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[✗] [Magic Submission] Abjuration - Complete Re-write in its Own School


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*This thread is over 6k words. For easy of reading, mind the spoilers.*

 

*For anybody wishing to comment "But Fi-magic is the anti-magic, this is unneeded!", abjuration is already present as a spell to negate magic, under transfiguration. Furthermore, counterspell is one ability of the five active ones in the magic submission. As per the submission, it couldn't be even used completely on its own.*

 

Support abjuration! Here's the official banner.

 

Also, first lore submission a magic submission

 

Big thanks to Lhindir, EdgyMagey for their critique and ideas for the lore, as well as to Fury_Fire for the harsh critique on the first, 1.0 version that shall never be released from shame.

 

Overview:

 

This suggestion is about moving abjuration (but not warding and enchanted wards) from transfiguration into an own school of magic centered around the manipulation of mana in the surroundings, with a spellcasting / usage system different to most other magics, based on available lore and the core principles of voidal magic. This includes current available lore on abjuration as well. The school would retain the original idea of abjuration in the form of one of its spells, with the change that the new counterspell would not simply negate a spell but absorb it for use against its caster.

 

The base idea is a dual system, where the abjurer keeps hopping between two sets of spells, between an attempt to focus on support and endurance or offense and burst. At the same time, it should provide a means of anti-magic other than wards and fi-magic, which is pro-active and weaker than the mentioned two. That's the original principle behind abjuration anyways.

 

The magic would be classified under alteration, arcane magics.

 

But ... why? What's this? The OOC part and summary:

 

 

Spoiler

 

The OOC goals:
 

  • Create an magic with some offensive capabilities that uses a casting mechanic different to the current offensive magics.
     
  • Create a magic with some new, never-before-seen utilities that can spice up magic roleplay.
     
  • Give a magic other than Fi-magic and wards anti-magic effects, while retaining Fi-magic's dominance as the ultimate anti-magic school.
     
  • Move abjuration to its very own school of magic instead of teaming it up with wards under transfiguration
     
  • Create a magic that can actively interact with locations and items during different events, in ways that wasn't present before

 

Core abilities:
 

  • Weaken / Exhaust enemies gradually over time
     
  • Inflict direct pain, melt thanhium and target mana gems
     
  • Counter enemy spells and use their fuel
     
  • Create magic distortion fields
     
  • Empower other spellcasters

 

OOC information in regards to implementation:
 

  • This would in fact replace the “abjuration” part of transfiguration. Not that I saw anybody ever using it actively (wards and ward enchantments are untouched by the magic submission, mind you).
     
  • The magic hinges on the understanding of a principle laid down in this thread / lore post.
     
    • “Souls can only manipulate passive mana produced by themselves.”
      • This form of abjuration would require some degree of manipulation, although still respecting the idea that one can’t use someone else’s mana to cast, or that one can’t directly draw power from others for spells. This, based on the clause “Passive mana is capable of being manipulated or changed, though this is an ability that only magics can do.”
         
    • “Active mana may not be reverted to passive mana, and burns away (instead of seeping away, like passive mana does) into aura when used or when in excess.“
      • The main drawback of this form of abjuration and one of the offensive uses relies on an alteration or extension to this principle. This is the theory of implosion.
      • This theory states that if a large quantity of active mana can no longer be contained by magical means, it is expelled by the world back into the void. Because there’s a sudden disappearance of energy, newtonian physics would explain an implosion. Implosion is the opposite of explosion, it’s when the air contracts and when things are bent inwards. It would also explain how damaging a magically charge gem would shatter the stone instantaneously and rendering it useless (since the gem would implode).
      • Self-combustion/burst and targeted implosions depend on this theory.

 

Balancing:
 

I understand the sensitive topic of balancing in regards to the magic itself, since it’s both a supportive, defensive and offensive school. I tried to implement as many balancing-principles as I could, but it may still prove to be stronger than other schools. At the same time, it could prove far weaker and useless even, which is why tuning the casting times and effects is going to be first-line important.
 

  • It is possible to use the magic as a purely offensive school. However, it’d be highly ineffective compared to other offensive magics, since the only actual offensive ability requires a charge:
    • Draining isn’t much of an offense, more so a supporting spell if the target is already engaged in combat. It should sparsely generate an overcharge, and it's very easy to counter or interrupt.
    • Absorbing mana from the surroundings takes time. While this means abjurers may “prepare” for a battle, at the same time they sacrifice their ability to use counterspell. This should provide a battle-preparation choice between starting out with the ability to inflict exhaustion straight-away, or the ability to counter spells and provide support.
       
  • To provide a balance and difference to Fi-magic, abjurers cannot counter two consecutive spells. They have to expel or use their overcharge first.
    • I tried to group the spells based on overcharge use/generation so that an offensive caster will always look for opportunities to overcharge, while a supporting caster will try and discharge all the time to use their supporting spells.
    • The punishments and weaknesses scale the same time. An offensive caster may be easily prevented from gaining an overcharge (by interrupting drain or absorption, or not casting anything that can be countered). A supporting caster may be easily disabled by identifying their periods of discharge-overcharge and attacking while they are overcharged, and backing for a defense while they are discharged.

 

Differences to other magics:

 

  • Fi-magic:
    • Abjuration is meant to provide an alternative to fi-magic when it comes to countering magic / enchantments. Where Fi-magic absorbs spells and disables items/constructs through a moving clouds, abjuration (not speaking of the distortion field) only counters spells and uses them as an option to fuel further abjugation. Abjuration can be countered by Fi-magic, whereas abjuration can’t counter Fi-magic. In addition, abjuration can be countered by abjuration as well.
       
