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[✓] [Magic Lore] - Transfiguration: Artisans of the Arcane

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((Credit to Lathander1987))

 

"The world is the canvas, and you are the painter." - Avenel Synalli, Father of Transfiguration

 

Introduction

As magi traversed the Arcane, many thaumaturgical abilities surfaced, such as the evocation of elements in their purest form and breaching of one’s mind to deceive their senses. A highly sought for art was a practice that would allow magi change and shape the world around them, and so came forth the discovery of Transfiguration. Through an intensive understanding of the world and its properties, Alterationists could morph materials to their desire, dispel opposing voidal incantations, and imbue items with magical essence that gives them incredible properties potentially on tier with that of a mastered mage.

 

Magic Explanation

Transfiguration, in essence, entails the manipulation of mana in the world on a complex level, such as adjusting the shape of an object or material to their whim (as long as it follows the law of equivalent exchange), enchanting by binding a known spell’s information into an object, and creating fields of disruptive mana that can nullify spells that an adversary casts. For the most part, Transfiguration has little true combative value and is intended to be used for utilitive purposes only.

 

Learning Transfiguration

As it is the pinnacle of Alteration, Transfiguration is a challenging and rigorous magic to learn. Even magi who’ve mastered a few arts will have a difficult experience in figuring the magic out. As Transfiguration focuses on the manipulation of mana, in order to manipulate such, one must come to understand what they are manipulating, meaning that the Alterationist must know the mana-makeup of iron and its properties to properly manipulate it, or one must have knowledge on a magic in order to enchant an object with its properties or nullify the spell. These three 

 

OOC Explanation

- Transfiguration takes up [2] Magic Slots. It is not a feat.

- That being said, Transfiguration has little combative value, existing as a “utility magic.”

- Transfiguration requires a voidal connection and mana to cast.

- Transfiguration may be taught by players who possess a valid [TA].

- Players must have a valid [MA] to use Transfiguration as an in-game magic.

 

Spells

Through the understanding of an object’s properties, a Transfigurationist may change the shape and state of non-living materials, bind spells to objects through a ritual and fizzle out adversary spells. The arsenal of a Transfigurationist is quite a spectacle to see in action, often respected due to the years of practice it takes to perfect such abilities—some never reaching a peak in their potential.

 

A Quick Clarification on Vocabulary

Alterationist - A mage who alters the properties of the world. A Transfigurationist is an example of an Alterationist.

Transfigurationist - A specific type of an Alterationist that encompasses Transmutation, Enchanting and Warding/Abjuration.

Feel, Felt - the action of using Voidal Feeling.
 

Spells - Voidal Feeling

 

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((Credit unknown))

 

"Form an intimate relationship with this steel ingot, get to know it, inquire politely—as if speaking with a stranger." - Sarrion Zytiaear, First Enchanter

 

The first step in a Transfigurationist’s studies. The mage creates a stream of mana which they imbue into a non-living object. The mage may then slowly “chip away” at an object in search of its properties. The mage may then remove the mana from the object to gain knowledge of its properties. Alterationists describe it as a rather intimate process between the mage and the object, such as two individuals getting to know each other on a high level. The Transfigurationist must be free of distraction especially when Feeling large objects, being best to have a silent environment to do so in. This is generally learnt in preparation for Transmutation, as a deep understanding of the material is required.

Spoiler

Mechanics:

