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[✗] [Magic Lore] Transfiguration - The Art of Utility


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Ice - MtG Art

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Void Transfiguration - The Art of Utility

 

Scholars and magi have always sought a new discovery within the infinite abyss of power and potential of the Void, working to develop new forms of magic never experienced nor seen before. Through much hard work and perseverance, a new voidal art was discovered  that could affect the material world, able to use mana to affect the world around the mage in astonishing ways. 

 

This was the beginning of Transfiguration, an art designed to cause more permanent change rather than creating a spell that would quickly vanish. Instead of bringing what does not yet exist into reality, Transfiguration focuses on affecting what is already there. Transfiguration is the most utilitarian of all the voidal arts, encompassing many abilities under its name such as Voidal Feeling, Transmutation, Enchantment, Abjuration, Warding and Mana Wiring. Each ability of Transfiguration is unique, allowing a plethora of possibilities for a master of such a magic. 

 

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Practicing Transfiguration

The manipulation of the practitioner's mana is the first essential step into discovering and learning transfiguration. The practitioner is required to prepare themselves to extend their pool of mana outwards to create an ethereal mist of one's aura, which is the manifestation of mana. Through their connection of the Void, the practitioner will reach inside its space and draw nothing out besides raw mana to be manipulated into uses for transfiguration. This method of learning and utilizing the magic would be the same for all forms of initially working with any transfiguration ability. The drawn out mana will have a glow towards it, named mage light; following the hue of the casters aura, this offers no purpose but to illuminate an area upto a torch intensity.

 

The different abilities of transfiguration will have distinctive methods on how they take the initially created mana and manipulate it towards the geared ability. Abilities in transfiguration take progression and skill to achieve, allowing new methods of manipulating mana into different spells to assist the practitioner in transfiguration to accomplish great feats of the arcane.

 

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Mechanics of Transfiguration

Transfiguration is voidal magic that relies on the alteration of mana upon objects or magical entities to function. If the practitioner of the magic doesn't have a basic or full understanding of an object or magic abilities, they'll be unable to counter or work with it masterfully.

 

In Transfiguration, the practitioner will have access to a series of sects with a defining feature that all collectively work together. These sects of transfiguration are as follows: 

 

  • Voidal Feeling -- The use of a mage’s mana in order to ‘read’ the origins and purposes of said object, whether basic or advanced. 
  • Transmutation -- By applying knowledge of an object to a mage’s work, they can effectively manipulate said substance. This may be used to ‘weld’ multiple objects together or to split apart an object into its base elements. 
  • Enchanting -- With enough knowledge of an object and a magic, a mage can effectively change the properties of an object with the use of their mana or that of another source. 
  • Mana Wire -- The creation of ley lines comprised of mana that a mage created in order to assist with the transferring of mana from one place to another.
  • Abjuration -- With enough knowledge of said magic, a transfigurationist can manipulate the mana of a casted spell within a local vicinity, dispelling said spell or creating a spectacle of blinding lights.

 

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Voidal Feeling - Non combat

 

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Voidal Feeling is an ability which seeks to find information about an item, discovering its intricacies and functions. Voidal Feeling, however, isn't without restriction, relying heavily on the practitioner’s capabilities to decipher the amount of mana needed to fit in specific sizes and shapes, often done through much experimentation. Once a transfigurationist understands how much mana must be expended to ‘read’ the object, they can finally insert their mana into the object and pull out the information.

 

The knowledge found through Voidal Feeling will be predetermined through how the practitioner experiments with their mana upon the object. If the caster glides mana across the surface to draw information, they will find a basic understanding of the item in a rudimentary form. The information given through this method is composed of basic properties of what the object is, such as color or surface material. If the practitioner continues to glide their mana upon the object, they can eventually find deeper seams. The seams found signifies the way the practitioner can discover more in-depth knowledge of the object by seeping their mana into it. Flowing mana into the object will begin to offer the practitioner advanced information of the object if one has successfully worked your mana to the size and shape of the object. The advanced knowledge the practitioner can discover in-depth properties of the object from its exact makeup and any impurities in the magic and a guide of reactionary stimulants to change the properties of the object.