    • Abjuration works with a different mechanic of anti-magic. Instead of draining all active mana to the void, the abjurer uses the drained mana for other spells.
       
    • Instead of the school’s weakness being physical weakness and other dark-magic-related weaknesses, abjuration relies on a mechanic where too much absorbed/countered active mana implodes the user. Therefore, abjuration can be countered with the logic “they can’t absorb everything” and be overloaded.
       
  • Evocations and arcanism:
    • I’ve been actively roleplaying a pyromancer and I dislike the simplicity of their magic. I like the utilities of conjuring heat or smoke, but the pure offensive side always devolves into throwing three decent fireballs then drawing a dagger.
       
    • Abjuration’s offensive side seeks to counter this by adding a cycle and two states to the school, where the roleplayer faces actual choices.
      • For example, facing another mage lends multiple choices to the abjuration-roleplayer. They may try and keep themselves discharged as much as possible in order to counter any spell cast. Or they may try and overcharge themselves as much as they can in order to drain the opponent’s mana and inflict damage. A choice between defensive or offensive casting.
         
      • The abjurer has to predict whether the other will cast a spell or remain on the defense.
         
      • Another choice had already been mentioned. Whether to absorb an overcharge pre-battle or not. Absorbing an overcharge beforehands gives the upper edge with the ability to cast an implosion using regular cast-time. At the same time, it removes the ability to drain or counter any spells cast.
         
      • The abjurer has to predict whether the enemy will start out casting a spell, or start-out swinging a blade.
         
      • Yet another choice that I intend to make hard is the distortion field. Risking unconsciousness and losing most of one’s mana to temporarily gain anti-magic capabilities that are as strong as Fi-magic’s.
         
      • The abjurer has to predict whether the opponents will be able to overload the distortion field or interrupt their concentration.

 

 

 

 

 

Answers to complaints, suggestions and critique:

 

Spoiler

Aerial / Korus:
This would be too close to fi-magic, duplication isn't accepted by LMs.

 

The way I see how abjuration works right now, it's far closer to Fi-magic than what this re-write would have counterspell be. Right now, it's a simple bolt of spell cast towards an inbound spell to negate it. Fi-magic expels a cloud that negates spells.

The re-written counterspell would absorb the inbound spell into an overcharge instead. Because of this, casters wouldn't be able to consecutively intercept multiple spells (like Fi magic), but could use the absorbed overcharge for other purposes (empowerment, implosion or to simply expel it).

 

The distortion field would be in fact quite close to fi-magic, although it'd work restricted to an area, bound to concentration, bound to absorbing spells to sustain itself and prone to collapse. In terms of duplication, I'd compare it to healing spells - you have multiple in the lore already, reaching the same conclusions, albeit through different means and mechanics.

 

Introduction / History:

 
Spoiler

 

The presence of magic in the world naturally draws the ever-growing desire in power-hungry mages to be able to combat and defeat any who would stand up to them. And while the most obvious enemy could stand tall as an armoured knight or crafty bandit, the true opposition to a mage is those envious of their knowledge, those equal to them in power: their arcane-wielding kin.

 

The moment the first two spellcasters clashed amidst a flurry of evoked flames, fumes and phantasm was the very moment the idea of abjuration was born. The word itself has a simple meaning: whereas conjuration (in the general sense) seeks to bring material and substance from the void into the world in exchange for mana, abjuration tries to dispel and expel such back into the void.

 

As the school developed, the idea of surplus magic arose, the theory that active mana drained off spells that are countered shouldn’t be simply radiated away as part of one’s aura, but in some way conserved and converted. A shield may stop a blow, but a proper parry or dodge can harness a foe’s momentum to bring about a moment of weakness to strike at.

 

Abjurers extend their own pool of mana to overcharge themselves with what they absorb from spells, enemies or their surroundings. After doing so, they are able to expel and use their overcharge, with the risk of absorbing too much and bursting their passive mana pool as well. The masters of abjuration are capable of moulding their overcharge to perform amazing feats, creating implosions, empowerment as well as seldom-seen distortion fields.

 

 

Definitions:

 

Temporary mana pool:

 

Spoiler

 

An abjurer’s temporary mana pool may be understood as an extension to their aura, a larger pool of mana available from a second layer around the mages. In truth however, the temporary mana pool is nothing more than active mana kept relatively stable around an abjurer’s body. It can’t be broken back into passive mana, and it cannot be programmed and given a new purpose other than transferring and concentrating it, since the very way of gathering it is through breaking it down into pure active mana. The force keeping the temporary mana pool in place is nothing more than a semi-passive enchant, a spell of the abjurer themselves. As such, abjuration can be understood as the alteration and transfiguration of different forms of mana.

 

REDLINES:

  • No active mana from the temporary pool can ever be used to “re-charge” one’s passive mana pool. Only souls produce passive mana, end of the line, no working around this.
  • The temporary mana pool cannot be used to fuel any spells other than those abjuration spells that use charges.
  • Generally, the temporary mana pool should never ever made to function like one's own mana pool. The temporary mana pool is a spell itself, to temporarily preserve active mana. Nothing more.

 

 

Overcharge:

 

 

Spoiler

 

In abjuration, an overcharge is a temporary mana pool filled to the brim. Enough mana to have noticeable effects on the surroundings when transferred or concentrated, but still only as much as the abjurer can maintain and keep in a critical state. The overcharge is an artificial reserve of active mana swirling around the mage. In terms of payload, it usually equals to a strong or average spell’s worth of active mana, depending on the abjurer’s talent.

An overcharged temporary mana pool is always visible as a swirling mist of energy around the mage in the colour of their aura. What form this mist takes depends upon the individual mage. Some are engulfed in a bubble of the swirl, while others radiate it as if they were ablaze.

