Sorcerio 4599 Popular Post Share Posted December 15, 2019 Atronach Forging The Void bestows great power upon those who truly seek it, granting mages incredible abilities beyond that of any normal man. Many magi scour through texts and books, seeking true power within the arcane. Yet in their hungered searches for broad power, many overlook the simpler and more potent gifts of the Void. Such an example of this is the creation of the arcane familiars known as Atronachs. A familiar, in simple terms, is an elemental construct given sentience and persistence. The creation of such a construct requires two fundamental arcane magics; evocation and transfiguration, the atronach’s appearance and abilities dependant on the evocation used in its creation. Magic Explanation Atronach forging is the art of creating elemental construct and bestowing upon them sentience. While primordial conjuration is no longer possible within the modern day, the art of binding an element to a sentient core. This allows for atronach forgers to create sentient, long-term elemental constructs that do not actively rely upon the mana pool of the caster. Learning the Magic In order to learn atronach forging, one must seek out a teacher. As there is no tier system for the feat, it is up to the teacher on how and what they shall teach their student. The learning of such power cannot be done in one lesson, but likely several over the span of a few OOC weeks. Explanation and Guidelines: Spoiler Atronach forging is a feat, taking up no magic slots. It requires a valid MA to be able to perform and one may learn atronach forging from a player with a valid TA in the magic. In order to practice atronach forging must one be able to maintain a voidal connection. Atronach forging is Voidal in origin. Creation of Atronachs The creation of an atronach is a lengthy process, requiring much time and effort. One must gather the materials for the plates, the materials for the core, and all the magic types required present in order to create the atronach. The process of this project is quite freeform though, like mentioned prior, consumes a large portion of time. The creation of an atronach must take place in a calm and collected environment, and definitely cannot be performed in the midst of a combat situation. Atronach Cores To forge an Atronach, a mage with Atronach Forging must be proficient in transfiguration, and the evocation of choice. Alternatively, they may work alongside other magi who have the necessary magics, so long as the leading mage - which is the atronach forger - is able to maintain a stable voidal connection. The process of creating an atronach is not too unlike that of a golem, requiring a magical core to aid the series of complex enchantments that permit the Atronach sentience and motion. The core consists of a large mana gem which is encased in arcanum, then infused with grand enchantment in order to grant it the sentience required for an atronach to function. Finally, the core must be enchanted with a spell which binds the target evocation to the core via transfiguration - therefore determining the properties of the atronach. The cores themselves are typically spherical in shape, holding a large mana crystal in the center which contains the mana fuel to sustain the atronach. The core then produces the element of the atronach passively until it runs out. Core Sustenance An atronach’s body requires an incredible amount of mana to maintain, which means that an atronach must be recharged periodically lest its mana depletes. However, with the progression of time, Atronachs Forgers were able to perfect their creations, allowing them to last longer on limited amounts of mana before they must return to a pillar. In order to be recharged, the atronach core must be linked with the obelisk via a mana wire or a mage redirecting the mana from the pillar to the atronach. This process often takes quite some time to perform, as the amount of mana an atronach contains is no small amount. Alternatively, a mage may refuel an atronach without a pillar so long as they are able to provide the necessary amount of mana and understand the complexity of the atronach core. Typically manual recharging is done by an atronach forger, though any advanced transfigurationist may also recharge an atronach. Should the atronach run out of mana, the element will dissipate back into the void, leaving the atronach plating and core to fall to the ground. Refuelling Mechanics Spoiler In order to manually refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist. Should an Atronach not replenish their mana within a designated time frame their element will vanish and will be lifeless until their core is recharged manually. Refuelling from a mana obelisk typically takes one OOC hour. Refuelling manually takes the same amount of time - assuming the mage has the necessary amount of mana. All Atronach cores must be story-signed and given the Significant Lore Item tag. Upon the destruction of an Atronach Core, the Atronach completely loses of all personality and memory if it was rebuilt. This does not require a new Creature Application. The Atronach Body Most atronachs possess a humanoid form, though animal-like forms are also possible as well, and atronachs featuring extra limbs will find their strength evenly distributed. Along with the core to maintain an atronach’s form, various plates may be used to define their shape. These plates can be used to protect certain parts of the creation’s body, though not needing to cover it entirely. They are particularly crucial for maintaining the form of liquid atronachs, as solid atronachs can maintain their own form with their element. The plates may be forged from any material, though it should be noted that the substances used should not contradict the element of the construct. For example, wood plates would be an unwise choice for a fire atronach as they would simply burn up. When atronach liquid atronach’s plate is damaged enough, they will slowly begin to bleed their element out from their forms. Should a liquid atronachs plating be completely destroyed, they will be unable to maintain their form, reducing themselves to a mere puddle of their element. Solid atronachs, however, will begin to bleed somewhat gaseous mana from inside the construct with they are damaged, as their form is not as dependant on plating as much as liquid atronachs. Creation Mechanics Spoiler The creation of an atronach is a long, though freeform, process that takes several OOC days of preparation to perform. An atronach forger must collect the core materials, the plate materials, and have a mana obelisk ready for use - though the last step is optional, it is highly recommended. In order to create the core one must take a mana gem and encase it within arcaurum and then have the evocation bound to it with transfiguration and Atronach Forging. Extra limbs will result in a proportionate loss of strength. Adding 2 extra arms results in all 4 of them being 1/2 as strong as normal, and so on. The plates can be made of any metal that does not contradict the atronach’s element. Atronach Behavior and Psychology Atronachs are gifted their own sentience and mind, bound by only the will and command of their creator. They may learn, think, and apply prior knowledge and experience to their actions. However, despite their lack of total freedom, Atronachs are incredibly intelligent and learn very quickly. They can perform nearly any task and with a master’s skill within days of learning - so long as their physical state permits them to perform said task. These constructs do not possess emotion in their voices but are able to talk similarly to a descendant. They can initially communicate in common, and any other language they can learn and comprehend after their creation, so long as that language is able to be replicated by the average descendant. Atronachs are also very eager to experience certain emotions or feelings, almost craving feelings such as rolling in a field of flowers, or feeling ‘happiness’. While emotional experiences are foreign and impossible for an Atronach to feel completely, they can fabricate such feelings to the best of their ability. Such fabricated emotions are not real, only external replications that an atronach thinks are real. This applies to morals as well. Additionally, Atronachs are completely subservient to their creator, obeying every command and wish regardless of their held morals. An Atronach will also not harm their master nor will they try to seek out loopholes in a master’s command, seeing their masters as their very reason for existence, and thus opt to devout servitude. The only way an Atronach may be broken free of their binding is if the master should die (PK). They may then choose to simply die or find another ‘master’ to sustain them. Weaknesses of Atronachs Overall, atronachs are physically weaker than golems and more fragile, generally taking only a few hits in the right place to destroy the familiar. While a single descendant may have a more difficult time destroying an atronach, it is not impossible if one knows the right methods or are in large numbers. The constructs are weak to Fi, alteration, and warding/abjuration, as well as their opposing elements. For example, a fire atronach would be weak to water or frost. Fire Atronach - Liquid Fire Atronachs are the product of an Atronach imbued with the powers of Voidal Fire. They are the most volatile and dangerous form of arcane construct, using voidal flame to create devastating attacks. They are the most adept of expelling their forms, much more so than other liquid constructs. This does however, leave them quite vulnerable due to their casting prowess. An example of a Fire Atronach Creating a Fire Atronach In order to create a Fire Atronach, one requires transfiguration, fire evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of a Fire Atronach These constructs are composed near completely of flame, having little physical form outside of their exterior plating. This allows them to flow more freely than their solid cousins. Fire atronachs are also excellent casters due to their lack of physical form, granting them powerful and devastating attacks. Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. Mechanics Spoiler Elemental Affinity allows for a Fire Atronach to create passive art using fire evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Fire Atronachs can conjure their element to the level of precision of a T5 Fire Evocationist. Redlines Spoiler Elemental Affinity can only be used in non-combat situations. All evocation art is limited by all the redlines of the original evocation. Expel Fire [Combat] - By expelling fire from their forms, a Fire Atronach are able to expel bouts of flame from their bodies towards their targets. Such an ability is often distributed in the vague form of a sphere or ball, and sometimes even in multiple projectiles. Mechanics Spoiler Expel Fire sends one or multiple flaming projectiles towards a target. The projectiles themselves typically do not exceed the size of a soccer ball, though are typically no smaller than a baseball either. A Fire Atronach can expel one flaming projectile the size of a baseball with two emotes. They may form additional flaming projectiles with one additional emote per projectile. They can have up to three at once. A fire Atronach may expel one flaming projectile the size of a soccer ball with three emotes. They may only form up to one at a time. All projectiles can be made combustive with an additional remote added. Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials. Combustive flame projectiles often have the force of a hard baseball throw directly at you if made combustive, creating an explosion of flame no greater than three feet in radius around the point of impact, breaking bones on impact. It will also have the regular effects added on. Still leaves small flames to eat away at flesh/cloth. Should any Expelled Flame make contact with any person or object, they will give them second degree burns upon touch. Should it be combustive, one will likely cause them to stumble back no more than a block, while two or three projectiles may cause them to be pushed back by up to three blocks should they all make contact. Expel Fire has no particular range, though once it is fired, it is out of the Atronach’s control. Redlines Spoiler Fire projectiles are never solid unless combustion is added and will simply dissipate upon making contact, leaving several smaller ‘fires’ in the area which it touched. All spells are non-combustive unless an additional emote is added. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. Requires line of sight to project. Expel Flame [Combat] - A Fire Atronach has the ability to expel a stream of pure flame directly from their forms towards targets. While this type of flame cannot be made combustive, it makes for excellent crowd control and works well for keeping opponents at a distance. Whether it be in the form of a ring or a jet of flame which gushes forth, it is up to the Atronach. Mechanics Spoiler Expel Flame allows for the Atronach to send either a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind or create a ring of flames which may be used to surround a target. Not unlike fiery projectiles, Expel Flame will leave several smaller flames upon any surface that attempts to pass through it or make contact with it, quickly eating away and burning cloth, flesh, and other flammable materials, especially if contact is prolonged. To create a trail or ‘wall’ requires three emotes of charging regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach two meters in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target. The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive. If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few bones, and char skin, each being about a block radius each. A Fire Atronach can concentrate on forming their fire into a small space, creating a very volatile spell which shoots forth flames towards a target in the form of a jet or flamethrower. Requires four emotes to cast [1 connect + 3 cast]. The flamethrower itself may held back for up to two emotes before needing to be fired lest it explode. The attack can be sustained for up to four emotes assuming the mage has adequate concentration and mana. Upon contact with flesh, the flamethrower will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. Like other attacks of fire evocation, it will leave several small flames in the area contacted which continue to slowly burn whatever they touch. The attack itself only has a maximum range of seven blocks and a radius of one. The shape of the spell itself may be a really vague jet of flames which gushes forth , though the mage may add detail to this if they wish, making the flamethrower appear different for aesthetic purposes. Redlines Spoiler Walls/Trails may be made concussive, though flamethrowers may not. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. Requires line of sight. Overheat [Combat] - By drawing a greater amount of mana into a spell a Fire Atronach may shift their form to be completely composed of blue flame for a short duration, allowing them much more devastating attacks yet at the cost of a large amount of mana. Mechanics Spoiler Overheat allows for a Fire Atronach to temporary turn all of their fire blue, making them twice as hot yet also twice as costly, rendering the Atronach slowed for a short duration after this is performed. In order to perform overheat, a Fire Atronach must remain still for three emotes. Once this is completed, their fire will turn blue and all of their spells will be blue for the next five emotes. Should the Atronach be disrupted while charing this, they will fail and have to begin again. Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied. For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect. Redlines Spoiler Does not change the effects of a spell beyond the level of heat and damage it can cause. Can be used in conjunction with a combustive spell, though will take longer to charge. Once Overheat has been performed, the Atronach will be unable to cast for up to five emotes. Combustion [Combat] - Should an Atronach so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell. Mechanics Spoiler Combustion allows for a Fire Atronach to give their fire force, typically in the form of a projectile, in order to deal concussive damage to an area or target. Specifics for the effects of combustion on each spell are listed in the mechanics of said spell. Requires one to add an additional emote to the spell they wish to make combustive. Whether or not the spell is combustive must be pointed out upon the second emote of charing. Examples of such a tell may be air sucked into the spell as it’s charging. Redlines Spoiler Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness. Contingency [Combat] - When a fire atronach is destroyed, unless extinguished, it will explode in a concussive fury of flames, sending those caught within its radius flying back if not charred to a crisp. This is the Fire Atronach’s most devastating attack. Mechanics Spoiler Contingency causes a Fire Atronach to explode in a sphere of concussive flame when their core is destroyed. The blast has enough force to send fully armored enemies flying back as well as charring the unprotected to a crisp. The blast radius expands in a seven block radius with the Atronach being the center. The force of the blast should be enough to send fully armored opponents flying back at most five blocks should they be closer towards the Atronach within the blast radius. Anyone within the blast radius will receive 2nd - 3rd degree burns should they make contact with the fire. It may also char flesh and kill those within a two-meter radius. Will always occur when an Atronach dies and cannot be used of their own will. However, it requires three emotes to charge before performing, allowing those around it a chance to escape. Redlines Spoiler This attack can only be used when the Atronach is about to die or their core is severely damaged. An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. Can be used in conjunction with Overheat if it is performed prior to initiating the contingency. Atronach Weaknesses Fire Atronachs hold themselves a particular weakness to ice and water, making this the most effective way to defeat them. Should they be made wet in a particular area, that area will have trouble reproducing flame until the water evaporates or is dried away. Should the fire be completely doused in water, the Fire Atronach will be rendered incapacitated. They also hold all of the general Atronach weaknesses such as Fi and warding/abjuration. Overall Redlines and Guidelines Spoiler Fire Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated. All Fire Atronach abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Fire Atronachs cannot create any form of smoke or heat on their own, but only as a byproduct of their flame. The fire given off by Fire Atronachs can easily grant 2nd degree burns upon touch, though more direct contact may yield even 3rd degree burns. Requires fire evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator. Water Atronach - Liquid Similar to the fire atronach in terms of fluidity, albeit slightly more stable. As it is a liquid, a water atronach is easily able to expel liquid towards its enemies. They lack form more so than other forms of arcane construct, though this makes them excellent casters. Due to its fluidity, however, water atronachs depend upon their plates to maintain their shape. Should the plates be severely damaged or destroyed, their form will vanish, leaving the core on its own and a puddle of water where the atronach once stood. An example of a Water Atronach Creating a Water Atronach In order to create a Water Atronach, one requires transfiguration, water evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of a Water Atronach Water atronachs are primarily made of water, their form sustained by their plates and core. While this allows them to move more freely, it also reduces their physical manipulation of the world around them. For example, they may be able to push away a light object with a shove of their hand, but they can hardly wield weapons. Their primary attacks come from their ability to cast powerful expulsions of their forms. Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. Mechanics Spoiler Elemental Affinity allows for a Water Atronach to create passive art using Water Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Water Atronachs can conjure their element to the level of precision of a T5 Water Evocationist. Redlines Spoiler Elemental Affinity can only be used in non-combat situations. All evocation art is limited by all the redlines of the original evocation. Requires line of sight and must be formed directly from the Atronach’s own body. Boil [Combat] - By heating up the water that their core produces, a water atronach can effectively boil their forms so that when they expel water it becomes scalding hot. This is one of the most devastating attacks of the Water Atronach and should be well avoided lest the victim be burned. Mechanics Spoiler Boil allows a water atronach to bring itself to a boiling point, making its watery form become scalding hot. The water is so hot that it can administer 2nd degree burns upon touch, if not 3rd degree burns with extended exposure. This requires three emotes to perform and the Atronach must be completely motionless while performing this. Should they be disrupted, they will fail and must restart. Once it is charged, they may proceed to move. Boil itself is not an attack, but rather makes attacks of a water Atronach boil for the next six emotes. It requires three emotes of charge and can only affect the Atronach’s own body until used in an attack. Redlines Spoiler Once charged, Boil is passive for sixemotes and no longer - though an Atronach can chose to return to normal temperature any time before six emotes. When an Atronach is boiled, there will be immediate signs, such as steam rising from them or noticeable bubbles in their form. Once Overheat has been performed, the Atronach will be unable to cast for up to five emotes. Must be fully charged before an attack is performed. Boil cannot be charged while another attack is charging. Expel Water [Combat] - A simple, though quite versatile, ability of a Water Atronach, allowing them to do anything from extinguishing a flame, to producing a wave of water directly towards a target. When combined with Boil, it truly becomes a devastating attack. Mechanics Spoiler Expel Water allows Water Atronachs to expel water from themselves in the form of jetstreams to waves. While on their own, the attacks do little more than send opponents flying back. However, when combined with Boil, it can be deadly. In order to expel water in the form of bubbles, an atronach must charge for two emotes and then expel it directly from their form towards a target. This attack has little to no effect on targets, even if boil is used. Rather it works as a distraction which can surround the Atronach in a five block radius. When expelling water in the form of a jetstream a Water Atronach must charge for three emotes. They may then expel their attack as a stream of water, which will likely knock back their opponent a few blocks, able to be maintained for no longer than three emotes. Finally, a Water Atronach may expel its water in the form of a wave. Such an attack can cause devastating effects even without boil, pushing targets back several meters with great force. It requires four emotes of charging, before it can be distributed as a five by two block wave of water. The wave itself has the speed and force of a horse running directly at you. Expel Water has a range of up to ten blocks regardless of the form used, though Areas of Effect may vary. Boiling can be stacked on top of these attacks so long as it is charged beforehand. Redlines Spoiler Requires line of sight and must be formed directly from the Atronach’s own body. Water Shield [Combat] - A Water Atronach may conjure a shield of water which swirls in front of them, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires. Mechanics Spoiler An Atronach may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. This spell requires three emotes to cast. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to four emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks. Redlines Spoiler The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course. Contingency [Combat] - When near core death, a Water Atronach can expel their entire form in one large wave which expands in every direction. Such an attack is devastating in and of itself, pushing both people and objects back alike. It is even more dangerous when boiled. Mechanics Spoiler When a Water Atronach actively chooses to use their contingency, their entire form will expand outwards in the form of a large wave which heads in every direction away from where the Atronach once stood. The force of such is great in magnitude, pushing both objects and people back a fair distance. Should the water be boiled, it will be devastating. The wave of water expands in every direction in a seven block radius, where the Atronach once stood being the center of the wave. The force of such a wave is akin to that of a horse running directly at you, enough to push even a fully armored foe back a fair distance. If used in conjunction with boil, it will scald skin and near cook those in armor alive if exposure is prolonged. Redlines Spoiler This attack can only be used when the Atronach is about to die or is at critical core damage. An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. Can be used in conjunction with Boil if Boil is performed prior to initiating the contingency. Atronach Weaknesses Water Atronachs are comprised primarily of water, making it weak to most of the elements that oppose water. Such weaknesses include extreme heat, which may cause the water to begin to evaporate, as well as frost which may cause the Atronach to slow down and possibly freeze over. Due to their liquid nature, their core constitution is not very high either, only requiring three hits to be rendered defeated. Overall Redlines and Guidelines Spoiler Water atronachs have the strength and constitution of a master mage (T5). Their core can sustain three hits before they are incapacitated. Water Atronachs have little physical prowess, meaning that they can hardly wield weapons or move objects directly. Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Water Atronachs cannot create any form of ice or steam on their own, the latter only being possible as a byproduct of boiled water. Requires water evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator. Ice Atronachs - Solid Forged from water evocation and the subtype ice, Ice Atronachs weaker solid variant of Atronach, displaying the diversity of water in its creation. They are quite similar to earth atronachs in terms of function, though they lack the constitution of their other solid atronach cousins. Typically, they do not require as much plating as their liquid cousins due to the fact that their ice maintains most of their shape. However, the ice itself can chip from sharp attacks, and blunt force has the potential to shatter an ice atronach quite easily. An example of an Ice Atronach Creating an Ice Atronach In order to create an Ice Atronach, one requires transfiguration, water evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of an Ice Atronach Ice atronachs are frailer forms of the earth atronachs due to their superior casting ability in comparison to their earthen cousins. While not as capable as fluid atronachs, ice atronachs are still able to cast basic projectiles in order to defend themselves or their master. Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. Mechanics Spoiler Elemental Affinity allows for an Ice Atronach to create passive art using Ice (Water) Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Ice Atronachs can conjure their element to the level of precision of a T5 Ice Evocationist. This includes snow. Redlines Spoiler Elemental Affinity can only be used in non-combat situations. All evocation art is limited by all the redlines of the original evocation. Expel Ice [Combat] - By expelling ice from their forms, an Ice Atronach are able to expel icy projectiles towards their targets. Such an ability is often distributed in the form of a shard or stalactite-like object. While it is not razor sharp, the ice definitely has the potential to pierce skin and thin material. Mechanics Spoiler An Ice Atronach may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles. The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force. Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter. Requires two emotes to cast. Additional projectiles require an additional emote to conjure two, no more than five able to be charged at once. One projectile charged may be around the sharpness of your average ferrum blade, while three or more may simply be rigid spheres of ice, unable to draw much blood, though creating terrible bruises if made a direct hit. Ice spikes will easily be able to pierce unarmored foes, and may dent plate (if blunt) or puncture it (if sharp). Redlines Spoiler The speed of ice projectiles does not exceed that of a crossbow bolt at top speeds. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. Projectiles may be melted. Requires line of sight. Ice Dome [Combat] - By expelling a large amount of ice outwards around them, an Ice Atronach may create a thick barrier of ice around them which they may maintain either to protect themselves or their allies. Mechanics Spoiler An Ice Atronach may create a large dome of ice around them and other people/objects. The dome itself has a five meter radius at maximum, with the Atronach being in the center. Requires three emotes to cast , and can be maintained for up to eight emotes, assuming that it is not shattered by blunt force or melted by hot flame. If the Atronach is moved or disrupted, the spell will fade and the shield will crumble. The dome may hold its own against around six harsh blunt strikes before it is shattered. Shattering the dome will also stun the Atronach who is casting it for a minimum of two emotes, preventing them from casting for that duration. Redlines Spoiler The Atronach must be at the center of the dome to cast it. Ice may be murky, though some movement can be seen from within the dome. The dome must be gradually formed, not instantly conjured. The Atronach must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop. Blizzard [Non-Combat/Combat] - A most violent and terrible ability within the arsenal of an Ice Atronachs, utilizing all their capacity for ice and first to conjure forth a great storm of frozen wrath which can engulf their opponents. Mechanics Spoiler An Ice Atronachs may conjure a blizzard of snow and ice crystals which completely surround them, cutting and lashing at foes whilst also rendering their vision near obsolete. The storm itself is conjured in a five block radius around the Atronachs with the construct being in the center. This ability requires four emotes to cast and may be maintained for up to eight emotes so long as the Atronachs remains motionless. The storm will send hail, ice, and snow flying all about the Atronachs, able to cut, scrape, bruise, and even minority puncture unprotected flesh. The snow which this spell produces is also enough to prevent anyone within it from seeing more than two blocks in front of themselves. Once this has been performed, the Atronachs will be unable to cast for at least four emotes. Redlines Spoiler The Atronachs must remain in the center of the storm and cannot move once they have begun conjuring the storm. Contingency [Non-Combat/Combat] - When an ice atronach core is heavily damaged and near destruction, its core will melt down, expelling a large amount of mana from its form. This shoots many tiny shards of ice outwards at everyone around them, creating a devastated last attack. Mechanics Spoiler Contingency causes hundreds of small icy shards to explode outwards from the Ice Atronachs form, piercing anything it comes into contact with assuming it can be pierced. The projectiles themselves can be anywhere from the size of two inches to four inches in length and usually around two inches in width. They will imbed themselves in the skin and cause terrible bleeding and perhaps bruises/scars. The projectiles are sharp though not razor sharp and fly up to the speed of a crossbow bolt. Contingency has a radius of up to seven blocks and will vanish once it has successfully hit its target or missed and shattered. Dodging such an attack is unlikely if one is too close to an Atronach. Redlines Spoiler This attack can only be used when the Atronach is at critical core level or is about to perish. An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. Atronach Weaknesses Ice Atronachs, being solid, hold an incredible weakness to blunt force due to the nature and frailty of their element. They are also quite weakened by flame and heat, which will melt away the ice and render the core vulnerable to attack. Should an Ice Atronach be completely shattered, they will be incapacitated otherwise it will take four hits to their core in order to be gauranteed incapacitation. Overall Redlines and Guidelines Spoiler An ice atronach has around the strength and constitution of an adept mage (T3). Their core can sustain four hits before they are incapacitated. Ice atronachs can wield simple weapons like swords, shields, and spears, but not more complex weapons. Heavy weapons may also cause them to crack. Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Ice Atronachs cannot create any form of water or steam on their own. Requires water (ice) evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator. Earth Atronach - Solid & [Sand Atronach - Liquid] Below.Earth Atronachs are very similar to golems in appearance, though do not possess the same state of durability and endurance. These atronachs are typically seen wielding blunt and heavy weapons such as hammers or clubs - focusing more on physical attacks rather than ranged projectiles. Constructs of this variety hold more solidarity and constancy than their cousins, second in strength only to the telekinesis atronachs. Essentially, they are weaker golems with less intelligence. They are of the solid variety, holding a moderate physical prowess. An example of an Earth Atronach Creating an Earth Atronach In order to create an Earth Atronach, one requires transfiguration, earth evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of an Earth Atronach Earth atronachs are comprised of earth evocation, allowing them to perform feats and abilities of earth due to their primary composition. These constructs are able to use the stone in their forms to defend themselves and attack, hardening themselves against attacks easily. Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. Mechanics Spoiler Elemental Affinity allows for an Earth Atronach to create passive art using earth evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T5 Arcanist. Redlines Spoiler Elemental Affinity can only be used in non-combat situations. All evocation art is limited by all the redlines of the original evocation. Requires line of sight and must be formed directly from the Atronach’s own body. Re-hardening [Passive] - The Earth Atronach can slowly regenerate lost stone in any spot they may have been struck. This makes haste a key factor in defeating an Earth Atronach, as leaving them too much time may allow them to regenerate their forms. Mechanics Spoiler Rehardening allows an Earth Atronach to passively regenerate their own lost stone over the course of time. While such regeneration is not instantaneous, it can make them quite formidable opponents if left unattended in combat. Should an Earth Atronach be chipped or lose something small such as a ligament, they may regenerate that lost stone over the course of three emotes. This is considered a ‘minor wound’. Should an Earth Atronach be severely dented or a major part of the body be shattered, such as a limb, the Earth Atronach may regenerate it over the course of five emotes. This is considered a ‘major wound’. An Earth Atronach can regenerate two major wounds and five minor wounds before being depleted of the ability and needing to recharge. Rehardening is passive, meaning that is automatically occurs in the midst of combat or outside of combat. Redlines Spoiler An Earth Atronach cannot reharden themselves if their core is destroyed. This means they cannot rebuild themselves from scratch. Rehardening only regenerates their own stone, not plating or the core. Limb Shift [Non-Combat/Combat] - Earth Atronachs are able to generate a tool or weapon of their choice as a part of their arm, whether it be for combat or non-combat purposes. While the weapons themselves are quite blunt and crude, they can make for a quick defense for the Earth Atronach. Mechanics Spoiler Limb Shift allows an Earth Atronach to effectively turn their arm into either a tool or weapon of choice. They may use this for either combative or not-combative purposes, making it a very versatile ability. The weapons and tools themselves are very crude and blunt, however. Non-Combat tools such as pickaxes and hammers can be formed in three emotes, turning the Atronach’s arm into the tool. The tool itself is very blunt and heavy. They may turn their arm back to normal with one emote. Combat weapons such as hammers or swords can be formed in three emotes, turning the Atronach’s arm into said weapon. The weapon is very blunt and heavy, though packs quite a punch. They may turn their arm back to normal in two emotes. Redlines Spoiler Weapons and Tools may be as sharp as regular rock and have the consistency as regular rock. Strong force would be enough to break bones easily and bruise at the least with direct contact. Should one initiate combat while using a tool, the tool will turn back to an arm. The tools and weapons must always be part of the Atronach’s arm and cannot be separated. Contingency [Combat] - When near death, an Earth Atronach can expel themselves completely, exploding into hundreds of pieces of jagged stone and rocks which fly in every direction. Such an attack can be deadly if one is unprotected against its wrath. Mechanics Spoiler Contingency causes the Earth Atronch to explode into hundreds of jagged