 

Mechanics

To begin Voidal Feeling, the practitioner will draw out the initially created mana and begin to flow it across the surface of the object. Unless the practitioner previously felt the object, they cannot seep their mana into it. Once the Transfigurationist has guided their mana across the surface of the object, they'll begin to siphon mana back into the void which holds the necessary rudimentary information, almost like a filter. This information within the void will begin to decipher itself from the mana and be given to the practitioner. When the Transfigurationist has discovered and experimented with the object, they will eventually find a seam following the same process of seeping mana into it to further explore advanced information.

 

The emote requirements for Voidal Feeling in total would be four for basic knowledge, and six for advanced knowledge of an object. Two emotes required to set up the initial mana connection and on the third begin to grasp an understanding of the basic properties of the object.

 

Redlines:

  • Upon discovering an item is magical. You can gain advanced information on that object from activation triggers to the magic(s) that created it. This only works on magical items created from the void.

  • The basic information given of what a property is would be things like “This is a Rock, it is hard, the rock is dry.” or “This is a liquid, the liquid is wet”. 

    • The basic information of reactionary stimulants would be if the item has a state change, eg: Water > Ice. It will not explain how it changes states.

  • The advanced information given of what a property is would be, “This is a rock, the rock has several impurities earth elements in it, these earth elements are...”. It will give a general to advanced idea of what is in the object you feel, it will not give you an understanding of this information, eg: “Gold has impurities which consist of mostly silver” it will not give you an understanding of silver (Including the name) if you do not know what compounds make up Silver. Advanced reactionary stimulants would give the practitioner an idea of how to change the state of an object, eg: “Water will freeze to ice at a cold temperature ranging from ---”. It will not give exact numbers leaving the practitioner to experiment.

  • The size of the object a practitioner can voidal feel is determined by the users mana-pool. Too large of an object, eg: Over the size of 6 blocks in height/width than you require additional help.

  • Cannot Voidal Feel living organic material, though dead organic material is fine. Information discovered this way will be similar to a mundane autopsy of the organic material.

  • You cannot learn molecular properties through voidal feeling.

  • Cannot learn magic from Voidal Feeling objects.

  • Exotic materials (Materials made for LoTC) and extremely-Rare IRL materials will be restricted from voidal feeling, unable to gain information from them unless a ST has confirmed your role-play and approved it.

    • Extremely rare materials include but not limited too: Rhodium, Platinum, Ruthenium, Iridium, Osmium, Palladium, Rhenium, Silver, Painite, Taaffeite, meteorite and Indium. 

    • This will be judged further by ST.

 

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Transmutation - Non combat

 

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The art of Transmutation is manipulating the physical state of an object and changing it into something else. Such manipulation can be the change of shape, splitting apart elements known as fission and or joining two or more things together to form a single object, known as fusion. In order to manipulate an object, a transfigurationist must understand the intricacies of the object if not known already, typically done through the act of Voidal Feeling.

 

The materials which are available for the practitioner the transmutate are almost endless. While it is ultimately possible for a Transfigurationist to work with virtually any material or object, specific barriers are in place which prevents materials or objects from being used easily. These barriers would be if the material or object already has a magical presence within that the user hasn't correctly deciphered to be altered, specifically with Transmutation shaping a magical material or object would be almost impossible without this knowledge. Other barriers would be the lack of knowledge or mana to be effectively used to Transmute a material, one being Carbarum which requires multiple practitioners to mould. The last barrier a practitioner might face would be unknowing the specifications of an items state changes, eg; water to ice or raw metals forged temperatures which requires experimentation unless prior knowledge is given.