Voidal Feeling reveals the physical properties of an inorganic/dead organic object needed to Transmute it. The emotes required for Feeling are largely dependent on the size of the object and whether or not it has magical/alchemical attributes. The larger/more complex the object, the more exhausting it is to Feel. At its peak, Feeling will reveal attributes such as the durability of an object, its natural color, freezing point, melting point, boiling point, average temperature and chemical properties, such as flammability, volatility, and toxicity of the object (assuming that the toxic substance in the mixture has been felt before). At higher tiers, alloys may be Felt. Alterationists who are already familiar with specific metals may be able to find out the exact identity of an object just by Feeling it, such as an accomplished smith unveiling an ore’s identity as iron based on its melting point and durability. As for Alchemical reagents, the symbols/signs they represent may be revealed through Feeling, however, it requires the Transfigurationist to have an Alchemy MA and the reagent is destroyed in the process.. Enchanted objects, when Felt, will describe the effects of the enchantment, the amount of charges it has per combative instance and the trigger or it. Though there are downsides to Voidal Feeling, as it is unable to retrieve the properties of living matter and magical objects outside of Arcane Magic (e.g. no Deity/Dark/Misc. Magic objects may be Felt, including non-voidal constructs such as Automatons, Machine Spirits, Golems,) as under these conditions, the spell will fail.

 

Emote Scale for mundane materials:

Items that may be physically held: 1 connect + 1 charge + 1 reveal information.

Beach ball sized: 1 connect + 2 charge + 1 reveal information.

1 cubic meter: 1 connect + 3 charge + 1 reveal information.

2 cubic meters: 1 connect + 4 charge + 1 reveal information.

(Anything bigger will require a circling ritual.)

 

Emote Scale for Magical/Alchemical objects:

Items that may be physically held: 1 connect + 2 charge + 1 reveal information.

Beach ball sized: 1 connect + 3 charge + 1 reveal information.

1 cubic meter: 1 connect + 4 charge + 1 reveal information.

2 cubic meters: 1 connect + 5 charge + 1 reveal information.

(Anything larger will require a circling ritual.)

 

Red-lines:

- Line of sight with the object is required.

- Voidal Feeling may not be used to provide a combative advantage.

- Voidal Feeling cannot be used on living matter. It must be cast on inorganic/dead organic material.

- Voidal Feeling may not be used to acquire the information of Holy/Dark/Misc. Magic objects.

- Voidal Feeling may not be used to metagame the identity of an Holy/Dark/Misc. Magic object when the spell fails.

- Voidal Feeling may not be casted on objects larger than 2 cubic meters. Doing so would require a circling ritual.

- Voidal Feeling cannot be imbued into an enchantment. A Transfigurationist and a Transfigurationist only can perform Voidal Feeling.

- Arcane spells themselves may not be Felt, only enchantments.

- Alchemical Reagents may only have their signs/symbols extracted if the Transfigurationist is Tier 2 in Alchemy and has a Feat Application for it. It will destroy the reagent in the process and is more or less a flavorful method of discerning symbols/signs and takes the same amount of time and energy it would to normally (follows all red-lines of alchemy lore).

- Voidal Feeling may not be used to reverse engineer potions/Alchemical recipes.

- Feeling enchantments does not give you information on how to enchant the object yourself.

- Although Feeling may be used to find out the components of alloys, this will only happen if the mage has Felt the components prior to the alloy (e.g. you must know what tin and copper are in order to derive the conclusion that bronze is made from the two).

- Event items may be Felt at the discretion of the ET Actor in question.

- The maximum range of Voidal Feeling is capped off at five meters.

 

Voidal Feeling Tier Progression:

Novice (T1) - The mage has been connected to the Void and is ready to learn. They’ve merely scratched the surface for Voidal Feeling and will become immensely exhausted upon casting it. This lasts for 2 weeks with consecutive lessons.

Spoiler

- The Transfigurationist can only recover the material’s average temperature, natural color and durability, unable to pry further for the time being.

- The Transfigurationist can only Feel objects at an arm’s distance.

- The size of objects that may be Felt is limited to items that may be held in one’s hand, no bigger than a beach ball.

 

Student (T2) - The Transfigurationist moves forwards in their studies, digging deeper as they explore the properties of objects, capable of Feeling normal objects with fair potency, scratching the surface of alloys and may now experiment with Feeling small enchanted oddities, though very fatiguing to do so. This lasts for 3 weeks with consecutive lessons.