rocks which go flying in every direction around the center of the explosion. The rocks pierce anything they come into contact with, assuming it can be pierced. The projectiles themselves can be anywhere from the size of two inches to four inches in length and usually around two inches in width. The projectiles are sharp though and will fly up to the speed of a crossbow bolt in every direction, imbedding themselves in the skin and causing severe bruises or puncture wounds. Contingency has a radius of up to seven blocks and the projectiles will vanish once they either miss or hit their target. Redlines Spoiler This attack can only be used when the Atronach is at critical core level or is about to perish. An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. Atronach Weaknesses Earth Atronachs are very resilient and hardened, making them formidable opponents. They are, however, quite slow. This makes fighting in a group the optimal method of defeating an Earth Atronach. Speed, haste, and blunt force are also quite effective in defeating one, as long as one doesn’t get too close. Overall Redlines and Guidelines Spoiler An Earth Atronach is only just short of the strength of a golem, though are typically a big slower than their dwarven counterparts. Their core can take four hits before being rendered incapacitated. Earth atronachs can wield simple and blunt weapons like swords, shields, and spears, but not wield more complex weapons such as bows. Sharp objects are often ineffective against earth atronachs, simply deflecting off of the hard rock of the atronach or making small chips/dents. Blunt force, however, are quite useful in defeating one, often several denting or even shattering the hard exterior of the atronach. Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Requires earth evocation, transfiguration,and atronach forging to create, and requires a valid MA to play as well as a valid creator. Sand Atronach - Liquid Sand Atronachs are born from the use of Earth Evocation, in the way Sand is conjured, and Atronach Forging. These creatures are of a fluid state, meaning that, even if their body mantains the integrity and texture of sand, they effectively function as liquid and retain the weakness incorporated with so. They require more plating than a Solid Atronach in order to mantain the element in place, they usually wear a strip of cloth around their bodies as a decoration and to help keep the sand in place. They are able to conjure sand in many different ways, being that their main defensive and offensive weapon. An example of a Sand Atronach (Credit: Golden sand by Matchack on DeviantArt) Creating a Sand Atronach: In order to create a Sand Atronach, one requires Transfiguration, Earth Evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. The process to create a Sand Atronach is the same as to create any other Elemental Atronach (Fire, Water, Ice, Stone and Air). Abilities of a Sand Atronach: Sand Atronachs are composed of Earth Evocation, allowing them to perform feats and abilities of sand due to their primary composition. Unlike their Earth Evocation counterparts, their bodies are not sturdy, making use of the more 'liquid' properties of sand. Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. Mechanics: Spoiler Elemental Affinity allows for a Sand Atronach to create passive art using Sand (Earth) Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Sand Atronachs can conjure their element to the level of precision of a T5 Earth Evocationist. Redlines: Spoiler Elemental Affinity can only be used in non-combat situations. All evocation art is limited by all the redlines of the original evocation. Sand Blast [Combative] - Much like the spell used by Earth Evocationists, Atronachs can perform the Sand Blast spell, fast and able to blind a foe. Mechanics: Spoiler It creates a small ball of sand, the size of a baseball that will fly at arrow speed at most. It does not have the strength to push back, but will blind foes for two [2] emotes if directed to their eyes The sand used in this spell cannot cut, bruise or throw back any opponent, due to its lack of strength. It takes 2 emotes to perform this spell; 1 charge and 1 cast Redlines: Spoiler It can travel up to 20 blocks far, after which it will simply dispell. Blindness is not total blindness, and merely causes one’s eyes pain, forcing them to clench them shut. This does not cause permanent damage to the eyes, such as scratching them. The further the objective is, the less effective and less accurate the spell will be, and it should be emoted accordingly. An atronach will find its movement halved when charging and performing this spell. Requires line of sight. Sandthrower [Combative] - By expelling a jet of pure sand, a Sand Atronach can launch it as a stream of this element. Being able to blind opponents and keep the distance with them, even making them fall back. Mechanics: Spoiler Sandthrower sends a stream of Sand towards the Atronach’s chosen direction. It should be able to blind any opponent that gets hit with it and throw back opponents up to the size of a common descendant. The attack itself only has a maximum range of twelve blocks and a width of two. Someone thrown back by this spell will, at most, recede 3 blocks from their position. Someone blinded by this spell will, at most, be blinded for 1 extra emote after the spell fades or the target is out of its range. Sandthrower requires three emotes to be used; 2 charge and 1 cast. The total range of the attack is up to twelve blocks in front of the Atronach. Redlines: Spoiler The voidal energies of the Sandthrower will not exceed the power of a violent gust of wind (even if not made of wind, but of voidal energies and sand), creatures bigger than a standard descendant will find themselves stopped but won’t be launched backwards. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. An atronach will find its movement halved when charging and performing this spell. Requires line of sight. Sand Tornado [Combative] - By conjuring sand around themselves and making it twist, the Atronach is able to conjure a tornado that can act as a temporary shield around them. Mechanics: Spoiler Sand Tornado takes 4 emotes to be conjured, during the second and third emotes, the tornado will form around the atronach, and upon the fourth, it will work as a sand shield that will prevent the atronach from moving while also protecting it from being harmed. Upon the fourth emote, the tornado will be completely formed, moving around the atronach with violence for no more than 3 emotes. If the atronach is hit during the first emote, the Sand Tornado will be dispelled and the atronach stunned for one emote. Redlines: Spoiler Due to the violent movement of the tornado, the atronach can’t move from inside when casting it, the same way, no one can enter it successfully stopping projectiles and strikes. If the atronach is hit during the first charging emote, it will be stunned, being unable to move or use any of the other abilities for an extra turn. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. The sand swirling around the atronach will effectively stop any projectile flying at most at arrow speed, if covered with fire, it will also be put out. Any blow performed with the strength of a common descendant will find itself stopped by the Trornado. Projectiles flying at higher speed will find themselves slowered but not stopped, still able to go through the Tornado. Same applies to blows performed with strength greater to common descendants, will go through the Tornado yet slowered and less powerful. Due to the antimagic nature of Abjurations and Thanhium, these would effectively go through the Tornado and dispell it. Same applies with Auric Oil and Null Arcana, even though these two would only dispell the Tornado and not hit the Atronach behind due to them having to be applied to weapons and thus depend on the strength of the strike performed. Regarding water projectiles, due to the Sand Atronach weakness to this element, the Tornado would only be able to stand one hit, vanishing if hit again. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. The Sand Atronach cannot move while charging and performing this spell. Requires line of sight. Contingency [Combat] - When a Sand Atronach’s core is near its end, it has the chance to expel an incredible amount of mana from their core, resulting in an elemental catastrophe in the surrounding area. A huge amount of sand would be thrown outwards creating a big sandstorm. Mechanics: Spoiler Contingency causes the Sand Atronach to explode into a sandstorm in every direction around the center of the explosion. The sand will cause blinding and small cuts on exposed flesh. From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after. Contingency has a radius of up to seven blocks and the sand will vanish after 5 emotes Redlines: Spoiler This attack can only be used when the Atronach is at critical core level or is about to perish. An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. Contingency cannot outright kill individuals. It is very difficult to talk or even breath for those caught inside the sandstorm. For utmost clarification, Contingency is an ability all atronachs have and thus it does not lead to a PK of the construct. The core can be extracted and be repaired afterwards by an Atronach Forger. Atronach Weaknesses: Like most atronachs, Sand ones are weak against Abjurations. They are also weak against blunt force, if it hits their core, 3 strikes and it will be rendered useless. Sand Atronachs will also face complications if fighting the water element, both in its natural state or being conjured by a mage or Water Atronach. If hit by Null Arcana, the Atronach would find themselves stunned for 2 emotes. Overall Redlines and Guidelines: Spoiler A Sand Atronach core can take three hits before being rendered incapacitated. Their movement is the same as an average descendant. Sand atronachs can wield simple weapons like swords, shields, and spears, but not more complex weapons. Heavy weapons may also cause them to crack. Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Sand Atronachs cannot create any form of stone on their own. Requires Earth (Sand) evocation, Transfiguration, and Atronach Forging to create, and requires a valid CA to play as well as a valid creator. Credit ECS1999 - Author Air Atronach - Liquid Forged from the powers of Voidal Wind, Air Atronachs are often left untouched by most mages due to their frailty. Despite this weakness, their true strength in casting is more often than not overlooked. The abilities of an Air Atronach can pose devastating to those who least suspect its wrath. These Atronachs can do anything from creating a small gust to clear a musty room, to forming devastating tornadoes of horrific magnitude. An example of an Air Atronach Creating an Air Atronach In order to create an Air Atronach, one requires transfiguration, air evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of an Air Atronach Air atronachs, while the physically weakest form of atronach, are the most superior atronach caster aside from Arcane Atronachs. While it may only take a few hard blows to take one down, the opponent of a Wind Atronach must be quick - lest they risk allowing the Atronach the upper hand. Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent. Mechanics Spoiler Elemental Affinity allows for an Air Atronach to create passive art using air evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Air Atronachs can conjure their element to the level of precision of a T5 Wind Evocationist. Redlines Spoiler Elemental Affinity can only be used in non-combat situations. All evocation art is limited by all the redlines of the original evocation. Can only be used in non-combat scenarios. Swift [Passive] - Due to their lightness and fluidity, Air Atronachs are able to move faster than any of their atronach cousins and even most descendants. This ability makes Wind Atronachs quite hard to keep up with in combat, which is why one must be mindful of the construct’s next move when fighting them. Mechanics Spoiler Swift allows Air Atronachs a passive boost to their speed. While this does not necessarily increase their dexterity, their general movement speed is typically faster than that of the average descendant. Swift is a passive ability of the Air Atronach, constant whether in combat or not. Swift allows Air Atronachs the ability to move up to twelve blocks per emote rather than simply ten. It may also make Wind Atronachs a little harder to hit, though not ridiculously so. Should the maximum amount of traversable blocks per emote change, an Air Atronach will always be able to move two more blocks than the maximum Redlines Spoiler The speed of a wind atronach is not inhuman, just slightly faster than most descendants and other forms of atronachs. Expel Wind [Combat] - By expelling wind from their forms, an Air Atronach is able to send brief though powerful gusts of air towards their target. Such gusts have the capability to knock opponents right over or at least keep distance between the Atronach and its target. Mechanics Spoiler Expel Wind sends a shapeless gust of air in any direction the Atronach wishes. The ability can have any severity up to the strength of a horse running directly at someone. While this may not particularly cause someone extreme pain, it will most definitely knock them back a fair amount. The maximum block count that a target can be thrown back by Expel Wind is up to five blocks and will likely knock the target onto their back as well, breath knocked out of them. Expel Wind requires three emotes of charge and can be held for up to four emotes. The total range of the attack is up to ten blocks in front of the Atronach. Redlines Spoiler The power of Expel Wind cannot exceed the power of a medium sized single horse running directly at you. It should be able to blast one back and perhaps knock the wind out of them. Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target. Requires line of sight. Compress [Combat] - By compressing their air into a particular pocket, an Air Atronachs may essentially give their Air Force not unlike that of a Fire Atronach’s combustion. Should this attack be fully charged, it may be used to send a devastating blast of air towards a target which will either explode outwards or shove them back with great force. Mechanics Spoiler An Air Atronachs may create a sphere of compressed air which is around the size of a beach ball, requiring four emotes to cast and having a range of up to twenty blocks total. This spell may be used in two ways: Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, damaging them critically, while an armoured foe may receive a painful bruise and still be thrown back by seven meters, bones being broken and receiving a large painful bruise. In both cases, the air will likely be knocked out of them should it make hit. Burst: The orb is sent towards a group of people, exploding outwards in a five meter radius with great force, the explosion blasting everyone in the radius back akin to the force of a powerful gust which would send them all stumbling/flying/falling back up to three meters. Charging this ability is by no means subtle, creating a great sphere of swirling air which is very visible, having streaks of wind flying quickly into a compressed sphere of air, almost acting like a light vacuum. The slam spell will almost never instantly kill a target, though should the target not receive adequate medical attention which struck to the head or center-chest, they may perish. Redlines Spoiler The orb will never be invisible and its tells are obvious. Whirlwind [Combat] - By expelling large amounts of wind from their forms, a Wind Atronachs has the capability to conjure a terrible whirlwind which can cause devastating damage both the environment around the Air Atronach and people alike. This attack has the capability to suck up smaller objects and send them flying back outwards, as well as repelling larger objects. Mechanics Spoiler Whirlwind creates a whirlwind around the Atronach, the construct being the center. It possesses enough force to suck anything the size of a halfling smaller directly into the tornado, causing them to spin around before being launched out with great speed(i.e. papers, books, shields). Larger people(s) or objects are pushed away from the whirlwind rather than sucked into it. Any objects or people sucked into the tornado will be spun around for up to three emotes before being launched back out at the speed no greater than that of an arrow. Larger people or objects pushed away cannot come within two blocks of the whirlwind, otherwise they are sent backwards up to three blocks at running speed. The Air Atronach must always be at the center of the Whirlwind for it to operate. If the Atronach’s charging is disrupted, the whirlwind will dissipate and the Atronach will have to start over again. Whirlwind has a radius of up to two blocks in each direction, the Atronach being the center. Requires a minimum of four emotes to perform and can be maintained for up to eight emotes after the initial charging is complete. The Atronach must remain completely stationary the entire time lest the whirlwind dissipate. Redlines Spoiler The whirlwind cannot repel objects going faster than the speed of a crossbow bolt, making this the most effective way to defeat one. Contingency [Combat] - When an Air Atronachs core is near its end, it has the chance to expel an incredible amount of mana from their core, resulting in an elemental catastrophe in the surrounding area. In this case it, the expulsion takes the form of a large sphere of air which quickly expands outwards, blowing all surrounding targets back. Mechanics Spoiler Contingency allows a Wind Atronach to expel a large amount of mana from its core when it is near its end. The expulsion results in a large sphere of pure wind energy which expands outwards from the Atronach and blows everything around it backwards by at most eight blocks. The radius of the sphere is up to seven blocks, throwing back anything within two blocks of the center and pushing back anything within five but beyond two. The foce can be enough to give concussions and broken bones to those caught in it, assuming they make contact with a hard enough surface. Redlines Spoiler This attack can only be used when the Atronach is at critical core level or is about to perish. An Atronach using Contingency is incredibly obvious and is not something that can be done subtly. Atronach Weaknesses As Atronachs are comprised of of an element, it would make sense for them to have a weakness to opposing elements and other external forces. Due to such, Air Atronachs have a particular weakness to the chill and cold, as it can cause them to be slowed down and potentially freeze their air. They are also quite weak to blunt force, only able to take three hits to their core before being killed. Overall Redlines and Guidelines Spoiler ir Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated. Wind atronachs can only wield lightweight weapons and nothing too complex either, such as a bow. All Air Atronach abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Requires air evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator. Telekinetic