 

To begin Transmutation, the practitioner will draw out the initially created mana and funnel knowledge gathered through personal study or Voidal Feeling to the void to mix with the mana. As the knowledge has combined with the initially drawn mana, the practitioner will work it across the material or object and depending on what the caster wishes will determine how the mana will shape. If the practitioner wants to shape and mould the piece, they will cover the material with mana and soak the mana into layers of the surface of the material. Working with fission, the practitioner in the same method as Voidal Feeling flow mana through the entirety of the object to begin removing specific parts of the material. Fusion will take pieces of both shaping/moulding and fission applying it to two separate parts to join them together. Using these methods, the Transmutationist can work with the desired object without scrutiny if done successfully.

 

The emote requirements for Transmutation would mostly depend on the material or object it’s being used from, although possible for a practitioner to work on several transmutations at once the factor of size will depend on the mana and emotes. 

A single Transmutationist will take;

  • 3 emotes for a tiny object up-to the size of 3 cubic feet.
  • 4 emotes for a small object up-to the size of 6 cubic feet.
  • 5 emotes for any medium object up-to the size of 9 cubic feet.
  • 6 emotes for any large object up-to the size of 12 cubic feet.

Manipulating anything larger than the specifications set above will require multiple Transfigurationists or done through circling.

Changing the state of objects into any abnormal property which doesn’t usually occur, eg – Metal into Gas. It will take double the required emotes.

 

Redlines:

  • Transmutation focuses on equivalent exchange. You cannot make or manipulate an item unless you add materials or sacrifice materials. Eg: To make a blade sharper, you need to thin the edges making it less durable. You cannot turn coal to gold.

  • Can transmute heat/cold.

  • Can transmute hair into natural or dyed colours.

  • Unless the practitioner has a base understanding of a material/object they will be unable to Transmute it. If the material/object is too complex to be transmuted further study is required or done through ST supervision, eg: Object has magical properties.

  • Custom materials on LoTC are automatically listed as complex unless specified in lore. 

  • Custom materials unless specified in lore can be transmuted by a single Transfigurationist. 

  • If an object exceeds the size requirement(s)/too complex it will require assistance from other Transfigurationists or done through circling.

  • Some materials if you wish to change its state has to have prior knowledge or done through experimentation, eg; water to ice or raw metals forged temperatures.

  • You cannot transmute molecular properties including gases. Gas substances can only be transmuted if in a container, following the same emote requirements.

  • Changing the state of objects into any abnormal property which doesn’t usually occur, eg – Metal into Gas. It will take double the required emotes.

  • Combining different materials to create ‘god’ armor/weapons/tools won’t be allowed. These require a MArt to be made and have to follow regular attributes from the materials used, eg: Taking 5 metals and combining it into one to create an unbreakable chestpiece won’t be allowed without heavy downsides (eg: A lot of weight).

  • Mage light, can be altered in various colours from the users aura.

  • Cannot be used in combat.

  • Transmutation cannot go through gates/doors/anything that stops the player mechanically without RO permission, adhering to regular server rules.

 

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Enchanting - Non combat

 

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Enchanting is the apex of transfiguration; it is the application of altering physical objects into gaining properties of magicality. The object(s) manipulated into acquiring magicality will determine the longevity of the enchantment(s) bound to it. The only arts known to be enchantable would be from the archetype magic, the void.

 

Enchanting by itself is pretty meaningless if the practitioner isn't knowledgeable in the various ways of creativity and craft. By itself, enchanting mixed with transfiguration spells can create vastly useful enchantments, able to utilize every spell within its scope. Enchanting used alongside other void magics enables a vast quantity of possibilities, able to replicate spells in various magic schools within objects and or utilize these spells to create something vastly different from the original design. 