 

Because the abjurer needs part of their concentration and mana fed to keeping up the temporary mana field during an overcharge, they are unable to cast any other spells than those that use up the overcharge.

 

REDLINES:

  • Overcharge has to be emoted, it’s visible.
  • You can’t cast spells from any other magic school while you maintain an overcharge.

 

 

Self-burst:

 

 

Spoiler

 

The active mana maintained as an overcharge is volatile and dangerous. An overcharge has three phases. A sub-critical overcharge is one that is being expelled. The active mana is either discharged, burned or used one way or another to reduce what’s stored in the temporary pool. A critical overcharge is one that is maintained and kept stable by the abjurer’s spell, fuelled by their passive mana.

 

A supercritical overcharge is one that can no longer be maintained by the abjurer’s capacity. If an overcharge reaches the supercritical state, the temporary mana pool collapses and the chain reaction drains the abjurer of almost all their mana, leaving them unconscious and barely alive most of the time. This chain reaction is called the self-burst, and can occur when an abjurer absorbs too much active mana, when an abjurer is forcefully overcharged or when a distortion field collapses.

 

An implosion that results from a self-burst is much more severe than a targeted one. It tends to pull light objects in the near vicinity towards the abjurer, while often leaving internal bleeds and broken ribs in their body as well. Abjurers that suffered self-burst require immediate medical attention.

 

The degree of self-burst is almost completely irrelevant to the degree of overcharge previously had, since it’s essentially the ignition of one’s passive mana in a chain-reaction.

 

REDLINES:

  • You aren’t waking up from a self-burst in the combat you suffered it. You’ll be out cold for half an hour at least. You will wake up exhausted and won’t be able to use magic, run or whatever.
  • ABSOLUTELY NO RE-ENTERING COMBAT AFTER A SELF-BURST unless the combat lasts for half an hour more and you wake up in an attempt to crawl away.

 

 

Implosion:

 
Spoiler

 

Normally, surplus active mana burns away in the form of a visible aura. When a huge amount of active mana is concentrated into an aura however, the transfer to the void is so fast and abrupt that the temporary lack of material and energy causes an implosion. In layman terms, an implosion is the exact opposite of an explosion: instead of the volatile material expanding, it contracts the material around it. Its power can crack stones and objects, but liquid-based life-forms possess a natural resistance against it. Lesser implosions can be target-cast by a master abjurer, while decent-sized implosions that can heave furniture can occur when an abjurer self-bursts.

 

Why implosion? The most famous cases of implosion real life is when a container is unable to sustain the vacuum inside. Sucking out air from a canister usually leads to implosion. It’s because the air pressure collapses the container which contains … nothing. I imagine this would happen in case active mana was concentrated in a tiny spot. The mana would burn away instantaneously, claimed by the chaos of the void. But the rip would have the world contract at the same time and press towards the spot of implosion … like a canister.

 

And it’s a good explanation for an offensive magic that is far less effective than evocation in causing physical harm.

 

 

Conservation law applied to abjuration:

 

 

Spoiler

 

Those unfamiliar with the core principles of abjuration may think that the magic plays around with the law of conversation. The general misunderstanding is that since the abjurer draws no mana from the void, they return nothing in exchange and therefore abjuration doesn’t exhaust the caster.

 

The reason why abjuration is a sub-school of alteration and is closest to transfiguration is because the abjurer uses their mana to conjure up the conductive funnels and the invisible framework for containing any overcharge. The abjurer uses their own mana to convert passive mana into active mana as well, when draining or absorbing for an overcharge. Therefore, while an abjurer may find some of their spells not exhausting at all, they’ll still get exhausted over time, especially when keeping their temporary pool overcharged for a prolonged time. No abjurer is able to sustain an overcharge for longer than half an hour without combusting in a self-burst due to exhaustion.

 

Because of the risk of a self-burst, most abjurers tend to stop using their magic when they notice the first clues of exhaustion.

 

REDLINES:

  • Abjuration does require mana input from the abjurer. Spells have different costs on exhaustion, described later.

 

 

Half-charge:

 

 

Spoiler

 

When an abjurer attempts to drain or absorb mana, but their action is interrupted (which is more frequent and can happen easier for draining than absorption), they gain a half-charge. Half-charges aren’t inherently dangerous, but are completely useless when used up through a spell. The only way to rid of one’s half-charge is to either expel it to the surrounding auras or absorb mana from the surroundings to complete it into an actual overcharge.

 

A half-charge looks like a weak and scarce overcharge.

 

REDLINES:

  • Half-charge has to be emoted, it’s visible
  • You can use a half-charge to cause an implosion, but it’d take longer than expelling it, and it wouldn’t have any physical effect apart from ringing ears at the target. You can use half-charge to empower a spell, but the active mana would just disperse. You could use a half-charge to deploy a distortion field, but it'd fade right away.

 

 

Interruption:

 

 

Spoiler

 

There’s three different degrees of interruption when it comes to abjuration, due to the passive-active-semipassive nature of the spells utilised.

 

Broken concentration:

Concentration is broken when the abjurer is shaked, something is thrown at them, someone screams at the abjurer, etc. Broken concentration only interupts casting an implosion or a mana drain.

 

Trauma:
A more severe interruption is when the abjurer suffers physical trauma, be it any major wound (arrow piercing flesh, a major cut, successful hit with an evocation, etc). A trauma breaks concentration and interrupts mana absorption or expulsion, as well as the maintenance of a distortion field.

 

Unconsciousness:

If the abjurer is struck unconscious, they won’t be able to maintain their temporary field. This means they have to re-establish it after waking up. If they were knocked unconscious with an overcharge or a half-charge, they self-burst with dangerous consequences.