Atronach - Hybrid Thought impossible to create as the art of Telekinesis was lost to Magi, Telekinetic Atronachs have been reinvented through the recent discovery that allowed Transfigurationists to have a minor influence on the momentum of an object, allowing for a the lost Telekinetic Atronach to once more become feasible. Telekinetic Atronachs are generally suits of armor, encasing their core. The core of the being permeates a constant stream of Aura of the creator's color, which takes on a vague humanoid form, as well as forms eyes behind the visor of the Atronach; this inner Arcane "skeleton" is not as bright as the Arcanism Atronachs of the past, but takes on a very transparent, undefined, humanoid appearance. Unlike his brothers, Telekinetic Atronachs have less Arcane proficiency in exchange for an ideal balance of strength and agility, possessing the physical prowess of a seasoned orc warrior. In the context of a Telekinetic Atronach, their usable Mana would be the equivalent of their stamina, meaning that the more Mana they use, the less strength that is output into tasks. An example of a Telekinetic Atronach Creating a Telekinetic Atronach In order to create a Telekinetic Atronach, one requires transfiguration and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of a Telekinetic Atronach Although a Telekinetic Atronach’s ability is tilted in favor of physical strength, minor telekinetic feats may be performed, and in the right circumstances, this power may be taken to a higher caliber. Minor Telekinesis [Non-Combat] - As a Transfigurationist may influence the momentum of objects around them to put them in their control, so may the Atronach for utility and artistic purposes. Mechanics Spoiler The Atronach may, within a five block radius, lift and move small objects by projecting its inner energy towards the items in question, with a limit of 11kg/25lbs. This follows all red-lines of Transfiguration’s “Alter Position” and may not be used combatively. Redlines Spoiler Range of five blocks. Cannot be used combatively in any way. Follows all red-lines of “Alter Position” in Transfiguration. Telekinetic Strength [Passive] - Although not possessing the magical ability of the old Telekinesis Mages, their Telekinetic properties grant them formidable strength, allowing them to strike adversaries with great force and perform other impressive feats. Mechanics Spoiler Although objectively weaker than Earth Atronachs, Telekinetic Atronachs possess an ideal balance of agility and strength, giving them the movement speed and strength on par with an orcish warrior. Redlines Spoiler Cannot surpass the rough strength of an orcish warrior. Amplified Telekinetic Strength [Combat] - In desperate times, a Telekinetic Atronach may overcharge the energy within them and project it towards an incredibly heavy or dense object and move it with great force. This is not an instantaneous process, but rather one that is slow and greatly drains the Atronach of its reserve mana. Mechanics Spoiler A great feat of strength may be performed, such as slowly moving a boulder out of the way, or bending steel bars to allow passage. This level of strength would be just below that of a Dwarven Brawn Golem. Doing anything with this ability would take at minimum [4] emotes of uninterrupted focus, being a gradual process that occurs over the emote duration. The ability may be active for a maximum of [8] emotes before it deactivates, and will drain the Atronach regardless of whether or not it is used. This ability may be used on people, making it possible for bones to be crushed, and could prove to be lethal if used on a vital region, such as the head or around one's chest. During player-driven CRP, amplified telekinetic strength's lifting capacity could at MOST be used to lift masses of [4] cubic meters (4 blocks), and no more than [8] cubic meters (8 blocks) may be pushed. In ET Events, these values may be negotiated at the discretion of the ET in question. This may only be performed if the Atronach is making physical contact with the object, and as such, could not be done from a distance. As a consequence, the Atronach must open up their plates to allow enough Mana to flow through in order to increase their strength, leaving them incredibly vulnerable to attacks on their Arcane skeleton and core. This ability requires that the Atronach remain relatively immobile, meaning that this ability could not buff them in a fast paced combative encounter that requires them to rapidly change position. This ability only works once every 24 hours, and would drain the Atronach of half their usable mana as the task is completed. Redlines Spoiler In terms of equivalency, the strength boost would lift the Atronach to be just under a Dwarven Brawn Golem’s strength. This strength increase is not instant, but rather a gradual application. An Atronach lifting a boulder would not be instant, but rather a slow process as they heave it up. As such, an Atronach could not throw a boulder or something of equivalent or larger size at an adversary. Performing this ability would require the Atronach to open up their plates, allowing enough room for a weapon to slip through and do severe damage. This ability requires that the Atronach remain mostly still and not rapidly change position, meaning that using this ability in the midst of a fast paced combative encounter. This ability drains half of the Atronach’s usable stamina/mana, and as a result would need to be recharged sooner. Atronach Weaknesses Telekinetic Atronach’s exist as a hybrid between Solid and Fluid. Their inner workers are Fluid, but they have the physical prowess and tangibility of a Solid atronach. Due to this, they are much more vulnerable to damage to the humanoid aura "skeleton" beneath their plating. If enough force were applied to an Atronach’s limb—enough that would traditionally heavily cut or even result in the removal of the average descendant’s limb—then the severed compartment would fall to the ground and be unusable until repaired. Cutting their Arcane form in any way would cause an intangible fluid-like mana to leak from their form, draining at the same rate that a normal descendant would bleed. After being cut, the Atronach would deactivate from a loss of Mana overtime. They also hold all the general Atronach weaknesses such warding/abjuration. Overall Redlines and Guidelines Spoiler Telekinetic Atronachs have the strength of an orcish warrior, capable of wielding heavy weapons, as well as operating more complex weapons, such as bows and crossbows. Telekinetic Atronachs are a Hybrid, being a cross between Solid and Fluid. Their core requires three hard hits with a blade, or two with a blunt weapon to be incapacitated. Inadequately crafted weapons or armaments below the strength of iron will do little to damage the core. Should the weapon be of thanhic alloy/auric oil coated, it will be twice as effective (a thanhic alloy sword would count as two hits as opposed to one towards the core). The Arcane form of a Telekinetic Atronach is as vulnerable as the flesh of the average descendant, meaning that limbs can be hacked off and their form can be cut. Severe cuts that would cause a descendant to bleed out would cause the Atronach to deactivate after [8] emotes of "bleeding." Each subsequent hit will halve this duration. Requires transfiguration, and atronach forging to create, and requires a valid CA to play as well as a valid creator. General Atronach Weaknesses Atronachs, although being much more resistant to damage than a descendant might be in some cases, have many weak points, which may be exploited by a knowledgeable person to neutralize these constructs. At the center of an Atronach remains their core, which may require more hits than usual depending on the variant of Atronach, with blunt weapons doing more damage than sharper alternatives. Most obviously, Elemental Atronachs are susceptible to their counters—a Fire Atronach could be extinguished with large amounts of water, and an Ice Atronach could be melted with enough application of heat. Warding and Abjuration would also prove useful against an Atronach. Ward Shields would act as impassable physical barriers towards an Atronach, and Abjurations targeted towards their Elemental Form would stun them for a single emote. In the rare case that an Atronach Forger themself might fight an opposing Atronach, the Forger may shut down an Atronach instantly if a well placed Abjuration hits their core directly. Furthermore, anti-magical materials/substances, such as thanhium/auric oil would cut through an Atronach's Elemental Form like a hot knife on butter, capable of severing its "limbs." Anti-magical weapons would also be twice as effective on the core of an Atronach. Spoiler Sharp weapons, such as swords, would deal [1] hit towards an Atronach's core, while blunt weapons would deal [2] hits. Thanhium alloy weapons or armaments coated in Auric Oil would be capable of easily severing the "limbs" of an Atronach and slowly draining their form with each strike. The core being struck by such a weapon would be twice as effective, meaning that a thanhic warhammer (blunt) would deal [4] hit "points" to an Atronach's core. Elemental Atronachs are susceptible to their opposed elements (Fire Atronachs could be extinguished through water, etc). Ward Shields would act as an impassable barrier to an Atronach, and Abjurations directed at their Elemental Form would stun them and interrupt all casting and movement for a single emote. An Atronach may be shutdown entirely if an Abjuration created by an Atronach Forger hits their core dead on. Purpose Having