 

The method to use enchanting would require the caster to meet a prerequisite, does the practitioner have the voidal art or access to channelling the voidal art through them to begin for the desired enchantment. Once the prerequisite and the idea of the enchantment has been outlined, the practitioner can begin.  The transfigurationist will start by taking the initially created mana and draw it out to surround the object of enchantment, finally beginning to funnel the magical essence of the desired magic through the mana. As the object is surrounded by both mana and magical essence, the user will begin to bind them both together to fill the object and bind the enchantment. As the object is still being bound, the practitioner can fill it with functions of activation or the spell ability to be used..

 

The emote requirements for enchanting in total would be a base of six, able to replicate the enchantment in unison on two other objects simultaneously. Requiring the caster to be within three blocks of the object.

 

Redlines:

  • Enchanting requires the caster to be within three blocks or less of the item being enchanted.

  • Enchanting can be ‘circled’ with other mages to gather magical essence to further enchant past the practitioners capabilities.

  • Unable to enchant organic objects. This includes descendants bodies.

 

Enchantments - Combat/Non-Combat

Spoiler

The possibilities of enchantments have to follow the familiarity of the voidal spell bound to them. The enchantments do have the potential to differentiate from the original design. Still, not much, if they over-exceed the magic capabilities, a MArt is required to be approved by the Story(Lore) Team.

 

The limitations of enchantments are with the enchantment in itself; various levels of spell tiers require varying sizes of gems or crystals, this also means the more spells within an object, the object needs to compensate with a larger scale.

 

For the enchantment object size requirement, it'll focus on two factors; the tier of spell enchanted and the amount of spell enchanted on one object. Each spell within a singular object requires to meet this size standard, the inclusion of multiple spells in one enchantment requires that spell tier size requirement to be added on the previous.

  • Tier 1: Less than half a foot.
  • Tier 2: Less than half a foot.
  • Tier 3: Half a foot in length.
  • Tier 4: A foot in length.
  • Tier 5: A foot and a half.

 

Eg: Tier 5 Spell + Tier 4 spell would require the enchantment to be scaled up to a minimal size of two feet and a half in length.

 

Enchantments come with their own set of weaknesses added apart from the spell enchantment that came with it, specifically targeted to the user. While the enchanted object isn't in use, it won't impede the user of any degrading effects caused by it. When activated, the enchantment will surge with the mana within the object or from the user. Either activation will prompt the user to be trapped in a 'casting' stasis, and this will cause the individual to face the effects as if they're 'casting' the spell. The casting stasis will only last until the enchantment has charged, this is determined by the spell(s) on the enchantment. After the enchantment has been charged the user can choose to release it when they desire, no longer under the 'casting' stasis, they're free to move freely.

 

When the enchantment has been utilized for the spell effect, it'll shut down until the amount of emotes it took to charge until being able to be reused. 

 

The crystals and gems allow for a greater mana control of enchantments. Depending on the material used will add a boost to the longevity of the enchantment, if various materials have been used, it'll take the most used material in the final version rounded up. The mana within the enchantment is consumed after a set number of OOC days, the user of the enchantment can freely use the enchantment within this time-frame.

  • Void Gem: Three OOC days.
  • Lapis: Six OOC days.
  • Emerald: Twelve OOC days.
  • Aurum: Eighteen OOC days.
  • Ruby: Twenty Four OOC days.
  • Diamond: Thirty OOC days.

 

 

When the enchantment has completely run out of the set mana within, the enchantment can be refilled by a Transfigurationist (requires a new item /or/ inform Story(Lore) Team. On the enchantments creation, it can be set so after it runs out of mana, it'll consume the users on activation.

 

Redlines:

  • Creating Wards (read abjuration) will require a base structure of 3 blocks of any material listed above. This structure is stationary and will encompass/affect a radius of 20x20 around it, or filling a whole enclosed area. Vision of this structure must available. The range can be manipulated to be smaller than 20x20.

  • While within range of the ward, any voidal spell attached to the ward to counter cannot be conjured, the ward fizzling the spell out before it has time to manifest. If outside the range of the ward, you can cast freely however if you enter the wards radius it’ll take exactly the same amount of emotes as the spell to deconjure it.