 

REDLINES:

  • This is for those fighting /against/ abjurers. You can’t make them self-implode by throwing a rock at them.

 

Spell specifics:

 

Generating an overcharge

 

Counterspell:

 

 

Spoiler

 

A crafty abjurer is always on the lookout for the easiest source of mana to be absorbed: active mana. Countering a spell takes fairly little effort from an abjurer and requires nothing but initiation and a keen eye. The mage identifies the target spell and severs the mana anchor, re-directing the active mana in the spell to become part of an overcharge, or a full overcharge.

 

A master abjurer may also use counterspell to tap into a single mana stone and discharge it in exchange for an overcharge.

 

Because the abjurer is trapping and re-directing active mana, it takes quite a small mana of their own to successfully counterspell and absorb the fuel of someone else’s cast.

 

Abjurers have to be careful though. Certain spells and schools of magic can easily charge their temporary pool so much they end up self-bursting. Most infamous are conjuration and voidal shifting in these regards. For the former, an adept abjurer may try and merely tap into a conjured creature, shrinking or weakening them instead of completely severing the mana anchor.

 

As with wards, the abjurer has to have at least a basic understanding of the magic they seek to counter. Deity magics are harder, and dark magics are almost impossible.

 

An abjurer may attempt to counter fi-magic to instantaneously rid themselves of any and all overcharge, however they’d also temporarily lose their ability to sustain any or cast spells.

 

Visually, a counterspell looks like a visible “anchor” cast towards the inbound or active spell to be countered, in the colour of the abjurer’s aura.

 

REDLINES:

  • The abjurer has to be familiar with the spell they counter. No, “I have seen EdgyMagey casting it” doesn’t count as being familiar. Technicalities has a list/guide.
  • Strong spells aren’t negated, they are tapped into and reduced in severity/strength. Voidal shifting is merely interrupted.
  • You have to gain at least a half-charge from a counterspell. Because of this, you can’t consecutively counter multiple spells.
  • You can counter fi-magic, sure, but any overcharge you have will be drained and you won’t be able to sustain or cast any spells for a turn or two. And yes, it’ll have no effect on fi-magic itself.
  • Conjuration spells cannot be negated, tapped creatures shrink to half their original size.

 

 

Mana Absorption:

 

 

Spoiler

 

Mana absorption is mass-draining of passive mana from all surrounding sources. But since the amount drained is shared by all mana-bearing organisms and even the very essence of the soil itself, lost fatigue to any nearby remains unnoticeable. It’s the first-choice to gain an overcharge for any abjurer, with little risk. But because it drains passive mana instead of active, it takes a long time to generate an overcharge through absorption from the surroundings.

 

Visually, the abjurer’s aura grows stronger and more prominent, visible to the bare eye as they begin to overcharge their temporary pool. A quicker mana absorption can be used to complete a half-charge.

 

REDLINES:

  • Mana absorption is still a spell. You can’t move, fight or do anything that requires concentration and attention while doing it.

 

 

Mana Draining:

 

 

Spoiler

 

Abjurers realised they could establish a connection between their temporary mana pool and the target’s passive mana and syphon the target’s passive mana to overcharge themselves. Draining mana takes a tremendous amount of time because the target is passive mana.

 

Due to the way mana functions, mana drain affects mages and non-mages the same way and to the same degree. Over time, it fatigues the victim just how physical exercise or excessive magic casting would.

 

The abjurer has to maintain eye contact while draining the mana.

 

The abjurer is unable to manipulate mana directly against a soul’s will, because of the sheer complexity of a soul and the general lack of understanding of one. Therefore, Mana drain ceases as soon as the target begins fueling a spell with mana, the target’s conversion of passive mana to active overwriting the abjurer’s tap. The less passive mana someone has remaining, the harder it is to drain it. It’d take a tremendous effort to dry-drain someone through abjuration.

 

Visually, mana draining appears as a visible mana anchor between the abjurer and their target, in the colour of the abjurer’s aura.

 

When an abjurer mana-drains another abjurer that is maintaining an overcharge, the overcharge is almost instantaneously transferred to the mana-draining abjurer from the target, ending the spell.

 

REDLINES:

  • Eye contact has to be maintained. At the same time, stepping behind a ledge or a twig with leaves doesn’t break eye contact.
  • Mana drain takes time. You drain ⅔ the target’s current mana, but you maintain your funnel for ~15 seconds. A rule-of-thumb is to let your target have three to four combat related emotes.
  • Mana drain is interrupted if the target casts a spell.
  • If you read the technicalities, you’ll see that one can drain someone to unconsciousness or death. But that takes a true load of time, so it’s a no-no in combat. If you ever manage to dry-drain someone in combat, make sure to stand up and stretch.

 

 

Using an overcharge

 

Implosion:

 

 

Spoiler

 

A master abjurer may direct and concentrate all the active mana stored in their overcharge towards a target’s aura or active magic storage to cause an implosion, with the target in the centre.

 

An implosion is pressure applied inwards, it is able to crack stone (and damage golems) or shatter mana gems. At the same time however, it’s far less effective on targets with bodies made mostly of liquid. On such, implosion is most likely to cause severe headaches and temporary pain in the innards, at most breaking the weakest of bones (ribs).

 

Visually, an implosion looks like an overcharge that appears around the target (in the colour of the abjurer’s aura) and which is connected to the abjurer by a visible mana anchor (much like drain’s), which then collapses on itself (is drawn into the centre of the aura).

 

Implosion affects other abjurers in a vastly different way. If they aren’t yet overcharged, they absorb the active mana into an overcharge. If they are overcharged already, they self-burst.

