnecting a voidal mage, although only partially- it is creating a nonpermanent seal upon one’s opening to the veil, a stitching which will never fully heal so long as the user remains their practice. Yet, keeping themselves from overexertion, allows that seal to stay- and thus, their practice a tentative, delicate balance so easily undone.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Rite of The Voyager is a ritual discovered in years past, an imperfect ritual which continues to evolve and practice as it endures onward. “The Voyager '' is representative of the voidal magi, forging a path and making new ground as they tentatively find a new medium for Voidal Magic. Requiring two additional voidal mages and a voidal construct (Obelisk, Tear), or alternatively, a single Voidstalker may facilitate an entire ritual.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Rite involves two voidal magi and a voidal construct. The construct will maintain a stable connection with the user, acting as a sort of ‘lifeline’ throughout the ritual. The user would then begin experiencing a draining effect by two voidal magi who would sap mana from the user who would maintain an open connection. Doing this, the magi would be put under extreme duress as their voidal connection is partially sealed, yet mana continues to flow- the tear in the soul which allows the voidal connection yet remaining open, as opposed to closing which would normally be found in those who would cast Voidal Arts. Often the rite is unsuccessful, and with certainty- failure or not- the one undergoing the rite goes through traumatic and dramatic change. Should the rite be unsuccessful, the failed-scion would find themselves suffering from complete exhaustion for a full year (1 OOC week), with the inability to cast Voidal Magic through that duration's entirety.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">As difficult as it is to attain, it is easy to lose. One may lose their status as Scion should they begin overexerting themselves and undoing their mended soul by casting oncemore. This is as simple as using a muscle which has been deliberately controlled, and exerting it. This does not mean one may overcast in exchange for dropping Scionry. This is simply an explanation as to how the user may drop the Voidal Feat, and may not be utilized in combat. This may bear repercussions at later tiers. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Voidal Capabilities of the user are as well limited with the invocation of the rite. The Voidal Connection becomes much less unstable, and<u> caps the user at casting spells with a Tier 3</u> manacost or below, with a much smaller mana pool-<u> half that of normal.</u> Furthermore, with <u>a maximum of a six-meter range for a spellcasts</u>, the arsenal of a Scion is somewhat limited without inflicting self harm- something they are not immune to, and are much more susceptible to given their close range. Aswell, one still requires focusing- albeit minor- to cast their magic. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">An Arcane Scion may not make use of Arcane Foci. The range of a Scion will remain capped at [6] meters and may not be increased by other means.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">An Arcane Scion's Voidal Connection is much more subtle and unperverted, which allows them to utilize Voidal Magics with a much less debilitating degree. At the exchange of a much more stable and sustainable voidal connection, it is significantly weaker and far less volatile than the standard Voidal Mage - hence why their manapools are halved, and spells, limited to Tier 3 or below.</span>
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><u><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Physical Effects</span></span></u></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">With The Scion’s physical form somewhat separated from their soul, there is both new consequence, and detriment.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">To begin, one’s Voidal Poisoning would weaken. Stamina and strength return to the absolute maximum, the peak of the descendant’s race. This cannot be modified by any means magical or alchemical, given the enduring presence of their voidal connection, even if weakened. Yet, this does not free them of their burden. The Voidal Poisoning experienced by a user is mild, albeit still there. Wearing more than a heavy chestplate with medium armor-pieces, a Scion would find themselves far more quickly exhausted, and unable to cast magic.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Second, the mended soul is not without consequence. Soul-afflicting spells or effects, such as Malflame, Dragonsflame, and so on, are debilitating for a Scion to experience- any direct hit of so upon their flesh, even in minor amount, would cause them to link with directly once more with their soul for a brief moment. This causes the Scion to be stunned for a full emote (Or a few seconds in narrative), breaking any focus, connection, thought or action they would be or might have been performing in that time. They however, do not experience any increased damage from the soul effect, simply a stun, interruption, and agonizing pain. <span style="font-size:10.5pt;">Following this rejoining of soul to body, the soul remains within the body as it recovers, preventing its distancing or application otherwise for a brief period (remainder of the encounter), and equally preventing the Scion from experiencing such a intense, stunning agony for that time until the soul recovers and relapses its distance from the body. </span></span>
</p>

<p>
	<br />
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Mental Effects</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The mentality of a Scion is extremely troubled and disconnected. With their soul lagging behind their physical form, a Scion may seem distant, awkward, and unreceptive. Though their body and mind are in real time, they may seem somewhat disconnected from the true personality of the persona they inhabit. With such, a Scion may come often to delusions, fallacies, or conflicts of self with extreme insecurity and they would often be uncertain whether their thoughts are truly theirs, or merely instinct.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Consequently, a Scion would always seem to act irrational and rash, or cautious and indecisive without much in-between. The question of free will would always be at the forefront of a Scion’s mind, whether or not they are truly themselves- as natural instinct would come moment before what the true psyche would yield. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">With so, in total, a Scion may have the following changes in psyche;</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Horrid indecisiveness, the inability to make decisions, particularly under pressure; exclusive with rashness</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Rash, primal impulsiveness, the inability of foresight and forethought; exclusive with indecisiveness</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Ego death, the loss of persona and character</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Dysphoria, the uncertainty of whether thoughts are logical or emotional</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Easily impressionable, the inability to discern right and wrong, to make opinions of their own</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Though they may not be, a Scion may develop a multitude of personality disorders that associate directly with their response to the amended connection - most notably, Borderline - Personality Disorder, Schizotypal Personality Disorder, and Dependent Personality Disorder.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Scions may wear a heavy chestplate with medium armor-pieces at a maximum. This is classed as [Heavy Armour] as per techlock guidelines. </span></span>
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="tomasz-chistowski-333.jpg?1512339910" class="ipsImage" data-ratio="56.25" height="360" width="484" src="https://cdna.artstation.com/p/assets/images/images/008/371/332/large/tomasz-chistowski-333.jpg?1512339910" /> </span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Abilities</span></span></span></u>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="color:#0066cc;"><u><span style="font-family:'Times New Roman', Times, serif;">[Passive [Noncombat]] - The Distant Connection</span></u></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Bearing a connection to the Void suspended in a precarious equilibrium, the martial Scions are granted further resilience to harm that may otherwise disrupt and even debilitate the average magus.</em><br />
	<br />
	A Scion has a much more stable and focused connection, able to withstand minor wounds, cuts, and bruises without breaking connection. However, solid strikes upon the body of any weapon class, loud sounds or sudden intense stimulus would break connection as normal. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A “Minor Wound” is defined as a simple hit taken, such as a graze, a parry, a blocked attack, or glancing blows. Wounds which would be sustained from something as simple as a hit with a mace, a stab with a dagger, or a cut of a sword, are not considered “minor wounds”. Pebbles and similar spells or effects would not break connection.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- All movement rules while casting a spell apply.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- You can maintain your voidal connection while sprinting, but cannot charge nor cast a spell while sprinting.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Dodging does not interrupt spellcasting</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Spellcasting takes, while only a minor amount in this lore, still focus. One would not be able to dodge something like an arrow, multiple attacks, or a surprise attack while connected.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-If/when a Scion is wounded, their connection is broken upon that emote. Their spell would fizzle out and they would have to connect in the next emote. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-If disconnected, one can reconnect after an emote as with normal connection lore.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Due to the Distant Connection, charging a spell may be done as its own separate action if connected to the void. This may not be done during the same emote one uses their action to sprint however. Sprinting interrupts charging your spells. Charging while attacking with melee or other mundane means is permissible.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Due to the intensity of Combat a Scion is incapable of simultaneously casting a charged spell, and doing any other significant action in the same emote [i.e. attack, block, sprint]. Casting constitutes as the primary action per standard rules. Spells that have an overtime effect such as Enwreathe and Smokescreen, etc. may be deployed as a cast and then, during the following emotes, the Scion may attack or engage in other primary actions while maintaining these effects, provided that Voidal Connection is maintained.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Establishing or re-establishing a connection to the void still constitutes its own own action. This means you cannot swing a sword, sprint, etc. and reconnect to the void in the same emote.</span></span>
</p>

<p>
	<span style="font-size:12px;"><span style="color:#e74c3c;"><span style="font-family:Georgia, serif;">- While able to learn and master spells above T3, Scions are limited by their manapool and can only cast spells which equal to T3 in cost or below. That is to say, if there were a T5 spell which cost the mana of a T2 spell, they could cast it. Spell modifiers which are above T3 can be used so long as the spell they are used on does not exceed T3 in mana cost after the modification. These modified spells are still considered the tier of the modifier for the intents and purposes of interaction with abjurations and other lores.</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#0066cc;"><u><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">[Passive [Combat]] - Soul Lag</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>A terrible consequence of the duress upon which the souls of Scions forever suffer, Soul Lag is the mild weaponization of this unnatural state of being and an impromptu pioneering of the first Scions of Skravia. Perceived as an artform to be refined by those more seasoned, this trait causes the Scion to manifest an ethereal afterimage which haunts every action they take.</em><br />
	<br />
	A Scion may have a sort of “Shadow” of itself which mimics it’s actions, a few seconds behind. This shadow appears in most actions a Scion may take, from something as simple as picking up a cup, to swinging a sword. The Soul-shadow which appears would be an intangible being of force, unaffected by means of combat which do not afflict the soul directly. When in action, a soul may repeat the last nonmagical emote (or few narrative seconds) of the Scion exactly, at a quarter of the strength and force a Scion had initially applied.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Nonmagical in the context of this spell means anything utilizing magic. This means with enchantments, a Shadow may not activate or utilize an enchantment, yet may wield whatever the enchanted object is all the same without its effects or activation.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Soul Lag counts as a minor action if using CRP rules. If they have been updated since their original iteration, this redline is to be revised.<br />
	-Soul lag had a range of wherever you were last emote, and if using a projectile, wherever exactly that projectile was fired, regardless of if line of sight is currently maintained. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul-Shadow is heavily telegraphed, given the user has taken the action, and the Shadow repeats the exact motion seconds (noncombat), or one emote at maximum (the very next emote after the copied action during combat), later.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul-Shadow would last only for the action it is copying. It would then take an emote between actions for the shadow to come out once more- meaning, a shadow may not act as a second persona copying the actions of the Scion an emote behind.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Soul Lag cannot deal a killing blow.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul-Shadow hit by a soul-afflicting spell or magic (Dragonsflame, Malflame, etc.) would stun &amp; interrupt it and the Scion, and inflict a twice as agonizing (Meaning, completely debilitating), pain upon the Scion. </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10.5pt;"><span style="color:#e74c3c;">A Scion struck by a Soul-Afflicting spell or magic will find their Soul Lag does not remanifest for the duration of the encounter, preventing this stun from occurring more than once per encounter.</span></span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul-Shadow never (Or rarely) appearing in combat with something which may affect it would be considered powergaming at ST Discretion. Soul Lag must manifest at least once every [4] emotes within combat, regardless of who the Scion is fighting. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul-Shadow may often take periods between manifestation when not under duress. Thus, meaning it does not have to be emoted doing mundane or simple tasks and scenarios (E.g. you don’t have to emote a shadow constantly walking behind you.)</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul Shadow would always take after the original, unaffected form of the Scion, in an ethereal light of the Scion’s aura colour. They would be easily transparent and would not block line of sight in the slightest.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Soul Shadow would have any non-soul-affecting spell or material pass through them harmlessly.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#0066cc;"><span style="font-family:'Times New Roman', Times, serif;">[Spell [Combat]] - Limb Lag</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Alongside their masteries of Melding the inanimate and unfeeling , an amputee scion may push the limits of their arcane a step further to form a temporary replacement for long absent limbs.</em></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A scion who is missing an arm, leg, hand, foot or any number of digits may pair their Melding and Soul Lag abilities to uniquely compensate in battle. In [2] emotes [1 Connect + 1 Cast] during which the scion must stand completely still, one may form a temporary extension to an amputation site which is not freshly injured or already home to an artificial prosthetic. This replacement limb, spectral and arcane, manifests in accordance with the scion's anatomy and whilst their "Shadow" will noticeably now lack these body parts, rendered incapable of executing Soul Lag actions that require them.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Limb Lags (of which a scion may create no more than two) are temporary, strenuous expressions of a scion's mana and fractured soul. Whilst having no effect on a scion's stamina or spellcasting in the moment, the spiritual strain a Limb Lag places on a scion's fractured soul makes them impossible to maintain permanently. Whilst they cannot feel pain from mundane means, a Limb Lag is always physical and tangible, mirroring the strength, speed and dexterity of the scion's organic limbs. The arcane itself is no more dense than flesh and bone would be and, if damaged to any extent that would disable a mundane limb, will de-manifest in its entirety, requiring the ability to be re-cast. Though the limb cannot be abjured, other magic-disrupting blows such as from thanhium, null arcana or auric oil treated weapons will also cause the Scion to feel the same pain as if struck in their physical flesh before de-manifesting it as normal.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Limb Lag will always appear inherently 'magical', radiating the scion's aura about a translucent and untextured cast of their lost limb, though its aesthetic may be uniquely styled to fit the scion's arcane specialisations should they so choose:</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Illusionists are capable of recolouring their limbs as they please, as well as turning them opaque and dull or radiant and fractal. A limb cannot be disguised nor camouflaged this way, however. Nor may it be made to appear mundane. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Transfigurers are capable of touching a mundane material and absorbing its texture into their limb. For instance, by touching iron and making their limb appear rusted and metallic. This has no functional impact on a limb's actual composition or utility, .</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Translocators may have gaps in space along the length of their limb, where an elbow might disappear into one rift whilst a forearm re-emerges from another. These rifts may be no more than three inches apart. The volume of the limb will lessen and adjust its structure to accommodate for these rifts, meaning its overall size and shape will remain the same as if it were mundane.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Elemental Evokers may retexture and animate their limb with their chosen element. Flaming limbs will give off light and be warm to the touch. Frozen limbs will be reflective and cold to the touch. Earthen limbs will be jagged and coarse. Air limbs will howl and chime when moved and billow at the touch. These effects may vary with different expressions of said evocations, though will never reach combat relevant extremes (E.G. flaming limbs never be hot enough to burn someone). </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Conjurers are capable of forming fleshy circulatory networks beneath the translucent surface of their Limb Lag. All other attempts to augment their limbs would fail, however, as they are forced to instead utilise their jing ability as normal. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Limb Lags are strictly temporary, and cannot be permanently manifested. They will last the full duration of a combat encounter as needed and will always be conjurable when required in life or death scenarios based on instinct, though without immediate threat/ out of combat the limb can only be retained for one OOC hour at a time.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Limb Lag cannot be used on fresh wounds nor internal organs. To create a replacement, a severed limb must have had time to stabilise and scar. That is to say Limb Lag could not be used to replace a limb cut off in the same combat encounter, nor could it be used to 'heal' or bandage a scion in any way. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-scions who are simultaneously Amputated mystics or possess any form of prosthetic on their desired limb (animii, golemancy, et cetera) cannot utilise Limb Lag in tandem. That is to say this ability is reserved for scions which choose to forego a limb in their day to day lives, only manifesting one when it is crucially needed. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Limb Lags share all of the vulnerabilities of the scion's remaining Soul Shadow. For instance, if a Limb Lag is burnt with malflame, the Scion would be stunned and interrupted, causing the limb to de-manifest and afflict the scion with double the pain usually experienced by said magic. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Whilst a Limb Lag cannot feel pain outside of the aforementioned, it can still feel strain and fatigue like any other limb. Limb Lags are only as strong, capable and hardy as the scion's physique would allow their natural limbs to be. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Limb Lags cannot be conjured in space, and must be attached to the site of a prior removed finger, toe, hand, foot, arm or leg in accordance with the scion's anatomy. Only two 'major' portions of a Limb Lag may be created at a time, such as a replacement arm (any proportion), full hand, leg (any proportion) or full foot. Any amount of 'minor' proportions of a Limb Lag can be created such as fingers and toes as well as strictly aesthetic 'filling in' of scar tissue, missing ears, eyes, noses et cetera. Only the aforementioned fingers, toes, hands, feet, arms and legs created by Limb Lag may be functional; a replacement eye could be conjured with Limb Lag for aesthetic purposes, but a scion would never be able to see with it, for example.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Instantaneous changes to Limb Lag made by the scion's other voidal magics are intended as strictly aesthetic, and will have no bearing on a limb's strength, endurance or density nor provide any combat relevant benefits. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Tier 3</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#0066cc;"><span style="font-size:14px;">[Spell [Noncombat]] - Arcanic Meditation</span></span><br />
	<em>Arcane Scions with their augmented connections are able to induce a deep state of rest upon themselves in a feat of lesser mentalism, often employed by Scionic Spellswords in the midst of sieges and sorties where proper rest is often a luxury.</em></span>
</p>

<p>
	<br />
	<span style="font-family:'Times New Roman', Times, serif;">A Scion is eligible to enter a much deeper state of rest than a normal descendant, in rather quick fashion. In [1] emote [1 Connect], a Scion may enter a deep state of rest, to act as a physical and mental recharge. During this, their Soul-Shadow would float above them as a representation of the rest. During this rest, a Scion is completely unable to react to any outside stimulus, almost in a comatose state. Coming out of rest, a Scion would be very well rested and recharged, but drowsy and ineffective for combat for [3] emotes, for a few narrative minutes, afterward.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Arcanic Meditation does not regenerate mana, spell-slots of any kind, wounds, enchant-limits and so on. It is simply a meditative-like sleep.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Scion’s Soul-Shadow may be struck as normal while in this state, and would by no means disappear or react if something were to happen otherwise.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Arcanic Meditation would act as a pseudo-sleep, and would take at least four narrative hours to bear it’s benefits of rest.</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-size:14px;"><span style="color:#0066cc;"><span style="font-family:'Times New Roman', Times, serif;">[Spell [Combat]] - Melding</span></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Adept and experienced in combative and generally impromptu magics, melding is a trademark capability of Arcane Scions, serving as a useful tool in battle as a crossover of transmutation and ancient arcanism.</em><br />
	<br />
	A Scion may be versatile in situations where required. Using pure mana, one may make minor adjustments to existing objects. After [2] emotes [1 Connect + 1 Cast], one may make a temporary (until the end of combat, or 10 minutes in narrative), amendment to an item already existing up to 1x1x1 meter in size in total. An example of this may be adding more grip and blade to a dagger to turn it to a makeshift longsword, or patching damaged or incomplete armour with an arcane protection.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-An Melded item would only last until the end of combat or for 10 minutes in narrative.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Only one item may be melded at a time.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Given the temporary nature of Melded items, they are obviously not ST signed.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Melded item may have it’s amendment broken instantaneously by means of Abjuration or Thanhium.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Given the clunky nature of quickly changing the purpose of an item, it is likely that item will be ineffective as it’s actual counterpart. (E.g. a dagger with an extended blade and hilt would not be as durable, wide, or controllable as a shortsword, making them non ideal)</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-</span><span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">A Melded weapon, being entirely made of mana, is able to harm beings weak to voidal magics the same way as any other spell. (i.e. Feeling like a hot iron.)</span></span></span></span></span></span>
</p>

<p style="line-height:1.38;">
	<span style="color:#e74c3c;"><span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">-A Melded item would only be as hard and durable as its steel counterpart at most.</span></span></span></span></span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The larger an amendment made, the more mana this spell may take. At its maximum, a full meld would expend as much mana as a Tier 3 spell.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Melded item would appear as an ethereal (either partially, or fully) extension of the original item, and would bear the aura colour of the Scion.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Melding cannot create objects with Melding, only amend them.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Most melded items will be not nearly as effective as their proper counterpart given their makeshift nature. However, items specially designed for melding may function as normal- at cost of being impractical or outright unusable without its application.</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><span style="color:#0066cc;"><u>[Passive [Combat]] - Vent</u></span></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>An involuntary and reflexive response to regions of excess mana, the bodies of Scions expel this undesirable surplus in the form of concentrated fumes of aura in order to prevent disastrous and even fatal destabilisation of their precarious condition.</em><br />
	<br />
	Susceptible, are sions to what would benefit other voidal magi- given the absolute stability needed to maintain a Scion’s partially sealed connection, any overflow of mana may be damaging. While with an excess of mana (Via Tear, Node, Hearth, So on) for a prolonged period [3+ emotes], a Scion would need to vent off the excess in order to maintain their stable connection, in a gradual and gentle manner. A Scion, passively, may vent pure mana via a freeform tell which would manifest in their aura colour.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Should excess mana not be vented (or in the process of venting) while under effects of excess mana, a Scion would find themselves effected by Voidal Poisoning as normal, </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Anything which may replenish or fortify a mage’s manapool would require Venting while under it’s effects for [3+] emotes.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-If stepping out of the radius of a fortification/replenishment of mana, the mage would be required to vent for [3] emotes afterward.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Given the excess and overflow of mana given by Venting, beings such as The Afflicted would instantly be able to tell the voidal presence, even if the vent is subtle or hidden.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Venting may be done in a freeform manner, such as aura burning from the eyes or from the Scion’s whole form.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Thanhium upon a Scion’s person would become steaming hot while venting, [1] spellcast of the Scion or directly hit causing it to superheat, and [1] additional spell causing the Thanhium to melt. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Venting may only be done in presence of a tear, hearth, node/hollow, obelisk, or Voidstalker and their respective radius.</span></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><u><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Tier Progression</span></span></u></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 1</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Scion would have the mental and physical changes immediately take shape, thought the mental changes would be slower to onset than the physical. They would be eligible to utilize Vent and The Distant Connection. This tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 2</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Scion would have the mental changes arrive in full swing, though if disconnected, they would slowly recede over time. A Scion is eligible to use Soul Lag and Arcanic Meditation. This tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 3</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Scion would be at full stability, attenuated to their new connection. Even if disconnected, their mental effects would be permanent, and the Scion would count as having a Tainted Soul. They would be eligible to utilize Melding and Limb Lag. </span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<u><span style="font-size:20px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Purpose</span></span></span></u>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">From my perspective, I’ve seen significant complaint about the weakness of Voidal Magi. With a (hopefully upcoming) minor amendment to Connection to return it some strength, and some hopeful additions to Evocation &amp; Eminence which should likely aswell be coming soon, I’m hoping this can finally put an end to it. While Voidal Magic has had significant addition, it did lack a powercreep which I deliberately kept it away from in worry of a lack of study. Voidal Magic (I personally find) is heavily underutilized because of a terrible theorycrafting plague that people are fully convinced they will lose no matter what because they are weaker. Frankly it is frustrating when I have no sample data to gauge how strong voidal magic is. With this Voidal Feat rounding out the main Archetypes of magic, and amending Voidal Poisoning to allow a spellblade like archetype, I’m hoping that I’ll see more conflict and roleplay to come from this Voidal Feat.</span>
</p>

<p>
	<br />
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Credits</span></span>
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">SquakHawk (Writing)<br />
	Johann (Writing)</span></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">204226</guid><pubDate>Fri, 30 Jul 2021 11:35:10 +0000</pubDate></item><item><title>[&#x2713;] [Arcane Feat Addition] Atronach Drones</title><link>https://www.lordofthecraft.net/forums/topic/206212-%E2%9C%93-arcane-feat-addition-atronach-drones/</link><description><![CDATA[<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">While it is considered a very respectable feat to construct an atronach, those that forge these mighty creations always aim to challenge themselves with this use of voidal artificery to create even greater marvels to be witnessed by those who as well practice these magical arts and those less talented in the arcane.</span></b></span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Thus instead of giving full sentience or that of a full-scale body to their creations, a forger with a delicate hand could formulate a construct fit for simple mundane tasks, or those of such a small scale to act as simple pets and familiars just to challenge themselves with a task that requires much patience and skill.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#1155cc;font-size:12pt;vertical-align:baseline;">Micro Atronachs</span></b></span>
</p>

<p style="text-align:center;">
	<br />
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="nK7fnur4DTAGMVRhq1o_1VmHa3ID2sDX_3h9_Eb3yNKuLUuTtJxp_1aCuXNYc88KdXJAmGNtujr_VIJ5lVabljnn2NVCI7bYGeArgXwyFcX4CGM6lZsH2eElB8Gei_ddjcaCtxGr=s0" data-ratio="72.00" height="427" width="284" src="https://lh6.googleusercontent.com/nK7fnur4DTAGMVRhq1o_1VmHa3ID2sDX_3h9_Eb3yNKuLUuTtJxp_1aCuXNYc88KdXJAmGNtujr_VIJ5lVabljnn2NVCI7bYGeArgXwyFcX4CGM6lZsH2eElB8Gei_ddjcaCtxGr=s0" /></span></span></b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Micro atronachs are forged the same way any atronach is made; requiring the creation of a core to house the needed enchantments that give them life. Due to their size and very nature, they do not require a mana obelisk to occasionally recharge at, instead they are able to feed off of the passive mana of their voidal mage handlers. The creation of these lesser variants does not require as much energy as a regular atronach- instead requiring at most the amount of energy a mage would need for a Grand Enchantment. Due to them being generally much smaller than a full-scale atronach, they are rendered defenceless. These small creations often need to prioritize their mana stores on their core to maintain their elemental structure. They also develop and are often shaped much like a full-size atronach but are non-combative and small in size, being anywhere from 4 inches to 3 feet tall.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Due to the micro-atronachs small size and  need for smaller frames, they are granted the ability to sway their bodily structure. This ability is only given to the liquid variations as they have a much better time shifting their plate structure as a solid atronach does not have as much of a fluid nature as their liquid cousins.  This means a micro-atronach can freely change its physical body type, though this does not add mass but alters the shape of what is already there.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Mechanics</span></b></span>
</p>

<p>
	 
</p>

<ul>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">A smaller variation of Atronachs that serves purely for non-combative NPCs.</span></b></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">The general body can be those of a humanoid or animalistic in shape or a bit of both for aesthetic flair </span></b></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Liquid versions (Water, Air and Fire) can shift their plating to change the general structure of the atronach. As an example, from an animal to a more humanoid body type.</span></b></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">These little variations hold the ability to speak, think and interact with the world, sharing the mental traits that their larger counterparts would have.</span></b></span>
		</p>
	</li>
</ul>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Redlines </span></b></span></span>
</p>

<p>
	 
</p>

<ul>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">They’re unable to be used in combat</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">An ST signed item is required for this atronach to be used in roleplay</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">In no way shape or form can one use a micro atronach for a means of metagaming or ‘spying’. They will always linger and become very attached to their creator or designated handler.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Micros still require to be recharged either at a mana obelisk or any transfiguration of T5 in skill and power. They are required to be charged once every ooc day.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Cannot be smaller than 4 inches, cannot be greater than 3ft in total and tend to have a weight based upon what they are made up of/their element.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">A micro atronach will either float and levitate or walk upon the ground. This should be denoted in the description of the item that represents the familiar.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">If attacked, a micro atronach will immediately dissipate, falling to the ground as their platting and core.</span></b></span></span>
		</p>
	</li>
</ul>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#1155cc;font-size:12pt;vertical-align:baseline;">Idle Cored Atronach / Drone Atronachs</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">With the advancements of atronachs being very strong companions and able to outwit those around them if they have been given the time to progress long enough. A forger can simply remove this ability of thought from the Atronach, constructing a core to be an idle machine incapable of thought and ideas. These idle cored atronachs hold a one-track mindset and must be given both direction and objective, otherwise they would come to halt function, awaiting for a new command. This is obtained by not adding the needed enchantment that would normally give an atronach sentence.</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Mechanics </span></b></span>
</p>

<p>
	 
</p>

<ul>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">Creates an NPC Atronach. They function based on what tasks they are given. Once finished the tasks that they have been given they will wait for the next objective, unable to think for themselves outside of point A to point B.</span></b></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">The atronach with this core will no longer be very effective in combat and will not fight back if attacked. If the atronach is damaged too much, they will fail to function.</span></b></span>
		</p>
	</li>
</ul>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Redlines</span></b></span></span>
</p>

<p>
	 
</p>

<ul>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Idle cores are used to make atronach NPCs. They lack the ability to attack anyone, being unable to comprehend the orders to engage in combat, being considered too complex for them to understand.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Upon being damaged to a servere state, the atronach will halt all functions and be rendered useless until repaired.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Idle cored atronachs range in strength;  fire and water idle cored atronachs will only extend the strength of a human; air cores would be slightly weaker than a human; ice cores slightly greater than a human; and earthen ones, slightly weaker than a golem. When taking the form of a horse for aesthetic purposes, a core of any type may be used; these mounts abide by all standards of normal horses.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Idle core atronachs lack the ability to think for themselves. They MUST have an objective to be completed or else they become inactive and wait for their next order. They are unable to hold speech and conservation, using only basic functions to perform the tasks given.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Idle core Atronachs are susceptible to abjuration/warding/anything that is designed to eat or destroy voidal magic as well as suffering from the general weaknesses their sentient cousins would have (a fire atronach would be weak to water, ice atronach to fire, etc). They’re able to absorb around 4-5 direct hits upon the core before being destroyed. A destroyed core can be salvaged and repaired by an atronach forger to return it to life. </span></b></span></span>
		</p>
	</li>
	<li style="background-color:transparent;color:rgb(138,150,161);font-size:12pt;vertical-align:baseline;">
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Solids are generally better designed for idle cores (being ice and earth), for they can manipulate the realm more effectively, while the liquids may be of use manipulating their elements to perform tasks assigned (such as a fire atronach in a forge to heat ore, or a water atronach being used to clean). </span></b></span></span>
	</li>
	<li style="background-color:transparent;color:rgb(138,150,161);font-size:12pt;vertical-align:baseline;">
		<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Idle Cored Atronachs are not ST signed. A Voidal Mage may make at most 3 per day.</span></b></span></span>
	</li>
</ul>

<p>
	<br />
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#1155cc;font-size:12pt;vertical-align:baseline;">Purpose (OOC)</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;">The main purpose of this addition was to add a little more to atronach forging to have a range of things that expands to NPCs not just the CAs we all know and love. It is to add a little spice to a voidal workshop and not simply bore the CA players to do mundane tasks that no one wants to really do. So why not make smaller non-combative atronachs to simply add to spice of life in a voidal mages roleplay! </span></b></span>
</p>

<p dir="ltr">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p dir="ltr">
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(138,150,161);vertical-align:baseline;">Special Thanks to the following players for reading, feedback and general motivation. Isaac for his feedback and suggestion, really helpful and respectable gamer for his aid! Z3m0s for his feedback, approval and motivation, wouldn’t have written much without it. Mika1278 for his motivation, feedback and suggestions that have been added or taken away from this write!</span></b></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(138,150,161);vertical-align:baseline;">And of course, to Pundimonium for writing the current active rewrite for atronach lore that is currently implemented, should if accepted be an additional spice for players to do! And finally Squak for suggesting an addition was to be made! Much love to all!</span></b></span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-size:18px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#8a96a1;">Changes were made based on LT's feedback. These changes were mostly aided in by King_Kunuk, big help in grammar and all changes required. Huge thanks<span style="background-color:rgb(24,25,28);">!</span></span></span></span></strong>
		</p>

		<p dir="ltr">
			 
		</p>
		<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="94913" data-embedcontent="" data-embedid="embed5621431079" scrolling="no" src="https://www.lordofthecraft.net/forums/topic/187759-%E2%9C%93-arcane-feat-playable-ca-atronach-forging-and-atronachs/?do=embed" style="height:416px;max-width:502px;"></iframe>

		<p dir="ltr">
			 
		</p>
	</div>
</div>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:#8a96a1;font-size:12pt;vertical-align:baseline;"> </span></b></span>
</p>
]]></description><guid isPermaLink="false">206212</guid><pubDate>Tue, 12 Oct 2021 17:51:28 +0000</pubDate></item><item><title>[&#x2713;] [General Lore] Voidal Connection</title><link>https://www.lordofthecraft.net/forums/topic/198202-%E2%9C%93-general-lore-voidal-connection/</link><description><![CDATA[<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><em><span style="color:#c0392b;">** For the sake of clear comprehension of the lore, flavorful language has been disregarded in this piece.</span></em></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="5r4fF6z-hJY0_sGnQgpdl_Zrzh2BgvUHMWjkvaF9BErP9xk4xOikYoOqv8IRFVuZigxI78foxDmqbugrl4cXN7KpW59jnQ4QvI0a_5XYO6bPE68p9pfjI7vzq4l-Mk22o-6iy9Zv" data-ratio="73.32" height="516" width="437" src="https://lh4.googleusercontent.com/5r4fF6z-hJY0_sGnQgpdl_Zrzh2BgvUHMWjkvaF9BErP9xk4xOikYoOqv8IRFVuZigxI78foxDmqbugrl4cXN7KpW59jnQ4QvI0a_5XYO6bPE68p9pfjI7vzq4l-Mk22o-6iy9Zv" /></span></span></b></span><br />
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b style="color:#000000;"><span style="background-color:transparent;color:rgb(166,77,121);vertical-align:baseline;">Overview of Connection</span></b></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="font-size:14px;"><span style="color:#cccccc;">The Voidal Connection is the fundamental link that a void mage must establish when wishing to cast any form of arcane magic, whether a spark to light a candle, the enchantment of a blade, or the conjuring of a furious whirlwind. This is done by the mage opening their mind and soul to the infinite emptiness of the Void, connecting themselves to everything within the veil indirectly. Nevertheless, it is the mage who must reach further to fully immerse themselves within the Void, for the Void has no mind to dictate its whims. Once connected, the mage may draw forth the raw energy of the Void and mold it into a spell by sheer will, otherwise known as <strong>spellcasting</strong>.</span></span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>The Mana Anchor</strong></span></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">To cast any form of Voidal Magic, a mage must be able to establish a Mana Anchor, essentially reaching through the veil and pulling forth raw mana from the Void to mould. In some instances, such as Translocation, the mage may be required to maintain another anchor where they seek to project their spell. All branches of Arcane Magic require at least <strong>one emote</strong> to connect to the Void, being the first emote in every spell count. Following the successful casting of a spell, the mage may still maintain their anchor to cast another spell so long as they are not exhausted or knocked out of their focus afterwards</span></span>
</p>

<ul>
	<li style="text-align:justify;">
		<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">A mage can only focus on one spell at a time. </span></span>
	</li>
	<li>
		<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">There is no combative dual-casting with Void Magic (i.e. no casting a translocation portal whilst shooting fireballs). Non-combative circumstances such as enchanting something with transfiguration may be exempt. </span></span>
	</li>
	<li>
		<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">A non-exhaustive list of possible ways to lose connection include being armored, sprinting, being blinded, being forcefully displaced, or being harmed. In addition, losing sight of an already cast spell causes that spell to vanish.</span></span>
	</li>
</ul>

<p>
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>The Line-of-Sight</strong></span></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">Mages must be able to physically see the location where they wish to cast. If a mage is unable to see the desired location in which they wish to cast then they may not cast in that direction, such as behind themselves. This means that a mage could be effectively blinded by covering their eyes with one’s hands or a shroud of smoke. Mages cannot cast around corners, solid walls, through solid windows, through holes in gates or walls, and so forth. This also means that the blind would be incapable of casting.</span></span>
</p>

<ul>
	<li style="text-align:justify;">
		<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">Mages cannot cast through mechanical barriers. </span></span>
	</li>
	<li style="text-align:justify;">
		<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">Mages cannot cast where they cannot see.</span></span>
	</li>
	<li style="text-align:justify;">
		<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">If a mage is blinded by any means, they cannot cast.</span></span>
	</li>
</ul>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<font color="#a64d79" face="Georgia, serif"><span style="font-size:20px;"><b>Casting and Focus</b></span></font>
</p>

<p>
	<font color="#cccccc"><font face="Georgia, serif">Connecting to the Void requires an intense amount of concentration and willpower, necessitating that the mage focus solely upon their connection and the spell they are casting. Though a more adept mage may maintain their connection while performing minor non-combative tasks simultaneously - such as serving tea - should their attention be disrupted by sudden motions or feelings, connection would cease.</font></font>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:Georgia, serif;"><font color="#cccccc">The focus of a mage may be broken by diverting their attention. Auditory distractions may range from abruptly lit fireworks, nails on a chalkboard, or screaming in the mage’s ear from close proximity to the caster. With pain, while a mastered mage may endure a small scrape or bruise, any intense searing or stabbing pain would be capable of throwing the mage out of their connection at any level of skill. Any strike landing upon a Voidal Magi's head would forcibly disconnect them. So long as a distraction remains present, the mage would be unable to reconnect until said distraction was removed. For example; a broken bone would need to be set and mended before the mage attempts to cast again. </font></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:Georgia, serif;"><font color="#cccccc">In the event that the mage’s connection is disrupted forcibly, they would experience a brief headache that prevents reconnection for up to <strong>one emote</strong> following disconnection.</font></span>
</p>

<p>
	 
</p>

<div align="center" dir="ltr">
	<table style="border-collapse:collapse;border:none;width:100%;table-layout:fixed;">
		<tbody>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:top;">
					<p dir="ltr" style="text-align:center;">
						<u><strong><span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Time Connected</span></span></strong></u>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:top;">
					<p dir="ltr" style="text-align:center;">
						<u><strong><span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Connection Focus</span></span></strong></u>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">2 Week(s)</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage’s focus would be rather fragile, and could be broken by nearly any form of disruption of pain.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">1 Month(s)</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage’s focus would be slightly more capable of maintaining itself amidst distant loud noises.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">2 Month(s)</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage’s connection would be stronger, able to maintain their focus through small scrapes and cuts.</span></span>
					</p>
				</td>
			</tr>
		</tbody>
	</table>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:Georgia, serif;"><font color="#cccccc">Mages may not move faster than a light sprint while casting a spell, though they may be limited further based upon its intensity and power. The mechanical number of blocks one may move per-emote is typically limited by the tier of spell, rather than the mage’s own proficiency. Running whilst charging a spell higher than tier three would be impossible.</font></span>
</p>

<p>
	 
</p>

<div align="center" dir="ltr">
	<table style="border-collapse:collapse;border:none;width:100%;table-layout:fixed;">
		<tbody>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<u><strong><span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Spell Tier</span></span></strong></u>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<u><strong><span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Movement Distance</span></span></strong></u>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Tier One Spell</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage may move up to [<strong>4</strong></span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">] blocks per emote while casting a [</span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;"><strong>T1</strong>] spell.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Tier Two Spell</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage may move up to [<strong>4</strong></span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">] blocks per emote while casting a [</span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;"><strong>T2</strong>] spell.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Tier Three Spell</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage may move up to [<strong>4</strong></span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">] blocks per emote while casting a [</span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;"><strong>T3</strong>] spell.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Tier Four Spell</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage may move up to [<strong>3</strong></span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">] blocks per emote while casting a [</span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;"><strong>T4</strong>] spell.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Tier Five Spell</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage may move up to [<strong>3</strong></span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">] blocks per emote while casting a [</span><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;"><strong>T5</strong>] spell.</span></span>
					</p>
				</td>
			</tr>
		</tbody>
	</table>
</div>

<div align="left" dir="ltr" style="color:#000000;">
	<p style="text-align:center;">
		 
	</p>
</div>

<p style="text-align:center;">
	<em><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><span style="color:#999999;">** This list refers to limits of mage at [<strong>T5</strong>] proficiency - though lower tiers would be limited to a lesser distance of movement up to the mage’s reasonable discretion. </span></span></em>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<u><strong><span style="font-family:Georgia, serif;"><font color="#cccccc">In Brief:</font></span></strong></u>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:Georgia, serif;"><font color="#16a085">Mages that experience abrupt imbalance or sudden movement would have their connection severed, whether they had voluntarily jumped out of the way of a projectile, or have been shoved by a reckless foe. Of course, something such as a thrown stone could be evaded without disconnecting the mage, only instead “pausing” the spell until the mage regains their focus. This does not mean that they would be able to maintain their connection when evading an arrow or explosion. </font></span>
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<font color="#a64d79" face="Georgia, serif"><span style="font-size:20px;"><b>Exhaustion and The Mana Pool</b></span></font>
</p>

<p>
	<span style="font-family:Georgia, serif;"><font color="#cccccc">The exertion which a Mage must put forth in order to breach the Veil is immense, not to mention that the mage only may manifest a limited amount of mana. Each time the mage connects and draws from the Void, they exert an amount of force similar to performing that action without magic, according to the <strong>Law of Equivalence</strong>. Most mortals may maintain a moderately sized mana pool which they draw upon each time they cast Voidal Magic, sapping their own energy in return for the mana drawn to form the spell. Universally, a particular amount of energy is sapped from the mage upon casting virtually any spell - though the amount of fatigue truly experienced varies depending upon the mage's proficiency and the spell scale in question. Most minor non-combative spells would be insignificantly draining to the mana pool of a mastered mage.</font></span>
</p>

<p style="text-align:justify;">
	 
</p>

<p>
	<font color="#cccccc" face="Georgia, serif">Though most mastered mages possess a relatively large mana pool, their bodies are not capable of withstanding the strain necessary to apply all of it at once, and thus attempting to override the mortal’s own exhaustion would cause their body to experience </font><strong style="color:rgb(204,204,204);font-family:Georgia, serif;">Thaumburn</strong><font color="#cccccc" face="Georgia, serif">. This entails the mage’s body slowly being consumed by voidal energy similar to whatever it was that they had attempted to conjure, pulling their mortal vessel apart in an agonizing fashion. Characters who attempt this feat are effectively PK'd.</font>
</p>

<p style="text-align:justify;">
	 
</p>

<p>
	<span style="color:#cccccc;"><span style="font-family:Georgia, serif;">Though there is no specific point system for the casting of spells, it is important for one to employ adequate reasoning when gauging how fatigued one would be. While a tier five Fire Evocationist could realistically conjure a dozen small flames with relative ease, attempting to cast two successive blasts of combustive, fiery magic would result in them being rather worn from such exertion. Reasonable discretion is advised, and ST may deem what would be considered powergaming in that instance based upon their own reasonability. </span></span>
</p>

<p>
	<br />
	<span style="color:#999999;"><em><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">** </span></em><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">Keep in mind that a mage cannot be connected indefinitely. Such would be too straining for them. </span></span><span style="color:#999999;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">There are three primary contributors to exhaustion:</span></span>
</p>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><strong>Distance of Target</strong></span></span></span>
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-family:Georgia, serif;">- How far the target is will cause the amount of exertion on the part of the mage to scale upwards. Typically, after about twenty or more meters, the mage’s accuracy will begin to decrease and the amount of exhaustion they would suffer from would increase inversely. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><strong>Magical Proficiency</strong></span></span></span>
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-family:Georgia, serif;">- The mage’s level of skill will determine the amount of exhaustion they face. A [<strong>T4</strong>] mage casting a [<strong>T2</strong>] spell wouldn't likely face notable fatigue until several repetitive applications of the spell; whereas a [<strong>T5</strong>] mage could only cast one or two [<strong>T4</strong>] level spells before finding themselves to be exhausted.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><strong>Spell Power/Size</strong></span></span></span>
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-family:Georgia, serif;">- The general size of the spell and the amount of mana exerted will contribute to the mage's fatigue fore mostly. Whilst a [<strong>T1</strong>] mage's mana pool could hardly be capable of sustaining a mere fireball before collapsing, a [<strong>T4</strong>] mage could likely sustain three or four minor projectiles before feeling any ill effects of exhaustion. </span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif"><span>The manacost for a Voidal spell is fully consumed upon its final cast emote, with the amount being specified in the spell's mechanics. The mage still requires mana and effort to charge the spell in the emotes prior to cast, and therefore exhaustion and effort MUST still be roleplayed accordingly as outlined in this lore.</span></font><br />
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:center;">
	<font color="#a64d79" face="Georgia, serif"><span style="font-size:20px;"><b>Auras, Tells, and "Hiccups"</b></span></font>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>The Mage's Aura</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">Aura is a passive manifestation that occurs whenever a mage connects to the Void or some other foreign source of power. This would emerge as a harmless shroud of mist comprised of varying colors and hues, and even varying shapes and appearances. </span><font color="#cccccc">For example, a mage can have their aura look like a smoky grayish orange that fumes from a lighter orange, making it appear like fire, perhaps. This aesthetic can go into anything that requires to use or take on the color of the aura, such as Voidal Feeling, Translocation, and so forth. Mage's auras do not tend to change once chosen, though significantly life-altering events may rarely lead to an alteration in the color of the aura, such as the destruction of one's home or the death of a loved one. </font></span>
</p>