  • The ‘casting’ statis means, you’re unable to freely react to things around you as quick, unable to run (walking is fine) and or perform large movements, such as swinging a blade or dodging effectively. 

  • Once the enchantment has been charged and the ‘casting’ statis has ended, you can move around freely. Similarly to a loaded crossbow.

  • You’re limited to 3 enchantments per combat scenario. These 3 enchantments can be reused in a combat scenario.

  • Stationary structures, created through enchanting will take up one of the 3 slots of combat enchantments to activate. This is if combat is engaged. If unable the enchantment will fail.

  • If the object/gem that is enchanted, the enchantment is broken/lost. Any effects returning to the void.

 

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Mana Wire - Non combat

 

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https://i.pinimg.com/564x/a4/d1/5a/a4d15aed92c24496dfd9caf38d184454.jpg

 

Mana Wire is an ethereal attachment from one entity to another which functions to transfer mana from one destination to another seamlessly. Mana Wire can be attached directly to any surface which contains a steady flow of mana be intimate, organic or non-organic. The mana transferred cannot be used for anything other than devices which can utilize stagnant mana; meaning enchantments. Casters cannot take mana through this method and use it to empower their spells.

 

The physical conception of a designed Mana Wire network is connecting two objects containing a source of mana, generally mana-crystals to exchange or funnel mana from one source to another. This exchange is intended by the Transfiguration who initially sets up the system by generating its initial cast. The purpose of the Mana Wire is to have a smooth transference of mana from one object to another passively; this is used for fuelling two crystals or more by only powering one mana-crystal that are connected to the rest. The transfer of mana between the wires will eventually have a fall-off, through the travel of the wire 1/4th of the mana transferred would be lost.

 

The Mana Wire is developed side-by-side with the initially drawn mana from the void mixed with the desired choice of the network of funnelling or exchanging mana. The wire itself would have the weight/density associated with ethereal energy being weightless and unable to be physically touched. The wire’s circumference will also have a practical reason being how much mana is transferred between it.

 

The systems which Mana Wire can choose from when conjured are;

  • Equal Trade; this ability functions with two objects containing mana or more, trading equal value of mana within them between those connected.
  • Funnel Trade; this ability functions to funnel a source of mana from the starting object and course down to the others attached.

 

The emote requirements for Mana Wire would be 3 emotes to conjure a two meter(blocks) in length wire, a single emote after to connect two or multiple ends together. Additional emotes increase the circumference and length of the Mana Wire.

 

Redlines:

  • The Mana Wire will remain in the overworld if it has mana flowing through it, otherwise after three IRL days it’ll return to the void.

  • The Mana Wire is ethereal and therefore has no physical presence and able to be passed through without issue. If attached to other(s) objects/structures it requires that player(s) consent or RO consent depending if regioned.

  • If the wire is forcefully intercepted or has forceful resistance the mana wire will break returning to the void delinking. Eg: Someone struggling against or ‘cutting’ through the wire.

  • The Mana Wire can be returned forcefully to the void by a Transfiguration Mage purposefully abjurates it.

  • The Mana Wire will have to have a larger circumference depending on the amount of mana transferred. 

  • The transfer of mana between the wires will eventually have a fall-off, through the travel of the wire 1/4th of the mana transfered would be lost.

  • Can be warded / Abjurated.

  • Can go through objects/structures.

  • Mana wire can only draw/take mana from magical items based on the void. No other ‘mana’ from objects can be taken.

 

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Abjuration and Warding - Combat/Non-Combat

 

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Through the manifestation of physical mana, Abjuration is an ability that acts as a counterspell to the various forms of Voidal magic. Abjuration acts to disrupt the voidal connection by overloading the spell it comes in contact with, sending waves of filtered mana in order to overload the target spell. The use of Abjuration has uses outside of counterspells with the conjuring of a stronger ethereal light, named mage light. Mage light is an ethereal glow that allows the mana generated to intensify in brightness; this light assists with illuminating areas around the glow or the use of a blinding light. 

