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[✓] [Arcane Feat Addition] Atronach Limbs


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Atronach Limbs

Atronach forgers do not always have to create the whole atronach, but rather only parts of them. They may use these parts of atronachs to replace parts of a descendant if needed, allowing them new feats that they could not have performed before. Such extensions are recharged like any regular enchantment. 

 

Creation of Atronach Limbs

While a typical atronach requires conjuration in order to grant them sentience from their core, atronach limbs are not so. As the wearer of an atronach limb already has sentience and animation, only the evocation of choice and transfiguration are required to make a limb in a freeform process. This process cannot be done in combat, even with the necessary materials on hand. 

 

Atronach Arms/Hands

Arms can be forged from fire, water, ice, air, and earth elements. The limbs themselves hold very little magical potential, only able to perform weak magical art. The strength of the limbs themselves is typically around that of a typical descendant. Partial limbs may also be made, be it from the elbow down, or just a hand. Notably however, minute details such as individual digits cannot be crafted on their own.

 

Abilities of Atronach Arms/Hands

As Atronachs hold the properties and abilities of their designated element, Atronach Limbs are similar in that sense. While they may only hold minor and harmless versions of the true powers of an Atronach, they can still allow for some degree of uniqueness and artistic ability for the welder.

 

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 the weirder of an Atronach Limb to create passive art using their evocation. This art, however, is often crude and simple as they are only a small portion of the element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T3 Evocationist.
  • This ability is identical to the non-combat Conjure Element ability of each respective evocation, as used at T3, and follows all relevant limitations.

 

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.
  • Telekinesis Limbs cannot use this ability.

 

Telekinetic Affinity [Non-Combat] - While telekinetic atronach’s cousins are fluent in a particular evocated element, the telekinesis atronach possess vast strength. This subdued trait carries on to atronach limbs forged from the powers of telekinesis, granting the wearer strength to manipulate objects as if they moved on their own.

 

 Mechanics

Spoiler
  • Telekinetic Affinity allows for the wielder of an Atronach Limb to manipulate objects within a [3] block radius; be that to make items float, move heavy debris out of the way, open doors on their own, etc. This cannot be used combatively.
  • The wielder cannot manipulate objects larger than themself. While smaller animals can be moved, players cannot. Again, this cannot be used combatively.
  • The heavier an object, the slower it travels and more difficult it is to move.
  • Objects traveling at high speeds (anything faster than a thrown ball) cannot be suddenly stopped.
  • Multiple objects can be moved at once, but their combined weight cannot exceed the user's racial strength.
  • A Telekinesis Atronach Limb has strength equal to a voidal mage's base limb strength.

 

 

Atronach Legs/Feet

Lower limbs can also be forged from any element. They do not perform any elemental abilities on their own but can allow the wearer to hover passively off the ground akin to familiars themselves. The hovering cannot exceed one meter off the ground and provides no mechanical advantage. Speed and agility are also unaffected by the legs, though if they are damaged enough then the hovering effect fades. Partial limbs may also be made, be it from the knee down, or just a foot. Notably however, minute details such as individual digits cannot be crafted on their own.

 

Abilities of Atronach Legs/Feet

Like Atronachs, those gifted with Atronach legs are once more able to walk like they once could – assuming they had lost the ability. With their gift of movement also comes the boon of floating, which allows the welder of an Atronach leg the ability to float off the ground passively for aesthetic purposes.
 

Float [Non-Combat] - Akin to how familiars can float, so too do atronach limbs allow their wearer to perform such a feat. Should anyone use atronach legs they will be able to hover no more than half a meter off the ground.

 

Mechanics

Spoiler
  • Allows one who wears Atronach Legs to hover half a meter in the air for aesthetic purposes only. It does not effect speed or agility and requires one emote to transition to hovering and one emote to transition out.
  • Should the legs be damaged or destroyed, the effect fades.

 

Redlines

Spoiler
  • Float grants no roleplay or mechanical advantage, simply aesthetic.

 

Enchantment of Atronach Limbs

All Atronach Limbs are capable of receiving Voidal enchantments in the same fashion as anything else. All relevant limitations apply, and in the case of Grand Enchantments, the limb must be primarily constructed from Arcanium, as magegold lacks sufficient structural integrity. They are unreceptive to any other means of enchantment, be it deific, dark, or miscellaneous.

 

OOC Purpose

Formerly, Atronach Limbs did not hold much clarification in what could/could not be done. With my rewrite, I chose to grant a more aesthetic based approach for such objects, allowing their users to perform non-combat abilities with the exception of the Telekinetic Limbs.

 

Credit for this Lore

Spoiler

Pundimonium – Author

 

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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.

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