<ul dir="ltr">
	<li>
		<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif">Auras may only be up to three singular colors, and may fluctuate between different shades freely.</font>
	</li>
	<li>
		<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif"><span>"Rainbow" or multicolor auras are forbidden, up to three colors must be chosen.</span></font>
	</li>
	<li>
		<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif"><span>Multiple aura colours does not mean one may present them at different times. They are orderly, and may not be summoned independently- meaning, they are summoned in a set order which aura colour would cycle through. </span></font>
	</li>
	<li>
		<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif"><span>Auras are passive and have no bearing upon the effects of the spell. </span></font>
	</li>
	<li>
		<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif"><span>Changing aura colors is incredibly rare and only occurs during life-changing events. </span></font>
	</li>
</ul>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#16a085;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><strong>Emote Tell</strong>: {Mage} would flourish their hand, affixing themselves upon the apple that lay upon the table, as a thin pink mist would begin to weave about their hand. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#16a085;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><strong>Aura Emote</strong>: {Mage} would flourish their hand, a gradient green mist beginning to spiral and swirl softly between their fingers, as they focused upon the chair.</span></span>
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>The Voidal Tell</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">Due to the alien influence of the Void, the Void Mage will express a tell which signifies their connection and focus upon the Void. When performing a simple spell in non-combat, and at high mastery, this tell may be as simple as the twitch of  a finger or ear; whereas in combat, attempting to cast a spell would manifest a clear and distinguishable tell, such as the manifestation of their aura, clear ripples in the air, their entire hand trembling, etc. In the event of applying magics such as Sensory Illusion or Mental Magic, the tell should be a distinguishable and explicit emote of the mage focusing upon the target individual. </span></span>
</p>

<ul dir="ltr">
	<li>
		<font color="#c0392b" face="Trebuchet MS, Helvetica, sans-serif"><span>To cast a spell, the mage's target must be able to hear them mechanically.</span></font>
	</li>
	<li>
		<span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><span style="color:#c0392b;">You cannot perform a tell in #whisper and suddenly cast the spell in #shout. Tells for casting should be done in proximity to the target. </span></span>
	</li>
</ul>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#16a085;"><strong>Emote Tell:</strong> {Mage} locked their attention upon the drunken bandit, their eyes completely locked and unwavering upon {Bandit Name} as a brief red hue flickered in their gaze.</span></span>
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>The Voidal Hiccup</strong></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><span style="color:#cccccc;">Though all magi bear an aura that distinguishes them as a tell when casting, others might be granted an occasional ‘burst’ of voidal energy following or preceding the casting of a spell. Such may be anything from a fire evocationist coughing out some smoke after throwing a fireball, whereas the hair of a wind evocationist might find their hair to stand on end. They may grow more frequent as the mage grows in age and proficiency, common among age-worn magi who have practiced for many years. </span></span>
</p>

<ul>
	<li>
		<span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><span style="color:#c0392b;">These hiccups are generally harmless and limited to aesthetic, providing no combative advantage for oneself or against one’s opponent.</span></span>
	</li>
</ul>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#16a085;"><span style="font-family:Georgia, serif;"><strong>Hiccup Emote</strong>: As the fireball bashed into the tree, the mage would give a few hacks and coughs as some smoke and soot was expelled from their mouth.</span></span>
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<hr />
<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Trebuchet MS', Helvetica, sans-serif;"><b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="ImMU1qCwdmDAbSj7LPJP9_NTg6OYD8v37qpzRkrduXFAfBr4Vxh8Xllcd6F_0nPCCoFBmZq9Kh9dJdH4yAwRbQD7WE2_FX-K6Q4uAmzIhLVgexDYkAstEID2AdgEeB_hVQhRkkLF" data-ratio="56.25" height="489" width="352" src="https://lh4.googleusercontent.com/ImMU1qCwdmDAbSj7LPJP9_NTg6OYD8v37qpzRkrduXFAfBr4Vxh8Xllcd6F_0nPCCoFBmZq9Kh9dJdH4yAwRbQD7WE2_FX-K6Q4uAmzIhLVgexDYkAstEID2AdgEeB_hVQhRkkLF" /></span></span></b></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b style="color:#000000;"><span style="background-color:transparent;color:rgb(166,77,121);vertical-align:baseline;">Voidal Poisoning</span></b></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">The Void is boundless, an infinite and omnipotent force of chaos and consumption. It seeks to devour all things within itself, and the barrier which separates the mortal realm from this endless chasm is ever so thin. Thus, by breaching the Veil, the mage allows the Void to influence their person more heavily, sapping away their energy in exchange for the spells they conjure. It is for this reason that mages are made less hearty and frail, their vitaly slowly eaten away by the Void — for everything has a cost.</span></span>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>On Strength</strong></span></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">Practicing Voidal Magic passively saps a mage's physique from the moment of their connection, their strength and endurance hindered gradually over time, in accordance to the chart below.</span></span>
</p>

<p style="text-align:justify;">
	 
</p>

<div align="center" dir="ltr">
	<table style="border-collapse:collapse;border:none;width:100%;table-layout:fixed;">
		<tbody>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><u><strong><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Time Connected</span></strong></u></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><u><strong><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">Fitness and Strength</span></strong></u></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">2 Week(s)</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage can wield nearly any blade with some small degree of difficulty.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">1 Month(s)</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage will begin to struggle more gradually, wearing quickly upon using heavy two-handed weapons.</span></span>
					</p>
				</td>
			</tr>
			<tr>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">2 Month(s)</span></span>
					</p>
				</td>
				<td style="border-bottom:solid #000000 1pt;border-left:solid #000000 1pt;border-right:solid #000000 1pt;border-top:solid #000000 1pt;padding:5pt 5pt 5pt 5pt;vertical-align:middle;">
					<p dir="ltr" style="text-align:center;">
						<span style="font-family:Georgia, serif;"><span style="background-color:transparent;color:#cccccc;font-size:10.5pt;vertical-align:baseline;">The mage is incapable of wielding two-handed weaponry, though may use one-handed weapons, such as broadswords, to a minor extent.</span></span>
					</p>
				</td>
			</tr>
		</tbody>
	</table>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:center;">
	<font color="#999999" face="Trebuchet MS, Helvetica, sans-serif"><i>** Smaller and lightweight one-handed weapons may be used by a void mage, though they would tire out after excessive use far more so than an individual without </i><span><i>Voidal</i></span><i> poisoning would.</i></font>
</p>

<p style="text-align:center;">
	<font color="#999999" face="Trebuchet MS, Helvetica, sans-serif"><em>*** The "Time Connected" is in totality, and begins from one's first voidal magic and staying persistently progressing regardless of tier. </em></font>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>On Stamina</strong></span></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><font color="#cccccc">Mages, while bearing little raw strength, may still maintain some degree of dexterity and stamina. Though they could not achieve the level of athleticism as a regular individual, they could still muster a sprint or jog alike to that of a regular sedentary individual. A mage could, ideally,  assume a brisk sprint to flee from an enemy, though should their pursuer be more tolerant of fatigue they would likely outrun the mage should it come to a prolonged chase. Despite their lowered physique, the mage can still effectively jump out of the way of the blow of a blade or evade a long-distant arrow should they be aware of its coming - though they certainly would not be capable of any above average feats of dexterity or movement.</font></span>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>On Armaments</strong></span></span></span>
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="color:#cccccc;">Mages who practice magic for one or more OOC months cannot wear full plate effectively, and at best are limited to half-plate or some light gambeson. Anything more than this would render the mage unable to cast and incredibly exhausted after just a short time of wearing it. Though a mage could wear full plate prior to this point, their ability to do so would slowly degrade, exhausting more over time. Once a mage has reached about three OOC months of casting would find themselves unable to cast in anything heavier than gambeson, struggling to connect and maintain their breath in heavy plate.</span></span>
</p>

<p style="text-align:left;">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- Mages must emote exhaustion properly and reasonably. Over exerting oneself in a fight will tire them out much faster than a non-mage. </span></span>
</p>

<p style="text-align:left;">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- Mages must emote weight properly and reasonably. Though a mage could use heavy equipment, it would tire them out faster than a non-mage.</span></span>
</p>

<p style="text-align:left;">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- Mages do not lose large amounts of muscle muscle, however, they cannot get fit due to the restrictions of voidal poisoning and their dedication to void magic.</span></span>
</p>

<p style="text-align:left;">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- Lesser enchantments, given their minute effect, have enough latent energies from their managem to activate without the "jumpstart" - inflicting no Enchanter's Sickness.</span></span>
</p>

<p style="text-align:left;">
	 
</p>

<p style="text-align:left;">
	 
</p>

<p style="text-align:center;">
	<font color="#a64d79" face="Georgia, serif"><span style="font-size:20px;"><b>Enchantment Sickness</b></span></font>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:Georgia, serif;"><span style="color:#a64d79;"><strong>The Mageblade's Bane</strong></span></span></span>
</p>

<p dir="ltr">
	<font color="#cccccc" face="Georgia, serif">Enchantment sickness affects those who utilize enchantments due to their mechanism of sapping a user's own mana upon activation. Effectively, a "jumpstart" to letting the mana gems of the enchantment pull and restrain the voidal energies from beyond, when activating an enchantment a user (if not already a voidal mage) would suffer under <em>Enchantment Sickness.</em></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#cccccc" face="Georgia, serif">Enchantment sickness immediately reduces one to a voidal-poisoning like state, even if normally fit and healthy. Lasting until the end of combat and for [1] Narrative Hour afterward (Or simply 1 narrative hour if noncombative in usage), enchantment sickness would reduce one's strength and stamina to that of utter exhaustion. Brought to their knees if in any armour greater than half-plate, the physicality of the enchantment-user would turn to that of someone with a sedentary (non-active) lifestyle, tired and weak.</font>
</p>

<p dir="ltr">
	<br />
	<font color="#cccccc" face="Georgia, serif">Most often accompanying enchantment sickness is a sour, bitter attitude and an aversion to sensation. Sensory overload extremely easy to succumb to, and stressing the enchantment user greatly.</font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#cccccc" face="Georgia, serif"><strong>These effects trigger solely upon one activating an enchantment upon their person, and do not trigger upon recharge. </strong></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- Enchantment sickness overrides any strength, including magical or physical. It cannot be undone or reversed through anything but magical means until the end of combat + narrative hour timer is up.</span></span>
</p>

<p dir="ltr">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- The first emote [Connection] upon utilizing an enchantment is the emote in which Enchantment Sickness triggers. Even if the cast of the enchantment is interrupted, Enchantment Sickness remains.</span></span>
</p>

<p dir="ltr">
	<span style="color:#c0392b;"><span style="font-family:'Trebuchet MS', Helvetica, sans-serif;">- Voidal mages are unaffected by enchantment sickness.</span></span>
</p>

<p style="text-align:left;">
	 
</p>

<hr />
<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#a64d79;"><strong><span style="font-family:'Times New Roman', Times, serif;">Imagination</span></strong></span>
</p>

<p style="text-align:center;">
	<span style="color:#f1c40f;"><span style="font-family:'Times New Roman', Times, serif;">[Non-Combat]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Imagination, much like transfiguration, is grounded in the manipulation of mana in the world, though not quite as complex. In essence, it is the ability to shape your own mana and project it into the world to take the form that you desire, hence why it assumes the caster's aura colour.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The caster is capable of creating streams, rivers, wisps, streaks and other formations that are entirely harmless out of this projected mana, provided it adheres to the redlines. You are free to be creative with what you make using Imagination. This could be from swirling patterns on the walls, mosaic patterns on the floors, miniature models of towns, buildings, so on.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span>
		</p>

		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">[1] Emote to connect + [ 1 or 2 ] amount of emotes to build / cast.</span></span>

				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">Requires 1 additional emote for a 3 block radius, or 2 additional emotes for a 5 block radius,</span></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">Imagination requires at least one voidal magic at Tier 3 to use,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">Imagination allows you to use your mana to create harmless artistic formations,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">Imagination is always transparent, and provides no obscurement whatsoever,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">Imagination takes on the aura colour(s) of the caster,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#2ecc71;">Imagination is freeform in nature. Please feel free to be creative. It's art.</span></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines:</strong></span>
		</p>

		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination is temporary, ending when the caster disconnects,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination is entirely harmless,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Imagination cannot create highly detailed images, including but not limited to people, specific items, maps books, etc</font></span>
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Imagination as a result cannot be used as a way to relay information such as faces or perfectly recreate things a caster has seen (no meta),</font></span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Imagination is however capable of crude shapes akin to a T3 evocationist,</font></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination is for strictly non-combat usage only,</span></span>
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination cannot be used for any kind of advantage over another player,</span></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination provides no obscurement at all. It is transparent.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination does not interact with any sense except sight,</span></span>
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">No sounds, smells, touch or taste - it is <strong>NOT</strong> an illusion,</span></span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination is very clearly not an illusion, and appears as an obvious manipulation of mana,</span></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination's colour is the same as the caster's aura colour,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Imagination is not able to be physically interacted with, any attempts to do so will fail and you will pass through it harmlessly and with no resistance,</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Imagination is limited to a five block radius centred on the caster,</font></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Imagination is dispelled immediately if it comes into contact with either Thanhium or Null Arcana, </font></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Imagination should not be used to be an annoying prick.</font></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#a64d79;"><strong><span style="font-family:'Times New Roman', Times, serif;">Magelight</span></strong></span>
</p>

<p style="text-align:center;">
	<span style="color:#f1c40f;"><span style="font-family:'Times New Roman', Times, serif;">[Non-Combat]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Magelight has loong been a staple of magicians, stricksters, wizards and sorcerers. The caster is capable of imbuing mana into their aura to brighten it, causing it to shine and illuminate one's surroundings to a limited, harmless extent. This also allows them to alter its color for the duration of the spell, including having "dancing lights" that shift colors.</span><br />
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong>
		</p>

		<ul>
			<li>
				<span style="color:#2ecc71;"><span style="font-family:'Times New Roman', Times, serif;">[1] Emote to connect + [1] emote to cast.</span></span>
			</li>
			<li>
				<span style="color:#2ecc71;"><span style="font-family:'Times New Roman', Times, serif;">Magelight requires at least one voidal magic at Tier 2 to use.</span></span>
			</li>
			<li>
				<span style="color:#2ecc71;"><span style="font-family:'Times New Roman', Times, serif;">Magelight can be formed within 8m of the caster, and produces light equivalent to a torch.</span></span>
			</li>
			<li>
				<span style="color:#2ecc71;"><span style="font-family:'Times New Roman', Times, serif;">Magelight cannot obscure vision, blind, disrupt, etc.</span></span>
			</li>
			<li>
				<span style="color:#2ecc71;"><span style="font-family:'Times New Roman', Times, serif;">Magelight, once created, can have its colour changed with [1] emote.</span></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines:</strong></span>
		</p>

		<ul>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight is entirely harmless.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight is temporary, ending when the caster disconnects or chooses to end the spell.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight cannot shine bright enough to harm anyone.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight is dispelled immediately if it comes into contact with either Thanhium or Null Arcana,</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight is not brighter at its creation point, meaning it cannot blind people or obfuscate their vision in any way.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight cannot create UV / Blacklight. It's normal light.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight cannot be made to appear like a normal flame, nor hidden.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Magelight can have literally zero combat usage except for providing light in dark places. It's a light spell.</span></span>
			</li>
			<li>
				<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Whilst Magelight is active / being focused on, the caster cannot cast any other spells.</span></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">198202</guid><pubDate>Thu, 21 Jan 2021 02:45:17 +0000</pubDate></item><item><title>[&#x2713;] [Voidal Feat] - Voidstalking</title><link>https://www.lordofthecraft.net/forums/topic/197734-%E2%9C%93-voidal-feat-voidstalking/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="5e6eccf6f480f6da9c2d766186706b8a.jpg" class="ipsImage" data-ratio="133.88" height="360" width="269" src="https://i.pinimg.com/originals/5e/6e/cc/5e6eccf6f480f6da9c2d766186706b8a.jpg" /></span>
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Background/Origin</span></span></u></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"> </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Fear is a potent and insidious pain. A pain which encompasses all things- the living, the dead- demons and gods alike. An ephemeral pain which arises from doubts, persists in our thoughts and eats at our dreams. Fear is the oldest pain- perhaps because it preceded the first of it. Yet, there is one fear- shared by the aforementioned, which effects all things. Deific, mundane, unholy, righteous. The unknown.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Void remains the most mysterious, unmastered force that exists within The Creator’s universe. Something that likely even precedes it’s making. Filled with insurmountable horrors, behemoths, monstrosities and nightmares, The Void discriminates not the host of the primal fear it inspires. No being is safe from it, no being immune. Our pale disc immune to the cosmic entities which creep upon it’s outskirts. It is but by their fortune so often they are invited in.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Magi, though many claim to be the first between elves and men, it is undoubted so many claim to be a master of their craft. It is but our nature afterall. It is those truly enlightened- those so few outcasted for speaking a forbidden truth, who with certainty understand one thing. That gods, beasts, men - they pale in their insignificance to The Void. That despite short tricks and magical wonder wrought of The Void by these spellweavers - we know nothing.</span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Magic Explanation</span></span></u></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="at-long-last-horror-print.jpg.optimal.jp" class="ipsImage" data-ratio="100.00" height="360" width="360" src="https://s2982.pcdn.co/wp-content/uploads/2020/10/at-long-last-horror-print.jpg.optimal.jpg" /> </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidstalking is a more permanent apparition of the void upon Aos and Eos by Descendants. A Voidstalker is ‘created’ when a more permanent manifestation of the void upon the physical plane becomes embedded into one’s soul and psyche- showing upon one’s person or not depending upon their fortitude mentally and physically. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">“The Gift” is this envoy or representation of the void which clings upon a descendant’s mortal soul. Tearing a gate within, in effect the descendant becomes a physical voidal anchor; slowly twisting the fleshed gates which had cause it to manifest, aswell as continuously drinking and draining the life around it’s vessel so rich in quantity. “The Gift” would at first manifest as mental effect- the inner architecture of one’s psyche and persona eaten away by this infallible host. As a Voidstalker continues upon their forsaken path, they would find themselves physically eaten away- the price being paid of a flawed form to host such intangible, infinite power.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidstalking is the more permanent, objective “spillage” of The Void onto the physical world, using it’s host as a vessel to spread it’s corruption.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidstalking requires 4 slots dedicated to Voidal Magic to learn. One’s Voidstalking will go dormant if they lose knowledge or practice of Voidal Arts.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidstalking is self-taught, initiated through ritual.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidstalking is a Feat and one would make an app for so. This app requires aiding-magi to place their approval on the FA.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidstalking is mutually exclusive with other Voidal Feats (Eminence, Scion, or Artificery)</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Augmented knowledge and understanding of the void’s workings allows Voidstalkers to perform rituals and maintain a deeper connection and knowledge to the void than any other.</span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Connection</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker dedicates themselves to the more finer workings of the outer void- acting as an emissary of the dark beyond. A fanatic of the cold, infinite void, a Voidstalker would effectively act as a barrier between planes- a bridge between either side of The Veil. A fortress of one’s body- the invitation of a guest into one’s living. A Voidstalker’s soul to be a corrupted and twisted thing shared with The Void. In essence- an anchor, an everlasting presence upon the physical, by their ritual of dedication.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Becoming a Voidstalker is not too dissimilar from creating a more permanent anchor upon the material. Requiring another Voidstalker or a greater source of mana (An Obelisk, Tear, or Voidal Hollow), the initial mana channeled would wither and wear the soul as it lays open and defenseless - the secondary source fueling a more artificial presence. A tear itself within one’s soul, acting then as this aforementioned gateway. Once the soul has been tainted, the new Voidstalker may tread their own path.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker, while bearing a "tainted" soul, is one ineligible to be purged due to the knowledge-based power, over inherent or gifted power. Purging would yield no pain, but perhaps an abnormality if one were to suffer under so. This stacks with other affects- should one bear a purge-able being upon ones person or soul, it would yield the effect (granted by the purge-able being or soul), aswell the clear abnormality and oddity.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker requires connection from another Voidstalker or a greater source of mana. This ritual is considered 'open knowledge'. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Due to their instability and blend of voidal and material, Voidstalkers disable the ability to prime potions within a [5] block radius, unlike more anchored mana obelisks. This effect does not apply to potions already primed entering the 5m radius.</span></span>
</p>

<hr />
<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Physical Effects</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker, in effect acting as a living, breathing Mana Anchor- is not without it’s detriments. As a much more pure and clear source of The Void, a Voidstalker would be much more susceptible to Voidal Poisoning. This enhanced poisoning would effectively be twice as effective than upon any normal magi, certainly making any Voidstalker lithe and sickly. This low constitution would lead to The Void potentially manifesting upon the user itself as their body withers from their unnatural stain. Small-to-large portions of the body may have Voidal Taint physically manifest upon themselves, the flesh softening and weakening due to the amount of corruption draining and eating away at the body. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Given this demand by the body to keep up, a Voidstalker would likely be a being constantly starved for energy. High intakes of food, a constant weariness and a never-restful sleep, leaving the tortured mortal form of a Voidstalker frequently physically exhausted- on top of the pre-existing voidal poisoning. This comes with two important "Side-Effects".</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>When Connected</strong>, a Voidstalker's spells may be more unstable and corrupted depending upon how far along they are in their progression - Not quite affecting strength of the spell, but denoting to the interference of the beyond within their spells.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Despite unlimited casting-stamina</strong>, the Voidstalker's mortal form is still at risk. Overwhelming ones self by far-exceeding a normal casting limit would brutalize the form of the Voidstalker, causing them to be more lithe, weak, vulnerable to fainting and even sudden death should they continue past their normal limit. This means the Voidstalker, <strong>no matter when casting, during post or prior (connection)</strong>, The Voidstalker would be much more exhaustible and weak physically than any other magi. </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-There is no defined limit for either listed side effect of Connection and Casting-Stamina, and it is both up to the player to roleplay adequately and correctly as unique side effects to make a character visibly different and significantly more susceptible to weakness.</span></span>
</p>

<hr />
<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Mental Effects</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The mind of a Voidstalker is one traditionally considered tortured. Infatuated with misconception and prophecy- a Voidstalker of any standard capacity would like suffer of any of the following isolated conditions or symptoms- unique to each experience and with certainty afflicting their daily life. Most fuel a sense of impending doom, almost as if “Marked for death”. Any Voidstalker could carry a multitude of these- but always displaying it as a core of their personality change, taking a forefront to their mind and character.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Delusions, varying of any kind - Delusions of Grandeur, Non-bizarre delusions, or Mood-Congruent Delusions.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Paranoia</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Minor hallucinations (hearing voices or sounds which are not there, seeing things from the corners of ones eye which are aswell not there)</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Frequent nightmares, if not nightly </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Intrusive thoughts come far more frequently, and of much more unnerving topics</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Impulsivity, and a lack of self control </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Sleep Paralysis</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Plummeting self confidence, no self esteem</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Self loathing</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Intense, unending anxiety</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Inability to concentrate, focus, or think</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">-Mood swings</span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">However, should one unfortunate Voidstalker decide to take the path of ascension and invite a second consciousness within their mind- they would open themselves to extended mental effects. Expanding upon the old, one would, in addition to an intensifying and increasing of old symptoms, begin to develop new issues relating to their condition.</span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><span style="font-size:18px;"><span style="font-family:'Times New Roman', Times, serif;">The Second Mind</span></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Inviting another consciousness within one’s own is without-doubt lifechanging. One would be under constant judgement and scrutiny of this second consciousness, completely alien to the material. This foreign-psyche would, without fail, be judgemental and intrusive. Weighing in on ones thoughts and feelings, toying with them and berating the Voidstalker. Perhaps praise for wrong or evil actions committed, it would be impossible to control. Impulses would grow stronger, intrusive thoughts would always be the first to one’s mind. One would never feel alone or unwatched, which would without doubt weigh heavily and toll upon one’s mind and well-being. This foreign entity is different for each user- some bearing names, some not. They carry no opinion, no affiliation, simply a disdain for what they are and everything they see- aswell a deep-rooted hatred and anger of which they cannot act on, and may attempt to use The Voidstalker as vessel for. This Second Mind would simply act as an unwilling observer- a watcher unwanting to fulfill such a role as they are trapped within the mind of a Voidstalker. As time goes on, it’s influence over the mind of The Voidstalker would strengthen and gain deeper roots- making it far more difficult to discern one consciousness from another.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker hosting a second consciousness would have the original mental effects multiply and deeply intensify. Aswell, the effects of the second mind listed above.</span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Second Mind does not host knowledge which it would offer to a Voidstalker or any other. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Second Mind would only take over the body under the condition it would immediately kill itself, PKing the character. The absolute closest it could do would be to “Compulse” the user to say or do something.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Second Mind will never merge or become one with a users own psyche. When the Voidstalkers psyche would surrender or become less present than the second mind’s, the second mind would immediately act for The Voidstalker’s body to commit suicide. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Second Mind may not be “tamed” or “befriended”, and may not be manifested in any other way but one’s mind.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Second Mind may be purged by three shamans at a tier 2 pacted shrine or by three clerics utilizing Purity's Sanction. Doing so would leave the mental effects previously-present permanently a stain upon one’s persona. Should one gain a Second Mind again, the effects would even further intensify- likely to a debilitating point. This would be marked upon the FA.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Second Mind would force far-greater mental distress and strain upon the persona of a Voidstalker, causing them to be generally unpleasant and unnerving to be within the presence of.</span></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="22b8c3beadd6fabc448e5c73598c9097.jpg" class="ipsImage" data-ratio="127.91" height="360" width="281" src="https://i.pinimg.com/originals/22/b8/c3/22b8c3beadd6fabc448e5c73598c9097.jpg" /> </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Spells and Abilities</span></span></u></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat] - Aura Sensory</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Understanding the inner workings and machinations of The Outer Void, a Voidstalker would be able to discern the fine-tunings and interactions of mana within or around an object. “Blessed” with knowledge of the infinite, a Voidstalker would effortlessly understand the greater method of the object’s creation.</em><br />
	<br />
	A Voidal Magi possessing this feat may be able to discern whether an object was of origin of The Outer Void or The Material. Effectively able to discern whether something is of make of some Voidal Being (and if so, which type specifically), or if it is wrought from artificial presence of the void by Enchantment, or other methods crafted by descendants. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-To sense something, a Voidstalker requires in being touch-range of it, but does not need to necessarily touch so.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker cannot decipher what an item particularly is, only if it is wrought of Descendant Creation, or something greater. </span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat] - Drain</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Acting as a living portal beyond The Veil is not without it’s drawbacks. As an acting representative of The Outer Void, the immense amount of mana radiating from the Voidstalker would rapidly and gradually corrupt life around it- just as if an Obelisk, Tear, or Hollow had been there for some time.</em><br />
	<br />
	A Voidstalker would, within a five meter radius, gradually wither life surrounding it. Ranging from seconds to hours, small natural life surrounding the magi would wither and suffer as the intense voidal presence nearby corrupted and drained it. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Any life surrounding the Voidstalker for prolonged time (a narrative hour) would begin to wither and suffer. It would return to normal slowly afterward unless otherwise specified by the Voidstalker, requiring Blight Healing’s [Cleansing] to remove blight.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker’s Drain does not affect anything with more than a lesser soul. This means only things like Flora may be effected.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat] - Living Tether</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>A portal to the Beyond, a living tether. A Voidstalker has torn apart their soul to allow this connection to the black beyond the veil to stay- with so, a Voidstalker may reap the benefits of a sowed dedicancy to the void by it’s manipulation for creation. An infinite supply, such far beyond what any mortal would be able to conjure.</em><br />
	<br />
	A Voidstalker acts as a walking mana-anchor, allowing them to act as a mobile mana-obelisk for things such as MArt Creation, Arcanium Creation, Recharging, and so on. Aswell, a Voidstalker would face no fatigue in their casting whatsoever.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;"><span style="font-size:14px;">-A Voidstalker always gives the effects listed above.</span></span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker would count for a -4 modifier when creating Arcanium.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Abjuration, Auric Oil, or any form of anti-mana creations would bring incredible harm to a Voidstalker, akin to a searing-hot blade passing fully through the spot struck. This stuns them for [1] whole emote and disconnects them from the Void if they are connected. For the purposes of Lore Interaction, any mana consumption caused under this effect is considered to be T3 for how effective it is.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Just because a Voidstalker faces no casting fatigue, does not mean they are not still greatly physically hindered or exhaustible. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Despite a lack of casting fatigue, overexerting onesself would deeply harm and potentially even destroy their form- uncertain of their limits, a Voidstalker is highly prone to killing ones self by overexerting their own body's capability by voidal corruption. This is up to the Voidstalker to roleplay and interpret, and the ST to rule on legality should it come to question.</span></span>
</p>

<p>
	<br />
	<br />
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat] - Heightened Understanding</span></span><br />
	<span style="font-family:'Times New Roman', Times, serif;"><em>To be a Voidstalker is to have a greater knowledge of the Void - its nature, machinations, everything of that paradox of nought. Even if one does not have the vernacular to translate such into words or even their own thoughts, they still possess such an innate understanding. The understanding of such esoterics inadvertently translates to an increased aptitude and ability to retain knowledge of voidal magic practices.</em><br />
	<br />
	A Voidstalker, owing to their understanding of the Void which surpasses that average mage, is capable of freely taking ONE extra slot in any appropriate voidal magic which has allowances for multiple slots to optionally be taken. This will not consume any additional slots from the base number of slots possessed by the character.</span><br />
	<br />
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines<br />
	- This is NOT a general purpose extra magic slot. You CANNOT use this to possess six 1-slot voidal MAs, or five 1-slot voidal MAs plus any other single slot MA. You may still only possess at most five unique MAs, you are just now granted the ability to take a second slot in an appropriate voidal one of them without occupying any of your base slots.<br />
	- If one becomes a Voidstalker while already having opted into an optional slot, this passive will only come into effect once the Voidstalker will still be capable of meeting the 4-slot requirement for becoming a Voidstalker<br />
	- A Voidstalker must still meet the requirement of having 4 of their base magic slots taken by voidal MAs, and cannot take any non-voidal magics that would take one of these required base slots and cause the extra slot to be used. As such, something like the following: 2 slot BM, 2 slot air, Life evo, Fire evo, is NOT possible.<br />
	- Example: This would allow one to possess Fire Evocation, Translocation, Transfiguration, Two-Slot Air Evocation, and 1 Slot Blood Magic. It would NOT allow one to possess Fire Evocation, Translocation, Transfiguration, Water Evocation, Earth Evocation, and 1 Slot Blood Magic.</span></span><br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><font color="#95a5a6">[Spell] [Combat] - Arcane Replenishment</font></span>
</p>

<p>
	<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;"><em>A Voidstalker can utilize their ability of supplying their own mana to benefit a stronger/more-skilled mage in times of distress. They may choose a mage in order to utilize some of their mana and providing it to them, where the mage that is being targeted will not be fatigued at all for the duration of the spell they casted as if they have not casted in the first place. However, with every benefit there must be a downfall. The Voidstalkers are vulnerable during this stage due to the curse of the horrors binding with the Voidstalker's movement ability, leading to their inability to react nor move during the time of casting, and the supplying must not be interrupted in order for the ally to utilize all the mana supplied efficiently.</em></span></span><br />
	 
</p>

<p>
	<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">The 'spell' depends on the type of emote the one benefiting from the mana supply to 'cast.' The tier you're on depends on how many times you may supply an ally. For example, If the allying mage decides to perform a spell for 5 consecutive emotes, the Voidstalker must not be interrupted for the time being. Once the allying mage casts their spell, the Voidstalker has successfully utilized their mana supply once out of the slots available depending on your tier, as if the mage has not casted in the first place, negating the fatigue effects for that type of spell.</span></span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;">Tier One: You may only supply a mage for one spell per combat. (One Slot per combat available)</span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;">Tier Two: You may supply a mage for two spells per combat. (Two slots per combat available)</span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;">Tier Three: You may supply a mage for three spells per combat.  (Three slots per combat available.) They also have the advantage of using the voidal horror's whispering in order to block them from any external voices that may lose their connection, however this is only made if the voidstalker underwent the ascension ritual.</span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Redlines </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may only supply for only one mage at a time, as the Voidstalker does not have the ability to divide the supply among a group.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><font color="#c0392b">- Due to the Voidal horror's curse, loud noises cannot disconnect them as the curse's voice overlaps the loud noise that may lose a mage's connection usually. However, being knocked out or physically affected during combat will lose the utilization of the mana supply,<strong> however this may only be for T3 Voidstalkers who underwent the ascension ritual</strong> and only applies to the mage they are supplying mana for. This effect lasts for as many emotes as it takes for the Voidstalker to supply the mana.</font></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- A Voidstalker may still be able to cast their own spells once using up all slots, however their strength and speed will be much lower than it is normally, as some measure of fatigue will set in, reducing them to [3] block movement ([6] when sprinting) until the OOC cooldown ends.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- A Voidstalker is completely unable to move or react to anything during the casting time, however they may cancel it if they see threat. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- A Voidstalker may only supply their mana from a 10-15 radius maximum</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- A Voidstalker draws upon their ability as a walking mana anchor, in essence supplying mana for the spell that is being casted.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Spell] [Combat] - Wither</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>A harrowing messenger of the infinite, one’s burden of weakness is not one unmeant to be shared. Twisting the tumultuous gateway one had ripped within their soul, one may extend their gift to another. Unfortunately not all bodies are meant to receive such blessing.</em><br />
	<br />
	The Voidstalker is eligible after [1 Connect + 1 Charge + 1 Cast] emotes to afflict someone with physical weakness and exhaustion similar to their own, lasting until the end of combat or for a narrative hour; Causing the target to be greatly hindered in all physical capabilities. This exhaustion is fleeting and brief - as an unsuitable host for corruption would quickly recover after <strong>Two [2]</strong> emotes of exhaustion, then returned as if they were "Winded" but not physically or endurance-wise hindered by Voidal Poisoning.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A target affected by Wither would have the effects last for two emotes, recovering on the third, or for one narrative hour noncombat.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A target affected by Wither would suffer voidal weakness and exhaustion akin to the Voidstalker, listed in the physical effects above for <strong>Two</strong> emotes after the spell has cast. Afterward, they would merely be "Winded" - strength and stamina for the most part restored to what it was pre-withering.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A target may not have the effects of Withering stacked upon them, or reapplied while they are withered. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Only one target may be withered at a time. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker may move and react at half-pace while casting Wither. This includes on a connect and disconnect emote- should the Voidstalker stop casting or be interrupted, they will still move and react half-pace upon that emote.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Requires line of sight and has a maximum range of [20] blocks.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A target may only be withered once per combat encounter.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- When casting this spell, violent arcane energies in the color of the Voidstalker's aura will begin to collect around their hands or arcane focus, appearing similar to electric energies, as well as manifesting upon the target for the duration of the abilit.</span></span>
</p>

<p>
	 
</p>

<p>
	<br />
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Spell] [Combat] - Invasion</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Fool’s tales make believe that one always invites an esteemed guest within their home- intent aside, they could never break in by force. Benevolent is the beyond to grant one such capabilities to breach into the veil of one’s mind- an uninvited benefactor to enlighten the unknowing.</em><br />
	<br />
	A Voidstalker may, upon a target bearing an intelligent mind, after [1 Connect + 1 Charge + 1 Cast] emotes, afflict them with whispers, thoughts, hallucinations, or impulses considered intrusive and unwelcome - Interrupting any focus one may have held with certainty.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Invasion would interrupt any form of focus-intensive activity (Spellcasting, bow-archery, concentration/channels, etc)</span></span>
</p>

<p>
	<font color="#e74c3c" face="Times New Roman, Times, serif">-Invasion may only target creatures bearing more-than-lesser souls. This means any creature other than plants and animals.<br />
	- This spell constitutes a disconnection from connection-based magics such as Druidism, Naztherak, and voidal magic. The target will have to reconnect before they are able to resume using / casting magic.</font>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Invasion’s impulses and thoughts would not be compulsory, but would be akin to an incredible “want”, or “tug” to do something.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Any effects of this spell are up to the target upon how they would react.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The voices invading one's mind are either coherent or incoherent by choice of the target. It is an uncontrolled, temporary-invasion by the secondary consciousness upon another foreign psyche and not the voidstalker projecting to another. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Invasion would last for one emote in combat, or a minute in non-combat narrative.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A Voidstalker may move and react at half-pace while casting Invasion.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Invasion is only accessible and castable by one with a Secondary Consciousness.</span></span>
</p>

<p>
	<font color="#e74c3c" face="Times New Roman, Times, serif">- When a Voidstalker casts "invasion", the target of the spell will begin to hear harmless, alien whispers. In addition, violent energies in the color of the Voidstalker's aura will begin to collect around their hands or arcane focus as though conjuring a hazy cloud, as well as appearing manifesting above or around the head of the target.</font>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Requires line of sight and has a maximum range of [20] blocks.</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Ritual] [Noncombat] - Ascension of Consciousness</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Understanding the inferiority of one’s mind, a more intelligent and enlightened presence is welcome within the head of one suffering delusion. With the use of a “Unwilling Beneficiary”, a Voidstalker may invite this greater conscious within a more permanent manifestation and residence within one’s own psyche. Doing so, altering one’s persona greatly- thinning the line between The Voidstalker and The Void.</em><br />
	<br />
	Using a living offering, a Voidstalker would “Invite” a greater being of The Void into their mind and conscious. Effectively sharing it, one would suffer then from the “Greater Mental Effects” mentioned above. With Ascension of Consciousness, one would be eligible than for Escape to The Infinite and Invasion.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Ascension of Consciousness does not have a defined emote count as it is meant to be explored and roleplayed as one would semi-permanently affect their character.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Having less than 3 slots dedicated to a Voidal Magic would have the secondary consciousness leave akin to a shade, permanently damaging the mind. The same goes for if one drops Voidstalking. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The secondary consciousness is strictly there for flavor and does not provide any mechanical or meaningful benefit outside of flavor.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The Secondary Consciousness acts as a mental barrier, absorbing any affects which may invade ones mind (Mental Magic and Illusion) for one (total, not each) spell per combative encounter, or 8 narrative hours.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-The secondary consciousness enables the “Greater Mental Effects”, mandating them.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-A living descendant sacrifice is required to perform Ascension of Consciousness. They may either be killed or suffer a mental wipe of at least the last 24 narrative hours. Optionally more if agreed upon. These memories lost would be irrecoverable by any means.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A caster of a mental magic which is blocked by the Second mind would not inherently know such has occurred nor the mechanisms behind it, but would likely be able to deduce such based on the targets lack of response</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- A Voidstalker whose second mind blocks such a spell would be aware that such occurred, but not know what was blocked or who it was cast by.</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">[Ritual] [Noncombat] - Escape to The Infinite</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>A twisted priest of the stars, a Voidstalker would dream of being amongst them. The fleshed prison which has held their greater mind too weak and brittle for their ambition. The only path forward is escape. From within the veil to out, body and soul forever lost.</em><br />
	<br />
	A Voidstalker performing this rite would ascend beyond their mortal form, their soul twisted and ripped as their consciousness moves beyond and manifests in The Outer Void as a horror, or some other Voidal Being- immortalized amongst the stars they had once worshipped. </span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Escape to The Infinite is irreversible. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Escape to The Infinite does not have a defined emote-count and is meant to be explored and roleplayed as one would want as it is an end to their character.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Escape to The Infinite is a hard-pk. One may not shunt or anything similar out of so.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Escape to The Infinite acts as an endgame storywise, and does not provide any benefit other than for roleplay purposes.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-One may have creative freedom using “Escape to The Infinite”. As example - would could have their consciousness manifest into something of a spell, or trapped within some form of item alternative to the ritual succeeding. Both require MArt, and should explicitly be described as a cause of so.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Escape to The Infinite is only accessible and castable by one with a Secondary Consciousness.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Escape to The Infinite shreds the soul and makes it completely irrecoverable. This means one cannot experience any form of afterlife or be involved in any other magic or CA.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#95a5a6;">[Ritual] [Noncombat] - Consumption</span></span>
</p>

<p>
	<em><span style="font-family:'Times New Roman', Times, serif;">The nefarious presence that the most dedicated of Voidstalkers have manifested within themselves does not just constantly berate and belittle, prod and provoke, and otherwise try and bring misery upon its host. It also hungers. It hungers for more of that which brought about its existence in the first place. It hungers for the memories of further victims, in much the same way the Voidstalker took from such a victim when they initially brought about their Second Mind.</span></em>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker who has ‘invited’ a greater being of The Void into their consciousness may find that it sometimes - if not frequently - hungers for further memories. In a ritual very similar to the Ascension of Consciousness, a Voidstalker with a Second Mind would allow it to go and ‘feast’ upon that of some living offering, perhaps temporarily placating its hunger.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-This is a generally free-form ritual, with no combative uses.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Performing this ritual should generally take at least 4 emotes, including connection. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Performing this ritual may have some effects on the Second Mind of the Voidstalker. Its personality may alter to incorporate some elements of the victim which it consumed from, it may be somewhat satisfied and thus slightly less belligerent to its host for some time, etc. However, any change is purely for flavor, offers no advantages or benefits, and is solely up to the discretion of the Voidstalker player.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Under no circumstance can memories and related information consumed from a player ever be 'shared' by the Second Mind with its Voidstalker host. At most, the Second Mind could develop some 'personality quirks' related to the memories which it has consumed. In no case can any meaningful and specific information, knowledge, etc. be gleaned by the Voidstalker based on such things.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Just as in the Ascension of Consciousness ritual, a living descendant 'sacrifice' is required to perform Consumption. Once again, they do not need to be killed, or even physically harmed, but they must suffer a memory wipe. By default, this is limited to the memories of whatever led to the encounter that resulted in the ritual being performed. The amount of time wiped from memory can be expanded with OOC consent from the victim.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A memory wipe will remove rare knowledge from a character (alchemical recipes, magic lessons, etc.), but ONLY if such was learned in the events directly leading up to the wipe. A memory wipe cannot remove such knowledge from a character that comes from past events, unless OOC consent for such events being wiped is provided.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Tier Progression</span></span></u></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 1</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker would have mental and physical changes immediately take shape, albeit in a minor form. They would be eligible to cast <span style="color:#95a5a6;"><strong>Aura Sensory</strong></span> and <span style="color:#95a5a6;"><strong>Arcane Replenishment</strong></span>. This Tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 2</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker would have mental and physical changes fully set in. They would passively begin to <span style="color:#95a5a6;"><strong>Drain</strong></span> and act as a <span style="color:#95a5a6;"><strong>Living Tether</strong></span>, and may share their curse by using <span style="color:#95a5a6;"><strong>Wither</strong></span>. This Tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 3</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidstalker would be at the height of their corruption, although optionally worsening as time goes on flavorwise. They would passively learn </span><strong><span style="color:#95a5a6;"><span style="font-family:'Times New Roman', Times, serif;">Heightened Understanding</span></span></strong><span style="font-family:'Times New Roman', Times, serif;">, They are eligible to perform the rite <span style="color:#95a5a6;"><strong>Ascension of Consciousness</strong></span>, and afterward may cast <span style="color:#95a5a6;"><strong>Invasion</strong></span> and perform the rite <span style="color:#95a5a6;"><strong>Escape to The Infinite.</strong></span></span>
</p>