Spoiler

- The Transfigurationist can now recover the melting, freezing and boiling points of basic objects/materials.

- The Transfigurationist’s range is now two meters in radius.

- Alloys may be Felt, although it will not provide the exact components, even if the mage has Felt the before. You will only be able to deduct that alloy is indeed a mix of two substances.

- Beach ball sized mundane objects may be Felt by the Transfigurationist.

- Enchanted objects that may be held in one’s hands can be Felt, allowing the Transfigurationist to extract the effects of the enchantment, its trigger and the amount of times it may be used per combative instance. Alchemical reagents may also be felt to extract their symbols. This is very fatiguing for the Transfigurationist.

 

Adept (T3) - Having grasped a good understanding of Feeling, the Transfigurationist can Feel most medium sized objects (no bigger than a beach-ball) with little difficulty and enchanted items/alchemical reagents with fair potency, having a good understanding of the physical properties of an object. They can delve deeper into alloys and learn more. This lasts for five weeks with consecutive lessons.

Spoiler

- The Transfigurationist can now recover the physical properties of basic objects and materials with fair ease.

- The Transfigurationist’s range is now three meters in radius.

- When Felt, Alloys will provide the specific components of the mixture as long as the mage has Felt the components before.

- Mundane objects up to a cubic meter in size may be Felt.

- Beach-ball sized enchanted objects/alchemical reagent growths may now be Felt.

 

Expert (T4) - The Transfigurationist has years of experience under their belt, able to Feel mundane materials with incredible ease and draw alchemical and enchantment information with little difficulty. They may now delve into finding the chemical properties of an object. This lasts for six weeks with consecutive lessons.

Spoiler

- The Transfigurationist can recover chemical properties from objects, such as flammability, volatility, and toxicity (assuming that the Transfigurationist has felt the toxic component prior to feeling the mixture).

- The Transfigurationist’s range is now four meters in radius.

- Mundane objects up to two cubic meters in size may be Felt (any larger requires a circling ritual.)

- Enchantments and alchemical reagent growths up to one cubic meter in size may be Felt.

 

Master (T5) - The Transfigurationist has become highly acquainted with their ability. Feeling small objects and small enchantments is no sweat off their back. Medium objects Felt objects no bigger than a cubic meter come with little difficulty, and anything larger could tire out a mage for about a narrative hour. This tier is reached after the magic has been practiced for 16 weeks total.

Spoiler

- The Transfigurationist has reached a peak in their ability to understand objects via Voidal Feeling. They may uncover the previously described physical and chemical properties of an object without hindrance.

- This tier is reached after the magic has been practiced for 16 weeks total.

- The Transfigurationist’s range is now five meters in radius.

- Enchantments and alchemical reagent growths up to two cubic meters in size may be Felt.

 

Spells - Transmutation

 

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((Credit to Dai Nguyen))

 

"A sympathetic link is required for all levels of equivalency—the greater the link, the more easily they influence each other." - Ithrendas “Crumena” Regis, The Artificer

 

Through learning the exact attributes of an object, one may learn to change the physical properties found in the latent mana of the material. This could be used to do something as intricate as craft a complex oddity, or simply change an object’s state of matter as long as it does not violate the law of equivalent exchange. Alterationists generally relate this chronologically with Voidal Feeling, the Transmutation of a material being the state where the Transfigurationist becomes one with the object and may shape it to their desire, the feeling comparable to a dance with a lover.

 

Alter Temperature: Non-Combative

The Alterationist may add or remove heat from an object to their desire. This could be used to do something as simple as cook a cut of meat and heat up some tea, or force heat into a steel ingot to transform it into a molten state, allowing it to be shaped further.

Spoiler

Mechanics:

Alter Temperature takes 1 connect emote + x amount of scale emotes + 1 cast emote. This is mainly a utility spell and is not usable in combat. It should be noted that although one could generally revert the effects the temperature change has on the object, chemical changes, such as cooking a steak, may not be reverted, as you cannot “un-cook” a steak. 