 

Implosion can be targeted towards thanhium as well, and can be used to destroy thanhium. An implosion specifically targeted towards a source of thanhium counts as three strong spells cast at it, and can burn a large pile of dust into embers or melt a pair of studs or shards. Two consecutive implosions can explode a fair-sized thanhium crystal. Implosion doesn’t have any special / different effect on thanhium alloys and thanhium cores.

 

REDLINES:

  • Implosion causes pain and pops weak veins. At most, it can crack a few bones. But it’ll never severe limbs or knock out targets.
  • At the same time, implosion causes enough pain to interrupt spellcasting, or to leave foes flinched and staggered.

 

Empowerment:

 

 

Spoiler

 

The master abjurer directs their overcharge towards a target, but instead of overloading their aura, the abjurer extends it temporarily. Any magic the target will cast will draw mana both from their passive mana pool as well as the overcharge of active mana made available, increasing the effect of their spells.

 

Visually, empowerment looks like an overcharge around the target in a colour mixed from the abjurer’s and the target’s aura, connected to the abjurer by a visible mana anchor (much like drain’s).

 

If line of sight is broken, or if the concentration of the abjurer is disturbed, empowerment turns into an implosion directed at the target.

 

Empowerment affects other abjurers in a vastly different way. If they aren’t yet overcharged, they absorb the active mana into an overcharge. If they are overcharged already, they self-burst.

 

REDLINES:

  • Empowerment needs constant eye contact. When it’s broken, the target implodes. It can be sheathed, however.
  • Neither the target, nor the abjurer have control over how the empowerment increases a spell’s effect. It’s always the simplest, most straightforward way, detailed in technicalities.

 

Expulsion:

 

 

Spoiler

 

When an abjurer doesn’t seek to use their overcharge, they can burn it away much like excess active mana is usually burnt away, in the form of a glowing and visible aura. Expulsion takes as much time as absorption, but it’s the safest way to get rid of one’s overcharge because it involves the lowest risk.

 

If expulsion is interrupted, the abjurer is left with a half-charge. Expulsion is the only way to get rid of a half-charge (and if the previous one was interrupted, the abjurer has to start over).

 

Visually, expulsion makes the abjurer’s aura visible to anybody nearby, along with some semi-transparent flames burning away from it.

 

REDLINES:

  • Expulsion is still a spell. You can’t move, fight or do anything that requires concentration and attention while doing it.

 

Distortion field:

 

 

Spoiler

 

Creating and maintaining a magical distortion field is perhaps the greatest feat any abjurer can achieve, and as such only masters of the art may deploy one.

 

The creation of a field requires an already present overcharge, since the field itself is nothing more than a storm of the abjurer’s temporary mana pool and its active mana content. The distortion field disrupts and absorbs any active mana it touches to feed itself, while constantly draining on its own to sustain itself.

 

Spells entering the distortion field disappear as all their fuel becomes part of the field. Golems within the distortion field are paralysed: they are neither damaged nor destroyed, but lack any fuel for their existence as the active mana seeping from their cores (thanhic or soulbound) is absorbed by the field. Magical items may be activated within the field, but most (if not all) magical effects are absorbed much like spells as well. Finally, the distortion field drains all mana-storing gems in  its area.

 

There is no way for the abjurer to interrupt maintaining a distortion field. After it’s deployed, it either fades away from lack of active mana or absorbs too much and collapses on itself. If it fades away, the abjurer is drained of a considerable amount of their own passive mana, but are left otherwise with no consequences. If the distortion field collapses on itself, it bursts the passive mana of the abjurer in a chain reaction and leads to a self-burst. If the abjurer’s concentration is broken (not interrupted but broken), the field collapses on itself and leads to a self-burst.

 

Visually, a distortion field looks like a large bubble of swirling energies in the colour of the abjurer’s aura, with the abjurer in the centre. The field also gives obvious clues about its state. When it’s subcritical (discharging without enough active mana absorbed) it seems to be radiating energy and mist, leading to a faint glow of all beings with auras nearby. When it’s critical (just enough active mana absorbed) it takes on a firm shield-like bubble shape where the swirl seems to be flowing almost naturally, in a regulated fashion. When it’s supercritical (more active mana absorbed than discharged), the swirl and mists become thicker, and it glows up ever more as the field itself attempts to burn away its own excess mana.

 

Distortion fields twist reality and taint it with the void. Any voidal mage is able to sense a distortion field from hundreds of metres away, feeling that something is “wrong” in the vicinity. When up close to it, voidal mages may feel a slight headache or pain in the stomach. After a distortion field collapses, it leaves behind a temporary “shatter zone” where mages may have ringing ears and headaches.

 

REDLINES:

  • You can’t interrupt casting your absorption field without self-bursting. You either have it fade away or collapse on you.
  • Distortion fields aren’t too picky about what they absorb, doesn’t matter who has the enchanted items where or whether the spell was cast by friend or foe.
  • The distortion field always remain a 7metre radius bubble, regardless of the surroundings. Its size won’t increase if you deploy it in a corner. It cannot be moved, relocated or shaped.

 

Roleplay guidelines:

 
Spoiler

 

Now that the complicated part is over, let’s turn sheer OOC and see how the re-written, fleshed-out and shining abjuration would be roleplayed!

 

First of all, a step-by-step guide on how it’d be used:

 

STEP 1:

1 emote to establish connection and create temporary pool. Abjurer gets the twitches, glowing eyes, shivers, etc.

STEP 2:

Choose either of the CHARGE-CREATING spells and cast them, or wait patiently.

STEP 3:

If you successfully cast one of the overcharge creating spells, emote having an overcharge and begin casting a CHARGE-USING spell.
If you created a half-charge, you can only use Expulsion.

STEP 4:

If you successfully cast one of the overcharge using spells, repeat from STEP 2 until exhaustion.