<p>
	<br />
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#95a5a6;"><u><span style="font-size:20px;">References</span></u></span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/152537-%E2%9C%93-magic-cognatism-rewrite/" rel="">https://www.lordofthecraft.net/forums/topic/152537-✓-magic-cognatism-rewrite/</a></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/170429-%E2%9C%97-voidal-domains-cognatism-addition-voidal-feat/" rel="">https://www.lordofthecraft.net/forums/topic/170429-✗-voidal-domains-cognatism-addition-voidal-feat/</a></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/187962-shelved%E2%9C%93-magic-lore-unsound-mages-eyes-of-oshoggdos/" rel="">https://www.lordofthecraft.net/forums/topic/187962-shelved✓-magic-lore-unsound-mages-eyes-of-oshoggdos/</a></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/194507-feat-magic-lore-the-keepers-of-knowledge/" rel="">https://www.lordofthecraft.net/forums/topic/194507-feat-magic-lore-the-keepers-of-knowledge/</a></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#95a5a6;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Purpose</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">There are a dozen different ways people rp voidal magic. Servitude fills the niche of a sort of horrific, lovecraftian unknown aesthetic which some believe Voidal Magic to, or should, be under. Focusing on delusion, the unknown, horror and anxieties, Servitude fills a cult-like aesthetic Voidal Magic has long since needed. </span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<font color="#95a5a6" face="Times New Roman, Times, serif"><span style="font-size:20px;"><u>Credits</u></span></font>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Squak (Write)<br />
	Johann (Inspiration)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Witchlore (Review &amp; Consultation)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Zidoax (Review &amp; Consultation)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Zarsies (Review &amp; Consultation)<br />
	Auric_Saint (Review)</span>
</p>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">197734</guid><pubDate>Wed, 06 Jan 2021 22:34:48 +0000</pubDate></item><item><title>[&#x2713;] [Voidal Feat] - Voidal Eminence</title><link>https://www.lordofthecraft.net/forums/topic/197735-%E2%9C%93-voidal-feat-voidal-eminence/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="58e2a6948f62115c05a655c16f318fc0.jpg" class="ipsImage" data-ratio="154.29" height="360" width="233" src="https://i.pinimg.com/originals/58/e2/a6/58e2a6948f62115c05a655c16f318fc0.jpg"></span>
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Background/Origin</span></span></u></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Long has the Descendant sought mastery over the incomprehensible. The Void, an infinite of creation and destruction, tangible only in it’s most outwards tendrils unto the physical plane. Ever since the first spark of connection, Descendantkind’s first dream was to master The Void. Arrogance, Selfishness, Ignorance; traits of one stubborn in perceiving understanding of something so minutely tangible.<br><br>
	The first words began to proceed throughout history; Ailer, in Elven cultures. Wizard from the halflings; Archmage, and Evoker, from Mankind. Words saved for those who sought to master what they could barely understand, Eminence, over The Void. Although, not every sorcerer was the name they wrought. The titles spread, the words commonplace- and soon anyone could call themselves a Master of The Void. Throughout history has pervaded those who excelled and proceeded beyond what any were capable of imagining- secrets spread to those who truly had excelled above all. These went by few appearances; enhanced understanding, power, and mastery, over The Void. Thus was created- Voidal Eminence, for those truly who ascended above all.</span>
</p>

<p>
	<br>
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<font color="#3498db" face="Times New Roman, Times, serif"><span style="font-size:20px;"><u>Magic Explanation</u></span></font>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Eminence is a pseudo mastery of The Inner Void, an understanding of how to utilize it to one’s best advantage. It is taught through a ritual with another Voidal Magi in which one binds themselves to an Affection, which acts as a catalyst for their mastery.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Eminence requires 3 slots dedicated to Voidal Magic to learn. One’s Eminence will go dormant if they lose knowledge or practice of Voidal Arts.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Eminence is self-taught, initiated through ritual.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Eminence is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Eminence is mutually exclusive with other Voidal Feats (Voidstalking, or Artificery).</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Augmented knowledge enables one to feel the very substance of spells, and of active mana, expediting the flow of spells and rendering one capable of passively accumulating active mana throughout spells to perform an array of feats in combat</span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Connection</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Connection to Voidal Eminence is wrought from another source of Voidal Mana and The Eminent. Connection is sparked and maintained through an Affection. An Affection is some form of Voidal manifestation which one may physically hold or feel; something close to one’s self, resonating with their identity.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Requiring another source of mana greater than one’s self, a to-be Voidal Eminent would prepare to infuse mana within the to-be Affection. Alongside another source (By three additional voidal mages, a mana obelisk, a voidal tear, or a Voidstalker), they would infuse mana unto the Affection- similar but not quite as exhausting as Arcanium Creation, aswell potentially (willingly) afflicting things Arcanium could not such as flesh.<br><br>
	Examples may be as simple as a specific managem one may bind to themselves, or perhaps utilizing Focus Crystals within one’s self, using instruments of Arcanium or Magegold, or as severe as implementing tattoos or using limbs (should they be applicable) of the materials mentioned above.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Without one’s specific Affection, one may not find the benefits of or progress in Voidal Eminence. Should one’s Affection be lost or destroyed, a new one must be created through the same ritual requiring another mage above; binding one’s self to the Affection. Hence, why more severe solutions physically placed upon one’s body, may be more beneficial in such respects.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">If one were to lose their Affection for two year’s (two week IC)  time, not only would the knowledge, but the practice of Voidal Eminence would fade rapidly into obscurity. </span>
</p>

<p style="text-align:center;">
	<br><span style="font-family:'Times New Roman', Times, serif;"><img alt="29f3b4f1d7309735b2395880c557ae99.jpg" class="ipsImage" data-ratio="100.00" height="360" width="360" src="https://i.pinimg.com/originals/29/f3/b4/29f3b4f1d7309735b2395880c557ae99.jpg"></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Physical Effects</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A mage following the path of Voidal Eminence would notice no discernable changes that a normal magi is not already accustomed to, save their affection. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">An Affection may be implanted upon one’s self in the form of a limb, tattoo, or otherwise permanent alteration of one’s body to “Mark” upon themselves- eligible to utilize The Void and Active Mana in a much more fluent and continuous way. As stated before however, this Affection would require being made of Focus Crystals, Arcanium, or Magegold- although Atronach Limbs would aswell suffice. </span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Mental Effects</span></span></u></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"> Those warped by Eminence will undergo a variety of possible mental changes, and may suffer from the following:</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Selfishness! It is something all users will develop.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Susceptible to taking advantage, using, and manipulating others for your own advantage. Sometimes others can have use in your pursuit for more.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Constant craving for power. It’s in best interest to seek it through any means necessary. (Political, personal, etc..) Most Eminence users develop Megalomania.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Various “negative” complexes are common. Someone may develop a “hero complex” which makes them tackle harder work that they later brag about in search of recognition. Other complexes may include:</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">God complex</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Superiority complex</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Martyr complex</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Ignorance, and arrogance. Opinions aren’t swayed easily. Descendants with this feat value their personal views, and take little consideration in hearing the opinions of others. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Disregard for the feelings of others. Indifference! </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Impulsive decisions are made at times, often when proven wrong. Users may feel intense urges to perform daring acts out of the blue.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Narcissism, and Nihilism may develop.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Sociopathic tendencies. Descendants affected by Eminence lack the ability to notice/understand the feelings of others. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Urges to show off, or gloat about the “best parts” of one’s self. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The delusion that your top qualities are the best of the best. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Substance abuse for a “greater” feeling.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Perfectionism </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">An extreme sense of pride.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Different triggers, or events may cause ego trips (an event where you may feel admired, or noticed for something and your only goal is to increase this feeling.)</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Various mental disorders may develop as well: </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Minor, to extreme cases of Depression</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Bipolar Disorder</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Binge eating disorders</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">OCD</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="archmage__arcane_gladiator_tcg_by_mantho" class="ipsImage" data-ratio="121.00" height="360" width="297" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/00f6ed51-f1ee-44ed-8e6f-ab16c838cef0/de0xt7u-cba6c812-106d-46b2-bea4-16633d13a047.png/v1/fill/w_900,h_1089,q_80,strp/archmage__arcane_gladiator_tcg_by_manthoslappas_de0xt7u-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0xMDg5IiwicGF0aCI6IlwvZlwvMDBmNmVkNTEtZjFlZS00NGVkLThlNmYtYWIxNmM4MzhjZWYwXC9kZTB4dDd1LWNiYTZjODEyLTEwNmQtNDZiMi1iZWE0LTE2NjMzZDEzYTA0Ny5wbmciLCJ3aWR0aCI6Ijw9OTAwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.pJNt1Zw4Xe-X9dhAQtLDYNKy_WB9F7q3OCWUZIye9j8"> </span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Abilities and Spells</span></span></u></span>
</p>

<p>
	<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat] - Aura Sensory</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>An affinity for their sect, one may find themselves sensing mana in a more literal form. As once when first connected, mana and voidal presence was a new feeling which faded with time - a magi may find themselves once more, feeling the same way. Unlike the product of amateurism before, the feeling becomes deeper and more profound, enabling the magi to understand the presence and concentration of mana, perhaps even giving insight to its origin.</em><br><br>
	A Voidal Magi possessing this feat may sense voidal energies and it’s concentration, within a given area of item to determine potential information required for further understanding. This may manifest in finding ones Aura Colour, detecting if the area had been recently cast in; and if so, what type of casting, and so on.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Eminents are further evolved in their understanding of arcane and thus perceive its flow with greater clarity, allowing them to become visibly aware of one's own (or another's) exhaustion when it comes to voidal spellcasting. This is to say that an Eminent will be able to distinguish the slightest flicker in their own or another's aura as spells are cast, which implies that they may tell when an arcane mage is more or less drained by the act of mustering a spell.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#f39c12;">This effect is wholly aesthetic and cannot provide one any sort of combative advantage (or disadvantage) in any capacity, including but not limited to relaying information about another's spellcasting exhaustion. It is but a harmless, vain tool to allow Eminents another storytelling resource and all that one may see when another (or even oneself) starts becoming exhausted due to over-exertion is a decrease in light arouund the caster's aura.</span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Aura Sensory and all applications of Voidal Eminence do not apply to Kani’s passive mana, or other magics unless they are Voidal in nature.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Aura Sensory may not “Detect” if someone is a mage. It is more of a hook-tell system, in which were a magi recently casting, one would be able to discern the specifics from their in accordance to opponen emotes of the magi being examined. This only applies to Voidal magi unless otherwise specified in lore, and any other type of mage may not be "detectable". </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Aura Sensory may only detect casting as recent as one OOC, or if agreed upon, narrative hour since the spell was cast. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Aura Sensory has a range of ten blocks and requires line of sight.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Aura Sensory examining Aura Colour does not discern who is a magi and who is not. Aswell, one does not have to be a magi to possess a latent aura colour. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Active spellcasting or Active Enchantment would be much more vibrant and easily visible to The Voidal Eminent. Enchantments and spells unactivated or non-voidal in nature would be observed no differently than normal. </span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><span style="font-size:16px;">[Passive] [Non-combat] Magister Magnificus</span></span><br><em>It is woven into the fibre of their bearing, that these casters are certain of their ability, and by all means the very gesture of weaving spells is proven as close to them as flesh and blood. Hard pressed are they to conceive of limitations that would hamper their influence. Empowered by this ideology, only their hand can extend just a bit further than others into the depths of the unknown.</em></span>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;">Archetypical geniuses of Voidal Magic, some claim. Others deem them power hungry and covetous. Nonetheless, an Eminent seated at the pinnacle of control over the Inner Void is a proven master in every right. The precision of their influence over Mana, inherent tether to Void, and indominable focus all serves the Eminent rightly; so much that these magi may envision and compose two total Magnum Opuses over their lifetime. The first of which is the inherent claim of any mastered Mage, and the second of which replaces the opportunity to learn one. Solely a skill of those archons who take hold of Magic and mold it to their Material desires.</span>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-An Eminent may choose to replace their ‘learned’ Magnum Opus slot for a second ‘Created’ one. Note: Created Magnum Opuses cannot be dropped.</span></span>
</p>

<p style="text-align:justify;">
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-An active Eminent Affection is required to access this ability and the subsequent created Magnum Opus.<br>
	-All Magnum Opus and Spell Forging redlines must be observed.<br>
	-The player is required to post their Eminence [FA] when applying for the second Magnum Opus.<br>
	-Magister Magnificus is a tier 3 Eminence ability.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">[Active] [Noncombat/Combat] - Expulsion</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Expulsion is the act of temporarily becoming a focus - withdrawing the mana around one’s self and condensing it, before firing it in a metaphorical, metaphysical “ring” outwards. In doing so, no matter the circumstance - a Magi would be significantly hindered, if not outright knocked out from sheer mental strain; let alone killed outright, upon the unlikely case of overexertion.</em></span><br>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Expulsion would require the mage take two emotes, outside of any other casting - one emote for “Condensing” mana, all of which may be around them, and a second emote for “Expulsing”, or pushing out all the mana they had condensed. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Expulsion would reach up to ten-metres outward from the mage in every direction, causing a knockback effect of at least three meters upon targets. Extremely heavy (Golem or heavier) targets may only be staggered, while those below such a threshold would be put to the floor - requiring an emote to get up once more. This forceful movement would encourage unnatural body movements and likely dealing damage with the colliding environment.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Due to “Active” mana being the main focus of the magi, it may be that of a familiar magic- outside of just pure force. This may manifest in the form of different evocation, although ineffective with other forms of voidal magic.</span>
</p>

<p>
	<br><span style="font-family:'Times New Roman', Times, serif;">Fire Evocation may send out an incinerating plume of flame- alongside the knockback and knockdown effect, may inflict light (first degree) burns along exposed areas of the target. This may aswell manifest to smoke, which may temporarily blind or choke opponents.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Water Evocation may manifest into water or ice, bearing the force of such aswell - enough to knock even the heaviest opponents to the ground, or expulsing objects akin to hail, ranging from mostly harmless or lightly irritating pebbles to larger shapes and sizes to golfballs or rock-like objects with harmful edges which may bruise and give minor cuts.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Earth Evocation may manifest as rocks or sand, the prior bearing the force to knock down the heaviest opponents and even dent armour; the latter, sand, which may temporarily impair an opponent's vision and graze exposed skin. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Air Evocation would be more difficult to utilize, but potentially far more effective - knocking down opponents with much more force, and twice as far. An opponent may be sent flying a direction up to six meters away, and down much harder; enough to knock the wind out of someone, encouraging exhaustion and still requiring one emote to stand once more. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Other forms of voidal magic would bear an aesthetic affect representative of that magic - Translocation perhaps an intermittently-disappearing-and-reappearing ring, illusion potentially taking on an appearance as a reflection of light or someother, etc.. Each of these effects would be strictly aesthetic however, do not provide any harmful advantage in combat.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Expulsion would at the least disable a mage from casting further, and put them at a high level of exhaustion - optionally, a mage may be outright knocked out from the amount of force conjured.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- After Expulsion, a caster may not utilize any spells, and may not provide any meaningful combat; barely able to pick up any form of weapon, and inable to complete any physically-arduous task, despite prior-strength or stamina. Unless magically rejuvenated, the recovery process a full day in narrative time.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- After casting Expulsion, the magi physically acts objectively worse in all forms of movement and combat than a standard, normal descendant of any class, and is easily outperformed and outmaneuvered. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Expulsion may not be used to damage (or by side product damage) the environment unless with RO consent.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat/Combat] - Incanter’s Flow</span></span>
</p>

<p>
	<em><span style="font-family:'Times New Roman', Times, serif;">Incanter’s Flow, or “Spellweaving”, is the practice of understanding a rhythm of casting, and becoming in tune with evoking. With so, one may, following certain feats of spellcasting - perform spells of incredible power or varied versatility. </span></em>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Incanter’s flow is a light “rhythm” or progression while casting. As one casts and remains connected, it becomes significantly easier to cast and continue so- manifesting within passive, and more active, effects.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Passive</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">After remaining connected for X amount of spellcasts (connect(or charge)-&gt; cast, X counts for it being “completed”), one would have effects based on the dedication to their casting. If using noncombat spells, X counts for every emote spent.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">1 Completed Spellcasts (or 1 emotes noncombat) - After the threshold reached, one would have their fatigue reduced- enough to feel as if they had not come under the effects of standard casting-exhaustion - this effect becoming more prevalent should the chain be continued. This is visualized in any strictly aesthetic manner of a magi entering “Their Element”, but a tell must be given that a mage has entered their flow.</span><br>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">2 Completed Spellcasts (or 2 emotes noncombat) - After the threshold reached, one would have their aura manifest more physically - brighter, denser, or far more prevalent in general. Should the caster be unable, they would be able to manifest their aura colour into their spells. Aswell, the Spellcaster may utilize Expulsion through range, allowing the focalpoint of knockback to be focused wherever a spell may land.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">3 Completed Spellcasts (or 3 emotes noncombat) - After this threshold is reached, it would be incredibly difficult to lose connection or focus unless intentional. Unless magically disrupted, further wounded beyond small cuts or a bruises(requiring a single solid blow or cut upon their person, be it a limb or their main body), or outright knocked to the ground, one would remain connected to the void until the end of combat, or for a narrative hour noncombat. Additionally, their intensive focus allows them to more swiftly cast their spells at the cost of half of their physical might, allowing them to remove [1] emote from the casting time of any voidal magic(or in non-combat, perform rituals twice as fast). In combat, the minimum this may reduce a spell to is [1 connect+2 cast] for its requirements, and may only effect spells up to Tier 4 in nature.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"> </span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines:</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- When Transferring noncombat to combat, one may not transfer over their level of Incanting flow. Upon transition, it reverts to 0. This as well applies to if one does 3 noncombat emotes to achieve the “Narrative Hour Noncombat”. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Reduced casting time still requires all usual instances of a spell to be emoted, essentially allowing you to mix two of the emotes together as your character performs their magic more swiftly than usual. This can only bring a spell down to 2 emotes of casting after connection, NO less.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Reduced casting time only applies to spells of Tier 1-4, and cannot be used to lower the casting time of Tier 5 spells.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Each emote while in Incanter’s Flow (regardless of stage) requires a tell of some kind to show the mage has entered a heightened state of casting. Examples include a much more vibrant aura alongside an emotionless, concentrated expression. Other things work, so long as there is a change in both the aura and physical demeanor of the caster.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- When physically acting (movement, dodging, withstanding, so on) or physically fighting (parrying, blocking, swinging, so on) in combat, a magi with unbreaking focus would be objectively worse than any average descendant, and not capable of overpowering, outmaneuvering, or outperforming any other descendant successfully in these fields. Considered to be at half of their usual strength.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- 3 Completed Spellcasts applies the “Narrative Hour” rule, usable in subsequent combat scenarios, but only within an Event.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- “Unbreakable Focus” only applies to effects such as deafening sound, pain, or so on. Things such as casting while armoured or sprinting would still completely disable one from casting. Things that break connection normally on the mages behalf (Ex. armored, sprinting, losing line of sight (by blindness or normally), would still break connection or cease casting).</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- An Eminent can sustain light-injuries without losing their connection at full stacks. Able to be broken by anything more than a light cut/bruise, or alternatively a direct hit - such as a punch square to the torso, head, etc. Being pushed over/tripped would break focus. Common sense applies here. Loud noises also will not break focus.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Ranged-Expulsion applies all normal effects and designs of normal Expulsion, to both the Caster and Targets.</span></span>
</p>

<p>
	<br>
	 
</p>

<p>
	<span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;">[Passive] [Noncombat/”Combat”] - Clarity of Mind</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Able to completely separate one’s minds into sections of thought, one could focus upon multiple tasks at once. Physically separating pieces of thought is not easy, though a Voidal Eminent would be highly proficient in splitting their thoughts. This may manifest in superb multitasking, high situational-awareness, or generally high cognitive function. The mind cleared of obstructions one may harness their voidal connection to sever themselves from emotional or impaired thought to think completely clear.</em><br><br>
	A Voidal Magi possessing this feat may find themselves incredibly apt at situations which would require intense, split, or generally heavy thought. This may be a fight from multiple angles, performing multiple tasks at once, or finding themselves generally more able to process thoughts and logic significantly quicker than before.</span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Redlines</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Clarity of mind is not a metagaming tool. It is strictly a flavourful way to intensely focus on tasks, situations, or scenarios which require good thought or intuition. </span></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><span style="color:#e74c3c;"><u><span style="font-family:'Times New Roman', Times, serif;">General Redlines</span></u></span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Performing the connection of Voidal Eminence does not give any indication, idea, or process of how to make Arcanium. It is strictly separate from an Affection.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Affections must be immediately visible and in open air when in use.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- An Affection may only be as small as a brooch, regardless of place upon skin or in the form of an item. It may be as large as something one could physically carry. </span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- An Affection unless otherwise given other reason (ex. Enchanted) does not provide combative advantage or affect.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- Affections are unique to The Eminent. In the hands of other magi, they would not give them the effects (nor method of how to learn) Voidal Eminence.</span></span>
</p>

<p>
	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">- After being destroyed or a period of inert dormancy (one week from the creating-eminent), an Affection would no longer carry any form of use or power - allowing creation of a new Affection. Once this new Affection is made, the old Affection, regardless of it were to spontaneously rematerialize or were regained once more, would be unusable.</span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Tier Progression</span></span></u></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 1</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Magi familiar with Voidal Eminence would begin to feel the physical and mental changes rather rapidly onset, likely causing some mental instability and physical confusion; resulting in cold or fever-like symptoms as the body adjusts to changes. As well, the magi is plagued by periodic headaches and miasmic visions of errant Mana as they grow accustomed to <span style="color:#3498db;"><strong>Aura Sensory</strong></span>. This Tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 2</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Magi familiar with Voidal Eminence would have the physical and mental changes apply in full at this point, becoming more solid and far less afflictive. They would begin to understand the basic core of what they are capable of; finding themselves able to use <span style="color:#3498db;"><strong>Aura Sensory</strong></span> and <span style="color:#3498db;"><strong>Expulsion</strong></span>. This Tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 3</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Magi familiar with Voidal Eminence would be much more controlled and understanding of their abilities, grasping at the finer edges of their practice; able to utilize <span style="color:#3498db;"><strong>Incanter’s Flow</strong></span> and <span style="color:#3498db;"><strong>Clarity of Mind</strong></span> in their casting. </span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p>
	 
</p>

<p style="text-align:center;">
	<font color="#3498db" face="Times New Roman, Times, serif"><span style="font-size:20px;"><u>Purpose</u></span></font>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The Archmage, Sorcerer, and Wizard aesthetic is one Voidal Magic is often overlooking given how minimal a bare magic can seem. Hopefully, with this write given, those aesthetics are covered and serviced with unique interactions, changes, and mindsets of culture added within this piece which may round out that sect of Voidal Mages to have more behind their roleplay.</span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#3498db;"><u><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Credits</span></span></u></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Squak (Write)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Witchlore (Review &amp; Consultation)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Johann (Review &amp; Consultation)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Zarsies (Review &amp; Consultation)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Auric_Saint (Review)</span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">197735</guid><pubDate>Wed, 06 Jan 2021 22:47:54 +0000</pubDate></item><item><title>[&#x2713;] [Voidal Feat] - Voidal Artificery</title><link>https://www.lordofthecraft.net/forums/topic/197733-%E2%9C%93-voidal-feat-voidal-artificery/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="72f1d211fc81c999f62540f9caaf5976.jpg" class="ipsImage" data-ratio="126.94" height="360" width="283" src="https://i.pinimg.com/736x/72/f1/d2/72f1d211fc81c999f62540f9caaf5976.jpg" /></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Background/Origin</span></u></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">It was since the beginning of Descendants that they sought to wield the world to their whim. Raging uncontrolled flame lightly tamed to fires to warm them. The animals which once lived in order disrupted when they became hunted and farmed, their skins and meats used for clothing and food, the sport of the hunt taken out when they were caged. One would think the beyond would perhaps be distant from one’s initial wishes to tame- and yet so attempts happened.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">It was with the first Transfigurationists that they brought more permanent forms of The Void unto the earth. Some for good, albeit mostly bringing harm to the land they lived upon further. However, there were alternate goals to this bold attempt. One solution was wrought- much more mechanically based than it’s flagrant counterpart. Artificery, was born. Eligible of using locked-away sects of magic from Celestials, Transfigurationists, and so on - kept away for more secretive use until it split to the realm widely. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Though regardless of intent, Descendants morality is but a deep shade of gray. For every whimsical Artificer made to benefit those they’d cared for - there was aswell those who twisted their gift and craft to a more ill intent. Binding unknown consciousness to their items, summoning creatures- bestowing and even undoing creatures which had never asked to be given life to begin. Such is the fine line a Voidal Artificer may walk upon.</span>
</p>

<p>
	<br />
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Magic Explanation</span></u></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Artificery is the mastery and practice of enchantment, and binding remnants of the void unto physical manifestations and counterparts- for benefit or detriment.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Artificery requires 3 slots dedicated to Voidal Magic to learn. One’s Artificery will go dormant if they lose knowledge or practice of Voidal Arts.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Artificery is self-taught, initiated through ritual.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Artificery is a Feat and one would make an app for so. This app requires the aiding-magi to place their approval on the FA.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Artificery is mutually exclusive with other Voidal Feats (Voidstalking, or Eminence).</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Augmented knowledge and understanding of the void’s workings allows them to perform more complex and understanding enchantments and uses for so upon the material world surrounding them. </span>
</p>

<p style="text-align:center;">
	<br />
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Connection</span></u></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidal Artificer to-be would find themselves requiring another two Void-touched Descendants to work alongside. No matter the background or magical-affinity, The Voidal Artificer would work upon a Mastercraft, or some form of creation that finds itself bound to the Artificer- using the mana supply of these three descendants, alongside a greater source of Mana (An Obelisk, Tear, or Voidstalker.)<br />
	<br />
	A Mastercraft is an item of some creation which would behave enigmatic and magically - A piece of mechanical or magical tech which would perform feats such as moving upon it’s own, behaving mysteriously or bizarre, or perhaps even unexplainable. Examples could be a box which tells ones fate - A ring of ever-turning, unpowered gears, or perhaps a pendulum-necklace which never ceases to have a swing.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Mastercraft is unique to an Artificer, and typically symbolically important. Easy to make, yet delicate - Never exceeding a 1x1m size, the Mastercraft would be bonded to it’s Artificer. Should they not have it directly upon their person, it would cease functioning- and break down given a few minutes time. Should it be disabled and not recreated for two-year’s time (two weeks OOC), the Artificer would find their abilities of creation waned, and completely ineffective.</span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Mastercraft requires a Story Team signature.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Mastercraft is strictly aesthetic and provides no combative advantage unless enchanted by transfiguration to do so.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Voidal Artificer does not need Transfiguration to perform Voidal Feeling or making Mastercrafts.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Voidal Artificer may not make magic, invention, or otherwise similar-things that would otherwise require lore to do (Ex. cannot make limbs, cannot create new enchants, etc). </span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="Glint-Sleeve-Artisan-MtG-Kaladesh-Art.jp" class="ipsImage" data-ratio="56.19" height="359" width="640" src="https://geekandsundry.com/wp-content/uploads/2019/03/Glint-Sleeve-Artisan-MtG-Kaladesh-Art.jpg" /> </span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Mental Effects</span></u></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Artificery generally falls under two paths, perhaps even blurring between. There are those who are rather positive and careful- using the Void to fill gaps where the real world cannot, creating tech and enchantment to convenience lives. Upon the other hand, there are those who would bind wills of ethereal beings for use or entertainment - Enchantment for harm or for mischief. This generally is spread and most Artificers find themselves in an inbetween - there is no true light or dark, for this path, as the power of creation is often enough to drive men mad. The following traits are common among Voidal Artificers, albeit not standard.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The urge to care for others by any means necessary. (E.g. preparing delicious feasts to care for family, dressing a strangers wound, tending to a stray animal, etc.)</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">An overwhelming feeling to give people things like presents, and little trinkets crafted by themselves. This may make the mage prone to manipulation by other people coaxing items from them.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The belief that everyone is your friend, or a potential friend. They are usually prone to ignoring red flags.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">The belief that you can heal or mend anybody or anything, no matter how large the wound.</span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Spells and Abilities</span></u></span></span>
</p>

<div class="ipsSpoiler_contents">
	<p>
		<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9c27b0;">[Passive] [Non-Combat] - Weavers of Arcanium</span><br />
		The means to create has always been the purest pursuit that an artificer can take on. To this end, some arcane smiths have developed means of more easily imbuing the mundane metals with magic to create arcanium. Their predilection for transforming the world aiding them greatly in this endeavor.<br />
		<br />
		Voidal Artificers gain the ability to more easily forge arcanium, decreasing the threshold for a successful fabrication of the material by -4. This can stack with other modifiers as outlined in Arcanium's current lore. Unlocks at tier 3 in progression.<br />
		<br />
		<span style="color:#f44336;"><u>Redlines</u><br />
		- Does not teach the artificer how to create Arcanium, merely making it easier for an artificer to forge it<br />
		- Still incurs the voidal exhaustion upon creation<br />
		- Follows all redlines of Arcanium - Gift of the Void</span></span>
	</p>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Passive] [Noncombat] - Aura Sensory</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>An affinity for their sect, one may find themselves capable of understanding any and every working of the inner void, and descendant-touched mana. Remarkably, they would be able to understand objects created and given as if it was something they crafted, and were very personal with, themselves.</em><br />
	<br />
	A Voidal Magi possessing this feat may sense items enchanted or afflicted by The Void in any capacity, and are capable of detailing what it is, what it was (if applicable), what it is capable of, how to use it, and even the magics involved with physical touch-contact of them or a familiar. However, if the item is of The Outer Void (ET), they are only able to determine some information regarding the item (up to their discretion). </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Active] [Noncombat] - Familiars</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Loneliness is a terrible thing, and bearing such great knowledge of the terror which lay just beyond the veil; perhaps, in a sickening way, it may be twisted to find solace. Through act of minor conjuration and better understanding of how to manipulate mana, one may create a reflection of themselves unto a manifestation.</em><br />
	<br />
	A Voidal Artificer may create familiars. These familiars may act upon their own volition or not, and are given a core personality trait which defines their actions; given from their creator. Familiars may look however their creator would like within limits defined, and may act as Casting Implements should one wish; effectively casting a spell in place of one’s previous choice. However, due to being made of a lesser form of Conjuration; these beings are not entirely physical, and may not cause physical harm to someone in any fashion. Another notable facet of Familiars is that they take upon their creators aura; being a permanent conjuration and extension of their creator, and appearing to be formed of energy; ethereal and spectral. Familiars are bound to an item of the Artificer’s make. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation requires a Story Team signature.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Manifestation or Familiar may provide no combative advantage, strictly - a Manifestation or Familiar may not act upon its own, neither may an item in general in combat.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation may only be something eligible to be held in the palm of one’s hand, or a piece of weaponry or armour.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Should a manifested or familiar’s bound-item be destroyed, so too would the consciousness of said thing. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Consciousness imbued to a Manifestation or Familiar may not be ripped out by anything short of Event Means.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Voidal Artificer may make a Familiar or Manifestation once a week. They may make Familiars or Manifestations for others should they wish.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation would hold a consciousness on par of their creator. Capable and cognizant of all five senses aswell as speaking and potentially even holding a personality. They would not be fully sentient, moreso a soundboard or image of their creator or with aspects of their creator at the time of creation.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation would react uniquely to each “user”. A Familiar or Manifestation would not share information attained from one user to another. A Familiar or Manifestation cannot and will not be used to metagame information.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation functions equivalently to an Arcane Focus in its bolstering of a magi's abilities.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Any form of harm brought to a Familiar would render them destroyed, returning back to their bound-item. This could be a simple strike, the jab of an elbow, the grazing of a spell.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar is nimble, eligible to move 4 blocks/emote. Should one be casting, the tells would show upon their familiar- the Familiar would sit still while casting, and is completely inable to dodge oncoming attacks without breaking the spell. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><font color="#e74c3c" face="Times New Roman, Times, serif">-A Familiar is not a wholly physical being, instead being comprised of energy and appearing spectral or ethereal in nature.</font></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar aswell follows all redlines of a relevant casting spell, including requiring Line of Sight- from both the Familiar and it’s controller. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-While casting through a familiar, a caster is limited to half-movement (2blocks/emote in the current combat system) and cannot dodge oncoming attacks without breaking the spell. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-One may only use one Familiar at a time in combat. If the Familiar is to cast a spell, it is just as telegraphed as if the caster was casting it. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar may only go up to 20 blocks away from their caster (#rp range) before beginning to consume too much mana. This is to allow any further emotes done by the familiar to those farther than it to be reached by (#s) shout range. Anything further than shout range would be ineffective from a familiar.</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Passive] [Noncombat] - Imbue</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Masters of the intertwining of Void and Physical, Voidal Artificers may manipulate and to a lesser extent, “Enchant” the physical world around them. This may be a passive effect, or something they actively manipulate- each Artificer different from the next. Perhaps unity between creation and destruction, is the ideal that plagues the mind of The Artificer.</em><br />
	<br />
	A Voidal Artificer may imbue voidal-effects upon the world around them. This is fully passive, with no harm capable of being wrought from so. Merely, Imbuing only enhances the effects of the world around them. A torch being a bit brighter, the grass greener, a pond clearer. Manipulating the latent mana surrounding one’s environment would allow them to fully realise and see the effects it has upon the world surrounding- aswell able to perhaps colour things differently, make them brighter or altered minorly by any descriptive means.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Imbuement may not alter ones environment for combative advantage.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-One may imbue things living such as plants or inorganic matter of willing people, but such would make them lithe as if afflicted by voidal weakness/exhaustion.  </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Using imbue upon something would mark it as “Blighted” and would require the “Purging” blighthealing spell to return to natural state. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Imbue has a size limit of 5x5m. Anything larger than a handheld object Imbued would sustain itself off of the active mana of a nearby Mana Obelisk, Voidal Tear, or the creating-voidal mage- returning slowly to normal once free of so. One may only imbue 3-4 handheld things actively at a time, any further bleeding into one’s active manapool.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-One may imbue an object of inorganic or dead-organic matter- such as hair and nails of one, but strictly not living matter. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-An imbued plant would actively suffer under the effects of Imbuement, and would be strictly clear to any communing druid.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-As animals are creatures of lesser souls and not able to conduct mana, they could not be imbued.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Imbuement is strictly aesthetic and may provide no combat advantage whatsoever. </span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Active] [Noncombat] - Manifestation</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>A twisted mind, or a beautiful one? The Artificer knows no limits; creation at their fingertips, they may find themselves able to manifest the same consciousness of a Familiar unto a physical item; not giving it the form shaped by it’s creator. Perhaps a prison to torment them, or a new life given to show. The Artificer’s goals are not known; but their craft is.</em><br />
	<br />
	A Voidal Artificer may manifest the same consciousness and craft given to Familiars unto items, rather than allowing them a created form. Instead of a given form; that usually of a creature; one would be permanently manifested unto an item. Such would follow the lines of bearing traits similar to their creator, as well as the same reaction to being trapped within until the spell was broken.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation requires a Story Team signature.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Manifestation or Familiar may provide no combative advantage, strictly - a Manifestation or Familiar may not act upon its own, neither may an item in general in combat.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Manifested item may act as a casting implement. A Manifested item may only be something eligible to be held in the palm of one’s hand, or a piece of weaponry or armour.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Should a manifested or familiar’s bound-item be destroyed, so too would the consciousness of said thing. </span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Consciousness imbued to a Manifestation or Familiar may not be ripped out by anything short of Event Means.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Manifestations may be applied to any other voidal enchantment, and do not require MArt to be applied to an already existing one unlike other enchantments.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Voidal Artificer may make a Familiar or Manifestation once a week. They may make Familiars or Manifestations for others should they wish.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation would hold a consciousness on par of their creator. Capable and cognizant of all five senses aswell as speaking and potentially even holding a personality. They would not be fully sentient, moreso a soundboard or image of their creator or with aspects of their creator at the time of creation.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation would react uniquely to each “user”. A Familiar or Manifestation would not share information attained from one user to another. A Familiar or Manifestation cannot and will not be used to metagame information.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Familiar or Manifestation functions equivalently to an Arcane Focus in its bolstering of a magi's abilities.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-If an object is made with this and is meant to be an object in the world - a window or a door for example - and it is broken, moderators are permitted to track the item and destroy it.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Active] [Noncombat] - Wondrous Object</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Regardless of their variety, all artificers hold the love of creation between them. Such is the legacy proved by the many masterworks and artifacts wrought by their hands. This love inspires their very works, causing toys to leap up to dance, false flaming weapons to swindle the unsuspecting, and ornaments to bedazzle with their opulent majesty.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A voidal artificer may create a wondrous object, or objects similar to mastercrafts which are instilled with a harmless voidal effect. Akin to a minor variant of a mastercraft, this efficient voidal artifice has a consistent, persistent effect upon itself. What is more, wondrous objects can incorporate multiple voidal magics the artificer possesses into one, such as having a lantern that floats beneath a handle and an ever burning flame within it, a toy horse that hums musically with air evocation and rolls around on it's own, or a fireplace that constantly keeps itself well-aerated and lit.</span><br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Nothing larger than what could fit in a 3 by 3 block area can be made into a wondrous object. This means any handheld object or something moderately large like a door could be transformed, but an entire cart or building would not be possible. Things to large to be made into an item should be denoted with signs as to their effects.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-This effect is limited to harmless effects upon only the object itself, not extending to its surroundings to the extent possible with a lesser enchantment, nor capable of doing things such as lifting or otherwise manipulating other things. The effects of a wondrous object do not provide combative advantage or harm a person even outside a combative situation, with effects going inert for the duration of combat.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Regardless of the effect of a wondrous object it is considered a T1 enchanted item and is treated as a voidal enchantment for interactions. Creating one expends mana equivalent to casting a T3 spell and as such can be made as frequently as a lesser enchantment could be made for their highest tier in voidal magic.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-The artificer may use at most [3] voidal magics they possess to achieve the effect they desire. They may only use voidal magics they do not possess in the creation if they are a transfigurationist with Co-Enchant or a Trapped Spell, though still to the same limit of [3].</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Cannot be used to break mechanical rules like creating a flying carpet and then OOCly demanding someone let you into their city because you "flew over the wall."</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-You cannot recreate modern technologies with this ability in accordance with the rules of Tech-Lock. Be creative.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Being struck by abjuration or antimagic will cause the enchantment to cease permanently.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Cannot be used to magically store information, nor for replacement limbs/organs/anything non-cosmetic.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Wondrous objects may be enchanted with a voidal enchantment or manifestation in addition to their effects, though it must be ST SIGNED should the effect applied require it. Other magics cannot apply their enchantment equivalents onto the object.</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">- Wondrous objects are playersigned.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Passive] [Noncombat] - Voidal Feeling</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>Mastery is built upon an understanding- experience and expertise gained over a lifetime. If a magi is inexperienced in Transfiguration, they may too find themselves gifted with Voidal Feeling, able to understand an object’s composition, make, and properties with relative ease.</em></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidal Artificer achieves Voidal Feeling, if not already known, at a Tier-5 Level as-per it’s current lore (Transfiguration).</span><br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-A Voidal Artificer does not need Transfiguration to perform Voidal Feeling or making Mastercrafts.</span></span>
</p>

<p>
	<br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">[Passive] [Noncombat] - Creation</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><em>The mind of an artificer is enigmatic- filled with jovial ideas of creation and destruction, to create things which behave oddly, practically, harmfully - The Voidal Artificer would find themselves thinking more creatively of physical and mechanical solutions, and able to meld magic within those solutions for an excellent outcome.</em></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Voidal Artificer, with a prerequisite understanding of Transfiguration, is capable of creating much more wondrous things - Allowing for much more easy creation of MArts melding The Void and practical mechanics. Alongside this, Enchantment becomes significantly easier upon a magi- not tolling them nearly to the extent it normally would. Additionally, this would allow Artificers to create enchantment traps or fixtures powered by Voidal Obelisks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">Redlines</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e74c3c;">-Creation does not modify one's daily-enchanting-limit, still capped at 3 signed items per day, 3 potent encahants or 1 grand enchantment.<br />
	-Artificers may place a Potent or Grand Enchantment in an item frame within the radius of a Voidal Obelisk. This would allow their activation to be triggered remotely and powered wholly by the Obelisk. -Per combative encounter, a total of [1] Grand Enchantment OR [2] Potent Enchantment casts can be activated per Obelisk. These enchantments otherwise follow redlines regarding activation, emotecount and effects. Note that these enchantments are stationary fixtures and will only fire spells in the cardinal direction the item frame is facing.<br />
	-When emplacing an enchantment, the item description and RP (freeform in the manner of Artificery) should be sent to ST in an sreq. An ST sign with the name of the enchanted spell nearby is required for operation. </span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="christina-bindon-study2020-2.jpg?1598200" class="ipsImage" data-ratio="56.41" height="360" width="638" src="https://cdnb.artstation.com/p/assets/images/images/029/638/839/large/christina-bindon-study2020-2.jpg?1598200930" /></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Tier Progression</span></u></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 1</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Magi practiced in Voidal Artificery would have the mental changes begin to faintly take shape. They would be able to craft their own <span style="color:#9b59b6;"><strong>Mastercrafts</strong> </span>should they wish to change or replace theirs, and are capable of using <span style="color:#9b59b6;"><strong>Imbuement</strong></span>. This Tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 2</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Magi practiced in Voidal Artificery would have the mental changes apply in full at this point, becoming more solid and far less afflictive. They would begin to understand the basic core of what they are capable of; finding themselves able to use <span style="color:#9b59b6;"><strong>Aura Sensory</strong> </span>and <span style="color:#9b59b6;"><strong>Familiars</strong></span>. This Tier lasts two weeks.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tier 3</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A Magi practiced in Voidal Artificery would be much more controlled and understanding of their abilities, grasping at the finer edges of their practice; able to utilize <span style="color:#9b59b6;"><strong>Manifestation</strong></span> and <span style="color:#9b59b6;"><strong>Voidal Feeling</strong>,</span> alongside<strong> <span style="color:#9b59b6;">Creation </span></strong>and <strong><span style="color:#9b59b6;">Wondrous Objects.</span></strong></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr />
<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Purpose</span></u></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Voidal Magic is incredibly versatile and untamed. There are a lot of ways one can roleplay it, and this fills the enchanter/tinkerer aesthetic- at least I would hope it does. It adds in things morally gray and questionable of ones character and mindset, aswell as allowing and enhancing roleplay to be more interesting when utilizing things like enchantment in different ways.</span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><u><span style="font-size:20px;">Credits</span></u></span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Squak (Write)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Witchlore (Review &amp; Consultation)</span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Zarsies (Review &amp; Consultation)<br />
	Auric_Saint (Review)</span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">197733</guid><pubDate>Wed, 06 Jan 2021 22:26:08 +0000</pubDate></item><item><title>[&#x2713;] [Magic Reformat] - Voidal Translocation</title><link>https://www.lordofthecraft.net/forums/topic/192239-%E2%9C%93-magic-reformat-voidal-translocation/</link><description><![CDATA[<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="aV5FvdXq8HGRCZmkB9kGN9Sz9T9-_-ACG5TuQAydRrfoX0KQG1TRClQ9RR-KF-PisuN8ec6UTr-pnQeHdc7VBsQhNSxY1CcRtjS-joUnN-GQnwnuznjt-QeUzq-HA-9A_0kYl_Wh" data-ratio="14.64" src="https://lh4.googleusercontent.com/aV5FvdXq8HGRCZmkB9kGN9Sz9T9-_-ACG5TuQAydRrfoX0KQG1TRClQ9RR-KF-PisuN8ec6UTr-pnQeHdc7VBsQhNSxY1CcRtjS-joUnN-GQnwnuznjt-QeUzq-HA-9A_0kYl_Wh" /></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>NOTE: To prevent confusion, I have renamed a subsection of the spells.</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="color:#8e44ad;">Translocation </span>– </b>The magic that embodies Expatriation and Shifting</span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="color:#2980b9;">Expatriation</span> –</b> The construction and deconstruction of objects in the void (previously known as “Translocation” before the merge)</span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="color:#3498db;">Shifting</span> – </b>The teleportation of organisms and objects through the Void.</span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="color:#3498db;"><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Origin</span></span></span></strong>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">With time and research, the nature of magic began to broaden and increase in diversity, extending its hand in friendship to the dedicated scholars of the arcane. A great feat in this growth of knowledge was the birth of an art that allowed the mage to put objects in the void as a form of storage, or transport their very essence through the void and spit them out in another place in the material realm. Such a milestone became an addition to Alteration, known as Voidal Translocation.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"> </span>
</p>