 

Abjuration is mana specifically designed to counter another type of mana signature from the void, whether that be a simple fireball or a telekinesis. Such a feat requires a certain amount of study to perform, requiring a mage to have an adept understanding in the voidal art that they wish to abjure. So if an abjurationist wishes to abjure a fire spell, they must fundamentally understand how fire evocation works, lest their abjuration simply pass through its target spell. The reasoning for an abjuration to have this mana signature of the selected voidal spell is so the ability can combine with the spell and disrupt the mana flow causing the spell to be countered. This does require the Abjuration to have the same or greater equal power of the spell to work effectively.

 

Additionally, a mage can create a passive abjuration which lowers the effectiveness of a spell, if not preventing it completely. This is known as a ward, and is typically used in enchantments. A ward is able to prevent the casting of voidal spells that’re enchanted on the ward, this will begin initially draining the spell before it has time to form if attempted to cast within the range of the structure. While not in range, voidal spells warded against will take the same amount of emotes to deconjure as when summoned if they enter the range of the ward with the spell.


Mage Light Blind [Non-Combat/Combat] -

Spoiler

By manifesting their mana, a mage is able to pull light from the Void akin to that of an evocation. While a normal mage is only able to do a more passive light, a transfigurationist can intensify the light’s brightness, making it a more effective weapon.

 

Emote Counts:

Emotes begin after one connects to the Void.

1 - The mage manifests their aura in the shape of a small sphere. It will acquire the properties of light in this emote, glowing dimly. 

2 - The sphere’s light becomes more intense, making watching eyes less comfortable. The mage casting it should have some protection for their own eyes as well.

3 - The light flashes brightly, likely blinding those nearby should they be watching, before it fades back into the Void.

 

Redlines:

  • Can be a projectile or light in front of the caster.

  • These mage light spells have no heat nor physical presence other than light.

  • The mage casting should have protection for their own eyes, lest they be blinded as well.

  • The effects of the blindness are not permanent, only lasting long enough to blind onlooking targets for two emotes. This blind doesn’t stop motor functions nor traps the individual(s) affected in place. Freely able to move.

  • The radius of mage light blind, will affect a 3x3 area, either cast directly on the mage or one block away from them. If they wish to expand this radius by 1x1, each concurrent emote after the third will grow the blind radius.

  • This spell has a cooldown of 2 emotes prior to casting again.


Abjure [Non-Combat/Combat] -

Spoiler

By sending a wave of pure and filtered mana towards an understood spell, a transfigurationist can hijack the mana of their target spell, therefore nullifying it completely and rendering the spell useless. This ability can also be used to create a barrier in front of the caster.

 

Emote Counts:

Emotes begin after one connects to the Void.

1 - During this emote, the manifestation of your aura appears and the abjuration begins to form.

2 - The wisps begin to acquire the properties of light, almost glowing as the mage continues to form their abjuration.

3 -  The spell solidified/is completed, shining brighter and ready to be casted. Should it have been successively formed, it will abjure its target spell effectively. 

 

Redlines:

  • Can be a projectile or barrier in front of the caster. The barrier cannot be more than 4m².

  • An abjuration spell can only abjure Voidal magic.
  • The abjurationist requires to be the same tier or one above to counter that specified tier spell. 
  • One additional emote is required for every emote past the basic three to counter higher emote count spells. For example, a five emote spell requires five emotes to abjure.
  • A mage must have extensive knowledge of a specific voidal magic in order to abjure that voidal magic. For example, if one sought to abjure a water evocation, they would have to either be taught up-to adept knowledge in the magic or have worked with the magic extensively (aka - circling/enchantments).
  • The light given off by an abjuration is not blinding, but rather a softer glowing light. 

 

 

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General Redlines:

  • Transfiguration requires line of sight to be cast.

  • Transfiguration spells, unless specified can only be used up to emote distance.