 

CHARGE CREATING SPELLS:

 

Counterspell:

SUBSTEP 1:

1 emote to hijack the spell. If it’s not a household spell or one below tier3, emote aura glowing up and an overcharge.

If it’s a household spell or one below tier3, emote a half-charge.

 

Mana Absorption:

SUBSTEP 1:

3 emotes of concentration as your aura slowly glows up and an overcharge forms. If interrupted, emote a half-charge. If not interrupted, emote an overcharge.

Only 2 emotes if you have a half-charge present.

 

Mana Drain:

SUBSTEP 1:

1 emote to form the funnel, hand motions, aura visible.

SUBSTEP 2:

1 emote to connect to the target’s aura. This can’t technically “miss” unless they break line-of-sight (the target is the aura, so they can’t just step behind a ledge).

SUBSTEP 3:

3 emotes to gradually drain the target’s mana, making them feel weaker. If concentration is broken during this substep, emote a half-charge. If not broken, emote an overcharge.

 

CHARGE-USING SPELLS:

 

Implosion:

SUBSTEP 1:

1 or 2 emotes gathering up the overcharge around you into a concentrated “ball” or “puff”.

SUBSTEP 2:

1 emote to connect to the target’s aura. This can’t technically “miss” unless they break line-of-sight (the target is the aura, so they can’t just step behind a ledge). If the target is an object, you have to “throw” the ball or puff.

SUBSTEP 3:

1 emote for the implosion part, where the target feels huge internal pain and may bleed some from the nose or ears.

 

Empowerment:

SUBSTEP 1:

1 or 2 emotes gathering up the overcharge around you into a concentrated “ball” or “puff”.

SUBSTEP 2:

1 emote to connect to the target’s aura. This can’t technically “miss” unless they break line-of-sight (the target is the aura, so they can’t just step behind a ledge).

SUBSTEP 3:

X emotes of keeping up the link until the target actually casts a spell. Then emote the spell’s power increasing by a significant degree.

 

Expulsion:

SUBSTEP 1:

3 emotes with your aura glowing, the overcharge slowly fading away. If you’re interrupted, emote a half-charge.

Only 2 emotes if you are expelling a half-charge.

SUBSTEP 2:

If interrupted, emote a half-charge.

 

Distortion Field:

SUBSTEP 1:

1 or 2 emotes concentrating, your overcharge glowing up.

SUBSTEP 2:

1 emote of creating the field itself.

SUBSTEP 3:

X emotes of absorbing spells, negating enchantments and draining mana stones until the mechanics either collapse or diminish the field.

 

Self-burst:

SUBSTEP 1:

1 emote of the active mana collapsing on the abjurer’s aura, the abjurer falling over in pain, usually bleeding from ears and nose and unconscious.

 

That's all folks! Nothing too complicated. Don't mind the 6k+ words for the thread and lore, that's mostly scenery and arguments behind the lore itself.

 

Technicalities:

 

Counterspell:

 
Spoiler

 

Schools any abjurer may counter by studying abjuration itself:

Transfiguration

Elemental evocation

Fi-magic (generally useless)

 

Schools an abjurer has to examine through teaching (of someone T3+ in the art, not necessarily with TA):

Arcanism

Telekinesis

Conjuration

Voidal translocation

Voidal shifting

All mental magics

All deity magics

 

Schools the abjurer has to examine through teaching (of someone with a TA):

All dark magics (except for Fi)

 

 

Mana-drain:

 
Spoiler

 

The equation of mana-drain is f(x) = ⅔x

Where x = amount of times mana drained, f(x) = remaining mana % of original mana.

This means that the first full mana drain (that generates an overcharge) will drain its target to 66% of their mana. The second drain will drain them to 44%. The third drain lowers the target’s mana to 30%. The fourth to 20%, the fifth to 13% and the sixth to 8%. The fourth drain is enough to temporarily knock someone unconscious, while the sixt sends them to a coma.

 

(In total, it’d take 49 emotes in a combat situation to dry-drain someone to death, and 33 emotes to knock someone unconscious. So erm, pretty much impossible unless restrained or in a very-very-prolonged combat. At the same time, it retains quite a power for the first drain.)

 

 

Empowerment:

 
Spoiler

 

Empowerment doesn’t “double” a spell’s effect, more so increases it to 3/2 of its original power. The mage casting the spell doesn’t have power over how this manifest, it’ll do so in the most straightforward, most obvious way possible. A pyromancer’s empowered fireball becomes larger and hotter. A conjurer’s conjured creature will simply be larger.

 

Empowering a member within a circle almost always assures malfunction of a circle and can often lead to monstrosities.

 

 

Distortion field

 

 

Spoiler

 

Distortion fields have a radius of 7 metres. Any //hcyl xy 7 can replicate the radius for reference.

 

Distortion fields can only be deployed by T5 abjurers. They have to absorb at least two sources to maintain themselves. If they haven’t absorbed two sources in half a minute (5 emotes/turns/rounds), they diminish. They can only absorb nine sources in half a minute. If they absorb more than eight sources in half a minute (5 emotes/turns/rounds), they collapse.

 

A source can be a disabled construct, a disabled enchanted item or rune, or an absorbed spell. A mana gem counts as two sources.

 

Trust and leeway has to be given to the abjurers though. Since it’s T5, it probably means they know what they are doing already and have experience. And since it doesn’t allow the abjurer mobility and breaks catastrophically as soon as the abjurer is wounded, it’s intended to have less of a PvP and more of an event use.

 

Example:

A distortion field is deployed at three golems, and against a group of Ironborn lightning mages. The field instantaneously disables the three golems and feeds on their active mana production to sustain itself. Any 5 turns, the field can absorb 6 lightning bolts from the ironborn mages.