<p dir="ltr">
	<strong><span style="color:#3498db;"><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Magic Explanation</span></span></span></strong>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Translocation is the combination of old translocation and shifting lore combined together to create one uniformed magic. The voidal art has brought the spells into one and any possessing either art now unlocked the other. The magic being very similar to each-other it was deemed to combine them. The magic entails the particular deconstruction and reconstruction of objects, as well as the creation of mana anchors to funnel objects or life itself through the void into another place; think of it as placing a dot on opposite sides of a piece of paper, then folding it so that the dots are closer and near touching.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<strong><span style="color:#3498db;"><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">OOC Explanation</span></span></span></strong>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Translocation takes up one magic slot, it is not a feat.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Translocation requires a valid MA to use in game.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Translocation requires a stable connection to the void and mana to cast.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Translocation may be taught with a valid TA.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><strong><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Spells</span></span></strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The arsenal of a Translocationist could be considered limited, cut and dry and even basic, though its potential is broader than it appears. Although the magic is considerably utilitive in nature, one could position themselves closer to an adversary for a surprise attack, or reconstruct a dense object above a foe’s head to deal blunt force trauma.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><strong><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Spells - Expatriation</span></span></strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Through intense understanding of an object, the mage can place a mana anchor onto an object, rapidly deconstructing it into the void for later use. This is the basis of the spells under the Expatriation subtype.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#3498db;">Void Pocket:</span></strong> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Deconstruction and reconstruction are the basis of all things in the realm, to store an item, one must deconstruct it from the material world and collect it’s essence for storage in the void. To remove an object once the essence has been stored the sorcerer needs to understand what they stored to reconstruct the item; without it, the item is lost.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Similar to transporting oneself through the void to another pinpoint location, you take out the anchor from the material world and move it to the void pocket you’ve created. First emote is connection, second emote is establishing an anchor and a telegraph emote of aura swirling around the desired object and the third emote is storage. Similarly the same process is to reconstruct the object. </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">The object to deconstruct/reconstruct must be studied and understood otherwise cannot be deconstructed/reconstructed. The object is required to be whole for it to be shifted into or out of a void pocket, only targeting a partial area of an object, like a leaf off a tree wouldn’t work. Deconstructing an object would displace it within the void, losing all momentum or force it once had.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection -&gt; Create Anchor and focus on the desired object impending / x amount of scale emotes -&gt; Deconstruct/Reconstruct.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T1: Max Size of a handheld object, Max 5 deconstruction/reconstructions before exhaustion.</span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T2: Max Size of a beach ball, Max 6 deconstruction/reconstructions before exhaustion.</span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T3: Max Size of 1 cubic meter, Max 8 deconstruction/reconstructions before exhaustion.</span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Max Size of 2³ cubic meters, Max 10 deconstruction/reconstructions before exhaustion.</span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Max Size of 3³ cubic meters, Max 12 deconstruction/reconstructions before exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Anything larger requires a circling ritual.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Deconstructing/Reconstructing an item with over the size of a one cubic meter from T3, requires an additional emote to conjure for T4, or two additional emotes for T5. The more space conjured the more exhaustion one takes. For every additional cubic meter taken past the first, it removes a deconstruction/reconstruction counter from your maximum amount. For example, summoning a chair which takes two cubic meters, will put you two deconstruction/reconstruction down instead of one.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Example Emote:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Erebus’s eyes turned a shade of misty white once he connected to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] The aheral looked down to his palm, a white swirl of aura creating layered mask over the object.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Suddenly the coinpurse erupted into a small explosion of white mist, deconstructing to the void pocket.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><strong><span style="font-family:'Times New Roman', Times, serif;">Red-lines:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Unable to store living materials, it must be non-organic or dead organic. Cannot store lifeforce or souls in the void, cannot store constructs.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- An item placed within a Voidal Pocket is only effectively "Soulbound" if one has it mechanically soulbound. If one dies mechanically, their voidal pocketed item is not returned to them (Unless, as stated, it is mechanically soulbound.)</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Must always emote a clear anchor. This could look akin to a small black dot, a VISIBLE distortion in the air, or a mark of the mage’s aura.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- A fair understanding of the object must be acquired in order to deconstruct and reconstruct it, such as density and size. Voidal Feeling can aid this process greatly.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Must always emote the telegraph, everyone can see it.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">-You cannot Expatriate half of an object. It has to be the whole object </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- If your target item is moving, it will take increased focus to shift to the void. and thus will take 1 extra emote.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Velocity is not maintained when objects enter the void. You cannot shoot moving objects at people.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- For every ten blocks, an additional emote must be added to create an anchor, with a maximum of thirty blocks. Anything higher requires a circling ritual.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- An item may be reconstructed/deconstructed above or below someone with a max distance of ten blocks. Anything higher requires a circling ritual.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- MArts cannot be stored via Voidal Pocket.<br />
			- If an item with no mechanical representation is placed within a Voidal Pocket, a mechanical item must be created to represent it.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><strong><span style="color:#3498db;">Summon Weapon: </span></strong>Combative</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Through familiarizing one’s self with their weapon of choose, they may swiftly draw a blade or simple weapon of their choosing. This is more so a fancy way to unsheathe a weapon and provides no advantage. Complex weapons are incapable of being summoned, due to their mechanical complexity.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">This is a flavor spell and follows all mechanical rules. You may summon a weapon to your hand that is either on your person, such as in a sheath, or in your voidal pocket. It takes 1 emote to cast. Crossbows and complex weapons may not be summoned. Normal bows and small projectile weapons, such as slingshots are fine.</span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Emote Example:</strong></span></span>
		</p>

		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Purple aura began to course around Alicia’s arm, swirling into her palm. Within seconds, a sturdy arming sword elongated from the aura in her palm, catching the hilt in her hand as she’d disconnect, position herself into a defensive guard.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>R</strong></span><span style="font-family:'Times New Roman', Times, serif;"><strong>ed-lines:</strong></span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If you do not have the item on you mechanically, you cannot Summon it.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Whatever item you summon must be able to be contained reasonably judging by your character’s strength and size (you cannot summon ten iron swords).</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Armor may not be summoned. </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ammunition for ranged weapons may not be summoned (quiver of arrows or darts for a sling shot; only the weapon alone). </span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Shields may not be summoned.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot summon complex weaponry such as crossbows.</span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You cannot summon a weapon to hand that is not either on your person, or in your voidal pocket; i.e, you cannot summon a dropped, thrown, or disarmed weapon to hand.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Half Expatriation:</strong></span> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Through experimentation and innovation with Translocation, mages have created a method to establish two constant mana anchors in two different places. Half Expatriation gives the mage the ability to open two rifts within a distance of each other, allowing objects to pass through one of the rifts and exit through the other and vice versa.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">This is a late tier ability, only feasible by Translocationists tier 3 and above. Half Expatriation cannot be performed more than four blocks away from the mage. Once they are created, they cannot be moved, however, if the mage chooses, they can bind one or both rifts to their hands as an aid to their aiming . Such an ability may be used to shoot a projectile back at their adversary, or thrust a sword through the rift to jab into their opponent. Keep in mind that these rifts are two way, a great aid to the mage could become a deadly backfire.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection -&gt; Create Anchor 1 -&gt; Create Anchor 2 -&gt; Item Passes Through Rift</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><font face="Times New Roman, Times, serif">T3: Range of 2 blocks, 2 half-expatriation before exhaustion.</font></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Range of 3 blocks, 4 half-expatriations before exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Range of 4 blocks, 5 half-expatriations before exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Example Emote:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Judas flipped open his grimoire to a page somewhere in the middle of the spell book. The odd glyphs on the page begin to glow a soft pale green.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Bandit Bruh leans down to search for a rock, letting out a pleased gasp as he found and picked one up.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] A green rift appeared in front of Judas’ forehead vibrating in the air gently.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Bandit Bruh took out a bottle of disinfectant from his bag, carefully sterilizing the rock as to make sure it was worthy of being thrown at the great thaumaturgist Judas.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] A second pale green rift appeared in front of Bandit Bruh’s groin.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Bandit Bruh, finally satisfied with the rock, lobbed it at Judas’ head.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] The rock would enter the green rift on Judas’ forehead, shooting back out of the second rift straight towards the bandit’s groin.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"> <strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half-expatriation cannot pass living organic matter or animated constructs through rifts.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half-expatriation will separate objects if the rift is closed while an item is inside. </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half expatriation does not work on spells. The spell will pass through the rift as if it wasn’t there and continue on its path.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half expatriation reacts negatively to combative potions and will explode if a concoction such as alchemist’s fire is tossed through a rift.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half expatriation rifts are no bigger than basketballs.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Life of sight is needed</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half expatriation cannot exceed a range of 4 blocks. The rifts may exist anywhere within this range assuming line of sight is not broken.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Half expatriation does not require the item to be studied immensely.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Rifts may not move unless one or both rifts are bound to the mage’s hand. They may not be repositioned if casted outside of the mage’s hands.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><strong><span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;">Spells - Shifting</span></span></strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">A similar concept to Expatriation, yet rather than utilizing the void as a means of storage, one uses it to transport themselves quickly. Likewise, the Translocationist creates a mana anchor on the desired target and may then teleport to the target location.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Minor Teleportation:</strong></span> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The bread and butter of voidal shifting this spell allows mages to magically teleport from point A to point B. The mage simply focuses on the location they wish to go and places a visible magical ‘anchor’ before dragging themselves to that point.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">The amount of emotes required to teleport yourself depends on the distance being covered. The first emote is always connection, the second emote is the anchor and the third is teleportation. You may tack on an additional emote to double your max distance but you must telegraph on your 3rd emote and it uses up more mana, taking up ‘’2 shifts’’ rather than 1.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection -&gt; Focus / Place Anchor -&gt; Shift / (Optional Telegraph emote) -&gt; Shift 2x the distance.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T1: Max distance of 8 blocks, max 1 shift before exhaustion. (Cannot Double Distance)</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T2: Max distance of 8 blocks, max 3 shifts before exhaustion. (Cannot Double Distance)</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T3: Max distance of 12 blocks, max of 24 blocks with doubled distance, max 5 shifts before exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Max distance of 12 blocks, max of 24 blocks with doubled distance, max 6 shifts before exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Max distance of 16 blocks, max of 32 blocks with double distance, max 7 shifts before exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Example Emotes:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Billy Bob’s eyes turned a shade of yellow as he connected to the void. </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Billy Bob focused over to the pond five meters away from him, a small dot of magical energy in the color of his aura would conjure forth swirling there quietly.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Billy Bob suddenly exploded in a burst of magical yellow energy, in the same second, he suddenly appeared where the yellow dot was placed in the same burst of energy. He looked rather exhausted from his feat, sweat glistened on his skin. (Higher Tiers don’t need to emote exhaustion until getting close to their max shifts)</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"> <strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- The path of a teleport must be mechanically accessible to the caster <em>without a mount</em>. The block distance to path towards an anchor, including all block movements to get there, cannot exceed the distance allowed by the spell’s tier.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Cannot use this to reach places you cannot get to MCly. You may ASK, during an event, the event leader if you may use this ability to reach the place you cannot get to MCly and with their permission do such.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You cannot bring other people with you with this spell. Just yourself.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- EVERYONE can see your anchor. You must CLEARLY emote it. It will take on the color of your aura, a visible distortion, or a black mark.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- When doubling your distance a telegraph emote of aura swirling you MUST be done.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Your anchor may be warded and thus destroyed, or if someone covers the Anchor with a large object it becomes destroyed. If someone wards you mid-shift you will appear half way and you will be stunned for an entire emote. If someone intercepts your path before you shift you will end up shifting in front of them stunned for an entire emote.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You may not shift through people or materials (glass, iron bars and Arcanism included). This includes escaping from grapples, grabs or other physical restraints.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Brisk Step: </strong></span>Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Known as “Blinking” to some, this is a quick use of voidal shifting over a small area. This tactic is employed by mages who want to get escape areas as fast as possible.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Unlike standard shifting, the Brisk Step can only move linearly, be it forward, backward, or diagonally; furthermore, when the magic user “Blinks” over, an arcanic trial-- typically the color of their aura-- will follow, rather than an explosion of ethereal energies. Once the mage reappears, the trail fades at their being. This action is a lot quicker to cast than normal but in return it consumes a lot more mana. This spell is picked up during T2 of one's studies and is rather straightforward. Though sending oneself through the force without an anchor can only be done linearly. </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection -&gt; Brisk Step</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Each Brisk Step Counts as 2 “Minor Shifts” for Exhaustion (If you use Brisk Step once at T2, you have 1 minor shift to use instead of 3)</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T2: Max 6 blocks</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T3: Max 8 blocks</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Max 12 blocks</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Max 12 blocks</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Example Emote:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">John’s eyes glazed over in an orange glowing hue as he connected to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">The knight saw this, quickly stepping forward to lunge his blade into John’s chest!</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">John would suddenly explode into a bright orange trail that moved to his left by four meters and rematerialized where the trail ended, seemingly gasping for air from how sudden he needed to shift.</span></span>
		</p>

		<p dir="ltr">
			<strong><span style="color:#000000;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span></strong>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><strong><span style="font-family:'Times New Roman', Times, serif;">Red-lines:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Follows minor teleportation redlines.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Must teleport linearly.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Must emote your arcanic trail. Can be seen.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Understand that sudden shifting is really exhausting even for a master mage, the shift will leave you disoriented for a moment. Each Brisk Step Counts as 2 “Minor Shifts” for exhaustion (If you use Brisk Step once at T2, you have 1 minor shift to use instead of 3).</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Brisk Step requires a cooldown period of 2 emote between subsequent uses, or a period of 1 emote before using another spell. This means that the immediate emote following the use of the spell cannot be used to prepare any casting, however the mage is still considered connected to the void. The 2nd following emote may be used for other casting, however cannot be used to prepare for another Brisk Step cast. </span></span><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">One may not attack, cast again, or take a major action in the same emote as their Brisk Step teleportation - it is an escape spell, not an offensive one.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Greater Teleportation: </strong></span>Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">A feat that is done by those who have mastered the art of teleportation. It allows a mage to set “permanent” anchors at places their soulstones have been bound too. With this, it allows them to open up a magical rift, a door of sorts, that only they may enter and be teleported to the place of this anchor.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Quite simply a reward for mastering the art, a flavorful way to use ones soulstones is here. One must note that this spell is ENTIRELY non combative and it is against the rules to use such in combat as it follows the soulstone rules.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection / Rift is Formed / Exit through Rift -&gt; Appear next to soulstone pillar.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Example Emote:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Sarrion would say his goodbyes to his friends, stepping off to the side, his eyes suddenly flared up with bright green aura as he connected to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Sarrion would raise his hand as powerful green aura gathered in his palm, slowly he etched out a circle in the air as the aura would weave through the air and form a circular form. All of a sudden the aura would cave in on itself, opening a rift of bright green color. Various parchments in the room would flutter about as the air picked up from the power of the rift.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] The elf saluted, making his departure through the rift. It would close up instantly behind him.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">&gt;Soul Stone to Location&lt;</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Sarrion would suddenly appear next to the soulstone pillar in a burst of bright green aura.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#000000;"><strong><span style="font-family:'Times New Roman', Times, serif;"> </span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><strong><span style="font-family:'Times New Roman', Times, serif;">Red-lines:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- This spell is purely non-combative. Using this in the middle of combat is breaking soulstone rules.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- This spell follows the soulstone rules. If the soulstone is SS blocked or recharging you cannot use this spell.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Only you may enter the rift. You cannot bring anyone with you.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If a group of people are travelling to the same destination via Soulstone, this spell may be used to allow them all to travel through at once. This may not be used to bypass the mechanical travel requirements for raids, heists or other similar activities.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Group Teleportation:</strong></span> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">With theory one can send themselves through the void but what about their friends? Through testing and study comes a new ability with voidal shifting to focus your magic and shift a willing person from point A to B. This would, of course, follows the same properties as normal shifting not exceeding normal standards in any way. The only difference notable is that a shroud of the casters aura would begin to cover the target, alerting anyone if they were unsuspecting.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Following the same ruleset as minor teleportation the amount of emotes required is based on the distance being covered. The first emote is connection, second is always anchor placement, the third is telegraphing your impending desired teleported individuals and the fourth is teleportation. You may not double the distance for teleportation and for every person you shift the cost of mana is equivalent to shifting each person individually. (So if you can do 5 max shifts, and you shift 3 people, it counts as 3 shifts.) and for every person being shifted an additional emote of getting ready is required.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection -&gt; Anchor Placement/Focus -&gt; 1 emote of Aura shrouding someone per person -&gt; Teleportation</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T3: Max distance of 8 blocks, Max 5 shifts before Exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Max distance of 12 blocks, Max 6 shifts before Exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Max distance of 16 blocks, Max 7 shifts before Exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Examples:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">(Caster and One Person)</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Dargo the epic magician’s eyes glazed over in a bright green as they connected to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] The Kha would look outwards roughly five meters, a flow of lava in the middle that his friend and himself needed to cross safely. A green dot of aura suddenly appeared swirling at his desired location of travel.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Dargo looked to Largo, with a hand gesture a shroud of green aura would begin to flow around Largo.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Soon after, Dargo would begin to be covered by this same shroud of aura.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Suddenly the two were gone in an explosion of green aura, Dargo and Largo reappearing on the other side where the green dot was.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">(Caster and Three Persons [Basically an additional emote PER person])</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Dargo the epic magician’s eyes glazed over in a bright green as they connected to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] The Kha would look outwards roughly five meters, a flow of lava in the middle that his friend and himself needed to cross safely. A green dot of aura suddenly appeared swirling at his desired location of travel.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Dargo looked to Largo, with a hand gesture a shroud of green aura would begin to flow around Largo.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Dargo then looked to Jargo, a shroud of green aura enveloping him.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Moments later with another gesture of Dargos hand, Margo would also be joined in this shrouding of green aura.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Soon after, Dargo would begin to be covered by this same shroud of aura.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Suddenly the two were gone in an explosion of green aura, Dargo and Largo reappearing on the other side where the green dot was.</span></span>
		</p>

		<p dir="ltr">
			<strong><span style="color:#000000;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span></strong>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><strong><span style="font-family:'Times New Roman', Times, serif;">Red-lines:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Your anchor must be visible, everyone can see it.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- An additional emote must be made per person being shifted.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You may not shift someone who is moving around on any of the axis (Falling doesn't count).</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Group teleportation only functions upon those within the default range of the spell for your tier. Arcane foci or additional emotes do not increase the range at which people can be affected.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Follows the same redlines as minor teleportation. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Material Teleportation:</strong></span> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">In recent times with the resources of the Enchantry study on new forms of teleportation were created, a spell called Material Teleportation is one. Following the steps of minor teleportation but instead of focusing on dragging oneself through the void you would do such with an object in a similar fashion, the only problem being that these items need to be stationary. This is a more intermediate spell learned later in one’s studies.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Mechanics:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Following the same ruleset as minor teleportation the amount of emotes needed is depending on the distance being covered. First emote is connection, second emote is establishing an anchor, third emote is ALWAYS a telegraph emote of aura swirling around the desired object and the fourth emote is teleportation. You cannot increase the distance items can be shifted.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Connection -&gt; Create Anchor -&gt; Focus on desired object and Telegraph impending teleportation -&gt; Teleport</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T3: Max distance of 6 blocks, Max 5 shifts before Exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T4: Max distance of 7 blocks, Max 6 shifts before Exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">T5: Max distance of 8 blocks, Max 7 shifts before Exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Example Emote:</span></strong></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Don’s eyes turned a shade of bright blue once he connected to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] The highlander looked down to his palm, a blue swirl of aura creating a dot over it a smirk on his lips.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">Don eyed his target, a fat juicy coin purse on an unsuspecting individual. With focus, blue aura would begin to swirl around the merchant's coin purse that was rather noticeable to anyone looking at the merchant’s backside.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;">[!] Suddenly the coinpurse erupted into a small explosion of blue aura, appearing where the blue dot was over Don’s hands and landed with into his palm.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#000000;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Must always emote the anchor. Everyone can see it.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Must always emote the telegraph. Everyone can see it.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- If your target item is moving, or moves during the telegraph. Your spell will not work.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You may raise or lower your anchor as long as it counts as your distance for how much up/down it is. (If your target is 5 meters, you may raise it 3 blocks in the air. If your target is 7 meters, your anchor may only go up 1 block in the air. Etc).</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Your anchor may if warded or another occupies it's space. The anchor will break.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Magic itself may not be teleported.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- If warded mid-way, the shift will only take you half the distance.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:24px;"><span style="color:#3498db;"><span style="font-family:'Times New Roman', Times, serif;"><b>Tier Progression</b></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Tier 1 - Novice</strong></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;">The mage has just learned to connect, assuming they haven’t learned such already. Should they be able to establish and maintain said connection, they will be able to deconstruct small items after intensive study of their makeup, and reconstruct them with relative ease. They may form anchors with some struggle, at short range, and may only teleport once before being exhausted. Lasts two [OOC] weeks.</span>
</p>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><strong><u>Spells:</u></strong> Void Pocket, Summon Weapon, Minor Teleportation</span></span>
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Tier 2 - Apprentice</strong></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;">The mage has increased their proficiency in connecting to the Void, able to deconstruct larger items after sufficient study, and teleport similar distances but with significantly less strain, anchor formation coming more easily. They now have sufficient aptitude to traverse the void without an anchor, but only very short distances, and at significant cost. Lasts three [OOC] weeks.</span>
</p>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><u><strong>Spells</strong>:</u> Brisk Step</span></span>
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="color:#3498db;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 3 - Adept</strong></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;">The mage has mastered their connection proficiency, now capable of deconstructing and reconstructing yet larger items with relative ease, and may teleport further and more cheaply, with or without an anchor. Anchor formation is now natural enough for them to form two, and they may to teleport others, as well as materials, all with significant strain. Lasts five [OOC] weeks.</span>
</p>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><u><strong>Spells</strong>:</u> Half Expatriation, Group Teleportation, Material Teleportation</span></span>
		</p>
	</div>
</div>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="color:#3498db;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 4 - Expert</strong></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;">The mage has reached near-mastery of their practice, anchor formation coming as second nature, and items able to be swiftly assessed for deconstruction. No new spells are gained, but expertise with all is further improved, allowing greater ease of use and efficiency of cost. From here, the mage requires no mentor to further master their art. Lasts six [OOC] weeks.</span>
</p>

<p style="text-align:justify;">
	 
</p>

<p style="text-align:justify;">
	<span style="color:#3498db;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 5 - Mastery</strong></span></span></span>
</p>

<p style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;">The mage has mastered every aspect of Voidal Translocation, and gains the unique ability to teleport themselves great distances through Greater Teleportation. Anchor formation requires negligible concentration and effort, very large items may be stored in the Void Pocket and are swiftly understood in order to do so. All other skills come more easily and efficiently. The mage may now seek to teach their art to others.</span>
</p>

<p style="text-align:justify;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#99ccff;"><span style="font-family:'Times New Roman', Times, serif;"><u><strong>Spells</strong>:</u> Greater Teleportation</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<strong><span style="color:#3498db;"><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Red-lines:</span></span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Cannot Expatriate living organic matter in the void for storage/half rifts. Living organic matter may be teleported through the void (Shifting).</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Magic cannot be translocated.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Cannot Shift more than 4 people. Including the caster.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Cannot translocate combative potions.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- You may utilize any Voidal Shifting spell in tandem with swinging weaponry without disrupting connection in the same emote.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- So long as Line of Sight is maintained (if necessary), teleportation of someone casting a spell does not interrupt that cast. </span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Voidal Shifting may be performed immediately on the emote which the spell is ready to cast, as a means to evade oncoming attack.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Expatriation does not carry velocity. Half-Translocation is an exception to this.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- Translocation requires line of sight.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- An item must be fully understood in order to be Expatriated. Half-Expatriation is an exception to this.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- People may not be trapped in the void with Expatriation.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- If you move to a point where your anchor is beyond your placement range, the anchor dissipates and the spell fails.</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">- The range of translocation spells cannot be increased beyond what is listed in the lore, including by Arcane Foci.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><strong><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Author’s Note</span></span></strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">I effectively rewrote/clarified this rewrite since there were a few issues with the accepted lore, such as unclarified ranges on spells, being able to translocate 12 blocks (which is far too much) and other minor problems. Unfortunately, I believe that these parameters were left vague on purpose to be loopholed and abused by one of the co-authors. I apologize to the Translocation community that I couldn’t just make a simple amendment post, but there were so many minor changes that I figured I might as well pick it apart and throw in some edits, with the addition of a new flavor spell. I’ve received permission from Toxcat to post this amendment/reformat.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><strong><span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;">Credit Where Credit’s Due</span></span></strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Elindor’s Original Translocation Lore: </span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/88176-lore-magic-complete-void-translocation/" rel="">https://www.lordofthecraft.net/forums/topic/88176-lore-magic-complete-void-translocation/</a></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Phil’s Translocation Additions: </span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/150186-additionsamendments-for-void-translocation/" rel="">https://www.lordofthecraft.net/forums/topic/150186-additionsamendments-for-void-translocation/</a></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Pandan’s Original Shifting Lore:</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/127428-magic-voidal-shifting/" rel="">https://www.lordofthecraft.net/forums/topic/127428-magic-voidal-shifting/</a></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tox's Shifting Additions:</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/168442-%E2%9C%93-arcane-magic-voidal-shifting-additions/" rel="">https://www.lordofthecraft.net/forums/topic/168442-✓-arcane-magic-voidal-shifting-additions/</a></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Tox, ttwestern and I's Translocation Lore</span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/188035-%E2%9C%93-magic-lore-voidal-translocation/" rel="">https://www.lordofthecraft.net/forums/topic/188035-✓-magic-lore-voidal-translocation/</a></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Amendments Author - <span style="color:#16a085;">Isaac</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Current Rewrite Authors - <span style="color:#2ecc71;">Isaac, Toxcat, ttwestern</span></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">192239</guid><pubDate>Thu, 28 May 2020 00:14:42 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] - Transfiguration: Artisans of the Arcane</title><link>https://www.lordofthecraft.net/forums/topic/192184-%E2%9C%93-magic-lore-transfiguration-artisans-of-the-arcane/</link><description><![CDATA[<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="rUoEkeq2tNdQqakiF4LmKCqHbGAWYsvJsXH_MStYmUh8Isoa6Xm2CpbO4s2g5dEdqYE7UxfjUn3SD3H64qaoeAHVuM7EURDwH-31j_6XJhY5vqYYtN7vf1gwxgC8dyCE_e4ojwof" data-ratio="13.31" src="https://lh4.googleusercontent.com/rUoEkeq2tNdQqakiF4LmKCqHbGAWYsvJsXH_MStYmUh8Isoa6Xm2CpbO4s2g5dEdqYE7UxfjUn3SD3H64qaoeAHVuM7EURDwH-31j_6XJhY5vqYYtN7vf1gwxgC8dyCE_e4ojwof" /></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="TxtkWkOVclU9HZQdxfPHb0b0opaTIQE4KiA6CSe72sikhmjUvglPg5pDJb6UVaEUwN6r0bJXKe1uQ3u2nQfTHGNghKb_T7Aa_tKpTz1QDpLhqtrypQcXAD4ce6kq6JdHBa4UtErN" data-ratio="75.00" src="https://lh6.googleusercontent.com/TxtkWkOVclU9HZQdxfPHb0b0opaTIQE4KiA6CSe72sikhmjUvglPg5pDJb6UVaEUwN6r0bJXKe1uQ3u2nQfTHGNghKb_T7Aa_tKpTz1QDpLhqtrypQcXAD4ce6kq6JdHBa4UtErN" /></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">((Credit to Lathander1987))</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><em>"The world is the canvas, and you are the painter."</em> - Avenel Synalli, Father of Transfiguration</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#9b59b6;">Introduction</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">As magi traversed the Arcane, many thaumaturgical abilities surfaced, such as the evocation of elements in their purest form and breaching of one’s mind to deceive their senses. A highly sought for art was a practice that would allow magi change and shape the world around them, and so came forth the discovery of Transfiguration. Through an intensive understanding of the world and its properties, Alterationists could morph materials to their desire, dispel opposing voidal incantations, and imbue items with magical essence that gives them incredible properties potentially on tier with that of a mastered mage.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#9b59b6;">Magic Explanation</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Transfiguration, in essence, entails the manipulation of mana in the world on a complex level, such as adjusting the shape of an object or material to their whim (as long as it follows the law of equivalent exchange), enchanting by binding a known spell’s information into an object, and creating fields of disruptive mana that can nullify spells that an adversary casts. For the most part, Transfiguration has little true combative value and is intended to be used for utilitive purposes only.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#9b59b6;">Learning Transfiguration</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">As it is the pinnacle of Alteration, Transfiguration is a challenging and rigorous magic to learn. Even magi who’ve mastered a few arts will have a difficult experience in figuring the magic out. As Transfiguration focuses on the manipulation of mana, in order to manipulate such, one must come to understand what they are manipulating, meaning that the Alterationist must know the mana-makeup of iron and its properties to properly manipulate it, or one must have knowledge on a magic in order to enchant an object with its properties or nullify the spell. These three </span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>OOC Explanation</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transfiguration takes up [1] Magic Slot. It is not a feat.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- That being said, Transfiguration has little combative value, existing as a “utility magic.”</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transfiguration requires a voidal connection and mana to cast.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transfiguration may be taught by players who possess a valid [TA].</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Players must have a valid [MA] to use Transfiguration as an in-game magic.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#9b59b6;">Spells</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Through the understanding of an object’s properties, a Transfigurationist may change the shape and state of non-living materials, bind spells to objects through a ritual and fizzle out adversary spells. The arsenal of a Transfigurationist is quite a spectacle to see in action, often respected due to the years of practice it takes to perfect such abilities—some never reaching a peak in their potential.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>A Quick Clarification on Vocabulary</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Alterationist</strong> - A mage who alters the properties of the world. A Transfigurationist is an example of an Alterationist.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Transfigurationist</strong> - A specific type of an Alterationist that encompasses Transmutation, Enchanting and Warding/Abjuration.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Feel, Felt</strong> - the action of using Voidal Feeling.</span><br />
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Spells - Voidal Feeling</strong></span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="WztuDeBhOdKSCs2VPgr_2Ul8QP2BC_12YZtdgmiwMkACZUKAoEYbc0YCEe-FOfBRDEVtmYLnPDU0NzT6F51eLS2EWwt2xlNnpNiSeY9IL9iMKf0BjFI_kIZ6m_ua94VD2iANerqf" data-ratio="78.01" src="https://lh4.googleusercontent.com/WztuDeBhOdKSCs2VPgr_2Ul8QP2BC_12YZtdgmiwMkACZUKAoEYbc0YCEe-FOfBRDEVtmYLnPDU0NzT6F51eLS2EWwt2xlNnpNiSeY9IL9iMKf0BjFI_kIZ6m_ua94VD2iANerqf" /></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">((Credit unknown))</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><em>"Form an intimate relationship with this steel ingot, get to know it, inquire politely—as if speaking with a stranger."</em> - Sarrion Zytiaear, First Enchanter</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The first step in a Transfigurationist’s studies. The mage creates a stream of mana which they imbue into a non-living object. The mage may then slowly “chip away” at an object in search of its properties. The mage may then remove the mana from the object to gain knowledge of its properties. Alterationists describe it as a rather intimate process between the mage and the object, such as two individuals getting to know each other on a high level. The Transfigurationist must be free of distraction especially when Feeling large objects, being best to have a silent environment to do so in. This is generally learnt in preparation for Transmutation, as a deep understanding of the material is required.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Voidal Feeling reveals the physical properties of an inorganic/dead organic object needed to Transmute it. The emotes required for Feeling are largely dependent on the size of the object and whether or not it has magical/alchemical attributes. The larger/more complex the object, the more exhausting it is to Feel. At its peak, Feeling will reveal attributes such as the durability of an object, its natural color, freezing point, melting point, boiling point, average temperature and chemical properties, such as flammability, volatility, and toxicity of the object (assuming that the toxic substance in the mixture has been felt before). At higher tiers, alloys may be Felt. Alterationists who are already familiar with specific metals may be able to find out the exact identity of an object just by Feeling it, such as an accomplished smith unveiling an ore’s identity as iron based on its melting point and durability. As for Alchemical reagents, the symbols/signs they represent may be revealed through Feeling, however, it requires the Transfigurationist to have an Alchemy MA and the reagent is destroyed in the process.. Enchanted objects, when Felt, will describe the effects of the enchantment, the amount of charges it has per combative instance and the trigger or it. Though there are downsides to Voidal Feeling, as it is unable to retrieve the properties of living matter and magical objects outside of Arcane Magic (e.g. no Deity/Dark/Misc. Magic objects may be Felt, including non-voidal constructs such as Automatons, Machine Spirits, Golems,) as under these conditions, the spell will fail.</span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Emote Scale for mundane materials:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Items that may be physically held:</strong> 1 connect + 1 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Beach ball sized:</strong> 1 connect + 2 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>1 cubic meter:</strong> 1 connect + 3 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>2 cubic meters:</strong> 1 connect + 4 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>(Anything bigger will require a circling ritual.)</strong></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Emote Scale for Magical/Alchemical objects:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Items that may be physically held:</strong> 1 connect + 2 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Beach ball sized:</strong> 1 connect + 3 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>1 cubic meter:</strong> 1 connect + 4 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>2 cubic meters: </strong>1 connect + 5 charge + 1 reveal information.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>(Anything larger will require a circling ritual.)</strong></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Line of sight with the object is required.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling may not be used to provide a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling cannot be used on living matter. It must be cast on inorganic/dead organic material.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling may not be used to acquire the information of Holy/Dark/Misc. Magic objects.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling may not be used to metagame the identity of an Holy/Dark/Misc. Magic object when the spell fails.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling may not be casted on objects larger than 2 cubic meters. Doing so would require a circling ritual.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling cannot be imbued into an enchantment. A Transfigurationist and a Transfigurationist only can perform Voidal Feeling.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Arcane spells themselves may not be Felt, only enchantments.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Alchemical Reagents may only have their signs/symbols extracted if the Transfigurationist is Tier 2 in Alchemy and has a Feat Application for it. It will destroy the reagent in the process and is more or less a flavorful method of discerning symbols/signs and takes the same amount of time and energy it would to normally (follows all red-lines of alchemy lore).</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Voidal Feeling may not be used to reverse engineer potions/Alchemical recipes.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Feeling enchantments does not give you information on how to enchant the object yourself.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Although Feeling may be used to find out the components of alloys, this will only happen if the mage has Felt the components prior to the alloy (e.g. you must know what tin and copper are in order to derive the conclusion that bronze is made from the two).</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Voidal Feeling may not be used to gain knowledge on how to work with limited ST or knowledge-locked materials such as Lunarite, Volatite, etc.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Event items may be Felt at the discretion of the ET Actor in question.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- The maximum range of Voidal Feeling is capped off at five meters.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Voidal Feeling Tier Progression:</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Novice (T1)</strong> - The mage has been connected to the Void and is ready to learn. They’ve merely scratched the surface for Voidal Feeling and will become immensely exhausted upon casting it. This lasts for 2 weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can only recover the material’s average temperature, natural color and durability, unable to pry further for the time being.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can only Feel objects at an arm’s distance.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The size of objects that may be Felt is limited to items that may be held in one’s hand, no bigger than a beach ball.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Student (T2)</strong> - The Transfigurationist moves forwards in their studies, digging deeper as they explore the properties of objects, capable of Feeling normal objects with fair potency, scratching the surface of alloys and may now experiment with Feeling small enchanted oddities, though very fatiguing to do so. This lasts for 3 weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can now recover the melting, freezing and boiling points of basic objects/materials.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range is now two meters in radius.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Alloys may be Felt, although it will not provide the exact components, even if the mage has Felt the before. You will only be able to deduct that alloy is indeed a mix of two substances.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Beach ball sized mundane objects may be Felt by the Transfigurationist.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Enchanted objects that may be held in one’s hands can be Felt, allowing the Transfigurationist to extract the effects of the enchantment, its trigger and the amount of times it may be used per combative instance. Alchemical reagents may also be felt to extract their symbols. This is very fatiguing for the Transfigurationist.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Adept (T3)</strong> - Having grasped a good understanding of Feeling, the Transfigurationist can Feel most medium sized objects (no bigger than a beach-ball) with little difficulty and enchanted items/alchemical reagents with fair potency, having a good understanding of the physical properties of an object. They can delve deeper into alloys and learn more. This lasts for five weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can now recover the physical properties of basic objects and materials with fair ease.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range is now three meters in radius.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- When Felt, Alloys will provide the specific components of the mixture as long as the mage has Felt the components before.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Mundane objects up to a cubic meter in size may be Felt.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Beach-ball sized enchanted objects/alchemical reagent growths may now be Felt.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Expert (T4)</strong> - The Transfigurationist has years of experience under their belt, able to Feel mundane materials with incredible ease and draw alchemical and enchantment information with little difficulty. They may now delve into finding the chemical properties of an object. This lasts for six weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can recover chemical properties from objects, such as flammability, volatility, and toxicity (assuming that the Transfigurationist has felt the toxic component prior to feeling the mixture).</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range is now four meters in radius.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Mundane objects up to two cubic meters in size may be Felt (any larger requires a circling ritual.)</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Enchantments and alchemical reagent growths up to one cubic meter in size may be Felt.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Master (T5) </strong>- The Transfigurationist has become highly acquainted with their ability. Feeling small objects and small enchantments is no sweat off their back. Medium objects Felt objects no bigger than a cubic meter come with little difficulty, and anything larger could tire out a mage for about a narrative hour. This tier is reached after the magic has been practiced for 16 weeks total.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist has reached a peak in their ability to understand objects via Voidal Feeling. They may uncover the previously described physical and chemical properties of an object without hindrance.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- This tier is reached after the magic has been practiced for 16 weeks total.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range is now five meters in radius.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Enchantments and alchemical reagent growths up to two cubic meters in size may be Felt.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Spells - Transmutation</strong></span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="qyCeqY-QnsLr1V-h5LwvAyRee_QTof-S9bfT9wz01JCTzooHYiP0TlTo9-bA1U5p0bY4bOKKYVRaFDkuQZh4Z8b7H74DOr0cLhR79bQ6lAvZ6XDxs_EqUSELsw2yPcHq0kdDRFhP" data-ratio="132.24" src="https://lh6.googleusercontent.com/qyCeqY-QnsLr1V-h5LwvAyRee_QTof-S9bfT9wz01JCTzooHYiP0TlTo9-bA1U5p0bY4bOKKYVRaFDkuQZh4Z8b7H74DOr0cLhR79bQ6lAvZ6XDxs_EqUSELsw2yPcHq0kdDRFhP" /></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">((Credit to Dai Nguyen))</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><em>"A sympathetic link is required for all levels of equivalency—the greater the link, the more easily they influence each other."</em> - Ithrendas “Crumena” Regis, The Artificer</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Through learning the exact attributes of an object, one may learn to change the physical properties found in the latent mana of the material. This could be used to do something as intricate as craft a complex oddity, or simply change an object’s state of matter as long as it does not violate the law of equivalent exchange. Alterationists generally relate this chronologically with Voidal Feeling, the Transmutation of a material being the state where the Transfigurationist becomes one with the object and may shape it to their desire, the feeling comparable to a dance with a lover.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Alter Temperature:</strong> </span>Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The Alterationist may add or remove heat from an object to their desire. This could be used to do something as simple as cook a cut of meat and heat up some tea.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Alter Temperature takes 1 connect emote + x amount of scale emotes + 1 cast emote. This is mainly a utility spell and is not usable in combat. It should be noted that although one could generally revert the effects the temperature change has on the object, chemical changes, such as cooking a steak, may not be reverted, as you cannot “un-cook” a steak. </span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- May not be used to gain a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Alter Temperature can be used to change an object’s state of matter; however, you may not create plasma with Alter Temperature.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If Alter Temperature is used to change an object’s state of matter, the surrounding conditions of temperature determine whether or not it continues to exist in the modified state. (e.g. transmuting ice into water in a tundra will not last).</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- An item may not have its temperature altered below 0 F/-18C, or above 212F/100C</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot adjust the temperature of what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot adjust the temperature of living matter. It must be dead-organic/inorganic.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Alter Position:</strong> </span>Non-Combative</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">A popular choice for the learning Alterationist's entry-level spell, a Transfigurationist may alter the position of an object. This is done by establishing a Mana Anchor on an object through the Void, and channeling one's own Mana into the object to create momentum, allowing them to freely move its position through space.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:14px;"><span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This spell takes one connect + one charge + 1 cast emote to perform. The Transfigurationist may choose an object within their Transmutation range and use their own Mana to freely move it through space. There isn't a hard limit on how fast an object may go, but as a rule of thumb, the heavier an object, the slower and more difficult it will be to manipulate. Additionally, an object could not go fast enough to meaningfully wound someone, such as break a bone or pierce skin. Although this spell's value lies mostly in lifting small objects with incredible ease for a well studied Mage, many Magi may band together through Infusion Rituals/Circling to create Enchantments that may float anywhere from a home up to an incredibly large mass of land.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#c0392b;">Red-lines:</span></strong></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- <strong>Cannot be used to obtain a combat advantage at all. </strong>This spell is largely reserved for flavor. If you have to ask yourself "am I able to do this?" then you probably can't.</span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Unlike other Transmutation spells, Alter Position does not require a thorough understanding of the object in question's makeup. </span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- The caster is able to utilize this spell on multiple objects as long as they don't accumulate a weight over 25lbs/~11kg in total. That being said, incredibly particulate substances such as sand may not be lifted in large amounts more than a few grains. One may be able to cause rain around them to miraculously deflect off their attire, but throwing large globs of water is not a feasible task.</span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">-The caster is able to perform separate transmutation or enchanting spells while alter position is active.</span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- The heavier an object, the slower it travels and more difficult it is to move. </span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Enchantments created via Alter Position cannot provide a combative advantage in any way.</span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Objects travelling at high speeds (anything faster than a thrown paper airplane) may not be stopped out right via Alter Position.</span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- The range of Alter Position correlates with the tier of the Transfigurationist’s Transmutation range (Tier 5 allows a range of a 10 block radius).<br />
			- The creation of floating objects/masses in Enchanting via Circling requires ST approval and consent from a Region Owner of the tile. If no region owner is present, World Team and Story Team approval is required. </span></span></span>
		</p>