  • Individuals targeted must be able to see the emotes prior to the spell being used.
  • Fatigue MUST be emoted, even with the simplest of spells.
  • Emote counts are set in stone unless specific lore states otherwise.
  • It is your responsibility to roleplay the effects of your spells, not your opponent(s).
  • Transfiguration takes a single slot in magic to learn.
  • Transfiguration may not be instant cast.

 

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Tier Progression:

Novice (T1):

The scholar has just begun their studies in transfiguration, assuming they already understand how to establish a connection to the Void. They may just barely be able to understand the initial spell voidal feeling, the novice would be unable to return information back to them in a concise manner.

 

*Bolded spells are gained at the specified tier.

Spoiler

Spells: 

  • Voidal Feeling

 

Redlines/Guidelines:

  • The novice would only be able to gather small tidbits of solids or liquids in the most basic form. “Is it Wet”, “Is it Solid”. With minor state changes, “Cold changes this...” without any major details.

 

Student (T2):

At this point, the transfigurationist is able to gain a greater understanding from voidal feeling and take the information given to utilize a base level of transmutation. Any transmutation will revert after a few emotes. Abjurations are also thrown into the mix giving some control over the transfigurationist mana. 

 

*Bolded spells are gained at the specified tier.

Spoiler

Spells: 

  • Voidal Feeling
  • Transmutation
  • Abjuration

 

Redlines/Guidelines:

  • The novice would only be able to gather a greater understanding from voidal feeling, able to get the full basic information from solids, liquids or trapped gases.
  • Transmutation can be done on any element that is understood fundamentally to a minor extent, only able to effect up to 3 cubic feet.
  • Any transmutation will revert back to the original state unless broken/removed from each other and no longer in close proximity. This takes up to six emotes. 
  • Abjurations can only affect spells up to T3 and below. 

 

Adept (T3):

Adept status for a transfigurationist allows the skill of manipulating properties of a physical object through transmutation on a permanent level, advanced voidal feeling and gaining the abilities of applying magical effects to objects.

 

*Bolded spells are gained at the specified tier.

Spoiler

Spells: 

  • Voidal Feeling
  • Transmutation
  • Abjuration
  • Enchanting

 

Redlines/Guidelines:

  • Gains access to advanced voidal feeling, unlocking the full potential of that ability.
  • Transmutation can be done on any element that is understood fundamentally to a greater extent being able to be used on any base MC block, only able to effect up to 6 cubic feet.
  • Transmutations are now permanent. 
  • Abjurations can only affect spells up to T4 and below. 
  • Enchantments can be done with T3 spells and below.
  • Enchantments cannot be aided by other mages, unless by a T4 or greater Transfigurationist.

 

Expert (T4):

The Expert stage allows the skills of all previous abilities to be enhanced and unlocking the full functionality of transmutation. The skills of the transfigurationist would begin homing in on skills.

 

*Bolded spells are gained at the specified tier.

Spoiler

Spells: 

  • Voidal Feeling
  • Transmutation
  • Abjuration
  • Enchanting
  • Mana Wire

 

Redlines/Guidelines:

  • Transmutation can is fully unlocked, able to do everything within the ability class.
  • Abjurations can only affect spells up to T5 and below. 
  • Enchantments can be done with T4 spells and below.
  • Enchantments can be aided by other mages, allowing circling to enchant with other mages skills.
  • Mana Wire is able to be learnt fully in function.

 

Master (T5):

Master classification allows the Transfigurationist to utilize the full potential of all skills and masteries within the voidal art.

 

*Bolded spells are gained at the specified tier.

Spoiler

Spells: 

  • Voidal Feeling
  • Transmutation
  • Abjuration
  • Enchanting
  • Mana Wire

 

Redlines/Guidelines:

  • Enchantments can be done with T5 spells and below.