 

Two other golems enter the battle and walk into the distortion field. They are disabled as well. Any 5 turns now, the field can only absorb 4 lightning bolts from the ironborn mages. An Ironborn enters the field to battle a companion of the abjurer, wielding a rune-etched weapon. This reduces the field’s ability to absorb to 3 spells every half a minute.

 

Realising this, one of the ironborn spellcasters pulls out two mana gems and casts it at the field. The field enters supercritical state and collapses after five turns, leaving the abjurer unconscious with an implosion.

 

UNLEASH THE HATRED

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Plus one, beautiful peice... I wonder who helped in making this?

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8 minutes ago, Lhindir_ said:

Plus one, beautiful peice... I wonder who helped in making this?

 

It may or may not have been the spiked elf reading / instructing on version 1.0, 2.0 and 3.0 <3

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Just now, Medvekoma said:

 

It may or may not have been the spiked elf reading / instructing on version 1.0, 2.0 and 3.0 <3

I got my credit, I am happy now.

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This usurps the position of Fi'hiiran'tanya. It should always be costly to bounce magic back, so I'm gonna go with -1ing this lore for now. Sorry.

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Just now, Aerial "The Wroth" Kebabu said:

This usurps the position of Fi'hiiran'tanya. It should always be costly to bounce magic back, so I'm gonna go with -1ing this lore for now. Sorry.

 

The general bounce-magic-back capability is already available for transfiguration.

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Just now, Medvekoma said:

 

The general bounce-magic-back capability is already available for transfiguration.


Fair enough. I don't see why it should be split again.

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Just now, Aerial "The Wroth" Kebabu said:


Fair enough. I don't see why it should be split again.

 

Transfiguration has been inflated into a giant collection of multiple sub-schools that didn't deserve their own schools. Apart from general transfiguration (altering objects) it includes enchanting (which is perhaps its most sought-after subschool), warding and abjuration as well.

 

And I reckon the original reason they were grouped up with a slightly relevant magic is because they didn't deserve their own school. I built something akin to mana-tapping, mana-alteration or the sort on the basic idea of abjuration and some sentences in the mana lore to be large enough for its own school. Better have more magics that are detailed and stronger each than group them together in magical supermonstrosities like transfiguration (enchanting + transfiguration + warding + abjuration) or celestial/arcanism (not yet accepted, with shielding + conjured weapons + arcane projectiles + art + focal point familiars + crystals + mana stones + chaining).

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As Aerial said, we already have Fi' as a stand alone anti-magic. We don't need to split things and make them even more complicated. I really don't see a need for this. And going by LT standards, they do not accept duplicity in lore.   
Sorry but, -1

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2 minutes ago, KorusPrime said:

As Aerial said, we already have Fi' as a stand alone anti-magic. We don't need to split things and make them even more complicated. I really don't see a need for this. And going by LT standards, they do not accept duplicity in lore.   
Sorry but, -1

 

Once again, the anti-magic capabilities are 2/5 of the magic submission, where the core 'anti magic' detail is already present, the submission would merely move it to its own "themed" magic school with a completely new set of mechanics and functions.

 

You could easily argue that the ward-abjuration combination beneath transfiguration is more closer to duplicity than a re-think of abjuration as a de-facto counterspell or absorbtion of spells. Along with that, the way abjuration works right now is much closer, if not almost equal, to Fi-magic. The re-write would alter that.

 

EDIT: added to critique&answers section.

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18 minutes ago, Medvekoma said:

Better have more magics that are detailed and stronger each than group them together in magical supermonstrosities like transfiguration (enchanting + transfiguration + warding + abjuration) or celestial/arcanism (not yet accepted, with shielding + conjured weapons + arcane projectiles + art + focal point familiars + crystals + mana stones + chaining).

Shielding, projectiles, art -> the evo

the rest -> mastered abilities 

Doesn't need it's own separate subtypes and it doesn't need to be broken down into the complicated suggestion you gave on my thread.

 

Trying to smush down my lore won't get ya likes dawg! Mostly joking but magic actually needs to do the opposite of what you want regarding that point. Magic needs more unique qualities and abilities for each subtype to make them have more substance, more depth. 

 

The issue here is that Transfiguration already has abjuration attached and just because you don't see it used doesn't mean it doesn't exist. Some of us do use it. I agree that it could be fleshed out more but unless these abilities are specifically being added to transfiguration I can't see the separation happening. I do like some of these abilities though and it definitely adds some character to the magic.

 

I would rather have the LT pick abilities listed here to add to abjuration than have it be it's own subtype. I can understand the want for it to be singular but I don't get the feeling that it absolutely needs to be after reading this lore. 

 

I am neither for or against. 

How would this be implemented taking current abjurationists into account?

 

 

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1 hour ago, KorusPrime said:

As Aerial said, we already have Fi' as a stand alone anti-magic. We don't need to split things and make them even more complicated. I really don't see a need for this. And going by LT standards, they do not accept duplicity in lore.   
Sorry but, -1

 

 

   This lore does not split things off, friend. It adds a new dimension to them. Fi magic is based on entirely to break magic. However, Abjuration is based on empowering or overloading it. This is basically the only similar thing it has with Fi magic, the fact that both can give mages a bad day, and I don't think makes them the same entirely.

 

   And Kitten, I'm sorry but I literally just woke up and I don't really understand anything you've typed because my brain is still warming up. I'll type a response to you as soon as I can, as someone who helped write the lore.

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4 minutes ago, Sir K Andruske said:

How would this be implemented taking current abjurationists into account?

 

Since the submission would have it added to alteration, any transfigurationist could self-teach it, reasoning that they've been actively using abjuration. For those who have five slots filled, they could keep their wards or learn this in place of another magic.