		<p>
			<span style="font-size:14px;"><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Alter Position can be used in lieu of Telekinesis to create Telekinesis limbs.</span></span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Alter Shape:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">By fiddling with the shapely properties of an object’s mana configuration, the Transfigurationist can adjust the spatial distribution/shape by willing it with their mind. This could be applied to assist in crafting processes, or simply artistic expression.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Alter Shape takes 1 connect emote + x amount of scale emotes + 1 cast emote. Once the Transfigurationist reaches out to the object, they may freely change its shape as long as it abides by the law of equivalent exchange and is not cast on something that isn’t either inorganic or dead organic. For example, an Alterationist may shape an iron ingot into an outline for a dagger, and may later engrave markings into this dagger by only engraving small regions of the iron. Another example would be transmuting a chunk of wood into a long stick, though as a consequence, it will become more brittle the narrower and longer it gets.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- May not be used to gain a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows equivalent exchange. You may not create/destroy matter and for every change in shape, there is a consequence, such as the longer something becomes, the more susceptible to deformation it becomes.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot alter the shape of living matter. It must be dead-organic/inorganic.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Greatly altering the shape of enchanted objects (anything more than aesthetic changes and repair) will deform its mana signature, rendering the enchantment useless.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not change the shape of what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Although a Transfigurationist could create a blade or forged weapon with Transmutation, unless they know the exact process of how to forge it and replicate it with their magic, the weapon will not come out nearly as strong as the original.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Even if the Transfigurationist knew the exact process to smith a blade, they may only sharpen it with a limited amount of precision. Using mechanical means to sharpen something is more effective and will always come out with a higher quality of sharpness than with Transmutation.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Alter Color:</strong> </span>Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">As color is a physical property, the Alterationist can learn to shift an object’s hue. This may come in handy for someone such as a tailor being unsure how they want to distribute the color on an outfit, or anyone else who specializes in crafting processes that entail aesthetic decisions.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Alter Color takes 1 connect + x amount of scale emotes + 1 cast. This is a utility spell and doesn’t have much use beyond aesthetic customization of an object. The Transfigurationist can change multiple factors of the color, such as tint, shade and hue.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- May not be used to gain a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not alter the color of what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Alter Color cannot be cast on living matter. It must be either dead-organic/inorganic.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows equivalent exchange. As color is a physical property, it may be changed freely as it does not change the fact that iron is iron, or gold is gold.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Fusion:</strong> </span>Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Once the Alterationist can Transmute objects with fair efficiency, they can combine two or more materials into a single mixture. This could be utilized to create alloys, such as melding tin and copper into bronze, or combining a bottle of ink into a sheet of paper to swiftly write a letter.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Fusion takes 1 connect emote + x amount of scale emotes + 1 charge emote + 1 cast emote. The outcome of the combined inputs may not exceed two cubic meters in total volume. In order for a Transfigurationist to cast Fusion, they are required to have Felt/possess a deep understanding of the inputs of the potential outcome. Although melding a couple metals into an alloy may be simple for a Transfigurationist to figure out, complex processes, such as fusing many components into something like a clock will require the Transfigurationist to know how the process works entirely.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- May not be used to gain a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows equivalent exchange. You may not create/destroy matter with Fusion.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Alloys that do not exist in real life with mundane metals/nonmetals may not be created.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Creating alloys/mixtures that involve lore materials require Story Team consultancy.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot cast Fusion on living matter, it must be dead-organic/inorganic.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- The outcome of the inputs may not exceed two cubic meters in total size.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- There is no theoretical limit as to how many inputs may be fused, but the more components, the more exhausting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You cannot create complex creations such as crossbows or clockwork-based devices if your character does not know the process.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You cannot Fuse what you do not understand.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Fission:</strong> </span>Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The inverse of Fusion—the Transfigurationist may split a mix of materials down into their base components, such as fissioning a novel into a blank book and ink, or breaking down brass into copper and zinc.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Fission takes 1 connect emote + x amount of scale emotes + charge emote + 1 cast emote. The product of the mixture/alloy must not exceed a total volume of two cubic meters. In order for a Transfigurationist to cast Fission, they must have Felt/possess a deep understanding of the mixture in order to separate it. Although separating metals from an alloy may be simple for a mage to figure out, picking apart complex constructs such as crossbows or clocks require the Alterationist to have a good understanding of how the object is put together.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- May not be used to gain a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows equivalent exchange. You may not create/destroy matter with Fission.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Fissioning materials to create products that are not mundane in lore and could potentially cause harm (e.g. mercury) will require Story Team consultancy.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot cast Fission on living matter, it must be dead organic/inorganic.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- The outcomes of the mixture may not exceed two cubic meters in total.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- There is not theoretical limit as to how many outputs may come from a mixture, but the more components, the more exhausting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You cannot Fission complex objects such as crossbows or clockwork-based devices if your character does not know the process of their creations.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot Fission what you do not understand.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Alter Density:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">By altering the distribution of the latent mana in the object, the Transfigurationist may either compact an object to make it more durable or expand it to decrease its volume and make it less durable. This is difficult for beginning Alterationists and is a more complex spell.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Alter Density takes 1 connect emote + 2 charge emotes + 1 cast emote. This spell is limited to objects no bigger than one cubic meter in size. The Transfigurationist may compress an object down making it up to 50% denser than it was before, though decreasing its size by the factor its density was increased, as well as making it heavier (e.g. making an iron bar 50% denser will make it 50% stronger, yet it will also become 50% smaller and 50% heavier relative to it's previous size.). Alternatively, the density may be decreased to make an object lighter and larger at the cost of its durability (e.g. making an iron bar 50% less dense will make it 50% larger, yet it will become 50% lighter and 50% less durable than it was before).</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- May not be used to gain a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows equivalent exchange. If you alter a sword to be denser, it’s going to become much more tiring to swing.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot increase/decrease density past 50%.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Altering density does not increase overall weight, it simply increases the weight relative to it's size as it changes.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- An item with Altered Density may not be used with another item with Altered Physical Properties (Any other Alteration Enchantment).</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot alter the density of an object larger than a cubic meter.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot cast alter the density of what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot adjust the density of living matter. It must be dead-organic/inorganic.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Alter Light</strong></span></span></span><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>:</strong> </span>Non-Combative/Combative</span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Through Transmutation, the mage may manipulate ambient light present in the environment. Whether to guide one’s path, illuminate old tomes in a library, or dazzle an enemy, Alter Light showcases utility and finesse over the Arcane. The color of Alter Light is largely up to the caster’s preference. Though the light itself is shaped from existing sources, Transfiguration allows it to be refracted and filtered into nearly any hue or intensity.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Though its primary function is practical, the spell may be pushed to combative thresholds when overcharged, creating a weaponized burst of brightness. As a cautionary refinement of the crude Magelights of old, modern Transfigurationists have devised a method of bending light around themselves, preventing accidental self-blinding during casting.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">After connecting, the mage may manipulate existing light within a ten-block radius. This includes torchlight, moonlight, or any other natural source. They may gather it into drifting motes, focus it into narrow beams, cast glowing runes and shapes, or affix it to objects and individuals for aesthetic effect.</span></span>
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Alter Light may be used in conjunction with Magelight, allowing a mage to shape and direct their conjured illumination in otherwise dark environments. These manifestations remain non-solid and purely cosmetic, offering no mechanical benefit and being unable to carry over into combative scenarios.</span></span>
		</p>

		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="color:#ffffff;"><strong><span style="font-family:'Times New Roman', Times, serif;">-Combative Augments-</span></strong></span>
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><strong>Flash [C]</strong></span></span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;">A Transfigurationist may manipulate a pocket of ambient light into a sudden, directed flare meant to disorient an opponent. Though brief and harmless, this burst can briefly interrupt a spell, stagger a charge, or blind a foe long enough for the mage to reposition.</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong><br />
			Flash allows a mage to gather and concentrate ambient light into a single point within their hands or at the end of a casting focus, which is then expelled in a quick flare. This flare must originate from an area with sufficient light, such as sunlight, torchlight, or magical luminescence. Upon being cast, the flash will erupt in a rectangular area 3 blocks wide and 6 blocks long, originating from the caster's position.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Affected targets are dazzled and experience brief disorientation - flinching and blurry, unfocused vision - for 1 emote. This is enough to interrupt focus, misalign an aim, or momentarily hinder coordination. Targets looking away, closing their eyes, wearing full visors, or behind solid cover are unaffected.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Flash requires three emotes to cast [1 Connect + 1 Charge + 1 Cast] and cannot be withheld.</span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-</span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Flash cannot function in total darkness. There must be ambient light within a 5-block radius to shape.<br />
			-Only affects targets facing the flare within line of sight.<br />
			-Cannot cause damage, pain, burns, or permanent blindness.<br />
			-Does not work through walls, smokescreens, or magical darkness.<br />
			-May be countered by looking away, closing one's eyes, wearing full eye protection (visors or tinted lenses), or by lacking visual function (Seers or blinded individuals).<br />
			-The dazzled status may only afflict a target twice before their eyes adjust to the brightness. This limit is shared between Flash and Lucent Singularity.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-Affected focus based casters experience a [1 Emote] delay if interrupted mid-charge, able to resume casting after the duration. </span></span>
		</p>

		<p>
			<br />
			<span style="color:#ffffff;"><strong><span style="font-family:'Times New Roman', Times, serif;">Lucent Singularity [C]</span></strong></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;">By drawing in all available light in the area, the Transfigurationist creates a radiant core that can be lobbed to erupt in an overwhelming burst - weaponized illumination used to disorient and blind in a wider radius.</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong><br />
			Lucent Singularity condenses light from all ambient sources within a 5-block radius into a floating sphere gathered above one's hands or a casting focus, which may be cast in place or thrown up to 6 blocks. The sphere may be held for up to 2 additional emotes before detonation, allowing for repositioning. If not released by the end of the 2nd holding emote, it fizzles and the caster disconnects. Upon impact or completion, the sphere detonates in a burst of intense light that reaches a 5-block radius. </span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Those facing the detonation and caught within its radius are dazzled for 1 emote. Affected individuals will experience severely blurred vision, making it difficult to aim, cast, or react with precision.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Lucent Singularity requires four emotes to cast [1 Connect + 2 Charge + 1 Cast]. Due to the overwhelming nature of the spell’s detonation, the caster experiences a brief lapse in focus as their transfigurative control dissipates. This results in an automatic disconnect.</span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-</span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Cannot be used without sufficient ambient light nearby. Total darkness renders the spell inert.<br />
			-Does not burn, damage, or cause physical pain of any kind.<br />
			-The burst only affects those within 5 blocks who are facing or exposed to the explosion.<br />
			-Does not work through walls, smokescreens, or magical darkness.<br />
			-May be countered by looking away, closing one's eyes, wearing full eye protection (visors or tinted lenses), or by lacking visual function (Seers or blinded individuals).<br />
			-Once cast, the mage is disconnected and must reconnect again to cast.<br />
			-The dazzled status may only afflict a target twice before their eyes adjust to the brightness. This limit is shared between Flash and Lucent Singularity.</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-Affected focus based casters experience a [1 Emote] delay if interrupted mid-charge, able to resume casting after the duration.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>General Redlines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- </span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Mages can only redirect, intensify, reshape, or diffuse existing light. Alter light may not completely extinguish torches, lanterns, or ambient light to create darkness.<br />
			-Non-combative Alter Light may be enchanted for various aesthetic effects. The combative variants may not be enchanted.<br />
			-Alter Light may not produce black, UV, or shadow-like effects. Its color must be visible and luminous</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-"Ambient light" is defined as any visible light source within the specified radius that produces illumination equivalent to or greater than a single torch. This includes: - Natural sources (sunlight, moonlight, starlight) - Artificial sources (torches, lanterns, campfires) - Magical sources (Magelight, sustained magical illumination, enchanted items, etc.)</span></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-At least one such light source must exist within the specified radius at the moment of casting. If all light sources are extinguished during charging, the spell fizzles and the mage must reconnect.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#8e44ad;">Scale for Transmutation (this does not apply to spells that have a hard cap on the size capable of being Transmuted):</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Items that may be physically held:</strong> 1 emote</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Beach ball sized:</strong> 2 emotes<br />
	<strong>1 cubic meter:</strong> 3 emotes</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>2 cubic meters:</strong> 4 emotes</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>(Anything larger would require a circling ritual)</strong></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Transmutation Tier Progression</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Novice (T1)</strong> - The mage has just been connected to the Void and cannot use Transmutation. They are still experimenting with Voidal Feeling. This lasts for 2 weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is still working with Voidal Feeling and is incapable of Transmutation.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Student (T2)</strong> - The Transfigurationist has begun their studies in Transmutation, only capable of adding heat or removing it from objects. Changes in shape are very minor and are incredibly taxing. This lasts for 3 weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Alter Temperature.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Alter Shape.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Alter Position.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Alter Color.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist capable of casting Alter Light.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Transmutations are not permanent at this stage. If the Transfigurationist chooses to shape an object with Alter Shape, it will revert to its original state an emote after it has been shaped as the Alterationist disconnects from exhaustion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist cannot Transmute anything larger than handheld items.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range for Transmutation is the arm's distance.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Adept (T3)</strong> - Through experimenting further with the properties of materials, the Transfigurationist has expanded their influence into more complex fields of Alteration. They may now mix and split mixtures of materials and alter an object’s color. Their Transmutations are now permanent. This lasts for 5 weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Fusion.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Fission.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist capable of casting Flash.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Transmutations are now permanent. The Alterationist can alter the properties of items with some fatigue.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist cannot Transmute anything larger than a beach ball.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range for Transmutation is 3 meters.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Expert (T4)</strong> - Having mastered basic shaping and temperature manipulation whilst becoming proficient at Fusion and Fission, the Transfigurationist has a solid grasp on Transmutation. They may alter the environment within a fair range and with great potency, beginning to experiment with the manipulation of an object’s density. This lasts for 6 weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is capable of casting Alter Density.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist capable of casting Lucent Singularity.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Small to medium Transmutations can be done easily. Anything larger than a beach ball will be a bit more tiring.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist cannot Transmute anything larger than a cubic meter.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range for Transmutation is now 6 meters.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Master (T5)</strong> - The Transfigurationist has become incredibly well acquainted with Transmutation. Fission and Fusion may be performed with ease as altering the density of materials comes with less difficulty. This tier is reached after the magic has been practiced for 16 weeks total.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist has reached a mechanical peak in their ability to Transmute materials.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- Anything larger than a cubic meter will be somewhat tiring for the Transfigurationist to transmute.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist cannot Transmute anything larger than two cubic meters.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s range for Transmutation is now 10 meters.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Transmutation Red-lines:</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Line of sight is fairly lenient due to the freeform nature of Transmutation. That being said, liberties may be taken as long as they aren’t ridiculous, such as Transmuting entire objects and complex creations behind you.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Equivalent exchange must not be violated. You cannot create or destroy matter with Transmutation and anything that entails the changing of shape will always invoke a consequence. That being said, you cannot change materials into others (e.g. stone to gold).</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transmutation does not necessarily allow you to automatically learn complex processes. Unless a Transfigurationist knows the detailed process of forging a sword or creating clockwork, they cannot make said object.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transmutation may not be cast on living matter. It must be dead-organic/inorganic.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transmutation, at its peak, may not be cast on objects larger than two cubic meters. Anything larger requires a circling ritual.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- The larger the object, the more exhausting it is to Transmute. There is no hard mana system for Transmutation, but be sure to RP exhaustion for large tasks.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Transmutation cannot change chemical properties.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Gas may be transmuted, although it must be concentrated in a certain area. You may not freeze air solid out in the open.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">-Enchantments made of transmutation spells may only directly effect the item enchanted. For example, an alter color enchantment would only be able to alter the color of the enchanted item itself.</span><br />
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Spells - Enchanting</strong></span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="kAYXK1MKnCKpI74YLbfGkHvlIYrzYCvCq2sIAj1QvFNGvsWHxXGs79QZ5ycTmh0gQMy1LncGpePiHr2a7x2VueynWusS13k0u6Ti_NLh9rwNEW8k9Z9k0QJpXzu_g08afCmHyBiC" data-ratio="116.88" src="https://lh5.googleusercontent.com/kAYXK1MKnCKpI74YLbfGkHvlIYrzYCvCq2sIAj1QvFNGvsWHxXGs79QZ5ycTmh0gQMy1LncGpePiHr2a7x2VueynWusS13k0u6Ti_NLh9rwNEW8k9Z9k0QJpXzu_g08afCmHyBiC" /></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">((Credit unknown))</span></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><em>“The Arcane is a wild, chaotic, otherworldly thing. It only makes sense that magic alone could bind other magic.”</em> - Anordal Elverhilin</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The pinnacle of Transfiguration as an art—the ability for a Transfigurationist to impregnate an object with magical properties to replicate that of one, or multiple spells, the enchantment fueled by an artificial mana pool that the Atlerationist creates inside the object. The practice itself has been around for several centuries, but it’s only as of recently been refined into an elegant and surreal art within the last couple centuries or so.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Lesser Enchantment:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">A mostly aesthetic enchantment that has no major effects or combative potential. This is done with incredible ease and will likely be the first step in the Transfigurationist’s path to Enchanting.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This has no set emote count and is purely non-combative ritual. This spell is entirely aesthetic and generally doesn’t provide any mechanical advantage. A few examples include Arcanism lifts, floating candles, magelight orbs that float around a room, etc. Lesser Enchantments generally have triggers, such as a word activating the enchantment when spoken, a button, or when the enchantment is touched a certain way, such as tapping or rubbing.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments cannot be created in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments do not trigger Enchantment Sickness.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments cannot provide a combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments may be reduced to as little as one emote in use/activation..</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not enchant without knowing the magic in question or having access to it, such as in the form of an Entrapped Spell or via Co-Enchanting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not enchant what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- There is no limit to the amount of Lesser Enchantments that could be made in one day due to their simplicity.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments are susceptible to abjuration. It will permanently dismantle the enchantment if the enchanted object is struck with such, rendering it useless.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments do not require Story Team Approval.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Lesser Enchantments follow all rules regarding the use of plugins in PvP.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Potent Enchantment:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The Alterationist imbues a mundane item with an artificial mana pool, oftentimes no bigger than a handheld object. These enchantments are on the less powerful spectrum of magic, spells limited to the range of a novice to adept mage.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This has no set emote count and is a purely non-combative ritual. This entails the binding of a spell up to Tier 3 in caliber to a mundane object, such as a sword, bow, or anything that can be contained in your inventory mechanically. Potent Enchantments themselves may not be created in combat, but the product itself could have combative potential. Potent Enchantments must have triggers, such as a word activating the enchantment when spoken, a button, or when the enchantment is touched a certain way, such as tapping or rubbing. The amount of charges a spell has directly correlates to the Tier of the spell, recharging inbetween combative instances. An item of a Potent Enchantment, when struck in any capacity, will not longer be eligible to <strong>cast</strong> it’s enchantment for the rest of combat. If the enchantment is already active, the effect persists. </span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><font face="Times New Roman, Times, serif">A potent enchantment, being combative, adds an additional [Connection] emote to the original spell. <em>E.x. a 3 emote fireball would now take 4 as an enchantment.</em></font></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 1:</strong> 3 uses</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 2:</strong> 2 uses</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Tier 3:</strong> 1 use</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Enchantments do not bypass the amount of emotes needed for the spell. The “trigger” takes one emote, followed by the amount of charging emotes for the spell, then finally the cast emote. If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">&gt;Trigger &gt;Connection&gt;x amount of charge emotes &gt;cast</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Noncombative enchantments utilize "Narrative Day" in uses, over "Per Combative Encounter". This is strictly for enchantments that cannot be used in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments add +1 emote to the original spell's total cast time.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments cannot be created in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments may not be used to bypass the amount of emotes needed for a spell.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments cannot hold spells greater than Tier 3.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments cannot bypass the amount of uses they have in combat. These uses recharge when the combative encounter is ended.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Whether or not the enchantment is active, if it comes into contact with a ward, such as a sword striking it, it will clash against the ward as if it were an iron shield, stopping it.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Only three combative Potent Enchantments may be created per day.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not enchant without knowing the magic in question or having access to it, such as in the form of an Entrapped Spell or via Co-Enchanting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not enchant what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Enchantments may not bypass caster-requirements (such as ‘this spell requires two casters’) for any magic.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If the item cannot be contained mechanically in one’s inventory, it requires the submission of a MArt.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments are susceptible to abjuration. It will permanently dismantle the enchantment if the enchanted object it is struck with such, rendering it useless.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments require Story Team Approval.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Potent Enchantments adhere to the lore signing of three items per day.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If the item has multiple spells enchanted onto it, it requires the submission of a MArt.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#8e44ad;"><strong>Grand Enchantment:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">An experienced Transfigurationist implements magegold onto an object, allowing more room for mana to flow and more powerful spells to be cast, ranging from an Expert to Master mage. These enchantments are very taxing to the Transfigurationist and the participants involved.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This has no set emote count and is a purely non-combative ritual. This entails the binding of a spell up to Tier 5 in caliber to an object with magegold implements. The item must be able to be mechanically contained in your inventory. Potent Enchantments themselves may not be created in combat, but the product itself could have combative potential. At least a fourth of the object must be encased or composed of magegold in order for a Grand Enchantment to be correctly made. However, as a drawback to using magegold, its brittleness makes it incredibly vulnerable to the most basic strikes. If the magegold implements/casing on an object is struck with anything that gives the output of force comparable to a well swung sword, the magegold will fracture, causing the enchantment to fail entirely and never become usable again. However, there is a second option that can potentially make these valuable enchantments much more durable. Should one perform the process of Arcanium Forging upon a durable material, such as steel, it will allow the Transfigurationist to create a Grand Enchantment, eliminating the drawback of having brittle magegold placed upon the object. Grand Enchantments must have triggers, such as a word activating the enchantment when spoken, a button, or when the enchantment is touched a certain way, such as tapping or rubbing. The amount of charges in the spell has directly correlates to the tier of the spell. </span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><font face="Times New Roman, Times, serif">A grand enchantment, being combative, adds an additional [Connection] emote to the original spell. <em>E.x. a 3 emote fireball would now take 4 as an enchantment.</em></font></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Tier 1: 5 uses</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Tier 2: 4 uses</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Tier 3: 3 uses<br />
			Tier 4: 2 uses<br />
			Tier 5: 1 use</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Enchantments do not bypass the amount of emotes needed for the spell. The “trigger” takes one emote, followed by the amount of charging emotes for the spell, then finally the cast emote. If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">&gt;Trigger &gt;Connection&gt;x amount of charge emotes &gt;cast</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Noncombative enchantments utilize "Narrative Day" in uses, over "Per Combative Encounter". This is strictly for enchantments that cannot be used in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Grand Enchantments cannot be created in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Grand Enchantments add +1 emote to the original spell's total cast time.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- No matter the material, a Grand Enchantment weapon may not cast once first struck for the rest of combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Grand Enchantments may not be used to bypass the amount of emotes needed for a spell.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Grand Enchantments cannot hold spells greater than Tier 5, it is the cap on the power of enchantments.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Grand Enchantments cannot bypass the amount of uses they have in combat. These uses recharge when the combative encounter is ended.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not enchant without knowing the magic in question or having access to it, such as in the form of an Entrapped Spell or via Co-Enchanting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Whether or not the enchantment is active, if it comes into contact with a ward, such as a sword striking it, it will clash against the ward as if it were an iron shield, stopping it.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Only one Grand Enchantment, combative or non-combative, may be created per day.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Enchantments may not bypass caster-requirements (such as ‘this spell requires two casters’) for any magic.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">- You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may not enchant what you do not understand.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If the item cannot be contained mechanically in one’s inventory, it requires the submission of a MArt.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Grand Enchantments are susceptible to abjuration. It will permanently dismantle the enchantment if the enchanted object it is struck with such, rendering it useless.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Grand Enchantments require Story Team Approval.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If the item has multiple spells enchanted onto it, it requires the submission of a MArt.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Co-Enchant:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Through the aid of another talented Mage, a Transfigurationist is able to perform the ritual with them in order to enchant spells to objects that the Alterationist themselves do not know. The ritual is often a rather interesting process for the two, as they both experience arts that they’ve never practiced—similar to circling in that regard.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This has no set emote count and is purely a non-combative ritual. During the enchanting process, the mage who is assisting in the ritual will funnel the information of the spell in the form of a line of mana to the enchanter, which they will then weave into the object in question. This is generally done when the enchanter does not have the magic in question that they wish to enchant the object with.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Co-Enchanting cannot be done in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Co-Enchanting can only be done with one spell. If multiple magics are used, it requires the submission of a MArt.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows all Enchanting redlines.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Entrap Spell: </strong></span>Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">A similar process to Co-Enchanting, except the Transfigurationist and the assisting mage lock the spell inside a closed jar or glass bottle for later use in enchanting. When the Transfigurationist chooses, they may draw the entrapped spell from the container and use it in an enchanting ritual.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This has no set emote count and is purely a non-combative ritual. An assisting mage and Transfigurationist, or the Transfigurationist themself captures the essence of a spell and contains it in the jar or bottle. Depending on the magic used, the inside of the container will take on an aesthetic, such as an elemental evocation appearing inside the jar, or conjuration being represented by several small butterflies hovering around inside the container. The container used must be transparent and must be a minimum of six inches in diameter. The MC representation for the entrapped spell must be a glass bottle and requires Story Team approval. Upon enchanting with the entrapped spell, a /sreq must be made for the enchantment to be signed and the entrapped spell is to be disposed of by the overseeing Story Team member.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot be done in combat.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows all red-lines of enchanting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You may only entrap one spell in a single container. You cannot have an entire catalog of spells inside a container. </span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Entrapped spells must be mechanically represented and signed by a Story Team member.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- When entrapping a spell, such must be done with consent- you cannot “capture” oncoming enemy spells.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- When using an entrapped spell in an enchantment, a Story Team member must dispose of the item after its been used.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Entrapped spells must be contained in a glass contained that’s at least six inches wide. This is represented by a glass block or glass bottle MCly.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot entrap spells that you do not have knowledge of without the help of the assisting mage who knows them.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If the container is shattered, the spell will be released and fade out, wasting away the potential of the entrapped spell.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Mana Ley Line:</strong></span> Non-Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">By employing focus crystals, the Transfigurationist can weave mana in linear lines to redirect it into target enchantments. This could be used to draw mana from an obelisk something as simple as an Arcane gate, or perhaps an atronach. This can be difficult for beginning enchanters to accomplish.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This is a non-combative ritual and has no set emote count. The Transfigurationist may evoke a channel of stabilized mana from a power source such as an obelisk, then funnel it through focus crystals periodically placed to focus the direction of the mana. Every 5 blocks, a focus crystal must be placed (represented by a sign or MC head) to keep the mana stable and anchored into the material realm. These lines are about a quarter of an inch in diameter and may not curve. They travel in linear directions and one must use a focus crystal to change its direction, such as to direct it around a corner. These are ethereal, however, with Gold or Magegold may sever there connection- alongside another Transfigurationist.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Cannot be used in combat and provide no combative advantage.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Follows all red-lines of enchanting.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ley Lines are ethereal and pass right through physical matter.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ley Lines are susceptible to warding and abjuration.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If mana fails to flow through a Ley Line after three OOC days, they will return to the void.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ley Lines cannot curve around walls. They must be linearly redirected with focus crystals.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- A focus crystal must be placed every five blocks in order for mana to remain stable in the material realm.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Triggers for Enchantments:</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Triggers for enchantments can be very versatile. Generally for non-combative enchantments, it can be something as simple as clapping your hands to ignite an orb of magelight, running your hand along the length of a blade to ignite it with flames, or perhaps a verbal tell. Either way, if the enchantment were a mage casting a spell, the trigger emote would be the “connection,” and takes one emote to complete a trigger. This tell can be unveiled if a Transfigurationist were to Feel the enchantment.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Enchanting Tier Progression</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Novice (T1)</strong> - The Transfigurationist is only learning how to use Voidal Feeling. They have not even touched Transmutation, nor have they learned Warding and Abjuration. This stage lasts for two weeks with consecutive lessons</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist cannot enchant any objects. </span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Student (T2)</strong> - The Transfigurationist has stepped into Transmutation and has gotten a decent grasp on Voidal Feeling, yet they’re still incapable of enchanting. This stage lasts for three weeks with consecutive lessons</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist cannot enchant any objects.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Adept (T3)</strong> - Through experience with Transmutation and Voidal Feeling, the Transfigurationist has begun to study enchanting, slowly learning how to imbue objects with magical properties. Their enchantments may sometimes fail and come out as impotent with their first few attempts. This stage lasts for five weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can create Lesser Enchantments with some difficulty.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can create Potent Enchantments, though it is very taxing on them.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s enchantments may sometimes fail during creation, as they are still studying the practice.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- At the end of Tier 3, the Transfigurationist can learn Co-Enchanting.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Expert (T4)</strong> - The upward climb of the Transfigurationist’s studies continue. They’ve learned that by trapping the essence of a spell in a glass container, they can contain it for later use in enchanting, with the addition of directing mana from power sources. Spells of the past tier become less difficult to pull off and their ability to learn more complex practices expands. This stage lasts for six weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist themself, or with the help of another mage, can cast Entrap Spell.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is able to create Mana Ley Lines.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can create Lesser Enchantments with ease.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can create Potent Enchantments with some fatigue, though with much more ease.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist’s enchantments no longer fail, as they’ve practiced enchanting long enough to ensure their spells’ presence in the object.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Master (T5)</strong> - A peak in the Transfigurationist’s ability to enchant has been reached. They can create enchantments that match the caliber of a mastered mage and imbue objects with potent magical essence easily. This tier is reached and remains after the last six weeks of Tier 4.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist has unlocked the potential of Grand Enchanting, though incredibly exhausting.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can create Lesser Enchantments with virtually no fatigue.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can create Potent Enchantments with little difficulty.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Enchanting Red-lines:</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Enchanting cannot be performed in combat (the non-combative labels on the spells are not to be confused with the enchantments themselves. Enchantments can be combative, they just may not be created IN combat.)</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Enchantments are very susceptible to warding. If it were to come in contact with a ward, regardless of whether or not the enchanted object is active, it will stop as if it was blocked by a barrier, though it does not do any damage to the ward itself unless the enchantment is active. </span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Enchantments are very susceptible to abjuration. If the Enchantment were to be struck with an abjuration, its magical properties will be rapidly stripped away, rendering it permanently useless.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You may only enchant with magics that you know at the given moment or through the use of Entrap Spell or Co-Enchanting. You cannot enchant with a magic that you have dropped.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Only one enchantment may be applied to an object. Anything more will require the submission of a MArt.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You may not enchant living matter. It must be performed on dead matter or non-organic material.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Cannot enchant non-voidal magics.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Enchantments may not be used to lower the amount count of spells. The trigger acts as the connection emote, followed by the charge, then the final cast emote.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- An Enchantment’s artificial mana pool cannot be used to fuel a mage’s mana pool.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You are not immune to your own enchantments.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Enchantments represented by mechanical MC items require a description of what it does, the emotes to activate it, and a Story Team signature.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">-Constructs who do not bear a soul are unable to utilize Voidal Enchantments, as such are recharged by drawing from one's own soul. Examples include Animii, Homunculi, Golems, Anthroparions, etc. <br />
	- Enchantments cannot be activated without the deliberate will of the user; they do not operate as mana siphons.</span><br />
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Spells - Warding and Abjuration</strong></span></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="eamcvn6hV4iDjMG6NNQ6g55_VbyohWHssx0YtxAKj9cSUfgqeIY2rTNYinsjJM_uhKgTsQhyqHKm_Widjn2V2b4helJviUSRs44JCk81CBtipRf4Q6oE-TSXJ-mKoexwiGwh2bFv" data-ratio="71.75" src="https://lh3.googleusercontent.com/eamcvn6hV4iDjMG6NNQ6g55_VbyohWHssx0YtxAKj9cSUfgqeIY2rTNYinsjJM_uhKgTsQhyqHKm_Widjn2V2b4helJviUSRs44JCk81CBtipRf4Q6oE-TSXJ-mKoexwiGwh2bFv" /></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">((Credit to OwenLeaf))</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><em>“You would hope to cast a spell, which I had taught to the teacher of your teacher, against I?” </em>- Lhindir Elverhillin</span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">The furthest that Transfiguration gets in terms of direct combative capability, Warding and Abjuration requires the Alterationist to create masses of expropriating mana that hijack adversary spells’ mana, confusing its integrity and rapidly deconstructing them to return them to the void or deflect their path and throw them off course. This requires the mage to know or at one point have known that magic that they are attempting to deconstruct, otherwise, the abjuration would fail. Although one might consider such a form of alteration to be very circumstantial, the practice has proven to serve its purpose to Magi who’ve expanded their magical knowledge.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Ward Shield:</strong></span> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Using the concept of expropriating mana to pull apart one’s spells, they can shape this disruptive mana into a disc-like shield that takes on the appearance of distorted, yet glistening air (or the mage’s aura). If a spell were to hit a Ward Shield, it would fizzle out into particles of its respective element/magic. Under some circumstances, it may bounce off the barrier.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p dir="ltr">
			<span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#9999ff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">Mechanics:</span></span></span></span></span></span>
		</p>

		<p style="line-height:1.38;">
			<span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#9999ff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote. These barriers are as large as a doorway, large to cover a single person and may be created anywhere within an eight block radius of the Transfigurationist. If the mage knows or has known the magic in question</span></span></span></span></span></span><span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#9999ff;"><span style="font-weight:700;"><span style="font-style:normal;"><span style="text-decoration:none;"> </span></span></span></span></span></span><span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">and has fully mastered all aspects of it</span></span><span style="font-size:10.5pt;font-variant:normal;white-space:pre-wrap;"><span style="font-family:'Times New Roman', serif;"><span style="color:#9999ff;"><span style="font-weight:400;"><span style="font-style:normal;"><span style="text-decoration:none;">, then the Ward will protect against the corresponding spell. At Tier 4, they may charge an additional emote for the Shield to grow to cover a 3x3 block area, however it does not change the amount of ward points that the Ward Shield. When a spell comes into contact with a Ward Shield, it may fizzle out, or bounce off the barrier, sending it elsewhere (this will not EVER send spells back at mages. It is more or less a flavor feature and cannot affect CRP in any way or change structures unless RO permission is granted.) Ward Shields work off a system of points, having a durability of 5/5. A Tier 1 spell will lower this durability by 1 point, a Tier 2 spell by 2 points, a Tier 3 spell by 3 points, a Tier 4 spell by 4 points, and a Tier 5 spell by 5 points.If the max durability of 5/5 is reached, the Ward Shield will disperse after the last spell is warded with no consequence. If the maximum durability is breached, such as 6/5 or above (e.g. the Transfigurationist wards a T3 spell and uses 3/5 Ward Shield points, then they get hit with another Tier 3 spell, which brings the total up to 6/5), the Ward Shield will violently shatter away as soon as the Ward-breaking spell hits the barrier, disconnected the mage forcefully and stunning them for one emote after the ward breaks and they disconnect.</span></span></span></span></span></span><span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">Ward Shield will consume as much Mana as the Tier it is cast at (see Tier Progression for specifics).</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<strong><span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Red-lines:</span></span></strong>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You cannot cast other magic alongside your Ward Shield.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields offer NO physical protection and only protect against magic.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields cannot block non-voidal magic unless specific lore says otherwise.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields may only be moved if they are casted in front of the mage and controlled by their hands, allowing them to pivot around to change the angle of their Shield. If it is casted out beyond the Transfigurationist’s physical reach, it is stationary and may not be moved.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields may not be bigger than the max size of a 3x3 blocks in area.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields cannot deflect spells at people. Deflection is a flavor spell and cannot do any environmental damage without RO permission.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- The mage may move while a Ward Shield is up, though it abides by all Voidal Connection rules.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If an enchanted object strikes a Ward Shield, active or not, it will stop as if it has been blocked by an iron shield.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If the product of an enchanted object strikes a Ward Shield, it will bring down the appropriate ward points with each strike, corresponding to the Tier of the enchantment, but it will not deactivate the enchantment upon impact.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You must RP your ward points and the consequences if your Ward Shield’s maximum durability is breached.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields do not protect against magic that you do not know or have not learned at some point in time. If a magic that you do not know comes into contact with a Ward Shield, the spell will continue, but the Ward Shield will remain active assuming the Transfigurationist isn’t disconnected by the spell that they fail to ward.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Should an Unsound spell that disrupts the flow of mana come into contact with a Ward Shield, the Ward Shield will always remain triumphant, taking up the corresponding amount of ward points assuming the Transfigurationist was an Unsound Mage at one point. If the Transfigurationist is/was not an Unsound Mage, the spell will not only destroy the Ward Shield, but continue past it like a hot knife through butter.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Abjuration:</strong></span> Combative</span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">A similar process to casting a Ward Shield, although rather than distributing the disruptive mana out into a barrier, it is compacted into a base-ball sized concentration of distorted air (or the mage’s aura) and launched as a projectile at an opposing spell, travelling at the speed of an arrow. Upon impact, the Abjuration will take control over the spell’s mana makeup, returning it to the void.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">This spell takes 1 connect emote + 1 charge emote + 1 cast emote. As Transfiguration follows equivalent exchange, the Transfigurationist must match the mana cost of the spell they’re aiming to abjure, so if a Transfigurationist was to abjure an Arcanism Ray, it would consume all of their mana, leaving both mages exhausted. Unlike Ward Shields, Abjurations do not protect against all magic that the Transfigurationist knows, but is rather engineered for a specific magic, meaning that if an Abjuration was created to ward a fireball, but it hit an ice spike instead, it would not return the ice spike to the Void. If an Abjuration were to hit another Abjuration, the two would cancel eachother out. If an Abjuration were to hit a Ward Shield, it would be ineffective, doing no damage to the Ward.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Red-lines:</strong></span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You cannot cast other magic alongside Abjurations.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Abjurations feel akin to a puff of air if they do not hit their target spell.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Abjurations cannot dispel non-voidal magic unless specific lore says otherwise.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Ward Shields cannot deflect spells at people.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- You must RP your mana being consumed when you Abjure a spell. If the spell is only half formed and gets hit with an Abjuration, only half of the mana the spell would cost would be drained from the Transfigurationist’s mana pool. This acts as a soft mana system.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- If an Abjuration hits an enchanted object, it will rapidly deconstruct its mana, rendering the Enchantment permanently useless.</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">- Should an Unsound spell that disrupts the flow of mana come into contact with a Abjuration, the Abjuration will always remain triumphant, assuming the Transfigurationist was an Unsound Mage at one point. If the Transfigurationist is/was not an Unsound Mage, the spell will not only destroy the Abjuration, but continue past it like a hot knife through butter.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#9b59b6;">Warding and Abjuration Tier Progression</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Novice (T1)</strong> - The Transfigurationist is only capable of Voidal Feeling and cannot perform Warding and Abjuration yet. This stage lasts two weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is incapable of warding and abjuring spells.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Student (T2)</strong> - The Transfigurationist is only capable of Transmutation and cannot perform Warding and Abjuration yet. This stage lasts three weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist is still incapable of warding and abjuring spells.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Adept (T3)</strong> - The Transfigurationist begins to experiment with creating fields of disruptive and expropriating mana, learning to create simple Ward Shields and experimenting with Abjuration. This stage lasts five weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can cast Ward Shield with up to [5] points.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can cast Abjuration.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can Abjure spells up to Tier 3 in power.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Expert (T4)</strong> - The Transfigurationist delves deeper into how a mana anchor can be undone, increasing their potential to Ward and Abjure. They can make more efficient use of their mana in combat. This stage lasts for six weeks with consecutive lessons.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can expand their Ward Shields to be 3x3 blocks in area with an additional charge emote.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can cast Ward Shield with up to [10] points.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can Abjure spells up to Tier 4 in power.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Master (T5)</strong> - The Alterationist has mastered the nullification of spells and has reached a peak in their ability to destroy adversary Mage’s spells. They can cast more Ward Shields and are able to dispel the most powerful of incantations.</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can cast Ward Shield with up to [15] points.</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#9999ff;"><span style="font-family:'Times New Roman', Times, serif;">- The Transfigurationist can Abjure spells up to Tier 5 in power.</span></span>
		</p>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;"><strong>Warding and Abjuration Red-lines:</strong></span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You cannot Ward and Abjure magic that you, or someone accompanying, do not have an MA in.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You cannot Ward and Abjure non-voidal magic unless specific lore states otherwise.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You must master a magic (Be tier 3 at least) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Wards and Abjurations are not tangible and offer no physical. Warding Shields will tingle lightly upon touch and Abjurations will feel like puffs of air if a person is struck with one.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Requires line of sight.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- You cannot cast other magic alongside your Wards and Abjurations.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Ward durability must be roleplayed. It is your responsibility to keep track of your ward points, not your opponent’s.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Although Wards can deconstruct any magic that the Transfigurationist knows, Abjurations are created for a specific magic and cannot deconstruct more than one type of magic per projectile.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- If an Abjuration hits an enchanted object, it will deconstruct the enchantment and render it useless.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- If an enchanted object comes into contact with a Ward Shield, it will stop as if blocked by an invisible shield, regardless of whether or not the enchantment is active.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- If the product of an enchanted object comes into contact with a Ward Shield, it will not deactivate the enchantment, but it will decrease the ward points by the corresponding tier of the enchantment.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Abjuration may not be enchanted onto objects.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Warding Enchantments can only Ward one magic that the Enchanter knows. They may not Ward multiple.</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Circling does not allow you to Ward or Abjure magics that you do not know</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- One may not cast at all with a warding enchantment up. This includes any and all voidal magic. </span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">- Warding enchantments will nullify any other enchantments on the person.</span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:24px;"><strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">Author’s Note</span></span></strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">By God, it’s 4:30am as I’m writing this and I’ve never felt more satisfied yet depressed in my life—in all seriousness, Transfiguration is a widely enjoyed magic among the Voidal Magic community due to its expansive nature in and out of combat and I wanted to provide it with an adequate rewrite as no one seemed to pull anything together after ttwestern’s rewrite was denied. That being said, I’m sorry this took so long as I lost motivation halfway through, but regained my drive shortly after. Feedback is welcome and please spot out any grammar issues that you might find. <s>As a final note, I know that there are some blokes out there that believe Transfiguration should take up more than one slot, and to the ST who believe that due to the amount of spells, there’s only three directly combative spells in the rewrite, and two of those spells are dependant upon the knowledge of other magics, so in a sense, it does take up more than one slot, along with the requirement of other magics or mages to create enchantments.</s></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:24px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#9b59b6;">Credit Where Credit’s Due</span></strong></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Phil’s Original Lore:</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/165270-%E2%9C%93-magic-rewrite-transfiguration/" rel="">https://www.lordofthecraft.net/forums/topic/165270-%E2%9C%93-magic-rewrite-transfiguration/</a></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">Phil’s Voidal Feeling Lore:</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/152043-%E2%9C%93-voidal-feeling/" rel="">https://www.lordofthecraft.net/forums/topic/152043-%E2%9C%93-voidal-feeling/</a></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">ttwestern’s Mana Wire Addition:</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/179665-%E2%9C%93-magic-addition-transfiguration-mana-wire/" rel="">https://www.lordofthecraft.net/forums/topic/179665-%E2%9C%93-magic-addition-transfiguration-mana-wire/</a></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;">ttwestern’s Transfiguration Rewrite:</span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><a href="https://www.lordofthecraft.net/forums/topic/187728-%E2%9C%97-magic-lore-transfiguration-the-art-of-utility/?tab=comments#comment-1748411" rel="">https://www.lordofthecraft.net/forums/topic/187728-%E2%9C%97-magic-lore-transfiguration-the-art-of-utility/?tab=comments#comment-1748411</a></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#16a085;">Isaac</span> - <strong>Author</strong></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;">Phil, Lhindir, Mavromino, Pundimonium</span> - <strong>Consultation</strong></span>
</p>