 

hJb2dIY.png

 

Purpose:

With the requirements given by the Story(Lore) Team this rewrite is to address previous problems/issues with the magic and create a concise area where all abilities are listed and detailed out. This magic has been one of the most oldests on this server which I hope to keep alive. 

 

hJb2dIY.png

 

Citation:

https://www.lordofthecraft.net/forums/topic/165270-%E2%9C%93-magic-rewrite-transfiguration/

 

https://www.lordofthecraft.net/forums/topic/152043-%E2%9C%93-voidal-feeling/

 

https://www.lordofthecraft.net/forums/topic/150995-%E2%9C%93-coupling-or-circles/

 

https://www.lordofthecraft.net/forums/topic/179665-%E2%9C%93-magic-addition-transfiguration-mana-wire/

 

hJb2dIY.png

 

Credits for this Lore:

Jenny_Bobbs - Author

Pundimonium and Isaac - Co-Author

Tahmas - Consultation

 

Any other people gathering feedback and images for this post, I thank you. 

(Including you SoulReapingWolf).

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Change log:

 

- Added – Transmutation: 

Quote

Changing the state of objects into any abnormal property which doesn’t usually occur, eg – Metal into Gas. It will take double the required emotes.

 

- Changed – Voidal Feeling: 

From:

Quote

The advanced information given of what a property is would be, “This is a rock, the rock has several impurities earth elements in it, these earth elements are...”. It will give a general to advanced idea of what is in the object you feel, it will not give you an understanding of this information, eg: “Gold has impurities which consist of mostly silver” it will not give you an understanding of silver if you do not know what it is. Advanced reactionary stimulants would give the practitioner an idea of how to change the state of an object, eg: “Water will freeze to ice at a cold temperature ranging from ---”. It will not give exact numbers leaving the practitioner to experiment.

To:

Quote

The advanced information given of what a property is would be, “This is a rock, the rock has several impurities earth elements in it, these earth elements are...”. It will give a general to advanced idea of what is in the object you feel, it will not give you an understanding of this information, eg: “Gold has impurities which consist of mostly silver” it will not give you an understanding of silver (Including the name) if you do not know what compounds make up Silver. Advanced reactionary stimulants would give the practitioner an idea of how to change the state of an object, eg: “Water will freeze to ice at a cold temperature ranging from ---”. It will not give exact numbers leaving the practitioner to experiment.

 

- Added – Mana Wire:

Quote

The transfer of mana between the wires will eventually have a fall-off, through the travel of the wire 1/4th of the mana transfered would be lost.

 

- Added – Enchanting:

Quote

Unable to enchant organic objects. This includes descendants bodies.

 

- Added – Enchanting:

Quote

While within range of the ward, any voidal spell attached to the ward to counter cannot be conjured, the ward fizzling the spell out before it has time to manifest. If outside the range of the ward, you can cast freely however if you enter the wards radius it’ll take exactly the same amount of emotes as the spell to deconjure it.

 

- Added – Warding/Abjuration:

Quote

A ward is able to prevent the casting of voidal spells that’re enchanted on the ward, this will begin initially draining the spell before it has time to form if attempted to cast within the range of the structure. While not in range, voidal spells warded against will take the same amount of emotes to deconjure as when summoned if they enter the range of the ward with the spell.

 

- Added – Voidal Feeling:

Quote

Exotic materials (Materials made for LoTC) and extremely-Rare IRL materials will be restricted from voidal feeling, unable to gain information from them unless a ST has confirmed your role-play and approved it.

 

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I never knew formatting could be so sexy.

 

I really like non-combat orientated magic, and your use of artpieces is great

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Omg this is amazing! server-changing ideas right here! 

+1

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Thank you for submitting your piece! Your piece is now under review and a reply will be given once a verdict has been reached.

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This lore is pending, you will be sent a forum PM in the next 24 hours with a list of issues that need to be fixed.

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This lore has been denied.

 

You will be sent a forum PM regarding the reasons for denial, if not already received, within the next 24 hours and allowed to repost when the requested edits have been made.

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