 

Transfiguration at its core already involves the original idea (transmuting objects, materials) that can be used for offense, defense, support and art. Added to this is the enchanting part, which (as far as I have noticed) lures a lot more people to learn transfiguration than the ... transfiguration part.

 

And to that, wards and abjurations are added as well. One school, capable of negating magic in three ways (conjured wards, enchanted wards, abjurations).

 

4 minutes ago, Sir K Andruske said:

Magic needs more unique qualities and abilities for each subtype to make them have more substance, more depth. 

 

It may seem like we think the opposite on that matter, taken the quote from both of us, but I do agree on this very line. However, I feel like a magic subtype cannot be efficiently built upon if it's grouped together with so many other subtypes as well.

 

I'd agree with your notion to expand upon current magic, if magic slots were more limited. EG, 2 magics with a mastery each. But that would require each distinct school to receive the same amount of effort and support you put into arcanism, which I don't think will ever happen.

 

On the other hand, you could take current lores and instead of grouping magics together with little detail for the sub-schools, you could dissect them and have people actually use their five slots. As I mentioned earlier, I'm all for "Combination magics" that can only be picked up if one already knows the pre-requisites. EG, you could easily add abjuration as a mastery for arcanism and transfiguration, since arcanism moulds mana (usage, temporary storage) whereas transfiguration transforms it (drains, absorptions).

 

I'm planning to write up more lore for elemental evocations to catch up to arcanism, but that's for a later date and another lengthy thread. Right here, the goal is to build on abjuration and create a mana-manipulating school that has some offensive, some supporting and some anti-magic capabilities as well. Something interesting and new, at least.

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47 minutes ago, Medvekoma said:

 

Transfiguration has been inflated into a giant collection of multiple sub-schools that didn't deserve their own schools. Apart from general transfiguration (altering objects) it includes enchanting (which is perhaps its most sought-after subschool), warding and abjuration as well.

 

And I reckon the original reason they were grouped up with a slightly relevant magic is because they didn't deserve their own school. I built something akin to mana-tapping, mana-alteration or the sort on the basic idea of abjuration and some sentences in the mana lore to be large enough for its own school. Better have more magics that are detailed and stronger each than group them together in magical supermonstrosities like transfiguration (enchanting + transfiguration + warding + abjuration) or celestial/arcanism (not yet accepted, with shielding + conjured weapons + arcane projectiles + art + focal point familiars + crystals + mana stones + chaining).

 

I had an answer written out in response to skimming over the lore and literally deleted it the moment I saw this. As someone who has only spent about a month learning transfiguration I'm honestly confused how you could ever come to this conclusion.

 

The three "sub-schools" in transfiguration flow together beautifully if you think about the main focus on the magic. Changing things.

 

What does transmutation do? It changes things, you can literally reshape even recolor or heat/cool various materials and items. 

 

What does enchanting do? It changes things, you make it so ordinary items now have a new purpose. A new use. Suddenly that boring broom can be enchanted to sweep a floor by you simply tapping on it. Or that ring can now put an illusion over the hand of one wearing it. They're different items now. They've been changed. 

 

What does warding do? It changes things, you've blocked a spell. You've changed how it worked. The spell can only be blocked if you understood how it works and thus you weave your mana so that when the spell hits it is changed. It is stopped. 

 

What does abjuration do? It changes things, you're literally changing a mana anchor by disrupting it with your own mana. Again, you have to understand how it works in order to do so. Just like you have to understand a material before you can change it. 

 

Now, on to what I'd actually seen from just skimming over this before I got a headache and had to stop. 

 

We don’t need more offensive magics when we already have a lot of them. Especially from something that has specifically been non-offensive up until now. You don't abjure a spell to harm someone. 

 

Abjuration and wards are similar, both defenses against other magics, so why wouldn’t they be teamed up? Its just that one is a directly sent puff while the other is more like a woven shield. 

 

Just because you haven’t personally seen something used doesn’t mean it isn’t. I don’t see blood magic used yet I’m not going to assume it never is because I know there is a ton of rp that I don’t witness. Contrary to your claim I see abjuration used quite often. More than I see wards or warding actually. People like it as a quick solution that uses less mana than a ward. I personally just recently learned how to use abjuration and warding and plan on messing with any mage I can find using that very magic (abjuration that is).

 

How does sending a puff of mana at someone suddenly translate into draining them or causing pain? This seems like a bit of a wide step.

 

Also why would absorbing too much make someone implode? Why not explode? Why not merely pass out or fall over due to too much energy? 

 

“I’ve been actively roleplaying a pyromancer and I dislike the simplicity of their magic.” 
Okay 1) you’re not a pyromancer. You don’t control flames. You evoke them. You’re a fire evocationist. 2) if you find any magic simple you’re not exploring your magic enough. Fire evocation isn’t purely offensive either, get creative. Honestly as someone who used to use fire evocation this genuinely hurt to read.

 

“Or they may try and overcharge themselves as much as they can in order to drain the opponent’s mana and inflict damage.” 
Why would draining mana inflict damage? Mages use up their mana all the time all it does is wear you out or kill you if you really overdo it. I’ve never seen a mage have damage inflicted or even pain from merely running low on mana. 

 

And as I said, that's as far as I got before I got a headache and decided to look over replies instead. 

 

All in all, a huge -1 from me. Skimming this over gave me a feeling that you don't fully understand transfiguration as the magic it currently is but want one part of it without learning the rest. I'd personally recommend having a character learn it or asking someone to explain the magic. Genuinely not trying to be rude here, that's my honest opinion after what I've read. This is an unneeded change that would just further bloat up our current magic system. Transfiguration and abjuration are fine how they currently exist.

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