<p dir="ltr">
	 
</p>

<p>
	<span style="font-size:24px;"><strong><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9b59b6;">Changelog for edits:</span></span></strong></span>
</p>

<p>
	<font face="Times New Roman, Times, serif">- Cannot enchant Abjurations onto objects. 5:12am 5/26/2020</font>
</p>

<p>
	<font face="Times New Roman, Times, serif">- Wards enchanted onto objects may only Ward one magic. 5:14am 5/26/2020</font>
</p>

<p>
	<font face="Times New Roman, Times, serif">- Can’t Circle to Ward or Abjure magics you don’t know. 5:15am 5/26/2020</font>
</p>

<p>
	<font face="Times New Roman, Times, serif">- Fixed some formatting issues. 10:44pm 5/26/2020</font>
</p>

<p>
	<font face="Times New Roman, Times, serif">- Added Warding and Abjuration Red-line: “</font><span style="font-family:'Times New Roman', Times, serif;">You must master a magic (have the magic for 4 months with consistent lessons) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it.” 2:35pm 6/30/2020</span>
</p>
]]></description><guid isPermaLink="false">192184</guid><pubDate>Tue, 26 May 2020 09:07:37 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] Sensory Illusion</title><link>https://www.lordofthecraft.net/forums/topic/190562-%E2%9C%93-magic-lore-sensory-illusion/</link><description><![CDATA[<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:36px;"><span style="color:#8e44ad;"><b><span style="background-color:transparent;vertical-align:baseline;">SENSORY ILLUSION — THE ART OF PERCEPTION</span></b></span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:Georgia, serif;"><span style="font-size:22px;"><span style="color:#8e44ad;"><b><span style="background-color:transparent;vertical-align:baseline;">Introduction</span></b></span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">The Void is generally regarded across nearly all disciplines of magic as an endless, invisible plane of arcane potentiality, one that can be manipulated and evoked at will for any particular use. A little known fact regarding the void is its ability to act as a facilitator - a binding force, a web - for the thoughts and emotions of those possessing independent thought, a consciousness.</span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Sensory illusion is the practice of interacting with this complex hidden web in the void, manipulating it to the illusionist’s benefits. Many may brand this the art of deception, though, on the contrary, it is the art of perception, one that is not limited to the stigma of underhanded usages, but has uses that extend far beyond this, such as lighthearted entertainment or innocent self-defense. </span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr">
	<span style="font-family:Georgia, serif;"><span style="font-size:22px;"><span style="color:#8e44ad;"><b><span style="background-color:transparent;vertical-align:baseline;">Magic Explanation</span></b></span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">Being the art of perception, sensory illusion enables practitioners to utilise the void as a mediary for the suggestion of one’s subconsciously conceived senses onto a target, allowing users to instill sensory falsehoods in the mind of another individual, such as illusory sights (bright flashes of light, figmental objects, etc.) and seemingly hallucinatory sounds (scraping metal, ghostly whispers, etc.). Regardless of the apparent realism of illusions procured by this art, it must be borne in mind that illusions are what they are, illusions, and despite their seemingly tangible capabilities, they DO NOT have any effect on the material world (for ex. casting an illusion of conjuring flames, but these flames will not actually have an effect on the material it interacts with; a sensation of heat can be replicated, but there will not actually be burns)</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">A common misconception many hold regarding sensory illusion is that it enables one to directly<em> control</em> the mind of the target - this is false, as illusion only allows one to<strong> influence</strong> the mind of another to varying degrees, depending on one’s mastery of the practice and the nature of the individual, as well as the illusion being instilled (for example, one may find it much more difficult to produce the sensation of fear in an orc). </span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">To convey a particular sense onto another individual requires an illusionist to have experienced said sense themselves, for it is only with the mind’s familiarity to this sense that it will be able to actually fathom comprehending, replicating and transferring it across the void to the mind of another. When a sense is contrived within the mind of an illusionist, with considerable concentration and a connection to the void, they can transmit it across the void to the mind of another. Though instilling a sense to one individual only requires an illusionist to “push” it into the target’s mind, if an illusionist wishes to impose it upon many simultaneously, intermittently or in whatever order they wish, they must weave a web which links the consciousnesses of their targets for their use, a feat that requires even adepts (T3/T4) considerable effort to execute, and considerably more effort to maintain and manipulate. As the conjuration of an illusion requires one to only picture it within one’s imagination then transmit it to another individual, the illusionist is not actually able to perceive the illusion themselves, hence why it is imperative they have a complete understanding of all the senses of what is contrived; only then will they be able to effectively ascertain the correctness of their conjured illusion.</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">When casting an illusion, the illusionist must ensure the illusion is one that is believable, otherwise the mind of the target will reject the feeling that is being illusioned due to a lack of an environmental stimulus for this, breaking the illusion. It must be borne in mind that any illusion is only as strong as it is believable, and any lapse in the logic of an illusion will result in the target’s mind ceasing to accept the illusion.</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">In the case of a light-hearted scenario, where an illusionist is contriving an illusion for recreational purposes in which their targets are open to the idea of an illusion, the eased mental belligerence towards manifestation allows for one to convey senses with much ease while only expending much less mana than an illusion would normally incur. Those that are affected by this blatant illusion can either choose to accept the prospect, or reject it outright if their instinct commands them to do so (for example, if an illusion of a spider is broadcasted across a certain individual, and the individual has arachnophobia while being aware that the spider is an illusion, their consciousness will reject the illusion, however with a lingering awareness of the illusion’s existence.)</span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:18px;"><span style="color:#8e44ad;"><b><span style="background-color:transparent;vertical-align:baseline;">Learning Illusion</span></b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">As other arcane magics do, Arcane Illusion requires many years of study and constant practice at the cost of a mage’s physical and mental health. While a practicant of Illusion can reach aptitude within sixteen (16) years, more often than not, a mage will require at least two (2) entire decades in order to practice with ease. Arcane Illusion requires that the mage not only recognize and understand the fundamentals of the identifiable physical realm, but also that one procures to fathom the mind— garnering the evermore present ability to understand the rational and irrational mechanisms that lead an individual’s abilities of perception.</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Cultivating this ability requires the aspirant illusionist extensive periods of self-reflection and meditation, so as to improve their understanding of the intrinsic nature of the void, and the very same time augmenting their ability to transcend one’s mental state into that of tranquil blankness or tactly alternating compartments, at times when a division of attention is necessary.</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">An initiate’s journey in learning the art of illusion begins with the acquisition of a cognizance of glamours and figments throughout the first month of study, followed by refinement of these techniques in the next month, all under the tutelage of an experienced teacher as is customary. Throughout this process, the illusionist must also procure a comprehensive understanding of the senses, with every sense (sight, hearing, smell, touch, taste) requiring two Elven weeks of study, in tandem to the student’s continuous practise of their abilities, for an illusionist to effectively replicate. In conjunction to this, throughout the learning process, the student must also experiment themselves with sensations and experiences if need be, for the illusionist requires a personal experience of the sense they wish to contrive in the mind of another, be it a stabbing sensation, or a scorching pain.</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">The responsibility of an effective instructor in sensory illusion is to ensure the student grasps a profound understanding of the material world, as well as a profound understanding of the void, in order to fully comprehend, and thus successfully conjure, that which they wish to cast as an illusion. Posing a similar importance, the honing of a student’s mental capacities is also paramount to the practise of sensory illusion, for it is this mental ability that determines one’s focus, which in turn determines the efficacy of a casted illusion. The student must also comprehend the importance of logic and rationality in a conjured illusion, for they are what give strength and sustainability to its being; neglecting this will result in many mishaps in sense, and ultimately many broken illusions.</span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="font-size:18px;"><span style="color:#8e44ad;"><b><span style="background-color:transparent;vertical-align:baseline;">OOC Explanation</span></b></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">- Arcane Illusion is a one (1) magic-slot Voidal Magic.</span></span></span>
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">- A Voidal connection is required to practice Arcane Illusion.</span></span></span>
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">- Arcane Illusion can be used IRP, once players have an accepted [MA].</span></span></span>
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">- Arcane Illusion can be taught by players who possess an accepted [TA].</span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#8e44ad;"><span style="font-size:18px;"><b><span style="background-color:transparent;vertical-align:baseline;">Properties of Arcane Illusion</span></b></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Arcane Illusion has differing properties to its voidal counterparts, being that whatever one draws forth from the Voidal Abyss holds no physical characteristics and therefore cannot affect the material realm in such a phenomenon— one cannot any commit physical harm in this regard, rather procuring the mind on a subconscious level. </span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Alongside the stated properties, Arcane Illusion requires far less mana to act unto the mind of another descendant BUT is contrasted with higher demand of concentration from the user, in regards to their connection to the Void. Most Arcane Illusion spells are able to be cast for longer periods of time than other evocations, though require the mage to hold unhindered focus— working alongside their connection to the Void, whilst keeping in mind their own consciousness.</span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">As a result of this, flaws are inevitable to a mage that has just embarked upon the study of Arcane Illusion and significant lapses in concentration hold an immediate risk of disrupting their Voidal connection. This can happen if their attention is severely divided or an intense environmental stimulus (a singeing heat, a severe pain, a loud noise, etc.) compels them to lose focus, though tolerance to such stimuli increases with experience, as one may expect. If a flaw is correctly identified by a target and is capitalised upon, the illusion conjured will most certainly break as a result of the target’s mind rejecting the reality that the illusionist has procured through the use of sensory illusion. Illogical illusions will naturally only accelerate this process.</span></span></span><br />
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#8e44ad;"><span style="font-family:Georgia, serif;"><span style="font-size:22px;"><b><span style="background-color:transparent;vertical-align:baseline;">Spells and Abilities</span></b></span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#8e44ad;"><span style="font-size:18px;"><b><span style="background-color:transparent;vertical-align:baseline;">CASTING MECHANICS</span></b></span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:18px;"><strong><span style="font-family:'Times New Roman', Times, serif;">Single-target</span></strong></span></span>
</p>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Easiest form of casting, involves the insertion of an illusion into the mind of one person, the success, perception and effectiveness of which is dependent on the individual. Can be utilised by any means the illusionist sees fit.</span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">General casting format is as follows:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Connection to the void (1 emote)</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Imagination of the illusion in the caster’s mind (x emotes to ‘focus’, number of emotes depends on the illusion, or 1 emote for non-visual senses, an additional emote is required to magnify its strength)</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Formation of the illusion (Done in /tell)</span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#ffffff;"><span style="font-size:18px;"><span style="font-family:'Times New Roman', Times, serif;">Multi-target</span></span></span>
</p>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Varying effectiveness, generally very difficult for those below T3, involves the weaving of a mental web in the void, from which an illusionist can transmit their desired illusion to select targets. Can be utilised for combat purposes, to a limited extent, though the maximum people allowed for multicasting will be halved due to the amount of focus required to convey senses of malevolent intent. (refer to tier progression)</span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">General casting format is as follows:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Connection to the void</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Weaving of the mental web in the void (Number of emotes varies depending on number of people and the illusion being formed, or 1 emote for non-visual senses, an additional emote is required to magnify its strength)</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Formation of the illusion (Done in /tell to those affected by the illusion)</span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="font-size:18px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Broadcast</span></span></span></strong>
</p>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">A more difficult form of casting as one is actively trying to compel an illusion into nearby targets through the weaving of a dynamic mental web across a certain area, from which an illusions are transmitted to these select targets. Do bear in mind that this can only be used for non-combat purposes, and the illusions cannot be broadcasted to those blocked by walls higher than 3m. </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">General casting format is as follows:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Connection to the void</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Charging to prepare transmission of the imagined illusion (x emotes to ‘focus’, number of emotes depends on the illusion)</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Formation of the illusion (Done in #q, #rp or #s as appropriate, with the range being described in the emote)</span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="font-size:18px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">Emote Count Guidelines </span></span></span></strong>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">These are charge emotes that one must add after connection, before the illusion is casted.</span></span></span>
</p>

<p dir="ltr">
	 
</p>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Glamours:</span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Modifying sensory information of an object -&gt; +1 emote per three senses </span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Magnifying existing sensory information -&gt; +1 emotes</span></span></span>
				</p>
			</li>
		</ul>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Figments </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Adding more senses to a figment -&gt; +1 emote (defaults with 3 known senses.)</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Magnifying a sense exhibited by a figment (making a noise ‘blaring’, making a smell ‘pungent’, making a surface ‘searing’) -&gt; +1 emote</span></span></span>
				</p>
			</li>
		</ul>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Casting</span></span></span>
		</p>
	</li>
</ul>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Web weaving (Charge emotes for casting illusions on multiple people)</span></span></span>
		</p>

		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">T1</span></span> 

				<ul>
					<li>
						N/A
					</li>
				</ul>
			</li>
			<li>
				<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">T2</span></span></span>
				<ul>
					<li>
						<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">2 people → 2 emotes</span></span></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">T3</span></span></span>
				<ul>
					<li>
						<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">2 people → 1 emote</span></span></span>
					</li>
					<li>
						<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">3/4 people → 2 emotes</span></span></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">T4</span></span></span>
				<ul>
					<li>
						<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">2-3 people → 1 emote</span></span></span>
					</li>
					<li>
						<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">4-5 people → 2 emotes</span></span></span>
					</li>
					<li>
						<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">6 people → 3 emotes</span></span></span>
					</li>
				</ul>
			</li>
			<li>
				<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">T5</span></span></span>
				<ul>
					<li>
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">2-4 people -&gt; 1 emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">5-8 people -&gt; 2 emotes</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">9-10 people -&gt; 3 emotes </span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">Scaling (Visual figments only, doesn’t apply to glamours)</span></span></span>
		</p>

		<ul>
			<li>
				<p dir="ltr">
					<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">T1</span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">Handheld object → +1 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">1x1x1 m<sup>3 </sup>object → +2 charge emotes</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li>
				<p dir="ltr">
					<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">T2 </span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">2x2x2 m<sup>3</sup> object → +1 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">4x4x4 m<sup>3</sup> object → +2 charge emote</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li>
				<p dir="ltr">
					<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">T3</span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">4x4x4 m<sup>3</sup> object → +1 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">8x8x8 m<sup>3</sup> object → +2 charge emote</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li>
				<p dir="ltr">
					<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">T4</span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">5x5x5 m<sup>3</sup> object → +1 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">9x9x9 m<sup>3</sup> object → +2 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">15x15x15 m<sup>3</sup> object → +3 charge emote</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li>
				<p dir="ltr">
					<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">T5 </span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">6x6x6 m<sup>3</sup> object → +1 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">10x10x10 m<sup>3</sup> object → +2 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">15x15x15 m<sup>3</sup> object → +3 charge emote</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">20x20x20 m<sup>3</sup> object → +4 charge emote</span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</li>
</ul>

<p dir="ltr" style="text-align:justify;">
	<span style="font-size:22px;"><span style="font-family:Georgia, serif;"><span style="color:#8e44ad;"><b><span style="background-color:transparent;vertical-align:baseline;">Spells </span></b></span></span></span>
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"><strong>Glamours</strong>: Sensory alterations that are considered the “easiest” form of illusion to cast, for they do not create entire illusory objects but instead only alter the sensory properties of an existing object in the mind of the target. As a result of this, they generally require the least mana and minimal focus to the average illusionist, in comparison to the other denominations of illusion. </span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">RED LINES:</span></span></strong></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Can only alter externally perceived senses, and cannot alter or produce internal emotions</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Can only enlarge an object to a maximum of 25% of its original size, any larger would cause the spell be considered a figment</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Cannot dramatically modify the nature of an object, doing so would be cause the spell to be considered a figment</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">One cannot become completely “invisible” or vanish with a glamour, and must properly emote tells, ex. A shadow of the illusionist, a occasional flickering in the colour of their aura</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Cannot be used to create disguises, or dramatically alter the physical composition of an object</span></span></span>
				</p>
			</li>
		</ul>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">Figments: The second spell in the light illusion subtype, figments are illusory objects or senses artificially contrived from nothing, exclusively in the mind of targets through an illusionist’s connection to the void. Contriving an entire illusory sense in the mind of a target is no easy feat, hence why figments demand more focus than glamours, and require extensive practise to maintain over extended periods of time.</span></span></span><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;"> </span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">RED LINES:</span></span></strong></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">A figment, as with all illusions, cannot interact with its environment and the material world in any way whatsoever - though responses can obviously be elicited from targets</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Figments will instantly break if:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The illusionist’s connection to the void is disrupted</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">If it is touched, when casted on its own, assuming an imaginary object is being conjured</span></span></span>
						</p>

						<ul>
							<li dir="ltr">
								<p dir="ltr">
									<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">A glamour must be casted on the figment to allow it to stimulate any other senses</span></span></span>
								</p>
							</li>
						</ul>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">A projectile, or any object disrupts the integrity of the object figment by passing through it</span></span></span>
						</p>

						<ul>
							<li dir="ltr">
								<p dir="ltr">
									<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The target, unless possessing extensive knowledge of illusion magic, cannot consciously attempt to dispel the illusion by touch if glamours are casted</span></span></span>
								</p>
							</li>
						</ul>
					</li>
				</ul>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Though disguises can be conjured through the use of figments on oneself, it generally requires much concentration, with only those T4 or above being able to perform actions while in disguise</span></span></span>
				</p>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#8e44ad;"><span style="font-family:Georgia, serif;"><span style="font-size:22px;"><b><span style="background-color:transparent;vertical-align:baseline;">Enchantments</span></b></span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#ffffff" face="Times New Roman, Times, serif"><span style="font-size:16px;">Illusory Enchantments are notably difficult, often by request of the massive amount of mana necessary or required to acquire. Enchantments of Illusion follow the guide as mentioned below.</span></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#ffffff" face="Times New Roman, Times, serif"><span style="font-size:16px;">Manipulating 1 sense only (E.x. sight, or sound) - A potent enchantment, highly volatile and susceptible. It would flicker and break, and such must be roleplayed accordingly. At maximum, these enchantments would last from twenty narrative minutes, to one narrative hour depending on the scale, with a 24h recharge inbetween uses. Were one to be engaged or have these senses investigated (E.x. cutting of recoloured hair, breaking of the skin in wound, etc.) the illusion would be broken. Were one to utilize a Grand Enchantment rather than a potent one, the enchantment would still suffer from flickering and breaking, but would last from thirty narrative minutes to two narrative hours depending upon scale.</span></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#ffffff" face="Times New Roman, Times, serif"><span style="font-size:16px;"><em>An example of a small-scale simple illusion would be the changing of one's eyecolour, or painting one's fingernails. An example of a large-scale simple illusion would be a different colour of skin and hair. Smaller enchantments last significantly longer than larger ones. </em></span></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#ffffff" face="Times New Roman, Times, serif"><span style="font-size:16px;">Manipulating 2-3 senses (E.x. sight, sound, and touch, or touch, hearing, and sight) - A grand enchantment, highly volatile and susceptible. It would flicker and break, and such must be roleplayed accordingly. At maximum, these enchantments would last from ten narrative minutes, to thirty narrative minutes depending on the scale, with a 24h recharge inbetween uses. Were one to be engaged or have these senses investigated (E.x. cutting of recoloured hair, breaking of the skin in wound, etc.) the illusion would be broken. </span></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#ffffff" face="Times New Roman, Times, serif"><span style="font-size:16px;"><em>An example of a small-scale complex illusion would be the changing the visual appearance of one's clothing, the feel of the clothing, and perhaps how it sounded. An example of a large-scale simple illusion would be a different persona entirely, different appearance, different voice, and perhaps an artificial scent or feel. Smaller enchantments last significantly longer than larger ones. </em></span></font>
</p>

<p dir="ltr">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">RED LINES: </span></span></strong></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Enchantment Scale is by judgement of Story Team.</span></span></strong></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Being in the presence of a Mana Obelisk, Voidal Tear, Voidstalker, or Voidal Heath would allow one's enchantment to stay on </span></span></strong></span><font color="#e74c3c" face="Times New Roman, Times, serif"><span style="font-size:16px;"><b>indefinitely.</b></span></font>
		</p>

		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Being in the presence of a Voidal Hollow would warp the enchantment, making it far more grotesque and inhumane looking.</span></span></strong></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Recharge inbetween enchantment use (24h) is recorded in Real-Life time, and may not be worked around.</span></span></strong></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-To not emote the occasional flicker or breaking of the illusion would be to powergame.</span></span></strong></span>
		</p>

		<p>
			<span style="color:#e74c3c;"><strong><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">- Strict OOC consent is required in order to disguise as other player's characters.</span></span></strong></span>
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="color:#8e44ad;"><span style="font-family:Georgia, serif;"><span style="font-size:22px;"><b><span style="background-color:transparent;vertical-align:baseline;">Tier Progression</span></b></span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	 
</p>

<p dir="ltr">
	<font color="#ffffff" face="Times New Roman, Times, serif"><span style="font-size:16px;">T1 (Novice) - Only having begun their studies in sensory illusion, the initiate is only able to glamour an illusion for one elected sense, being unfamiliar with figments, their capabilities in mental compartmentalization limited and focus restrained. This lasts for 3 weeks with consecutive lessons.</span></font>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">CAPABILITIES: </span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max range -&gt; 4m radius</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Maximum glamour object size -&gt; 1x1x1 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Maximum multicasting  -&gt; One person, even then finding difficulty maintaining an illusion while in conversation</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">RED LINES: </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Can only maintain glamours for a short period of time - a maximum of 5 emotes - before losing connection</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Even the most minor disruption of the illusionist’s focus will result in the illusion becoming dispelled immediately</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The illusionist must always remain stationary while the glamour is being maintained</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Conversation is possible for minor glamours, but difficult; flaws will drastically increase in prominence if one continues to speak whilst the illusion is casted until the illusion breaks</span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">T2 (Apprentice) - The illusionist has the ability to glamour an illusion for two elected senses, beginning to develop experience in casting figments, only being able to sustain small objects with some difficulty. This stage lasts from week 3 - week 4 with consecutive lessons.</span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">CAPABILITIES:</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max range -&gt; 10m radius </span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max glamour object size -&gt; 3x3x3 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max figment object size -&gt; 4x4x4 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">-  Max people for multicasting  -&gt; 2 people, with less difficulty in maintaining glamours, purely non-combat</span></span>
		</p>

		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">RED LINES: </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Can maintain glamours and figments for slightly longer periods of time (7 emotes), and limited movement is permitted for minor illusions</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The illusionist cannot move if they are:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Multicasting an illusion</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Attempting to cast a detailed and/or large light illusion</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Minor disruption of the illusionist’s focus can result in the illusion becoming dispelled immediately, with some more tolerance compared to the previous tier</span></span></span>
				</p>
			</li>
		</ul>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">T3 (Journeyman) - The illusionist is practised in glamours and figments, with moderate competence in four elected senses, being able to sustain small objects relatively easily.</span></span></span>
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">This stage lasts from week 4 - week 8 with consecutive lessons</span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">CAPABILITIES:</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max range -&gt; 20m radius</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max glamour object size -&gt; 8x8x8 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max figment object size -&gt; 8x8x8 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max people for multicasting  -&gt; 4 people, 2 maximum if being used in a combative context</span></span>
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;">- Max broadcast range → 10m radius</span>
		</p>

		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">RED LINES: </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Can maintain glamours and figments for slightly longer periods of time (10 emotes), and movement is permitted for minor illusions</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The illusionist cannot move if they are:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Multicasting a detailed illusion on more than 2 people</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Casting a detailed or large light illusion</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">Major disruptions to the illusionist’s focus will result in the illusion becoming dispelled immediately, with some more tolerance compared to the previous tier</span></span></span>
				</p>
			</li>
		</ul>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">T4 (Expert) - The illusionist is adept in light illusions of all senses, with the ability to easily hold small illusions for extended periods of time, though large scale or intricate illusions, such as disguises are still very weak, prone to being broken easily (this improves with more practice), lasts from week 8 - week 10 with consecutive lessons and until week 16</span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">CAPABILITIES:</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max range -&gt; 30m radius</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max glamour object size -&gt; 25x25x25 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max figment object size -&gt; 15x15x15 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max people for multicasting -&gt; 6 people, 3 maximum if being used in malevolent intent</span></span>
		</p>

		<p dir="ltr">
			- <span style="font-family:'Times New Roman', Times, serif;">Max broadcast range → 20m radius</span>
		</p>

		<p dir="ltr">
			<font color="#e74c3c" face="Times New Roman, Times, serif"><span style="font-size:16px;">RED LINES</span></font><span style="font-size:16px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">: </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Can maintain glamours and figments for extended periods of time (16 emotes), and movement is permitted whilst the illusions are being casted, as long as the illusion being casted is not stretching or approaching the illusionist’s maximum capabilities</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The illusionist cannot move if they are:</span></span></span>
				</p>

				<ul>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Broadcasting an illusion in an area larger than a 10m radius</span></span></span>
						</p>
					</li>
					<li dir="ltr">
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Multicasting a detailed illusion on more than 4 people</span></span></span>
						</p>
					</li>
				</ul>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Severe disruptions to the illusionist’s focus will result in the illusion becoming dispelled immediately, with some more tolerance compared to the previous tier</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Disguises can be maintained as long as the illusionist has a stable connection to the void</span></span></span>
				</p>
			</li>
		</ul>
	</div>
</div>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			 
		</p>
	</li>
</ul>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">T5 (Master) - The illusionist has essentially mastered light illusions, being able to maintain large figments and glamours with ease for extended periods of time. After years (16 ooc weeks) of experience, the illusionist has attained a proficient grasp of the nature of all the senses, possessing a refined state of mind for the proper conjuration of illusions. </span></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">CAPABILITIES:</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max range -&gt; 35m radius </span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max glamour object size -&gt; 30x30x30 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max figment object size -&gt; 20x20x20 area</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Max people for multicasting -&gt; 10 people, 5 maximum if being used in malevolent intent</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Broadcast range -&gt; 35m radius</span></span>
		</p>

		<p dir="ltr">
			<span style="font-size:16px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">RED LINES: </span></span></span>
		</p>

		<ul>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Full body disguises can be maintained as long as the illusionist has a stable connection to the void.</span></span></span>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The illusionist cannot move if they are:</span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Multicasting a very large illusion on more than 6 people</span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:20px;"><strong><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">THE HOLY GRAIL OF GENERAL RED LINES/GUIDELINES: </span></span></strong></span>
</p>

<p dir="ltr">
	 
</p>

<ul>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">The difficulty of maintaining an illusion is dependent on the factors below - fatigue MUST be roleplayed accordingly:</span></span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<p>
					 
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Size -&gt; The larger the illusion is, the more details that are needed to be manipulated and maintained in the mind of the target, thus requiring more mana</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Detail -&gt; The more details one wishes to exhibit on the illusion, the finer its quality will be, therefore the more mana and concentration it will require</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<font color="#e74c3c" face="Times New Roman, Times, serif"><span style="font-size:16px;">Proficiency -&gt; One’s efficacy in conjuring light illusions will drastically improve with practice, as one begins to improve in maintaining concentration, clearing one’s mind and compartmentalization for the proper conjuration of illusion.</span></font>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Length of time -&gt; One expends mana to create an illusion, and can only maintain it for so long; as one overexerts, they will begin to feel incredibly weary as mana is continuously drained from their being</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Range -&gt; The further the target is from the illusionist, the more mana and concentration it will require for them to interact with the target’s mind, as one would expect (reference tier progression specific ranges)</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Focus -&gt; If the illusionist is inexperienced (below T3), a lapse in focus will most certainly result in the illusion breaking, as maintaining one requires one’s mind to be in a blank, concentrated state, with even conversation demanding some effort</span></span></span>
						</p>

						<ul>
							<li>
								<p dir="ltr">
									<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">If the illusionist is T3 and above, they may recover, with increasing ease with increasing tiers, however FLAWS and TELLS must be emoted accordingly</span></span></span>
								</p>
							</li>
						</ul>
					</li>
				</ul>
			</div>
		</div>
	</li>
	<li dir="ltr">
		<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Casting tells for illusion magic are only required for the connection emote and MUST be emoted appropriately. This should involve either a visible manifestation of aura, a clearly unusual gesture such as twitching, or some combination of both. As per redlines in 'glamours' and 'figments', manifested illusions must possess some form of imperfection or flaw that can be investigated by the target. </span></span></span>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Illusions casted must be believable, and logically valid, otherwise it will be broken as the mind of the target begins to question its sense, inevitably rejecting the illusion as a whole</span></span></span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">The target must be in the illusionist’s line of sight for single-casting.</span></span></span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Illusions that involve the magnification or manipulation of light (such as zooming in) will not actually reveal any finer details of the environment.</span></span></span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Complete invisibility is impossible. </span></span></span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">ILLUSIONS DO NOT AND CANNOT AFFECT THE PHYSICAL WORLD IN ANY WAY WHATSOEVER</span></span></span>
		</p>

		<ul>
			<li>
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">NOR CAN IT BE USED FOR MIND CONTROL </span></span></span>
				</p>

				<ul>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">ACCESSING THE MEMORIES OF OTHERS IS OUT OF THE QUESTION AS WELL</span></span></span>
						</p>
					</li>
					<li>
						<p dir="ltr">
							<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">YOU CANNOT DISGUISE YOURSELF AS ANOTHER PLAYER'S CHARACTER WITHOUT THEIR OOC CONSENT </span></span></span>
						</p>
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">No unbreakable illusions, one must always give the target some leeway to discover the illusion</span></span></span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">THE ILLUSIONIST CANNOT SEE THE ILLUSION THEY HAVE MADE, ONLY THE TARGET CAN</span></span></span>
		</p>

		<ul>
			<li>
				<p dir="ltr">
					<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Hence why it is important for an illusionist to have a comprehensive understanding of the nature of an object/sense that is conjured</span></span></span>
				</p>
			</li>
		</ul>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Recreational illusions made aware by the illusionist to targets require much less focus and mana compared to normal illusions, however can be very easily rejected by targets at their own discretion as they will be aware to an extent of the imaginary nature of the illusion.</span></span></span>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Any illusion being used in combat roleplay must have effort put into it to make it make sense to the targets mind to have effect. You cannot have someone suddenly feel pain in their head or feel as if they have a thousand weights up on them with no visual representation. It must be paired with a proper illusion. </span></span></span>
		</p>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Common sense must be done with these illusions in combat. You cannot suddenly have weights appear on someone or all of a suddenly spontaneously combust someone the illusion will immediately break. If there is conflict on what makes sense and what does not the ST has final say.</span></span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">The connection emote for illusion and its associated tell MUST be done during a continuous roleplay scenario with the affected target(s) and may not be prepared off-screen.</span></span></span>
	</li>
	<li>
		<span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Switching from another voidal magic to illusion does not waive the tell requirement for its initial charge emote. That is to say should you switch from fire evocation to illusion, you are still expected to emote its initial tell. </span></span></span><span style="color:#e74c3c;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span></span>
	</li>
</ul>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">RP Examples</span></span></span>
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">Courtesy of <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.lordofthecraft.net/profile/92011-hotarcanismbeam/?do=hovercard" data-mentionid="92011" href="https://www.lordofthecraft.net/profile/92011-hotarcanismbeam/" rel="">@HotArcanismBeam</a></span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:16px;"><span style="color:#ffffff;">A tier 3 illusionist casting a figment</span></span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em><span style="font-size:16px;">Judas glanced over to a bald dwarf drinking ale at a lonesome table in the tavern. His arm began to give off sporadic and irregular shakes.</span></em></strong></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em><span style="font-size:16px;">Judas’s pupils dilated as he’d squint at the dwed, quietly grinding his teeth. </span></em></strong></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">/msg [username] [!] Out or the corner of your eye, you see something scurry out from under your table, moving far too fast to identify.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:16px;"><span style="color:#ffffff;">A tier 2 illusionist casting a glamour</span></span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-family:'Times New Roman', Times, serif;"><em><span style="font-size:16px;">Judas' fingers began to irregularly rap against the table in the tavern, perhaps drawing attention to him </span></em></span></strong>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-family:'Times New Roman', Times, serif;"><em><span style="font-size:16px;">Judas' eyes dilated, focusing in on a white-haired elfess sitting at the front as she was chatting with the bartender.</span></em></span></strong>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-family:'Times New Roman', Times, serif;"><em><span style="font-size:16px;">Drops of sweat began to cake the young man's face as his twitching fingers twisted, scraping against the table in his stare.</span></em></span></strong>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"> /msg [username] The next time you blink, the white collar of the bartender's shirt would suddenly be pink.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">[glamour runs its course]</span></span></strong>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-family:'Times New Roman', Times, serif;"><em><span style="font-size:16px;">Judas fell back in his seat as he broke his eyes from the elfess, staring at the ceiling with exhausted huffs and puffs</span></em></span></strong>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">/msg [username] [!] The collar of the bartender's shirt would become white again within the blink of an eye.</span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:16px;"><span style="color:#ffffff;">A tier 4 illusionist broadcasting a figment</span></span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">Judas crossed one leg over the other whilst he sat on the bench in Helena, surveying the city's population. A couple beads of blood began to ooze from his left nostril.</span></strong></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">The bleeding from his nose began to grow slightly more intense as it rolled down his lip and stained his collar. His head would remain pivoting between each denizen.</span></strong></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">The ringing of church bells could be heard from the otherside of the city, perhaps urging men and women to investigate where the noise came from.</span></strong></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">Judas wiped the blood from his nose away as his head lulled back onto the bench, panting softly as he watched the population cram its way through the streets.</span></strong></em></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:16px;"><span style="color:#ffffff;">A tier 5 illusionist multicasting a figment and glamour on seven people</span></span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em>Judas stood idle in the streets of wretched Sutica, peering down at a group of seven mingling elves and humans alike. A mischievous grin overcame his lips as joints in his body began to frequently pop. </em></strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em>One of the elves glanced his way, squinting at him for a moment before peering back to gassing with his friends. Judas’ brows knit tightly together as the popping pursues. </em>[1/2 emotes for the seven people to see the illusion]</strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em>The popping would begin to grow more audible as Judas’ dead on stare continued. He seemed to be drawing some attention to himself. </em>[2/2 emotes for the seven people to see the illusion] </strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em>Judas body began to periodically tremor, as if some sort of force was pushing down on him. Although all signs pointed to unwellness, the elf’s grin proved otherwise. </em>[Glamour: Modification of sense: sight] </strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em>A few more faces would glance over at Judas shaking and quivering in the street, though he provided no reaction. </em>[Figment: added sense: sight and sound]</strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em>One of the elves took a single step over to Judas, parting his lips as if to speak before around the corner a reptilian-like creature would just appear briefly, a gust of flame erupting from its mouth before briefing disappearing, leaving the ground before it scorched with black soot. The elves all scurried over to the scene to investigate.</em></strong></span>
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><span style="color:#ffffff;">Courtesy of myself.</span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:16px;"><span style="color:#ffffff;">A tier 2 illusionist casting a figment</span></span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">Celestia raises a hand at a dagger, palms open as her eyes began to resonate with a golden aura, the high elf beside her watching in </span></strong><span style="font-size:16px;"><b>perplexity</b></span></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">Celestia’s brows furrow, maintaining a concentration on the blade as she performs a circular motion with a hand.</span></strong></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">/msg [username] [!] The dagger you see before you gradually begins morphing into a crimson rose, its blade transforming into a blossoming flower and its hilt becoming an elongated, thorny stalk, albeit displaying occasional flickers in its structure</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">Celestia smiles in gratification, motioning the elf to touch the rose before him as a hand of hers remains extended towards the dagger</span></strong></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><em><strong><span style="font-size:16px;">Celestia begins take in shallow, but repeated breaths as she remains fixed in position, twitching beginning to manifest on her fingers as she continues maintaining the illusion</span></strong></em></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">/msg [username] [!] As you touch the rose, it is to your surprise that the conjuration lacked texture, a brief period of confusion followed by the rose reverting into a dagger as the illusion breaks</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><em><span style="font-size:16px;">Celestia lets out a disappointed sigh as she relaxes her arm, the aura around her eyes dissipating</span></em><span style="font-size:12px;"> ((evidently frustrated at being unable to cast a glamour for the overly detailed illusion))</span></strong></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:16px;">A tier 5 illusionist casting mind control </span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p dir="ltr">
			<strong><span style="font-family:'Times New Roman', Times, serif;">It doesn’t happen.</span></strong>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	- more to be added -
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#3498db"><span style="font-size:18.6667px;"><b>CHANGELOG</b></span></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	15<sup>th</sup> of April – Incorporated and clarified aspects of the “hypnotist’s boon” in “magic explanation” and “red lines.” Balance changes made.
</p>

<p dir="ltr">
	20<sup>th</sup> of April – Revision of multicasting and broadcasting. QOL changes and further balance changes made.
</p>

<p dir="ltr">
	8<sup>th</sup> of June – Made appropriate edits in response to LT feedback. (Changed wording of “global” in broadcasting to 35m radius, removed unnecessary redline)
</p>

<p dir="ltr">
	25<sup>th</sup> of June – Removed phantasms.
</p>

<p dir="ltr">
	21<sup>st</sup> of July – Increased emote counts and added clarifications for figment sizes
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><b><span style="background-color:transparent;font-size:14pt;vertical-align:baseline;">Author’s Note</span></b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">Illusion magic has long been a pivotal part of magic roleplay on LotC, at least to my knowledge in the High Elf community, even having been a common magic prior to loregames when old magic lore was still in place. Already being enthusiastic about magic systems myself, I took it upon myself to perhaps give our current player base the opportunity to relieve the unique rp opportunities that illusion magic brings to the table, a breath of fresh air from the many evocations that one usually finds. With this, I am very well aware of how illusion magic can be very easily powergamed which is why in this rewrite I made sure all the boundaries, red lines and guidelines to properly roleplaying illusion magic were clearly expressed. The main reason why I stuck with the traditional three spells of illusion magic was because of how it could provide players a true sense of freedom in illusion rp while also making sure that the limits of each tier are expressed with clarity. In a way, what I aim to achieve with this rewrite is a compromise between the limits to magic the LT upholds at the present, while maintaining the flavour and fun of illusion magic from the past by adapting old lore into something acceptable to today’s standards. </span></span></span>
</p>

<p dir="ltr" style="text-align:justify;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">I do hope this is adequate.</span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#3498db;"><b><span style="background-color:transparent;font-size:14pt;vertical-align:baseline;">Credits and References</span></b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.lordofthecraft.net/profile/92011-hotarcanismbeam/?do=hovercard" data-mentionid="92011" href="https://www.lordofthecraft.net/profile/92011-hotarcanismbeam/" rel="">@HotArcanismBeam</a> - For his indispensable guidance, constructive feedback, and being a good lad in general <span class="ipsEmoji">?</span></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.lordofthecraft.net/profile/74869-imcookiie/?do=hovercard" data-mentionid="74869" href="https://www.lordofthecraft.net/profile/74869-imcookiie/" rel="">@ImCookiie</a> - Helping me find the motivation to start this rewrite and even writing some of the sections himself</span></span>!
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.lordofthecraft.net/profile/44550-demotheus/?do=hovercard" data-mentionid="44550" href="https://www.lordofthecraft.net/profile/44550-demotheus/" rel="">@Demotheus</a> – <span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;">For inspiring me to work on an illusion rewrite in the first place as well as creative consultation in the beginning.</span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<font face="Times New Roman, Times, serif"><span style="font-size:16px;"><a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.lordofthecraft.net/profile/35340-supremacy/?do=hovercard" data-mentionid="35340" href="https://www.lordofthecraft.net/profile/35340-supremacy/" rel="">@Supremacy</a> – Balancing and advice.</span></font>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><em><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">And to all those that assisted in writing roleplay examples and giving feedback on the rewrite.</span></span></em></strong>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="font-size:18px;"><span style="font-family:'Lucida Sans Unicode', 'Lucida Grande', sans-serif;">Supremacy’s Original Illusion Guide:</span></span></strong>
</p>

<p dir="ltr">
	<span style="font-size:18px;"><span style="font-family:'Lucida Sans Unicode', 'Lucida Grande', sans-serif;"><a href="https://www.lordofthecraft.net/forums/topic/88059-illusion-guide/" rel="">https://www.lordofthecraft.net/forums/topic/88059-illusion-guide/</a></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="font-size:18px;"><span style="font-family:'Lucida Sans Unicode', 'Lucida Grande', sans-serif;">Illusion Section of Elindor’s Comprehensive Guide on Voidal Magics:</span></span></strong>
</p>

<p dir="ltr">
	<span style="font-size:18px;"><span style="font-family:'Lucida Sans Unicode', 'Lucida Grande', sans-serif;"><a href="https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/" rel="">https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/</a></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<strong><span style="font-size:18px;"><span style="font-family:'Lucida Sans Unicode', 'Lucida Grande', sans-serif;">Moot’s Guide on Understanding Light Illusions:</span></span></strong>
</p>

<p dir="ltr">
	<span style="font-size:18px;"><span style="font-family:'Lucida Sans Unicode', 'Lucida Grande', sans-serif;"><a href="https://www.lordofthecraft.net/forums/topic/100910-a-guide-to-understanding-light-illusions/" rel="">https://www.lordofthecraft.net/forums/topic/100910-a-guide-to-understanding-light-illusions/</a></span></span>
</p>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">190562</guid><pubDate>Thu, 09 Apr 2020 16:44:32 +0000</pubDate></item><item><title>[&#x2713;] [Magic Lore] - Voidal Rituals</title><link>https://www.lordofthecraft.net/forums/topic/191252-%E2%9C%93-magic-lore-voidal-rituals/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><img alt="0bb11cb53944fe72e3536ed8201fc14c.png" class="ipsImage" data-ratio="14.86" height="95" style="width:640px;height:95px;" width="640" src="https://i.gyazo.com/0bb11cb53944fe72e3536ed8201fc14c.png" /></span>
</p>

<hr /><p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Before the foundation of coupling was created those who brought order to the chaos of the void had to handle their work alone. Throughout the centuries magic has been practiced, the art of coming together to do amazing feats of thaumaturgy has been refined into the art known today as Voidal Rituals.</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9932cc;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Overview</strong></span></span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Voidal Ritual is the art of combining the power of multiple mages to achieve great efforts and feats. These can range from conjuring a very powerful spell to strike down large and devastating creatures to forging powerful artifacts and tools. This lore is intended to give mages the freedom of doing powerful free form spells and enchantments with moderate control by the Story Team.</span></span></span>
</p>