Red-lines:

- May not be used to gain a combative advantage.

- Alter Temperature can be used to change an object’s state of matter; however, you may not create plasma with Alter Temperature.

- If Alter Temperature is used to change an object’s state of matter, the surrounding conditions of temperature determine whether or not it continues to exist in the modified state. (e.g. transmuting ice into water in a tundra will not last).

- An item may not have its temperature altered below 0 F/-18C, or above 212F/100C

- Cannot adjust the temperature of what you do not understand.

- Cannot adjust the temperature of living matter. It must be dead-organic/inorganic.

 

Alter Shape: Non-Combative

By fiddling with the shapely properties of an object’s mana configuration, the Transfigurationist can adjust the spatial distribution/shape by willing it with their mind. This could be applied to assist in crafting processes, or simply artistic expression.

Spoiler

Mechanics:

Alter Shape takes 1 connect emote + x amount of scale emotes + 1 cast emote. Once the Transfigurationist reaches out to the object, they may freely change its shape as long as it abides by the law of equivalent exchange and is not cast on something that isn’t either inorganic or dead organic. For example, an Alterationist may shape an iron ingot into an outline for a dagger, and may later engrave markings into this dagger by only engraving small regions of the iron. Another example would be transmuting a chunk of wood into a long stick, though as a consequence, it will become more brittle the narrower and longer it gets.

Red-lines:

- May not be used to gain a combative advantage.

- Follows equivalent exchange. You may not create/destroy matter and for every change in shape, there is a consequence, such as the longer something becomes, the more susceptible to deformation it becomes.

- Cannot alter the shape of living matter. It must be dead-organic/inorganic.

- Greatly altering the shape of enchanted objects (anything more than aesthetic changes and repair) will deform its mana signature, rendering the enchantment useless.

- You may not change the shape of what you do not understand.

- Although a Transfigurationist could create a blade or forged weapon with Transmutation, unless they know the exact process of how to forge it and replicate it with their magic, the weapon will not come out nearly as strong as the original.

- Even if the Transfigurationist knew the exact process to smith a blade, they may only sharpen it with a limited amount of precision. Using mechanical means to sharpen something is more effective and will always come out with a higher quality of sharpness than with Transmutation.

 

Alter Color: Non-Combative

As color is a physical property, the Alterationist can learn to shift an object’s hue. This may come in handy for someone such as a tailor being unsure how they want to distribute the color on an outfit, or anyone else who specializes in crafting processes that entail aesthetic decisions.

Spoiler

Mechanics:

Alter Color takes 1 connect + x amount of scale emotes + 1 cast. This is a utility spell and doesn’t have much use beyond aesthetic customization of an object. The Transfigurationist can change multiple factors of the color, such as tint, shade and hue.

Red-lines:

- May not be used to gain a combative advantage.

- You may not alter the color of what you do not understand.

- Alter Color cannot be cast on living matter. It must be either dead-organic/inorganic.

- Follows equivalent exchange. As color is a physical property, it may be changed freely as it does not change the fact that iron is iron, or gold is gold.

 

Fusion: Non-Combative

Once the Alterationist can Transmute objects with fair efficiency, they can combine two or more materials into a single mixture. This could be utilized to create alloys, such as melding tin and copper into bronze, or combining a bottle of ink into a sheet of paper to swiftly write a letter.

Spoiler

Mechanics:

Fusion takes 1 connect emote + x amount of scale emotes + 1 charge emote + 1 cast emote. The outcome of the combined inputs may not exceed two cubic meters in total volume. In order for a Transfigurationist to cast Fusion, they are required to have Felt/possess a deep understanding of the inputs of the potential outcome. Although melding a couple metals into an alloy may be simple for a Transfigurationist to figure out, complex processes, such as fusing many components into something like a clock will require the Transfigurationist to know how the process works entirely.