recently received my feedback for my Transfiguration Addition, "Alter Position," it was put on pending at the request of clarifications, along with the suggestion of allowing the creation of Telekinetic Atronach Limbs. After speaking with SquakHawk, I made it clear that I'd only want the limbs to return if Telekinetic Atronachs came back as well. This was loosely based off of Phil's addition which contained Telekinetic Atronachs and Projecting, but possesses some original content that I brewed up as well. It is my hope that this lore is passed and Telekinetic Atronachs can make a return, as they're much less destructive in comparison to the others, yet still have a place on the server. Additionally, after receiving my feedback for this submission, it has been decided that Atronach Weaknesses should be expanded on as a whole within this post. In other words, we do a little Philposting. Credit Isaac - Author General Redlines and Guidelines for Atronachs Atronach Core Redlines and Guidelines Spoiler The following Voidal elements are able to be utilized in the making of an Atronach; Fire Evocation, Water Evocation, Earth Evocation, Air Evocation. An Atronach requires an atronach forger, a mastered (T5) transfigurationist, and an evocation of choice in order to be made. Atronach cores take typically 4-5 direct hits before being destroyed and effectively kill the atronach. Cores can be salvaged and repaired by its creator or another atronach forger, however. Atronach Recharging Redlines and Guidelines Spoiler A solid atronach must revisit their obelisk once every week as to avoid mana depletion. Alternatively, they may be refueled by their mage in a similar manner. A fluid atronach must revisit their obelisk once every three days as to avoid mana depletion. Alternatively, they may be refueled by their mage in a similar manner. In order to refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist. Should an atronach not replenish their mana within a designated time frame they will die. Overall Atronach Redlines and Guidelines Spoiler Transfiguration and the evocation of choice are all required to create an atronach. This is a long process, unable to be performed in combat. All atronach casting is limited to expulsion of their own forms, unable to summon their evocations above or away from themselves. Atronachs must recharge when the designated time as approached. Failure to meet this requirement could result in the revoking of the Atronach’s CA. Screenshots are recommended to be kept, though optional. Atronachs have free will so long as it does not contradict a master’s command. An Atronachs will listen to any command given by its ‘impera’ or creator and will be unable to resist commands given. They will not seek to extort or find loopholes in a command. Atronachs cannot purposefully or deliberately kill their own master. Familiars cannot be larger than seven feet in diameter. They may possess either a humanoid shape or an animal-like shape. All atronachs may hover no more than a meter off the ground, although this offers no mechanical advantage and is only for aesthetic purposes. Solid atronachs are better than liquid in terms of manipulating the physical world around them, such as moving an object or smashing a wall. However, liquid familiars are far superior at casting from their forms. Atronachs are weak to Fi magic, abjuration, and warding. Should an atronach’s core be destroyed or severely damaged, it can still be repaired. Atronachs on their own are immune to both mental attacks and sensory illusion, as they do not necessarily have a mind to trick. All atronach evocations must adhere to their respective evocation redlines. Atronachs cannot learn any form of magic. Atronachs cannot be enchanted in and of themselves, though they may use separate enchantments if they are simple enough. A valid CA is required to play an atronach, along with a valid creator. They are not an open race. Atronachs are only freed from their master should the master perish (PK). While the creator may instruct an atronach to serve someone else, the construct will always remain obedient to their creator. Should an atronach purposefully damage their own core, it is considered a PK and they cannot be repaired with the exception of contingencies. Changelog Spoiler Removed goliath and drone atronachs Remove projections Clarified Atronach Limbs Changed Conjuration Mechanics Conjuration will still be necessary in atronach creation, though only in order to provide sentience and animation to the atronachs. The atronachs themselves will no longer be considered permanent ‘primordial conjurations’, they are considered sentient elements instead. Added Contingencies Removed Atronach Enchantment Removed need for conjuration Removed arcanism atronachs OOC Purpose Atronach forging is a unique feat on LOTC, bringing a new branch of roleplay to the server regarding constructs. It adds an aspect to mages that is not found in many other places on the server, granting them the ability to create constructs to fulfill their desires and will, as well as allowing other players to roleplay constructs that are oriented around more than just strength and zombie-like servitude. The atronachs themselves are a rare sight, their magnificence inspiring awe into many players new and old. Overall, the arcane constructs are an astonishing spectacle to behold, allowing mages and the constructs alike a plethora of magical roleplay potential. It would be such a shame to see these amazing creatures be lost, which is why I did a rewrite. Previous Lore Writers Spoiler Combustionary, Bokratz, Jax, Toodles, Merrymoogle Citations Spoiler Original Lore: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/ Familiar Guide: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/ Telekinetic Atronachs: https://www.lordofthecraft.net/forums/topic/156081-✓-addition-to-atronach-forging-telekinetic-and-projection/ Credit for This Lore Spoiler Pundimonium - Author Lhindir - Co-Author Squakhawk - Consultation Flamboyant - ConsultationAnd to the many other people to whom I asked questions; thank you. 39 Link to post Share on other sites More sharing options...
Maclunkey 453 Share Posted December 16, 2019 Accept this pls +1 1 Link to post Share on other sites More sharing options...
Nozgoth 2901 Share Posted December 17, 2019 +1 work of art as always Link to post Share on other sites More sharing options...
saint swag 2457 Share Posted December 17, 2019 - 1 Link to post Share on other sites More sharing options...
ScreamingDingo 17003 Share Posted December 17, 2019 hot take - lore for servant emotionless characters that are aligned to a single person with no actual personal development are boring filler characters that aren’t too necessary for lotc. Should be used for NPCs and environmental pieces instead of having them as fleshed out CA’s 4 Link to post Share on other sites More sharing options...
GDPR 014 24 Share Posted December 17, 2019 pepega Link to post Share on other sites More sharing options...
Sorcerio 4599 Author Share Posted December 17, 2019 8 hours ago, _Hexe_ said: On 12/15/2019 at 5:44 PM, Olroxx said: Atronachs may hold particularly special relationships with mages who practice the same magic as their element as well, seeing them as allies or even best friends. To be betrayed by one of those corresponding mages is like being betrayed by family and is especially heartbreaking for an Atronach - despite them not knowing exactly what sadness is. They may also have a particular dislike of mage’s wielding their opposing element, though not always, especially in the case of it being their master. Personally I thought this made them more interesting, giving them relationships with those they know beyond just servitude. 8 hours ago, _Hexe_ said: again, for what reason. theres so much to this lore that i just can’t see a reason for being. If you have any suggestions please feel free to comment them or discuss them in discord. Arcane Atronachs are made vulnerable when casting because they are neither just liquid or solid, so they can cast but also have decent durability. 8 hours ago, ScreamingDingo said: hot take - lore for servant emotionless characters that are aligned to a single person with no actual personal development are boring filler characters that aren’t too necessary for lotc. Should be used for NPCs and environmental pieces instead of having them as fleshed out CA’s If you read the lore, I did my best to try and make it so that way Atronachs would interact more positively with other people and can develop some character. In my rewrite, Atronachs are not 100% bound to the will of their creator though rather feel a natural compulsion to satisfy the needs of their creator. 1 Link to post Share on other sites More sharing options...
GodEmperorFlam 3447 Share Posted January 17, 2020 Thank you for submitting your piece! Your piece is now under review and a reply will be given once a verdict has been reached. Link to post Share on other sites More sharing options...
GodEmperorFlam 3447 Share Posted February 12, 2020 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. Link to post Share on other sites More sharing options...
Werew0lf 12071 Share Posted April 24, 2020 As someone who has played an atronach — I’m very happy with this rewrite. Good detail, very nice writing, and it is explained more thoroughly than before. Good job! 1+ Link to post Share on other sites More sharing options...
Riftblade 849 Share Posted April 28, 2020 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. Link to post Share on other sites More sharing options...
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