<p>
	 
</p>

<ul><li>
		<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Voidal Rituals do <strong>not </strong>take up a magic slot.</span></span></span>
	</li>
	<li>
		<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Voidal Rituals can be done by [2] or more characters with a valid [MA] in voidal magic.</span></span></span>
	</li>
	<li>
		<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Combative Voidal Rituals require pre-approval from the LT or from the ET overseeing an event in order to work.</span></span></span>
	</li>
</ul><p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#9932cc;"><span style="font-size:20px;"><strong>Learning and Ritual Process</strong></span></span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Any mage can band together with another to achieve a great feat. Rituals have been common knowledge for centuries and once shown how to participate in one a mage may lead or participate in these rituals.</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">There are two types of Rituals. You have Empowerment which is the act of doing a ritual to create a raw and primal spell of great power which requires some basic reagents. Then there is Infusion which is the act of doing a ritual to forge a powerful item or relic using a tool known as an ‘Infusion Altar’.</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9932cc;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:20px;">Ritual Spells</span></strong></span></span>
</p>

<p>
	<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><strong>Abbreviations:</strong><br />
	[N] - Non Combative<br />
	[C] - Combative</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><span style="color:#ba55d3;"><strong>Empowerment Ritual</strong> [C]</span><span style="font-size:16px;"><span style="color:#9932cc;"> </span></span>-<span style="color:#dddddd;"> A ritual in which a group of magi set up a ritual circle and come together to cast a powerful spell. This ritual requires one leader who will forge the spell and must know the respective magic that the spell is born from and at least one assistant who will lend their mana to the spell. There is no limit to how many may participate in an Empowerment Ritual.</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics:</strong></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The mages must form a circle on the ground using powder crafted from raw focus crystals. This can either be with the rough powder itself or with a stick of chalk made from the powder.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The leader of the ritual stands in the center of the ritual circle while the participants must touch the circle with both hands. Once the leader begins to cast any participants connected to the void will begin to have their mana tugged from them and weaved into the leader's spell.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The Ritual Circle will glow brightly as a mix of the aura colors presented by the participants. This is the tell for the ritual and must be emoted.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The spell will take double the emote length that a normal version of it would take.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The spell must be approved by the Story Team: either by the Event Member running the event or by the Lore Sect as a whole.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">If any of the participants break their focus on the ritual (sudden disconnection to the void) or the ritual circle is broken by any means the ritual will fail. If the ritual is half way through the half-made spell will explode outward harming the participants, the damage depends on the affinity of the spell. (Up to the discretion of the ritual leader)</span></span>
			</li>
		</ul></div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><strong>Red Lines</strong>:</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">You must have at least 1 leader and 1 participant in the ritual.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">You must draw a proper ritual circle. If the circle is broken by any means the ritual will fail.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">All participants and the ritual leader must have valid MAs in voidal magic. If their connection to the void is broken the ritual will fail.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The leader of an Empowerment Ritual cannot be an Arcane Scion, as in doing so, they would be forcibly dropped from the feat due to the overarching amount of mana that they have to concentrate for the procedure. </span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The spell being created must be approved by the Store Team: Either the Event Team member running the event or the Lore Sect as a whole. The leader must have a valid MA related to the spell being created.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="color:#e74c3c;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">In the event a ritual fails if the casters are half way through the required emotes the spell will explode outward harming the participants, the damage depends on the affinity of the spell. (Up to the discretion of the ritual leader)</span></span></span>
			</li>
		</ul></div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ba55d3;"><strong>Infusion Ritual</strong> [N]</span><span style="color:#dddddd;"> - A ritual in which a group of magi set up an infusion altar and come together to create a powerful relic. This ritual requires one leader who will forge the magic that will be imbued into the relic and one participant who will lend their mana to the spell. There is no limit to how many may participate in an Infusion Ritual. Of course since this is a form of Enchanting the leader of the ritual must be able to Enchant.</span></span></span>
</p>

<p>
	<br /><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><strong>Mechanics:</strong></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The mages must use an infusion altar. This is a stone structure anyone can make. The center point is a pillar that will hold the object, and the outside must have a permanent circle engraved into the store around it, this circle should be filled with foci crystal powder before each ritual.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The leader of the ritual stands in the center of the altar by the object while the participants must touch the engraved circle with both hands. Once the leader begins to cast any participants connected to the void will begin to have their mana tugged from them and weaved into the leader's spell.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The Ritual Circle around the altar will glow brightly as a mix of the aura colors presented by the participants. This is the tell for the ritual and must be emoted.</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">If any of the participants break their focus on the ritual (sudden disconnection to the void) or the ritual circle is broken by any means the ritual will fail. If the ritual is half way through the half-made spell will explode outward harming the participants, the damage depends on the affinity of the spell. (Up to the discretion of the ritual leader)</span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The object created can be anything voidally related however a [MArT] must be created so the object can be approved by the Story Team. Until it is approved the object will simply pulsate with mage that is trying to ‘settle down’ in the object. Basically, this is a way to support whimsical MArTs for voidal magic.</span></span>
			</li>
		</ul></div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><strong>Red Lines:</strong></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">You must have at least 1 leader and 1 participant in the ritual.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">You must use a proper infusion altar. If the alter is broken by any means the ritual will fail.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">All participants and the ritual leader must have valid MAs in voidal magic. If their connection to the void is broken the ritual will fail.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The leader of an Infusion Ritual cannot be an Arcane Scion, as in doing so, they would be forcibly dropped from the feat due to the overarching amount of mana that they have to concentrate for the procedure. </span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">The leader of an Infusion Ritual must have a valid [MA] in Transfiguration and the character must have knowledge of Enchanting for the ritual to work.</span></span></span>
			</li>
		</ul><p>
			 
		</p>

		<ul><li>
				<span style="font-size:14px;"><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">In the event a ritual fails if the casters are half way through the required emotes the spell will explode outward harming the participants, the damage depends on the affinity of the spell. (Up to the discretion of the ritual leader)</span></span></span>
			</li>
		</ul></div>
</div>

<p>
	 
</p>

<p>
	<span style="color:#9932cc;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:20px;">Purpose</span></strong></span></span>
</p>

<p>
	<span style="color:#dddddd;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Circling Magic was a very fun way for mages to work together however the freedom of the abilities went unchecked and a lot of mages, yes including myself, abused it to one shot event creatures, so forth. I am reintroducing it to work together with the story team for freedom but with the approval of the ST running the event or the ST team. Adding in the Infusion Ritual also allows mages to create interesting items using existing voidal lore and the MArT system.</span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#9932cc;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:20px;">Citations</span></strong></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="59786" data-embedcontent="" data-embedid="embed2624729502" scrolling="no" src="https://www.lordofthecraft.net/forums/topic/150995-%E2%9C%93-coupling-or-circles/?do=embed" style="height:239px;max-width:502px;"></iframe>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">191252</guid><pubDate>Thu, 30 Apr 2020 02:25:33 +0000</pubDate></item><item><title>[&#x2713;] [Arcane Feat Addition] Atronach Limbs</title><link>https://www.lordofthecraft.net/forums/topic/187772-%E2%9C%93-arcane-feat-addition-atronach-limbs/</link><description><![CDATA[<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:24px;"><strong><span style="color:#e67e22;">Atronach Limbs</span></strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Atronach forgers do not always have to create the whole atronach, but rather only parts of them. They may use these parts of atronachs to replace parts of a descendant if needed, allowing them new feats that they could not have performed before. Such extensions are recharged like any regular enchantment. </span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronach Limbs are player signed items, unless made with Arcanium or possessing an enchantment, in which case they must be ST signed.</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong><span style="color:#e67e22;">Creation of Atronach Limbs</span></strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">While a typical atronach requires conjuration in order to grant them sentience from their core, atronach limbs are not so. As the wearer of an atronach limb already has sentience and animation, only the evocation of choice and transfiguration are required to make a limb in a freeform process. This process cannot be done in combat, even with the necessary materials on hand. </span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><span style="color:#e67e22;">Atronach Arms/Hands</span></span></span></strong>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Arms can be forged from fire, water, ice, air, and earth elements. The limbs themselves hold very little magical potential, only able to perform weak magical art. The strength of the limbs themselves is typically around that of a typical descendant. Partial limbs may also be made, be it from the elbow down, or just a hand. Notably however, minute details such as individual digits cannot be crafted on their own.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:18px;"><span style="color:#e67e22;"><strong>Abilities of Atronach Arms/Hands</strong></span></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">As Atronachs hold the properties and abilities of their designated element, Atronach Limbs are similar in that sense. While they may only hold minor and harmless versions of the true powers of an Atronach, they can still allow for some degree of uniqueness and artistic ability for the welder.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#e67e22;">Elemental Affinity [Non-Combat]</span></strong> - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity allows for the weirder of an Atronach Limb to create passive art using their evocation. This art, however, is often crude and simple as they are only a small portion of the element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T3 Evocationist.</span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;">This ability is identical to the non-combat Conjure Element ability of each respective evocation, as used at T3, and follows all relevant limitations.</span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental Affinity can only be used in non-combat situations. </span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All evocation art is limited by all the redlines of the original evocation. </span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Telekinesis Limbs cannot use this ability.</span></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p dir="ltr" style="background-color:#2b1919;color:#8a96a1;font-size:14px;">
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="background-color:transparent;color:#e69138;font-size:11pt;vertical-align:baseline;">Telekinetic Affinity [Non-Combat]</span></strong><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;"> - While telekinetic atronach’s cousins are fluent in a particular evocated element, the telekinesis atronach possess vast strength. This subdued trait carries on to atronach limbs forged from the powers of telekinesis, granting the wearer strength to manipulate objects as if they moved on their own.</span></span>
</p>

<p style="background-color:#2b1919;color:#8a96a1;font-size:14px;">
	 
</p>

<p dir="ltr" style="background-color:#2b1919;color:#8a96a1;font-size:14px;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;"> Mechanics</span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul dir="ltr" style="background-color:#2b1919;color:#8a96a1;font-size:14px;">
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;">Telekinetic Affinity allows for the wielder of an Atronach Limb to manipulate objects within a [3] block radius; be that to make items float, move heavy debris out of the way, open doors on their own, etc. This cannot be used combatively.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;">The wielder cannot manipulate objects larger than themself. While smaller animals can be moved, players cannot. Again, this cannot be used combatively.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;">The heavier an object, the slower it travels and more difficult it is to move.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;">Objects traveling at high speeds (anything faster than a thrown ball) cannot be suddenly stopped.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;">Multiple objects can be moved at once, but their combined weight cannot exceed the user's racial strength.</span></span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:#efefef;font-size:11pt;vertical-align:baseline;">A Telekinesis Atronach Limb has strength equal to a voidal mage's base limb strength.</span></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e67e22;"><span style="font-size:20px;"><strong>Atronach Legs/Feet</strong></span></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Lower limbs can also be forged from any element. They do not perform any elemental abilities on their own but can allow the wearer to hover passively off the ground akin to familiars themselves. The hovering cannot exceed one meter off the ground and provides no mechanical advantage. Speed and agility are also unaffected by the legs, though if they are damaged enough then the hovering effect fades. Partial limbs may also be made, be it from the knee down, or just a foot. Notably however, minute details such as individual digits cannot be crafted on their own.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:18px;"><span style="color:#e67e22;"><strong>Abilities of Atronach Legs/Feet</strong></span></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">Like Atronachs, those gifted with Atronach legs are once more able to walk like they once could – assuming they had lost the ability. With their gift of movement also comes the boon of floating, which allows the welder of an Atronach leg the ability to float off the ground passively for aesthetic purposes.</span><br />
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#e67e22;">Float [Non-Combat]</span></strong> - Akin to how familiars can float, so too do atronach limbs allow their wearer to perform such a feat. Should anyone use atronach legs they will be able to hover no more than half a meter off the ground.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;">Allows one who wears Atronach Legs to hover half a meter in the air for aesthetic purposes only. It does not effect speed or agility and requires one emote to transition to hovering and one emote to transition out.</span>
			</li>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;">Should the legs be damaged or destroyed, the effect fades.</span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<ul>
			<li>
				<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Float grants no roleplay or mechanical advantage, simply aesthetic.</span></span>
			</li>
		</ul>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong><span style="color:#e67e22;">Enchantment of Atronach Limbs</span></strong></span></span>
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;">All Atronach Limbs are capable of receiving Voidal enchantments in the same fashion as anything else. All relevant limitations apply, and in the case of Grand Enchantments, the limb must be primarily constructed from Arcanium, as magegold lacks sufficient structural integrity. They are unreceptive to any other means of enchantment, be it deific, dark, or miscellaneous.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#e67e22;"><span style="font-size:20px;"><strong>OOC Purpose</strong></span></span></span>
</p>

<p>
	<font face="Times New Roman, Times, serif">Formerly, Atronach Limbs did not hold much clarification in what could/could not be done. With my rewrite, I chose to grant a more aesthetic based approach for such objects, allowing their users to perform non-combat abilities with the exception of the Telekinetic Limbs.</font>
</p>

<p>
	 
</p>

<p>
	<font face="Times New Roman, Times, serif"><strong>Credit for this Lore</strong></font>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<font face="Times New Roman, Times, serif">Pundimonium – Author</font>
		</p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">187772</guid><pubDate>Mon, 16 Dec 2019 01:19:04 +0000</pubDate></item><item><title>[&#x2713;] [Arcane Feat + Playable CA] Atronach Forging and Atronachs</title><link>https://www.lordofthecraft.net/forums/topic/187759-%E2%9C%93-arcane-feat-playable-ca-atronach-forging-and-atronachs/</link><description><![CDATA[<div data-controller="core.front.core.articlePages">
	<div data-role="contentPage">
		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:26px;"><span style="color:#9b59b6;"><strong>Atronach Forging</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">The Void bestows great power upon those who truly seek it, granting mages incredible abilities beyond that of any normal man. Many magi scour through texts and books, seeking true power within the arcane. Yet in their hungered searches for broad power, many overlook the simpler and more potent gifts of the Void. Such an example of this is the creation of the arcane familiars known as Atronachs.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">A familiar, in simple terms, is an elemental construct given sentience and persistence. The creation of such a construct requires two fundamental arcane magics; evocation and transfiguration, the atronach’s appearance and abilities dependant on the evocation used in its creation. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:22px;"><span style="color:#9b59b6;"><strong>Magic Explanation</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Atronach forging is the art of creating elemental construct and bestowing upon them sentience. While primordial conjuration is no longer possible within the modern day, the art of binding an element to a sentient core. This allows for atronach forgers to create sentient, long-term elemental constructs that do not actively rely upon the mana pool of the caster.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:22px;"><strong><span style="color:#9b59b6;">Learning the Magic</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to learn atronach forging, one must seek out a teacher. As there is no tier system for the feat, it is up to the teacher on how and what they shall teach their student. The learning of such power cannot be done in one lesson, but likely several over the span of a few OOC weeks. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Explanation and Guidelines:</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Atronach forging is a feat, taking up no magic slots. It requires a valid MA to be able to perform and one may learn atronach forging from a player with a valid TA in the magic. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">In order to practice atronach forging must one be able to maintain a voidal connection.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Atronach forging is Voidal in origin.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:22px;"><span style="color:#9b59b6;"><strong>Creation of Atronachs</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">The creation of an atronach is a lengthy process, requiring much time and effort. One must gather the materials for the plates, the materials for the core, and all the magic types required present in order to create the atronach. The process of this project is quite freeform though, like mentioned prior, consumes a large portion of time. The creation of an atronach must take place in a calm and collected environment, and definitely cannot be performed in the midst of a combat situation. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:18px;"><strong><span style="color:#9b59b6;">Atronach Cores</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">To forge an Atronach, a mage with Atronach Forging must be proficient in transfiguration, and the evocation of choice. Alternatively, they may work alongside other magi who have the necessary magics, so long as the leading mage - which is the atronach forger - is able to maintain a stable voidal connection.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">The process of creating an atronach is not too unlike that of a golem, requiring a magical core to aid the series of complex enchantments that permit the Atronach sentience and motion. The core consists of a large mana gem which is encased in arcanum, then infused with grand enchantment in order to grant it the sentience required for an atronach to function. Finally, the core must be enchanted with a spell which binds the target evocation to the core via transfiguration - therefore determining the properties of the atronach. The cores themselves are typically spherical in shape, holding a large mana crystal in the center which contains the mana fuel to sustain the atronach. The core then produces the element of the atronach passively until it runs out. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><strong><span style="color:#9b59b6;">Core Sustenance</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<font face="Times New Roman, Times, serif">An atronach’s body requires an incredible amount of mana to maintain, which means that an atronach must be recharged periodically lest its mana depletes. However, with the progression of time, Atronachs Forgers were able to perfect their creations, allowing them to last longer on limited amounts of mana before they must return to a pillar. </font>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to be recharged, the atronach core must be linked with the obelisk via a mana wire or a mage redirecting the mana from the pillar to the atronach. This process often takes quite some time to perform, as the amount of mana an atronach contains is no small amount. Alternatively, a mage may refuel an atronach without a pillar so long as they are able to provide the necessary amount of mana and understand the complexity of the atronach core. Typically manual recharging is done by an atronach forger, though any advanced transfigurationist may also recharge an atronach.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Should the atronach run out of mana, the element will dissipate back into the void, leaving the atronach plating and core to fall to the ground.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Refuelling Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">In order to manually refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Should an Atronach not replenish their mana within a designated time frame their element will vanish and will be lifeless until their core is recharged manually.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Refuelling from a mana obelisk typically takes one OOC hour. Refuelling manually takes the same amount of time - assuming the mage has the necessary amount of mana.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">All Atronach cores must be story-signed and given the Significant Lore Item tag.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Upon the destruction of an Atronach Core, the Atronach completely loses of all personality and memory if it was rebuilt. This does not require a new Creature Application.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			<br />
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:18px;"><span style="color:#9b59b6;"><strong>The Atronach Body</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Most atronachs possess a humanoid form, though animal-like forms are also possible as well, and atronachs featuring extra limbs will find their strength evenly distributed. Along with the core to maintain an atronach’s form, various plates may be used to define their shape. These plates can be used to protect certain parts of the creation’s body, though not needing to cover it entirely. They are particularly crucial for maintaining the form of liquid atronachs, as solid atronachs can maintain their own form with their element.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">The plates may be forged from any material, though it should be noted that the substances used should not contradict the element of the construct. For example, wood plates would be an unwise choice for a fire atronach as they would simply burn up.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">When atronach liquid atronach’s plate is damaged enough, they will slowly begin to bleed their element out from their forms. Should a liquid atronachs plating be completely destroyed, they will be unable to maintain their form, reducing themselves to a mere puddle of their element. Solid atronachs, however, will begin to bleed somewhat gaseous mana from inside the construct with they are damaged, as their form is not as dependant on plating as much as liquid atronachs. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Creation Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The creation of an atronach is a long, though freeform, process that takes several OOC days of preparation to perform. An atronach forger must collect the core materials, the plate materials, and have a mana obelisk ready for use - though the last step is optional, it is highly recommended. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">In order to create the core one must take a mana gem and encase it within arcaurum and then have the evocation bound to it with transfiguration and Atronach Forging.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Extra limbs will result in a proportionate loss of strength. Adding 2 extra arms results in all 4 of them being 1/2 as strong as normal, and so on.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The plates can be made of any metal that does not contradict the atronach’s element.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:22px;"><span style="color:#9b59b6;"><strong>Atronach Behavior and Psychology</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Atronachs are gifted their own sentience and mind, bound by only the will and command of their creator. They may learn, think, and apply prior knowledge and experience to their actions. However, despite their lack of total freedom, Atronachs are incredibly intelligent and learn very quickly. They can perform nearly any task and with a master’s skill within days of learning - so long as their physical state permits them to perform said task.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">These constructs do not possess emotion in their voices but are able to talk similarly to a descendant. They can initially communicate in common, and any other language they can learn and comprehend after their creation, so long as that language is able to be replicated by the average descendant.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Atronachs are also very eager to experience certain emotions or feelings, almost craving feelings such as rolling in a field of flowers, or feeling ‘happiness’. While emotional experiences are foreign and impossible for an Atronach to feel completely, they can fabricate such feelings to the best of their ability. Such fabricated emotions are not real, only external replications that an atronach thinks are real. This applies to morals as well. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Additionally, Atronachs are completely subservient to their creator, obeying every command and wish regardless of their held morals. An Atronach will also not harm their master nor will they try to seek out loopholes in a master’s command, seeing their masters as their very reason for existence, and thus opt to devout servitude. The only way an Atronach may be broken free of their binding is if the master should die (PK). They may then choose to simply die or find another ‘master’ to sustain them.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:22px;"><strong><span style="color:#9b59b6;">Weaknesses of Atronachs</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Overall, atronachs are physically weaker than golems and more fragile, generally taking only a few hits in the right place to destroy the familiar. While a single descendant may have a more difficult time destroying an atronach, it is not impossible if one knows the right methods or are in large numbers. The constructs are weak to Fi, alteration, and warding/abjuration, as well as their opposing elements. For example, a fire atronach would be weak to water or frost.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>
	</div>

	<div data-role="contentPage">
		<hr data-role="contentPageBreak" />
		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><strong><span style="font-size:24px;">Fire Atronach - Liquid</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Fire Atronachs are the product of an Atronach imbued with the powers of Voidal Fire. They are the most volatile and dangerous form of arcane construct, using voidal flame to create devastating attacks. They are the most adept of expelling their forms, much more so than other liquid constructs. This does however, leave them quite vulnerable due to their casting prowess. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><em>An example of a Fire Atronach</em></span>
		</p>

		<p style="text-align:center;">
			<b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="uLLApDgKgR4bXQdWb-OenZ7h53Vm-uH3Idd9pb60Dg01pcS3BvEmfrx9a7d8lxMuEygkE1rrf5xLgmVzU_ErC5zB3uP4yjPszqHrdTkBal36ynwZ67t-4gOkPFljMA5hKk2m9GHw" data-ratio="133.00" height="307" style="width:239px;height:auto;" width="231" src="https://lh6.googleusercontent.com/uLLApDgKgR4bXQdWb-OenZ7h53Vm-uH3Idd9pb60Dg01pcS3BvEmfrx9a7d8lxMuEygkE1rrf5xLgmVzU_ErC5zB3uP4yjPszqHrdTkBal36ynwZ67t-4gOkPFljMA5hKk2m9GHw" /></span></span></b>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#c0392b;"><span style="font-size:20px;">Creating a Fire Atronach</span></span></strong></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to create a Fire Atronach, one requires transfiguration, fire evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><span style="color:#c0392b;"><strong>Abilities of a Fire Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">These constructs are composed near completely of flame, having little physical form outside of their exterior plating. This allows them to flow more freely than their solid cousins. Fire atronachs are also excellent casters due to their lack of physical form, granting them powerful and devastating attacks.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><strong>Elemental Affinity [Non-Combat]</strong></span> - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity allows for a Fire Atronach to create passive art using fire evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Fire Atronachs can conjure their element to the level of precision of a T5 Fire Evocationist.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental Affinity can only be used in non-combat situations. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All evocation art is limited by all the redlines of the original evocation. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><strong>Expel Fire [Combat] </strong></span>- By expelling fire from their forms, a Fire Atronach are able to expel bouts of flame from their bodies towards their targets. Such an ability is often distributed in the vague form of a sphere or ball, and sometimes even in multiple projectiles.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><strong>Expel Fire</strong> sends one or multiple flaming projectiles towards a target. The projectiles themselves typically do not exceed the size of a soccer ball, though are typically no smaller than a baseball either. </span>

						<ul>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;">A Fire Atronach can expel one flaming projectile the size of a baseball with two emotes. They may form additional flaming projectiles with one additional emote per projectile. They can have up to three at once.</span>
							</li>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;">A fire Atronach may expel one flaming projectile the size of a soccer ball with three emotes. They may only form up to one at a time. </span>
							</li>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;">All projectiles can be made combustive with an additional remote added.</span>
							</li>
						</ul>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Combustive flame projectiles often have the force of a hard baseball throw directly at you if made combustive, creating an explosion of flame no greater than three feet in radius around the point of impact, breaking bones on impact. It will also have the regular effects added on. Still leaves small flames to eat away at flesh/cloth.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Should any Expelled Flame make contact with any person or object, they will give them second degree burns upon touch. Should it be combustive, one will likely cause them to stumble back no more than a block, while two or three projectiles may cause them to be pushed back by up to three blocks should they all make contact.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><strong>Expel Fire </strong>has no particular range, though once it is fired, it is out of the Atronach’s control. </span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Fire projectiles are never solid unless combustion is added and will simply dissipate upon making contact, leaving several smaller ‘fires’ in the area which it touched.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All spells are non-combustive unless an additional emote is added.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight to project. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><strong>Expel Flame [Combat]</strong></span> - A Fire Atronach has the ability to expel a stream of pure flame directly from their forms towards targets. While this type of flame cannot be made combustive, it makes for excellent crowd control and works well for keeping opponents at a distance. Whether it be in the form of a ring or a jet of flame which gushes forth, it is up to the Atronach. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><strong style="font-size:14px;">Expel Flame</strong> allows for the Atronach to send either a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind or create a ring of flames which may be used to surround a target. </span>

						<ul>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Not unlike fiery projectiles, Expel Flame will leave several smaller flames upon any surface that attempts to pass through it or make contact with it, quickly eating away and burning cloth, flesh, and other flammable materials, especially if contact is prolonged. </span></span>
							</li>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">To create a trail or ‘wall’ requires three emotes of charging regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach two meters in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.</span></span>
								<ul>
									<li>
										<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.</span></span>
									</li>
									<li>
										<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few bones, and char skin, each being about a block radius each. </span></span>
									</li>
								</ul>
							</li>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">A Fire Atronach can concentrate on forming their fire into a small space, creating a very volatile spell which shoots forth flames towards a target in the form of a jet or flamethrower. Requires four emotes to cast [1 connect + 3 cast]. The flamethrower itself may held back for up to two emotes before needing to be fired lest it explode. The attack can be sustained for up to four emotes assuming the mage has adequate concentration and mana. </span></span>
								<ul>
									<li>
										<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Upon contact with flesh, the flamethrower will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to  its target. Like other attacks of fire evocation, it will leave several small flames in the area contacted which continue to slowly burn whatever they touch.</span></span>
									</li>
									<li>
										<span style="font-family:'Times New Roman', Times, serif;">The attack itself only has a maximum range of seven blocks and a radius of one. The shape of the spell itself may be a really vague jet of flames which gushes forth , though the mage may add detail to this if they wish, making the flamethrower appear different for aesthetic purposes. </span>
									</li>
								</ul>
							</li>
						</ul>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Walls/Trails may be made concussive, though flamethrowers may not.  </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><strong>Overheat [Combat] </strong></span>- By drawing a greater amount of mana into a spell a Fire Atronach may shift their form to be completely composed of blue flame for a short duration, allowing them much more devastating attacks yet at the cost of a large amount of mana. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><strong>Overheat</strong> allows for a Fire Atronach to temporary turn all of their fire blue, making them twice as hot yet also twice as costly, rendering the Atronach slowed for a short duration after this is performed. In order to perform overheat, a Fire Atronach must remain still for three emotes. Once this is completed, their fire will turn blue and all of their spells will be blue for the next five emotes. Should the Atronach be disrupted while charing this, they will fail and have to begin again.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Does not change the effects of a spell beyond the level of heat and damage it can cause.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can be used in conjunction with a combustive spell, though will take longer to charge. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Once Overheat has been performed, the Atronach will be unable to cast for up to five emotes.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><strong>Combustion [Combat]</strong></span> - Should an Atronach so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Combustion allows for a Fire Atronach to give their fire force, typically in the form of a projectile, in order to deal concussive damage to an area or target. Specifics for the effects of combustion on each spell are listed in the mechanics of said spell.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Requires one to add an additional emote to the spell they wish to make combustive. Whether or not the spell is combustive must be pointed out upon the second emote of charing. Examples of such a tell may be air sucked into the spell as it’s charging.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.</font></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#c0392b;">Contingency [Combat]</span> </strong>- When a fire atronach is destroyed, unless extinguished, it will explode in a concussive fury of flames, sending those caught within its radius flying back if not charred to a crisp. This is the Fire Atronach’s most devastating attack.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Contingency causes a Fire Atronach to explode in a sphere of concussive flame when their core is destroyed. The blast has enough force to send fully armored enemies flying back as well as charring the unprotected to a crisp. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The blast radius expands in a seven block radius with the Atronach being the center.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The force of the blast should be enough to send fully armored opponents flying back at most five blocks should they be closer towards the Atronach within the blast radius.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Anyone within the blast radius will receive 2nd - 3rd degree burns should they make contact with the fire. It may also char flesh and kill those within a two-meter radius. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Will always occur when an Atronach dies and cannot be used of their own will. However, it requires three emotes to charge before performing, allowing those around it a chance to escape. </span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">This attack can only be used when the Atronach is about to die or their core is severely damaged.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can be used in conjunction with Overheat if it is performed prior to initiating the contingency.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#c0392b;"><span style="font-size:20px;">Atronach Weaknesses</span></span></strong></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Fire Atronachs hold themselves a particular weakness to ice and water, making this the most effective way to defeat them. Should they be made wet in a particular area, that area will have trouble reproducing flame until the water evaporates or is dried away. Should the fire be completely doused in water, the Fire Atronach will be rendered incapacitated. They also hold all of the general Atronach weaknesses such as Fi and warding/abjuration.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Overall Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Fire Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All Fire Atronach abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Fire Atronachs cannot create any form of smoke or heat on their own, but only as a byproduct of their flame. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The fire given off by Fire Atronachs can easily grant 2nd degree burns upon touch, though more direct contact may yield even 3rd degree burns. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires fire evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<hr data-role="contentPageBreak" />
	</div>

	<div data-role="contentPage">
		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:24px;"><strong><span style="color:#3498db;">Water Atronach - Liquid</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Similar to the fire atronach in terms of fluidity, albeit slightly more stable. As it is a liquid, a water atronach is easily able to expel liquid towards its enemies. They lack form more so than other forms of arcane construct, though this makes them excellent casters. Due to its fluidity, however, water atronachs depend upon their plates to maintain their shape. Should the plates be severely damaged or destroyed, their form will vanish, leaving the core on its own and a puddle of water where the atronach once stood. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><em>An example of a Water Atronach</em></span>
		</p>

		<p style="text-align:center;">
			<b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="_WTq5YtSGP0e45RQJDtYBltqh45DJgNJ88YSinAi7-Pmp6j38S4czczIxn3ZikOFqcYmXqdO_Hg_TWgMcUnG8zzHyX3uhjIDD1AS3hc-RyuW-335F1ZsntsyoiSOhBjRppi0jBlx" data-ratio="142.68" height="319" style="width:239px;height:auto;" width="224" src="https://lh5.googleusercontent.com/_WTq5YtSGP0e45RQJDtYBltqh45DJgNJ88YSinAi7-Pmp6j38S4czczIxn3ZikOFqcYmXqdO_Hg_TWgMcUnG8zzHyX3uhjIDD1AS3hc-RyuW-335F1ZsntsyoiSOhBjRppi0jBlx" /></span></span></b>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong><span style="font-size:20px;">Creating a Water Atronach</span></strong></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to create a Water Atronach, one requires transfiguration, water evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><span style="color:#3498db;"><strong>Abilities of a Water Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Water atronachs are primarily made of water, their form sustained by their plates and core. While this allows them to move more freely, it also reduces their physical manipulation of the world around them. For example, they may be able to push away a light object with a shove of their hand, but they can hardly wield weapons. Their primary attacks come from their ability to cast powerful expulsions of their forms.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#3498db;">Elemental Affinity [Non-Combat]</span></strong> - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity allows for a Water Atronach to create passive art using Water Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Water Atronachs can conjure their element to the level of precision of a T5 Water Evocationist.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity can only be used in non-combat situations. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">All evocation art is limited by all the redlines of the original evocation. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Requires line of sight and must be formed directly from the Atronach’s own body.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Boil [Combat]</strong></span> - By heating up the water that their core produces, a water atronach can effectively boil their forms so that when they expel water it becomes scalding hot. This is one of the most devastating attacks of the Water Atronach and should be well avoided lest the victim be burned.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Boil allows a water atronach to bring itself to a boiling point, making its watery form become scalding hot. The water is so hot that it can administer 2nd degree burns upon touch, if not 3rd degree burns with extended exposure. This requires three emotes to perform and the Atronach must be completely motionless while performing this. Should they be disrupted, they will fail and must restart. Once it is charged, they may proceed to move. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Boil itself is not an attack, but rather makes attacks of a water Atronach boil for the next six emotes. It requires three emotes of charge and can only affect the Atronach’s own body until used in an attack. </span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Once charged, Boil is passive for sixemotes and no longer - though an Atronach can chose to return to normal temperature any time before six emotes.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">When an Atronach is boiled, there will be immediate signs, such as steam rising from them or noticeable bubbles in their form.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Once Overheat has been performed, the Atronach will be unable to cast for up to five emotes.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Must be fully charged before an attack is performed. Boil cannot be charged while another attack is charging.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Expel Water [Combat]</strong></span> - A simple, though quite versatile, ability of a Water Atronach, allowing them to do anything from extinguishing a flame, to producing a wave of water directly towards a target. When combined with Boil, it truly becomes a devastating attack.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Expel Water allows Water Atronachs to expel water from themselves in the form of jetstreams to waves. While on their own, the attacks do little more than send opponents flying back. However, when combined with Boil, it can be deadly.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">In order to expel water in the form of bubbles, an atronach must charge for two emotes and then expel it directly from their form towards a target. This attack has little to no effect on targets, even if boil is used. Rather it works as a distraction which can surround the Atronach in a five block radius.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">When expelling water in the form of a jetstream a Water Atronach must charge for three emotes. They may then expel their attack as a stream of water, which will likely knock back their opponent a few blocks, able to be maintained for no longer than three emotes.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Finally, a Water Atronach may expel its water in the form of a wave. Such an attack can cause devastating effects even without boil, pushing targets back several meters with great force. It requires four emotes of charging, before it can be distributed as a five by two block wave of water. The wave itself has the speed and force of a horse running directly at you.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Expel Water has a range of up to ten blocks regardless of the form used, though Areas of Effect may vary. Boiling can be stacked on top of these attacks so long as it is charged beforehand. </span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			<br />
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight and must be formed directly from the Atronach’s own body.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Water Shield [Combat]</strong></span><strong> </strong>- A Water Atronach may conjure a shield of water which swirls in front of them, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires. </span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;">An Atronach may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. </span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;">This spell requires three emotes to cast. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to four emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. </span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;">For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.</span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#3498db;"><strong>Contingency [Combat]</strong></span> - When near core death, a Water Atronach can expel their entire form in one large wave which expands in every direction. Such an attack is devastating in and of itself, pushing both people and objects back alike. It is even more dangerous when boiled. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">When a Water Atronach actively chooses to use their contingency, their entire form will expand outwards in the form of a large wave which heads in every direction away from where the Atronach once stood. The force of such is great in magnitude, pushing both objects and people back a fair distance. Should the water be boiled, it will be devastating. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The wave of water expands in every direction in a seven block radius, where the Atronach once stood being the center of the wave. The force of such a wave is akin to that of a horse running directly at you, enough to push even a fully armored foe back a fair distance. If used in conjunction with boil, it will scald skin and near cook those in armor alive if exposure is prolonged.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">This attack can only be used when the Atronach is about to die or is at critical core damage. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can be used in conjunction with Boil if Boil is performed prior to initiating the contingency.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:20px;"><span style="color:#3498db;">Atronach Weaknesses</span></span></strong></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Water Atronachs are comprised primarily of water, making it weak to most of the elements that oppose water. Such weaknesses include extreme heat, which may cause the water to begin to evaporate, as well as frost which may cause the Atronach to slow down and possibly freeze over. Due to their liquid nature, their core constitution is not very high either, only requiring three hits to be rendered defeated.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Overall Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Water atronachs have the strength and constitution of a master mage (T5). Their core can sustain three hits before they are incapacitated. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Water Atronachs have little physical prowess, meaning that they can hardly wield weapons or move objects directly. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Water Atronachs cannot create any form of ice or steam on their own, the latter only being possible as a byproduct of boiled water.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires water evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>
	</div>

	<div data-role="contentPage">
		<hr data-role="contentPageBreak" />
		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#6699cc;"><span style="font-size:24px;"><strong>Ice Atronachs - Solid</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Forged from water evocation and the subtype ice, Ice Atronachs weaker solid variant of Atronach, displaying the diversity of water in its creation. They are quite similar to earth atronachs in terms of function, though they lack the constitution of their other solid atronach cousins. Typically, they do not require as much plating as their liquid cousins due to the fact that their ice maintains most of their shape. However, the ice itself can chip from sharp attacks, and blunt force has the potential to shatter an ice atronach quite easily.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><em>An example of an Ice Atronach</em></span>
		</p>

		<p style="text-align:center;">
			<b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="7Vnc88pf92tjHIajbvuTn1sFhdZsi_M2YUsghbFTCmxYQVA-TuSLMaSwtcgiIuhiRdCHZvBv3fo_sZaqFSirihlFsPX36w5MjuWVUx5tGLa9E8gOrJI8AMRuQRS1K99B7Xw4fB4W" data-ratio="133.85" height="337" width="239" src="https://lh6.googleusercontent.com/7Vnc88pf92tjHIajbvuTn1sFhdZsi_M2YUsghbFTCmxYQVA-TuSLMaSwtcgiIuhiRdCHZvBv3fo_sZaqFSirihlFsPX36w5MjuWVUx5tGLa9E8gOrJI8AMRuQRS1K99B7Xw4fB4W" /></span></span></b>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#6699cc;"><span style="font-size:20px;"><strong>Creating an Ice Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to create an Ice Atronach, one requires transfiguration, water evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><span style="color:#6699cc;"><strong>Abilities of an Ice Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Ice atronachs are frailer forms of the earth atronachs due to their superior casting ability in comparison to their earthen cousins. While not as capable as fluid atronachs, ice atronachs are still able to cast basic projectiles in order to defend themselves or their master. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#6699cc;"><strong>Elemental Affinity [Non-Combat]</strong></span> - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity allows for an Ice Atronach to create passive art using Ice (Water) Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Ice Atronachs can conjure their element to the level of precision of a T5 Ice Evocationist. This includes snow.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental Affinity can only be used in non-combat situations. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All evocation art is limited by all the redlines of the original evocation. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#6699cc;"><strong>Expel Ice [Combat]</strong></span> - By expelling ice from their forms, an Ice Atronach are able to expel icy projectiles towards their targets. Such an ability is often distributed in the form of a shard or stalactite-like object. While it is not razor sharp, the ice definitely has the potential to pierce skin and thin material. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">An Ice Atronach may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.</span></span>

						<ul>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force. </span></span>
							</li>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter. </span></span>
							</li>
						</ul>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Requires two emotes to cast. Additional projectiles require an additional emote to conjure two, no more than five able to be charged at once. </span></span>
						<ul>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">One projectile charged may be around the sharpness of your average ferrum blade, while three or more may simply be rigid spheres of ice, unable to draw much blood, though creating terrible bruises if made a direct hit.</span></span>
							</li>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;">Ice spikes will<span style="font-size:14px;"> easily be able to pierce unarmored foes</span>, and may dent plate (if blunt) or puncture it (if sharp). </span>
							</li>
						</ul>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The speed of ice projectiles does not exceed that of a crossbow bolt at top speeds. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Projectiles may be melted. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#6699cc;"><strong>Ice Dome [Combat]</strong></span> - By expelling a large amount of ice outwards around them, an Ice Atronach may create a thick barrier of ice around them which they may maintain either to protect themselves or their allies. </span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;">An Ice Atronach may create a large dome of ice around them and other people/objects. The dome itself has a five meter radius at maximum, with the Atronach being in the center. </span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;">Requires three emotes to cast , and can be maintained for up to eight emotes, assuming that it is not shattered by blunt force or melted by hot flame. If the Atronach is moved or disrupted, the spell will fade and the shield will crumble. </span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;">The dome may hold its own against around six harsh blunt strikes before it is shattered. Shattering the dome will also stun the Atronach who is casting it for a minimum of two emotes, preventing them from casting for that duration.</span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The Atronach must be at the center of the dome to cast it.</span></span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Ice may be murky, though some movement can be seen from within the dome. </span></span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The dome must be gradually formed, not instantly conjured.</span></span>
					</li>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The Atronach must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p style="color:#8a96a1;font-size:14px;">
			 
		</p>

		<p>
			<span style="color:rgb(102,153,204);font-family:'Times New Roman', Times, serif;font-size:14px;"><strong>Blizzard [Non-Combat/Combat]</strong></span><font color="#8a96a1" face="Times New Roman, Times, serif"> </font><font face="Times New Roman, Times, serif">- </font><font face="Times New Roman, Times, serif">A most violent and terrible ability within the arsenal of an Ice <span>Atronachs</span>, utilizing all their capacity for ice and first to conjure forth a great storm of frozen wrath which can engulf their opponents. </font>
		</p>

		<p style="color:#8a96a1;font-size:14px;">
			 
		</p>

		<p style="color:#8a96a1;font-size:14px;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul style="color:#8a96a1;font-size:14px;">
					<li>
						<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">An Ice Atronachs may conjure a blizzard of snow and ice crystals which completely surround them, cutting and lashing at foes whilst also rendering their vision near obsolete. The storm itself is conjured in a five block radius around the Atronachs with the construct being in the center. </span></span>
					</li>
					<li>
						<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">This ability requires four emotes to cast and may be maintained for up to eight emotes so long as the Atronachs remains motionless. The storm will send hail, ice, and snow flying all about the Atronachs, able to cut, scrape, bruise, and even minority puncture unprotected flesh. The snow which this spell produces is also enough to prevent anyone within it from seeing more than two blocks in front of themselves. </span></span>
					</li>
					<li>
						<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Once this has been performed, the Atronachs will be unable to cast for at least four emotes. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="color:#8a96a1;font-size:14px;">
			 
		</p>

		<p style="color:#8a96a1;font-size:14px;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><font color="#c0392b">The <span>Atronachs must remain in the </span>center of the storm and cannot move once they have begun conjuring the storm. </font></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="color:#8a96a1;font-size:14px;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#6699cc;"><strong>Contingency [Non-Combat/Combat]</strong></span> - When an ice atronach core is heavily damaged and near destruction, its core will melt down, expelling a large amount of mana from its form. This shoots many tiny shards of ice outwards at everyone around them, creating a devastated last attack.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Contingency causes hundreds of small icy shards to explode outwards from the Ice Atronachs form, piercing anything it comes into contact with assuming it can be pierced. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The projectiles themselves can be anywhere from the size of two inches to four inches in length and usually around two inches in width. They will imbed themselves in the skin and cause terrible bleeding and perhaps bruises/scars.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The projectiles are sharp though not razor sharp and fly up to the speed of a crossbow bolt. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Contingency has a radius of up to seven blocks and will vanish once it has successfully hit its target or missed and shattered. </span>
					</li>
					<li style="text-align:justify;">
						<font face="Times New Roman, Times, serif">Dodging such an attack is unlikely if one is too close to an Atronach. </font>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">This attack can only be used when the Atronach is at critical core level or is about to perish.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><span style="color:#6699cc;"><strong>Atronach Weaknesses</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Ice Atronachs, being solid, hold an incredible weakness to blunt force due to the nature and frailty of their element. They are also quite weakened by flame and heat, which will melt away the ice and render the core vulnerable to attack. Should an Ice Atronach be completely shattered, they will be incapacitated otherwise it will take four hits to their core in order to be gauranteed incapacitation. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Overall Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An ice atronach has around the strength and constitution of an adept mage (T3). Their core can sustain four hits before they are incapacitated. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Ice atronachs can wield simple weapons like swords, shields, and spears, but not more complex weapons. Heavy weapons may also cause them to crack.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Ice Atronachs cannot create any form of water or steam on their own.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires water (ice) evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>
	</div>