Red-lines:

- May not be used to gain a combative advantage.

- Follows equivalent exchange. You may not create/destroy matter with Fusion.

- Alloys that do not exist in real life with mundane metals/nonmetals may not be created.

- Creating alloys/mixtures that involve lore materials require Story Team consultancy.

- Cannot cast Fusion on living matter, it must be dead-organic/inorganic.

- The outcome of the inputs may not exceed two cubic meters in total size.

- There is no theoretical limit as to how many inputs may be fused, but the more components, the more exhausting.

- You cannot create complex creations such as crossbows or clockwork-based devices if your character does not know the process.

- You cannot Fuse what you do not understand.

 

Fission: Non-Combative

The inverse of Fusion—the Transfigurationist may split a mix of materials down into their base components, such as fissioning a novel into a blank book and ink, or breaking down brass into copper and zinc.

Spoiler

Mechanics:

Fission takes 1 connect emote + x amount of scale emotes + charge emote + 1 cast emote. The product of the mixture/alloy must not exceed a total volume of two cubic meters. In order for a Transfigurationist to cast Fission, they must have Felt/possess a deep understanding of the mixture in order to separate it. Although separating metals from an alloy may be simple for a mage to figure out, picking apart complex constructs such as crossbows or clocks require the Alterationist to have a good understanding of how the object is put together.

Red-lines:

- May not be used to gain a combative advantage.

- Follows equivalent exchange. You may not create/destroy matter with Fission.

- Fissioning materials to create products that are not mundane in lore and could potentially cause harm (e.g. mercury) will require Story Team consultancy.

- Cannot cast Fission on living matter, it must be dead organic/inorganic.

- The outcomes of the mixture may not exceed two cubic meters in total.

- There is not theoretical limit as to how many outputs may come from a mixture, but the more components, the more exhausting.

- You cannot Fission complex objects such as crossbows or clockwork-based devices if your character does not know the process of their creations.

- Cannot Fission what you do not understand.

 

Alter Density: Non-Combative

By altering the distribution of the latent mana in the object, the Transfigurationist may either compact an object to make it more durable or expand it to decrease its volume and make it less durable. This is difficult for beginning Alterationists and is a more complex spell.

Spoiler

Mechanics:

Alter Density takes 1 connect emote + 2 charge emotes + 1 cast emote. This spell is limited to objects no bigger than one cubic meter in size. The Transfigurationist may compress an object down making it up to 50% denser than it was before, though decreasing its size by the factor its density was increased, as well as making it heavier (e.g. making an iron bar 50% denser will make it 50% stronger, yet it will also become 50% smaller and 50% heavier). Alternatively, the density may be decreased to make an object lighter and larger at the cost of its durability (e.g. making an iron bar 50% less dense will make it 50% larger, yet it will become 50% lighter and 50% less durable than it was before).

Red-lines:

- May not be used to gain a combative advantage.

- Follows equivalent exchange. If you alter a sword to be denser, it’s going to become much more tiring to swing.

- Cannot increase/decrease density past 50%.

- An item with Altered Density may not be used with another item with Altered Physical Properties (Any other Alteration Enchantment).

- Cannot alter the density of an object larger than a cubic meter.

- Cannot cast alter the density of what you do not understand.

- Cannot adjust the density of living matter. It must be dead-organic/inorganic.

 

Enhanced Magelight: Non-Combative/Combative

If the mage was already not acquainted with this spell, it allows them to cast a small orb of light up to the user’s color. However, Transfigurationists are able to take this spell to a higher caliber. By drawing in light from the surrounding area, they can concentrate it to be much brighter. This could be done to make their light’s influence greater, or if overcharged enough, may act as a flashy distraction for a foe at the cost of it being mana intensive.