	<div data-role="contentPage">
		<hr data-role="contentPageBreak" />
		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#a0522d;"><span style="font-size:24px;"><strong>Earth Atronach - Solid &amp;</strong></span></span></span><span style="font-size:24px;"><span style="font-family:Georgia, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;vertical-align:baseline;"><span> </span></span></b></span></span><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;vertical-align:baseline;">[Sand Atronach - Liquid] Below.</span></b></span></span></span><br />
			<span style="font-family:'Times New Roman', Times, serif;">Earth Atronachs are very similar to golems in appearance, though do not possess the same state of durability and endurance. These atronachs are typically seen wielding blunt and heavy weapons such as hammers or clubs - focusing more on physical attacks rather than ranged projectiles. Constructs of this variety hold more solidarity and constancy than their cousins, second in strength only to the telekinesis atronachs. Essentially, they are weaker golems with less intelligence. They are of the solid variety, holding a moderate physical prowess. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:center;">
			<em><span style="font-family:'Times New Roman', Times, serif;">An example of an Earth Atronach</span></em>
		</p>

		<p style="text-align:center;">
			<b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="Kf0SgJALKn1vce4Q5lKvKCofChfMcOzkqevJpA43XWH9Dt1xk8NEoAQacw_WrU4b8rTmdjJ3VDFi3ehuEo1XunuCGPXsxTKoL31TcUO7JqiTtzZ5BvGvFxiEZhsIozxqhEHd5vnD" data-ratio="100.00" height="329" style="width:239px;height:314px;" width="269" src="https://lh5.googleusercontent.com/Kf0SgJALKn1vce4Q5lKvKCofChfMcOzkqevJpA43XWH9Dt1xk8NEoAQacw_WrU4b8rTmdjJ3VDFi3ehuEo1XunuCGPXsxTKoL31TcUO7JqiTtzZ5BvGvFxiEZhsIozxqhEHd5vnD" /></span></span></b>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#a0522d;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Creating an Earth Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to create an Earth Atronach, one requires transfiguration, earth evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#a0522d;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Abilities of an Earth Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Earth atronachs are comprised of earth evocation, allowing them to perform feats and abilities of earth due to their primary composition. These constructs are able to use the stone in their forms to defend themselves and attack, hardening themselves against attacks easily. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#a0522d;"><strong>Elemental Affinity [Non-Combat]</strong></span> - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity allows for an Earth Atronach to create passive art using earth evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T5 Arcanist.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental Affinity can only be used in non-combat situations. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All evocation art is limited by all the redlines of the original evocation. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight and must be formed directly from the Atronach’s own body.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#a0522d;"><strong>Re-hardening [Passive]</strong></span> - The Earth Atronach can slowly regenerate lost stone in any spot they may have been struck. This makes haste a key factor in defeating an Earth Atronach, as leaving them too much time may allow them to regenerate their forms.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Rehardening allows an Earth Atronach to passively regenerate their own lost stone over the course of time. While such regeneration is not instantaneous, it can make them quite formidable opponents if left unattended in combat.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Should an Earth Atronach be chipped or lose something small such as a ligament, they may regenerate that lost stone over the course of three emotes. This is considered a ‘minor wound’.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Should an Earth Atronach be severely dented or a major part of the body be shattered, such as a limb, the Earth Atronach may regenerate it over the course of five emotes. This is considered a ‘major wound’.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">An Earth Atronach can regenerate two major wounds and five minor wounds before being depleted of the ability and needing to recharge.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Rehardening is passive, meaning that is automatically occurs in the midst of combat or outside of combat. </span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">An Earth Atronach cannot reharden themselves if their core is destroyed. This means they cannot rebuild themselves from scratch. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">Rehardening only regenerates their own stone, not plating or the core.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#a0522d;"><strong>Limb Shift [Non-Combat/Combat]</strong> </span>- Earth Atronachs are able to generate a tool or weapon of their choice as a part of their arm, whether it be for combat or non-combat purposes. While the weapons themselves are quite blunt and crude, they can make for a quick defense for the Earth Atronach. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Limb Shift allows an Earth Atronach to effectively turn their arm into either a tool or weapon of choice. They may use this for either combative or not-combative purposes, making it a very versatile ability. The weapons and tools themselves are very crude and blunt, however. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Non-Combat tools such as pickaxes and hammers can be formed in three emotes, turning the Atronach’s arm into the tool. The tool itself is very blunt and heavy. They may turn their arm back to normal with one emote. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Combat weapons such as hammers or swords can be formed in three emotes, turning the Atronach’s arm into said weapon. The weapon is very blunt and heavy, though packs quite a punch. They may turn their arm back to normal in two emotes.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Weapons and Tools may be as sharp as regular rock and have the consistency as regular rock. Strong force would be enough to break bones easily and bruise at the least with direct contact. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Should one initiate combat while using a tool, the tool will turn back to an arm.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The tools and weapons must always be part of the Atronach’s arm and cannot be separated. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#a0522d;"><strong>Contingency [Combat]</strong></span> - When near death, an Earth Atronach can expel themselves completely, exploding into hundreds of pieces of jagged stone and rocks which fly in every direction. Such an attack can be deadly if one is unprotected against its wrath.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Contingency causes the Earth Atronch to explode into hundreds of jagged rocks which go flying in every direction around the center of the explosion. The rocks pierce anything they come into contact with, assuming it can be pierced.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The projectiles themselves can be anywhere from the size of two inches to four inches in length and usually around two inches in width. </span>
					</li>
					<li style="text-align:justify;">
						<font face="Times New Roman, Times, serif">The projectiles are sharp though and will fly up to the speed of a crossbow bolt in every direction, imbedding themselves in the skin and causing severe bruises or puncture wounds. </font>
					</li>
					<li style="text-align:justify;">
						<font face="Times New Roman, Times, serif">Contingency has a radius of up to seven blocks and the projectiles will vanish once they either miss or hit their target.</font>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"> </span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">This attack can only be used when the Atronach is at critical core level or is about to perish.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#a0522d;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Atronach Weaknesses</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Earth Atronachs are very resilient and hardened, making them formidable opponents. They are, however, quite slow. This makes fighting in a group the optimal method of defeating an Earth Atronach. Speed, haste, and blunt force are also quite effective in defeating one, as long as one doesn’t get too close.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Overall Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="color:#c0392b;"><span style="font-family:'Times New Roman', Times, serif;">An Earth Atronach is only just short of the strength of a Mundus Core Golem (Uruk Strength), though are typically a bit slower than their Golem counterparts. Their core can take four hits before being rendered incapacitated</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Earth atronachs can wield simple and blunt weapons like swords, shields, and spears, but not wield more complex weapons such as bows.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Sharp objects are often ineffective against earth atronachs, simply deflecting off of the hard rock of the atronach or making small chips/dents. Blunt force, however, are quite useful in defeating one, often several denting or even shattering the hard exterior of the atronach.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires earth evocation, transfiguration,and atronach forging to create, and requires a valid MA to play as well as a valid creator.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p dir="ltr">
			 
		</p>

		<hr />
		<p dir="ltr" style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;font-size:14pt;vertical-align:baseline;"><span> </span>Sand Atronach - Liquid</span></b></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sand Atronachs are born from the use of Earth Evocation, in the way Sand is conjured, and Atronach Forging. These creatures are of a fluid state, meaning that, even if their body mantains the integrity and texture of sand, they effectively function as liquid  and retain the weakness incorporated with so.</span></span><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;"> They require more plating than a Solid Atronach in order to mantain the element in place, they usually wear a strip of cloth around their bodies as a decoration and to help keep the sand in place. They are able to conjure sand in many different ways, being that their main defensive and offensive weapon. </span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:Georgia, serif;"><b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><span style="border:none;"><img alt="0smb6gRgoXB0Emfp3OTxlDIFfMNidq_Rjaz531zCGA0yw13hVUcOOSL2dh8Q8RN1zgzEqaBs7jHNNMoio3Q9kV6thjqJ2F-l5JXfhBmloywdiyW2nQfBa-T4anJp8icIJI6keiIpAgb21SLexXojeQZdof4woZrusqBcwzal2cNqKf3ddfRrc8Koqg" data-ratio="56.25" height="366" width="440" src="https://lh5.googleusercontent.com/0smb6gRgoXB0Emfp3OTxlDIFfMNidq_Rjaz531zCGA0yw13hVUcOOSL2dh8Q8RN1zgzEqaBs7jHNNMoio3Q9kV6thjqJ2F-l5JXfhBmloywdiyW2nQfBa-T4anJp8icIJI6keiIpAgb21SLexXojeQZdof4woZrusqBcwzal2cNqKf3ddfRrc8Koqg" /></span></span></b></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="background-color:rgba(249,249,249,0.03);color:#ffffff;font-size:10px;text-align:center;">An example of a Sand Atronach (Credit: </span><a href="https://www.deviantart.com/matchack/art/Golden-sand-272848011" rel="external nofollow" style="background-color:rgba(249,249,249,0.03);font-size:10px;text-align:center;">Golden sand by Matchack on DeviantArt</a><span style="background-color:rgba(249,249,249,0.03);color:#8a96a1;font-size:10px;text-align:center;">)</span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			 
		</p>

		<p dir="ltr" style="text-align:center;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;font-size:13pt;vertical-align:baseline;">Creating a Sand Atronach:</span></b></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">In order to create a Sand Atronach, one requires Transfiguration, Earth Evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. The process to create a Sand Atronach is the same as to create any other Elemental Atronach (Fire, Water, Ice, Stone and Air).</span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;font-size:13pt;vertical-align:baseline;">Abilities of a Sand Atronach:</span></b></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sand Atronachs are composed of Earth Evocation, allowing them to perform feats and abilities of sand due to their primary composition. Unlike their Earth Evocation counterparts, their bodies are not sturdy, making use of the more 'liquid' properties of sand.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><b><span style="color:#f1c40f;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Elemental Affinity [Non-Combat]</span></span><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"> </span><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">- </span></span></b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. </span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Mechanics:</span></span></b></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Elemental Affinity allows for a Sand Atronach to create passive art using Sand (Earth) Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Sand Atronachs can conjure their element to the level of precision of a T5 Earth Evocationist.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Redlines:</span></b></span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Elemental Affinity can only be used in non-combat situations. </span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">All evocation art is limited by all the redlines of the original evocation. </span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><b><span style="color:#f1c40f;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sand Blast [Combative]</span></span><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;"> - </span></span></b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Much like the spell used by Earth Evocationists, Atronachs can perform the Sand Blast spell, fast and able to blind a foe.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Mechanics:</span></span></b></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">It creates a small ball of sand, the size of a baseball that will fly at arrow speed at most.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">It does not have the strength to push back, but will blind foes for two [2] emotes if directed to their eyes The sand used in this spell cannot cut, bruise or throw back any opponent, due to its lack of strength.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;">It takes 2 emotes to perform this spell; 1 charge and 1 cast</span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Redlines:</span></b></span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">It can travel up to 20 blocks far, after which it will simply dispell.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Blindness is not total blindness, and merely causes one’s eyes pain, forcing them to clench them shut. This does not cause permanent damage to the eyes, such as scratching them.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">The further the objective is, the less effective and less accurate the spell will be, and it should be emoted accordingly.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;">An atronach will find its movement halved when charging and performing this spell.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Requires line of sight.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><b><span style="color:#f1c40f;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sandthrower [Combative]</span></span><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"> </span><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">- </span></span></b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">By expelling a jet of pure sand, a Sand Atronach can launch it as a stream of this element. Being able to blind opponents and keep the distance with them, even making them fall back.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Mechanics:</span></span></b></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sandthrower sends a stream of Sand towards the Atronach’s chosen direction. It should be able to blind any opponent that gets hit with it and throw back opponents up to the size of a common descendant.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;">The attack itself only has a maximum range of twelve blocks and a width of two.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Someone thrown back by this spell will, at most, recede 3 blocks from their position.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Someone blinded by this spell will, at most, be blinded for 1 extra emote after the spell fades or the target is out of its range.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sandthrower requires three emotes to be used; 2 charge and 1 cast. The total range of the attack is up to twelve blocks in front of the Atronach.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Redlines:</span></b></span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">The voidal energies of the Sandthrower will not exceed the power of a violent gust of wind (even if not made of wind, but of voidal energies and sand), creatures bigger than a standard descendant will find themselves stopped  but won’t be launched backwards.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;">An atronach will find its movement halved when charging and performing this spell.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Requires line of sight.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><b><span style="color:#f1c40f;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sand Tornado [Combative]</span></span><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"> </span><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">-</span></span></b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;"> By conjuring sand around themselves and making it twist, the Atronach is able to conjure a tornado that can act as a temporary shield around them.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Mechanics:</span></span></b></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sand Tornado takes 4 emotes to be conjured, during the second and third emotes, the tornado will form around the atronach, and upon the fourth, it will work as a sand shield that will prevent the atronach from moving while also protecting it from being harmed. </span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Upon the fourth emote, the tornado will be completely formed, moving around the atronach with violence for no more than 3  emotes.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">If the atronach is hit during the first emote, the Sand Tornado will be dispelled and the atronach stunned for one emote.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><b><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Redlines:</span></b></span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Due to the violent movement of the tornado, the atronach can’t move from inside when casting it, the same way, no one can enter it successfully stopping projectiles and strikes.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">If the atronach is hit during the first charging emote, it will be stunned, being unable to move or use any of the other abilities for an extra turn.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;">The sand swirling around the atronach will effectively stop any projectile flying at most at arrow speed, if covered with fire, it will also be put out. Any blow performed with the strength of a common descendant will find itself stopped by the Trornado.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;">Projectiles flying at higher speed will find themselves slowered but not stopped, still able to go through the Tornado. Same applies to blows performed with strength greater to common descendants, will go through the Tornado yet slowered and less powerful.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;">Due to the antimagic nature of Abjurations and Thanhium, these would effectively go through the Tornado and dispell it. Same applies with Auric Oil and Null Arcana, even though these two would only dispell the Tornado and not hit the Atronach behind due to them having to be applied to weapons and thus depend on the strength of the strike performed. Regarding water projectiles, due to the Sand Atronach weakness to this element, the Tornado would only be able to stand one hit, vanishing if hit again.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;">The Sand Atronach cannot move while charging and performing this spell.</span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Requires line of sight.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><b><span style="color:#f1c40f;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Contingency [Combat]</span></span><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"> </span><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">- </span></span></b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">When a Sand Atronach’s core is near its end, it has the chance to expel an incredible amount of mana from their core, resulting in an elemental catastrophe in the surrounding area. A huge amount of sand would be thrown outwards creating a big sandstorm</span></span><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">.</span></span></b></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><b><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Mechanics:</span></span></b></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Contingency causes the Sand Atronach to explode into a sandstorm in every direction around the center of the explosion. The sand will cause blinding and small cuts on exposed flesh.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Contingency has a radius of up to seven blocks and the sand will vanish after 5 emotes</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><strong style="background-color:rgba(249,249,249,0.03);color:#8a96a1;font-size:16px;"><span style="color:#ffffff;">Redlines:</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">This attack can only be used when the Atronach is at critical core level or is about to perish.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.</span></span></span>
						</p>
					</li>
					<li style="background-color:transparent;color:rgb(0,0,0);font-size:12pt;vertical-align:baseline;text-align:justify;">
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Contingency cannot outright kill individuals.</span></span></span>
					</li>
					<li style="background-color:transparent;color:rgb(0,0,0);font-size:12pt;vertical-align:baseline;text-align:justify;">
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">It is very difficult to talk or even breath for those caught inside the sandstorm.</span></span></span>
					</li>
					<li style="background-color:transparent;color:rgb(0,0,0);font-size:12pt;vertical-align:baseline;text-align:justify;">
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">For utmost clarification, Contingency is an ability all atronachs have and thus it does not lead to a PK of the construct. The core can be extracted and be repaired afterwards by an Atronach Forger.</span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;font-size:13pt;vertical-align:baseline;">Atronach Weaknesses:</span></b></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Like most atronachs, Sand ones are weak against Abjurations. They are also weak against blunt force, if it hits their core, 3 strikes and it will be rendered useless. Sand Atronachs will also face complications if fighting the water element, both in its natural state or being conjured by a mage or Water Atronach. If hit by Null Arcana, the Atronach would find themselves stunned for 2 emotes.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			 
		</p>

		<p dir="ltr" style="text-align:justify;">
			<span style="font-family:Georgia, serif;"><span style="color:#f1c40f;"><b><span style="background-color:transparent;font-size:13pt;vertical-align:baseline;">Overall Redlines and Guidelines:</span></b></span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">A Sand Atronach core can take three hits before being rendered incapacitated. </span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Their movement is the same as an average descendant.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Sand atronachs can wield simple weapons like swords, shields, and spears, but not more complex weapons. Heavy weapons may also cause them to crack.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Sand Atronachs cannot create any form of stone on their own.</span></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;">
						<p dir="ltr" style="text-align:justify;">
							<span style="font-family:Georgia, serif;"><span style="color:#ffffff;"><span style="background-color:transparent;font-size:12pt;vertical-align:baseline;">Requires Earth (Sand) evocation, Transfiguration, and Atronach Forging to create, and requires a valid CA to play as well as a valid creator.</span></span></span>
						</p>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="color:#f1c40f;"><span style="font-family:Georgia, serif;"><span style="font-size:24px;"><strong>Credit</strong></span></span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><strong><span style="color:#f1c40f;">ECS1999</span> - Author</strong></span></span>
		</p>

		<p>
			 
		</p>
	</div>

	<div data-role="contentPage">
		<hr data-role="contentPageBreak" />
		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#cee2eb;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:24px;"><strong>Air Atronach - Liquid</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Forged from the powers of Voidal Wind, Air Atronachs are often left untouched by most mages due to their frailty. Despite this weakness, their true strength in casting is more often than not overlooked. The abilities of an Air Atronach can pose devastating to those who least suspect its wrath. These Atronachs can do anything from creating a small gust to clear a musty room, to forming devastating tornadoes of horrific magnitude.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><em>An example of an Air Atronach</em></span>
		</p>

		<p style="text-align:center;">
			<b style="color:#000000;"><span style="background-color:transparent;color:#000000;font-size:12pt;vertical-align:baseline;"><span style="border:none;"><img alt="aYcH882TcoWs4dbWDga7s9fpQR9YaB1XF21GVc6vRdCjehP1HmVD-EKZw375GMCRXTpdzrTCYbzKDqSqSaSgP5n-MMgGCw1gD18gf52zqWqMypCes3D7d3MOmfR63zXPpsRbiyFw" data-ratio="137.24" height="311" style="width:239px;height:auto;" width="226" src="https://lh4.googleusercontent.com/aYcH882TcoWs4dbWDga7s9fpQR9YaB1XF21GVc6vRdCjehP1HmVD-EKZw375GMCRXTpdzrTCYbzKDqSqSaSgP5n-MMgGCw1gD18gf52zqWqMypCes3D7d3MOmfR63zXPpsRbiyFw" /></span></span></b>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#cee2eb;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Creating an Air Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">In order to create an Air Atronach, one requires transfiguration, air evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#cee2eb;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Abilities of an Air Atronach</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Air atronachs, while the physically weakest form of atronach, are the most superior atronach caster aside from Arcane Atronachs. While it may only take a few hard blows to take one down, the opponent of a Wind Atronach must be quick - lest they risk allowing the Atronach the upper hand. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cee2eb;"><strong>Elemental Affinity [Non-Combat]</strong></span> - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Elemental Affinity allows for an Air Atronach to create passive art using air evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Air Atronachs can conjure their element to the level of precision of a T5 Wind Evocationist.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Elemental Affinity can only be used in non-combat situations. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All evocation art is limited by all the redlines of the original evocation. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can only be used in non-combat scenarios. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cee2eb;"><strong>Swift [Passive]</strong></span> - Due to their lightness and fluidity, Air Atronachs are able to move faster than any of their atronach cousins and even most descendants. This ability makes Wind Atronachs quite hard to keep up with in combat, which is why one must be mindful of the construct’s next move when fighting them. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Swift allows Air Atronachs a passive boost to their speed. While this does not necessarily increase their dexterity, their general movement speed is typically faster than that of the average descendant. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Swift is a passive ability of the Air Atronach, constant whether in combat or not.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Swift allows Air Atronachs the ability to move up to twelve blocks per emote rather than simply ten. It may also make Wind Atronachs a little harder to hit, though not ridiculously so. </span>
						<ul>
							<li>
								<span style="font-family:'Times New Roman', Times, serif;">Should the maximum amount of traversable blocks per emote change, an Air Atronach will always be able to move two more blocks than the maximum</span>
							</li>
						</ul>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The speed of a wind atronach is not inhuman, just slightly faster than most descendants and other forms of atronachs. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cee2eb;"><strong>Expel Wind [Combat]</strong></span> - By expelling wind from their forms, an Air Atronach is able to send brief though powerful gusts of air towards their target. Such gusts have the capability to knock opponents right over or at least keep distance between the Atronach and its target.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Expel Wind sends a shapeless gust of air in any direction the Atronach wishes. The ability can have any severity up to the strength of a horse running directly at someone. While this may not particularly cause someone extreme pain, it will most definitely knock them back a fair amount.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The maximum block count that a target can be thrown back by Expel Wind is up to five blocks and will likely knock the target onto their back as well, breath knocked out of them. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Expel Wind requires three emotes of charge and can be held for up to four emotes. The total range of the attack is up to ten blocks in front of the Atronach.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The power of Expel Wind cannot exceed the power of a medium sized single horse running directly at you. It should be able to blast one back and perhaps knock the wind out of them. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires line of sight.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;color:rgb(206,226,235);"><strong>Compress [Combat]</strong></span><font face="Times New Roman, Times, serif"> - By compressing their air into a particular pocket, an Air Atronachs may essentially give their Air Force not unlike that of a Fire Atronach’s combustion. Should this attack be fully charged, it may be used to send a devastating blast of air towards a target which will either explode outwards or shove them back with great force.</font>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">An Air Atronachs may create a sphere of compressed air which is around the size of a beach ball, requiring four emotes to cast and having a range of up to twenty blocks total. This spell may be used in two ways:</span></span>

						<ul>
							<li>
								<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;">Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, damaging them critically, while an armoured foe may receive a painful bruise and still be thrown back by seven meters, bones being <span>broken</span> and receiving a large painful bruise. In both cases, the air will likely be knocked out of them should it make hit. </span></span>
							</li>
							<li style="color:rgb(138,150,161);font-size:14px;">
								<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Burst: The orb is sent towards a group of people, exploding outwards in a five meter radius with great force, the explosion blasting everyone in the radius back akin to the force of a powerful gust which would send them all stumbling/flying/falling back up to three meters. </span></span></span>
							</li>
						</ul>
					</li>
					<li style="color:rgb(138,150,161);font-size:14px;text-align:justify;">
						<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">Charging this ability is by no means subtle, creating a great sphere of swirling air which is very visible, having streaks of wind flying quickly into a compressed sphere of air, almost acting like a light vacuum.</span></span></span>
					</li>
					<li style="color:rgb(138,150,161);font-size:14px;text-align:justify;">
						<span style="color:#dddddd;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;">The slam spell will almost never instantly kill a target, though should the target not receive adequate medical attention which struck to the head or center-chest, they may perish. </span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul style="color:#8a96a1;font-size:14px;">
					<li>
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;"><span style="font-size:14px;">The orb will never be invisible and its tells are obvious. </span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cee2eb;"><strong>Whirlwind [Combat]</strong></span> - By expelling large amounts of wind from their forms, a Wind Atronachs has the capability to conjure a terrible whirlwind which can cause devastating damage both the environment around the Air Atronach and people alike. This attack has the capability to suck up smaller objects and send them flying back outwards, as well as repelling larger objects.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Whirlwind creates a whirlwind around the Atronach, the construct being the center. It possesses enough force to suck anything the size of a halfling smaller directly into the tornado, causing them to spin around before being launched out with great speed(i.e. papers, books, shields). Larger people(s) or objects are pushed away from the whirlwind rather than sucked into it. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Any objects or people sucked into the tornado will be spun around for up to three emotes before being launched back out at the speed no greater than that of an arrow. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Larger people or objects pushed away cannot come within two blocks of the whirlwind, otherwise they are sent backwards up to three blocks at running speed.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"> The Air Atronach must always be at the center of the Whirlwind for it to operate. If the Atronach’s charging is disrupted, the whirlwind will dissipate and the Atronach will have to start over again.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Whirlwind has a radius of up to two blocks in each direction, the Atronach being the center.</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Requires a minimum of four emotes to perform and can be maintained for up to eight emotes after the initial charging is complete. The Atronach must remain completely stationary the entire time lest the whirlwind dissipate.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The whirlwind cannot repel objects going faster than the speed of a crossbow bolt, making this the most effective way to defeat one.</span></span>
				</p>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cee2eb;"><strong>Contingency [Combat]</strong> </span>- When an Air Atronachs core is near its end, it has the chance to expel an incredible amount of mana from their core, resulting in an elemental catastrophe in the surrounding area. In this case it, the expulsion takes the form of a large sphere of air which quickly expands outwards, blowing all surrounding targets back.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Mechanics</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Contingency allows a Wind Atronach to expel a large amount of mana from its core when it is near its end. The expulsion results in a large sphere of pure wind energy which expands outwards from the Atronach and blows everything around it backwards by at most eight blocks. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">The radius of the sphere is up to seven blocks, throwing back anything within two blocks of the center and pushing back anything within five but beyond two. The foce can be enough to give concussions and broken bones to those caught in it, assuming they make contact with a hard enough surface.</span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Redlines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">This attack can only be used when the Atronach is at critical core level or is about to perish.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. </span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="color:#cee2eb;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;"><strong>Atronach Weaknesses</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">As Atronachs are comprised of of an element, it would make sense for them to have a weakness to opposing elements and other external forces. Due to such, Air Atronachs have a particular weakness to the chill and cold, as it can cause them to be slowed down and potentially freeze their air. They are also quite weak to blunt force, only able to take three hits to their core before being killed. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Overall Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">ir Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Wind atronachs can only wield lightweight weapons and nothing too complex either, such as a bow.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All Air Atronach abilities must adhere to all the redlines of their specific evocation, unless stated otherwise.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Requires air evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>
	</div>

	<div data-role="contentPage">
		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-size:24px;"><strong><span style="color:#ff6699;"><span>Telekinetic Atronach - Hybrid</span></span></strong></span>
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Thought impossible to create as the art of Telekinesis was lost to Magi, Telekinetic Atronachs have been reinvented through the recent discovery that allowed Transfigurationists to have a minor influence on the momentum of an object, allowing for a the lost Telekinetic Atronach to once more become feasible.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Telekinetic Atronachs are generally suits of armor, encasing their core. The core of the being permeates a constant stream of Aura of the creator's color, which takes on a vague humanoid form, as well as forms eyes behind the visor of the Atronach; this inner Arcane "skeleton" is not as bright as the Arcanism Atronachs of the past, but takes on a very transparent, undefined, humanoid appearance. Unlike his brothers, Telekinetic Atronachs have less Arcane proficiency in exchange for an ideal balance of strength and agility, possessing the physical prowess of a seasoned orc warrior. In the context of a Telekinetic Atronach, their usable Mana would be the equivalent of their stamina, meaning that the more Mana they use, the less strength that is output into tasks.</span></span>
		</p>

		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><em>An example of a Telekinetic Atronach</em></span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><img alt="unknown.png" data-ratio="56.25" height="360" width="389" src="https://cdn.discordapp.com/attachments/641845380715118622/864302593357512734/unknown.png" /></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="color:#ff6699;"><span style="font-size:20px;">Creating a Telekinetic Atronach</span></span></strong></span>
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">In order to create a Telekinetic Atronach, one requires transfiguration and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. </span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="color:#ff6699;"><span style="font-size:20px;">Abilities of a Telekinetic Atronach</span></span></strong></span>
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Although a Telekinetic Atronach’s ability is tilted in favor of physical strength, minor telekinetic feats may be performed, and in the right circumstances, this power may be taken to a higher caliber.</span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#ff6699;"><strong>Minor Telekinesis [Non-Combat]</strong></span> - As a Transfigurationist may influence the momentum of objects around them to put them in their control, so may the Atronach for utility and artistic purposes.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Mechanics</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">The Atronach may, within a five block radius, lift and move small objects by projecting its inner energy towards the items in question, with a limit of 11kg/25lbs. This follows all red-lines of Transfiguration’s “Alter Position” and may not be used combatively.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Redlines</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul dir="ltr">
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Range of five blocks.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Cannot be used combatively in any way.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Follows all red-lines of “Alter Position” in Transfiguration.</span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><strong><span style="color:#ff6699;">Telekinetic Strength [Passive] </span></strong>- Although not possessing the magical ability of the old Telekinesis Mages, their Telekinetic properties grant them formidable strength, allowing them to strike adversaries with great force and perform other impressive feats.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Mechanics</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Although objectively weaker than Earth Atronachs, Telekinetic Atronachs possess an ideal balance of agility and strength, giving them the movement speed and strength on par with an orcish warrior.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Redlines</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Cannot surpass the rough strength of an orcish warrior.</span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#ff6699;"><strong>Amplified Telekinetic Strength [Combat]</strong></span> - In desperate times, a Telekinetic Atronach may overcharge the energy within them and project it towards an incredibly heavy or dense object and move it with great force. This is not an instantaneous process, but rather one that is slow and greatly drains the Atronach of its reserve mana.</span></span>
		</p>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Mechanics</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">A great feat of strength may be performed, such as slowly moving a boulder out of the way, or bending steel bars to allow passage. This level of strength would be just below that of a Dwarven Brawn Golem. </span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Doing anything with this ability would take at minimum [4] emotes of uninterrupted focus, being a gradual process that occurs over the emote duration. The ability may be active for a maximum of [8] emotes before it deactivates, and will drain the Atronach regardless of whether or not it is used.</span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">This ability may be used on people, making it possible for bones to be crushed, and could prove to be lethal if used on a vital region, such as the head or around one's chest. </span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">During player-driven CRP, amplified telekinetic strength's lifting capacity could at MOST be used to lift masses of [4] cubic meters (4 blocks), and no more than [8] cubic meters (8 blocks) may be pushed. In ET Events, these values may be negotiated at the discretion of the ET in question.</span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">This may only be performed if the Atronach is making physical contact with the object, and as such, could not be done from a distance. </span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">As a consequence, the Atronach must open up their plates to allow enough Mana to flow through in order to increase their strength, leaving them incredibly vulnerable to attacks on their Arcane skeleton and core.</span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">This ability requires that the Atronach remain relatively immobile, meaning that this ability could not buff them in a fast paced combative encounter that requires them to rapidly change position.</span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;">This ability only works once every 24 hours, and would drain the Atronach of half their usable mana as the task is completed.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p dir="ltr">
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Redlines</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul dir="ltr">
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">In terms of equivalency, the strength boost would lift the Atronach to be just under a Dwarven Brawn Golem’s strength.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">This strength increase is not instant, but rather a gradual application. An Atronach lifting a boulder would not be instant, but rather a slow process as they heave it up. As such, an Atronach could not throw a boulder or something of equivalent or larger size at an adversary.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Performing this ability would require the Atronach to open up their plates, allowing enough room for a weapon to slip through and do severe damage. </span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">This ability requires that the Atronach remain mostly still and not rapidly change position, meaning that using this ability in the midst of a fast paced combative encounter.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">This ability drains half of the Atronach’s usable stamina/mana, and as a result would need to be recharged sooner.</span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><strong><span style="color:#ff6699;"><span style="font-size:20px;">Atronach Weaknesses</span></span></strong></span>
		</p>

		<p dir="ltr">
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Telekinetic Atronach’s exist as a hybrid between Solid and Fluid. Their inner workers are Fluid, but they have the physical prowess and tangibility of a Solid atronach. Due to this, they are much more vulnerable to damage to the humanoid aura "skeleton" beneath their plating. If enough force were applied to an Atronach’s limb—enough that would traditionally heavily cut or even result in the removal of the average descendant’s limb—then the severed compartment would fall to the ground and be unusable until repaired. Cutting their Arcane form in any way would cause an intangible fluid-like mana to leak from their form, draining at the same rate that a normal descendant would bleed. After being cut, the Atronach would deactivate from a loss of Mana overtime. They also hold all the general Atronach weaknesses such warding/abjuration.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><strong><span style="font-size:16px;">Overall Redlines and Guidelines</span></strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul dir="ltr">
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Telekinetic Atronachs have the strength of an orcish warrior, capable of wielding heavy weapons, as well as operating more complex weapons, such as bows and crossbows.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Telekinetic Atronachs are a Hybrid, being a cross between Solid and Fluid. Their core requires three hard hits with a blade, or two with a blunt weapon to be incapacitated. Inadequately crafted weapons or armaments below the strength of iron will do little to damage the core. Should the weapon be of thanhic alloy/auric oil coated, it will be twice as effective (a thanhic alloy sword would count as two hits as opposed to one towards the core).</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">The Arcane form of a Telekinetic Atronach is as vulnerable as the flesh of the average descendant, meaning that limbs can be hacked off and their form can be cut. Severe cuts that would cause a descendant to bleed out would cause the Atronach to deactivate after [8] emotes of "bleeding." Each subsequent hit will halve this duration.</span></span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Requires transfiguration, and atronach forging to create, and requires a valid CA to play as well as a valid creator.</span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:24px;"><span style="color:#ff6699;"><strong>General Atronach Weaknesses</strong></span></span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Atronachs, although being much more resistant to damage than a descendant might be in some cases, have many weak points, which may be exploited by a knowledgeable person to neutralize these constructs. At the center of an Atronach remains their core, which may require more hits than usual depending on the variant of Atronach, with blunt weapons doing more damage than sharper alternatives. Most obviously, Elemental Atronachs are susceptible to their counters—a Fire Atronach could be extinguished with large amounts of water, and an Ice Atronach could be melted with enough application of heat. Warding and Abjuration would also prove useful against an Atronach. Ward Shields would act as impassable physical barriers towards an Atronach, and Abjurations targeted towards their Elemental Form would stun them for a single emote. In the rare case that an Atronach Forger themself might fight an opposing Atronach, the Forger may shut down an Atronach instantly if a well placed Abjuration hits their core directly. Furthermore, anti-magical materials/substances, such as thanhium/auric oil would cut through an Atronach's Elemental Form like a hot knife on butter, capable of severing its "limbs." Anti-magical weapons would also be twice as effective on the core of an Atronach.</span></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span>Spoiler</span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li>
						<span style="font-family:Georgia, serif;"><span style="color:#e74c3c;"><span style="font-size:16px;">Sharp weapons, such as swords, would deal [1] hit towards an Atronach's core, while blunt weapons would deal [2] hits.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#e74c3c;">Thanhium alloy weapons or armaments coated in Auric Oil would be capable of easily severing the "limbs" of an Atronach and slowly draining their form with each strike. The core being struck by such a weapon would be twice as effective, meaning that a thanhic warhammer (blunt) would deal [4] hit "points" to an Atronach's core.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#e74c3c;">Elemental Atronachs are susceptible to their opposed elements (Fire Atronachs could be extinguished through water, etc). </span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#e74c3c;">Ward Shields would act as an impassable barrier to an Atronach, and Abjurations directed at their Elemental Form would stun them and interrupt all casting and movement for a single emote.</span></span></span>
					</li>
					<li>
						<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#e74c3c;">An Atronach may be shutdown entirely if an Abjuration created by an Atronach Forger hits their core dead on.</span></span></span>
					</li>
				</ul>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:24px;"><span style="color:#ff6699;"><strong>Purpose</strong></span></span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;">Having recently received my feedback for my Transfiguration Addition, "Alter Position," it was put on pending at the request of clarifications, along with the suggestion of allowing the creation of Telekinetic Atronach Limbs. After speaking with SquakHawk, I made it clear that I'd only want the limbs to return if Telekinetic Atronachs came back as well. This was loosely based off of Phil's addition which contained Telekinetic Atronachs and Projecting, but possesses some original content that I brewed up as well. It is my hope that this lore is passed and Telekinetic Atronachs can make a return, as they're much less destructive in comparison to the others, yet still have a place on the server. Additionally, after receiving my feedback for this submission, it has been decided that Atronach Weaknesses should be expanded on as a whole within this post. In other words, we do a little Philposting.</span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:24px;"><span style="color:#ff6699;"><strong>Credit</strong></span></span></span>
		</p>

		<p>
			<span style="font-family:Georgia, serif;"><span style="font-size:16px;"><strong><span style="color:#c0392b;">Isaac</span> - Author</strong></span></span>
		</p>

		<p>
			 
		</p>

		<p dir="ltr">
			 
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<hr />
		<p>
			 
		</p>

		<p>
			 
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			 
		</p>
	</div>

	<div data-role="contentPage">
		<hr data-role="contentPageBreak" />
		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:24px;"><span style="color:#c0392b;"><strong>General Redlines and Guidelines for Atronachs</strong></span></span></span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Atronach Core Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">The following Voidal elements are able to be utilized in the making of an Atronach;  Fire Evocation, Water Evocation, Earth Evocation, Air Evocation.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">An Atronach requires an atronach forger, a mastered (T5) transfigurationist, and an evocation of choice in order to be made.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronach cores take typically 4-5 direct hits before being destroyed and effectively kill the atronach. Cores can be salvaged and repaired by its creator or another atronach forger, however.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Atronach Recharging Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">A solid atronach must revisit their obelisk once every week as to avoid mana depletion. Alternatively, they may be refueled by their mage in a similar manner.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">A fluid atronach must revisit their obelisk once every three days as to avoid mana depletion. Alternatively, they may be refueled by their mage in a similar manner. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">In order to refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Should an atronach not replenish their mana within a designated time frame they will die.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Overall Atronach Redlines and Guidelines</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Transfiguration and the evocation of choice are all required to create an atronach. This is a long process, unable to be performed in combat.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All atronach casting is limited to expulsion of their own forms, unable to summon their evocations above or away from themselves.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronachs may not have romantic feelings or fade to black</span></span>
					</li>
					<li style="text-align:justify;">
						<strong><font color="#c0392b" face="Times New Roman, Times, serif">Atronachs </font><strong style="color:rgb(192,57,43);font-family:'Times New Roman', Times, serif;">must</strong><font color="#c0392b" face="Times New Roman, Times, serif"> recharge when the <span>designated</span> time as approached. Failure to meet this requirement could result in the revoking of the Atronach’s CA. Screenshots are recommended to be kept, though optional. </font></strong>
					</li>
					<li style="text-align:justify;">
						<font color="#c0392b" face="Times New Roman, Times, serif">Atronachs have free will so long as it does not contradict a master’s command. An <span>Atronachs</span> will listen to any command given by its ‘impera’ or creator and will be unable to resist commands given. They will not seek to extort or find loopholes in a command. </font>
					</li>
					<li style="text-align:justify;">
						<font color="#c0392b" face="Times New Roman, Times, serif">Atronachs cannot purposefully or <span>deliberately</span> kill their own master.</font>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Familiars cannot be larger than seven feet in diameter. They may possess either a humanoid shape or an animal-like shape.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All atronachs may hover no more than a meter off the ground, although this offers no mechanical advantage and is only for aesthetic purposes. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Solid atronachs are better than liquid in terms of manipulating the physical world around them, such as moving an object or smashing a wall. However, liquid familiars are far superior at casting from their forms.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronachs are weak to Fi magic, abjuration, and warding. Should an atronach’s core be destroyed or severely damaged, it can still be repaired.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">All atronach evocations must adhere to their respective evocation redlines. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronachs cannot learn any form of magic.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronachs cannot be enchanted in and of themselves, though they may use separate enchantments if they are simple enough.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">A valid CA is required to play an atronach, along with a valid creator. They are not an open race.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Atronachs are only freed from their master should the master perish (PK). While the creator may instruct an atronach to serve someone else, the construct will always remain obedient to their creator. </span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Should an atronach purposefully damage their own core, it is considered a PK and they cannot be repaired with the exception of <strong>contingencies</strong>.</span></span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">Any one forger only possesses [3] slots to produce CA Atronachs, with a slot refreshing 3 months after the creation of the CA Atronach which filled it. Remaking or repairing destroyed cores does not count towards this limit.</span></span>
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Changelog</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<ul>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Removed goliath and drone atronachs</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Remove projections</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Clarified Atronach Limbs</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Changed Conjuration Mechanics</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Conjuration will still be necessary in atronach creation, though only in order to provide sentience and animation to the atronachs. The atronachs themselves will no longer be considered permanent ‘primordial conjurations’, they are considered sentient elements instead. </span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Added Contingencies</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Removed Atronach Enchantment</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Removed need for conjuration</span>
					</li>
					<li style="text-align:justify;">
						<span style="font-family:'Times New Roman', Times, serif;">Removed arcanism atronachs</span>
					</li>
					<li style="text-align:justify;">
						 <img alt="image.png.ad7349174253268756752f87606e30bd.png" class="ipsImage ipsImage_thumbnailed" data-fileid="34020" data-ratio="169.23" width="52" src="https://www.lordofthecraft.net/uploads/monthly_2020_09/image.png.ad7349174253268756752f87606e30bd.png" />
					</li>
				</ul>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong><span style="font-size:22px;"><span style="color:#9b59b6;">OOC Purpose</span></span></strong></span>
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">Atronach forging is a unique feat on LOTC, bringing a new branch of roleplay to the server regarding constructs. It adds an aspect to mages that is not found in many other places on the server, granting them the ability to create constructs to fulfill their desires and will, as well as allowing other players to roleplay constructs that are oriented around more than just strength and zombie-like servitude. </span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;">The atronachs themselves are a rare sight, their magnificence inspiring awe into many players new and old. Overall, the arcane constructs are an astonishing spectacle to behold, allowing mages and the constructs alike a plethora of magical roleplay potential. It would be such a shame to see these amazing creatures be lost, which is why I did a rewrite.</span>
		</p>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Previous Lore Writers</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Combustionary, Bokratz, Jax, Toodles, Merrymoogle</span>
				</p>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Citations</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Original Lore: <a href="https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/" rel="">https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/</a></span>
				</p>

				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Familiar Guide: <a href="https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/" rel="">https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/</a></span>
				</p>

				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Telekinetic Atronachs: <a href="https://www.lordofthecraft.net/forums/topic/156081-%E2%9C%93-addition-to-atronach-forging-telekinetic-and-projection/" rel="">https://www.lordofthecraft.net/forums/topic/156081-✓-addition-to-atronach-forging-telekinetic-and-projection/</a></span>
				</p>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>

		<p style="text-align:justify;">
			<span style="font-family:'Times New Roman', Times, serif;"><strong>Credit for This Lore</strong></span>
		</p>

		<div class="ipsSpoiler" data-ipsspoiler="">
			<div class="ipsSpoiler_header">
				<span style="font-family:'Times New Roman', Times, serif;"><span>Spoiler</span></span>
			</div>

			<div class="ipsSpoiler_contents">
				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Pundimonium - Author</span>
				</p>

				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Lhindir - Co-Author</span>
				</p>

				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Squakhawk - Consultation</span>
				</p>

				<p style="text-align:justify;">
					<span style="font-family:'Times New Roman', Times, serif;">Flamboyant - Consultation<br />
					<em>And to the many other people to whom I asked questions; thank you.</em></span>
				</p>
			</div>
		</div>

		<p style="text-align:justify;">
			 
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">187759</guid><pubDate>Sun, 15 Dec 2019 23:44:10 +0000</pubDate></item></channel></rss>