Spoiler

Mechanics:

In its non-combative, yet brighter form, it takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell, the brighter it gets, having the potential to fill an entire cavern with light. If the Transfigurationist was to overcharge the spell for a combative advantage, it would take 1 connect emote + 2 charge emote + 1 cast emote. This causes a brief, yet powerful flash of light that lasts for one emote and can disorient targets who perceive it for about an emote. This is rather mana intensive and takes up about a fourth of the Transfigurationist’s mana and will disconnect the mage after it’s been cast due to the intense light.

Red-lines:

- Although the color of the light is up to the mage’s aesthetic, it may not change the effects of the spell. 

- You cannot create blacklight/UV light with Enhanced Magelight.

- Enhanced Magelight may never cause permanent eye damage.

- The flash of light caused by overcharged magelight only lasts for a single emote as soon as it has been cast, the mage will lose focus and be disconnected the spell has finished.

- Magelight carries little to no heat and cannot be used against creatures that are susceptible to sunlight. It provides no comfortable warmth and may at most feel a tad warmer than the air around them, regardless of its form.

- Follows all red-lines of Magelight lore unless this spell specifically states otherwise.

 

Scale for Transmutation (this does not apply to spells that have a hard cap on the size capable of being Transmuted):

Items that may be physically held: 1 emote

Beach ball sized: 2 emotes
1 cubic meter: 3 emotes

2 cubic meters: 4 emotes

(Anything larger would require a circling ritual)

 

Transmutation Tier Progression

Novice (T1) - The mage has just been connected to the Void and cannot use Transmutation. They are still experimenting with Voidal Feeling. This lasts for 2 weeks with consecutive lessons.

Spoiler

- The Transfigurationist is still working with Voidal Feeling and is incapable of Transmutation.

 

Student (T2) - The Transfigurationist has begun their studies in Transmutation, only capable of adding heat or removing it from objects. Changes in shape are very minor and are incredibly taxing. This lasts for 3 weeks with consecutive lessons.

Spoiler

- The Transfigurationist is capable of casting Alter Temperature.

- The Transfigurationist is capable of casting Alter Shape.

- Transmutations are not permanent at this stage. If the Transfigurationist chooses to shape an object with Alter Shape, it will revert to its original state an emote after it has been shaped as the Alterationist disconnects from exhaustion.

- The Transfigurationist cannot Transmute anything larger than handheld items.

- The Transfigurationist’s range for Transmutation is the arm's distance.

 

Adept (T3) - Through experimenting further with the properties of materials, the Transfigurationist has expanded their influence into more complex fields of Alteration. They may now mix and split mixtures of materials and alter an object’s color. Their Transmutations are now permanent. This lasts for 5 weeks with consecutive lessons.

Spoiler

- The Transfigurationist is capable of casting Fusion.

- The Transfigurationist is capable of casting Fission.

- The Transfigurationist is capable of casting Alter Color.

- Transmutations are now permanent. The Alterationist can alter the properties of items with some fatigue.

- The Transfigurationist cannot Transmute anything larger than a beach ball.

- The Transfigurationist’s range for Transmutation is 3 meters.

 

Expert (T4) - Having mastered basic shaping and temperature manipulation whilst becoming proficient at Fusion and Fission, the Transfigurationist has a solid grasp on Transmutation. They may alter the environment within a fair range and with great potency, beginning to experiment with the manipulation of an object’s density. This lasts for 6 weeks with consecutive lessons.

Spoiler

- The Transfigurationist is capable of casting Alter Density.

- The Transfigurationist capable of casting Enhanced Magelight and may stun their foes with it.

- Small to medium Transmutations can be done easily. Anything larger than a beach ball will be a bit more tiring.

- The Transfigurationist cannot Transmute anything larger than a cubic meter.

- The Transfigurationist’s range for Transmutation is now 6 meters.

 

Master (T5) - The Transfigurationist has become incredibly well acquainted with Transmutation. Fission and Fusion may be performed with ease as altering the density of materials comes with less difficulty. This tier is reached after the magic has been practiced for 16 weeks total.

Spoiler

- The Transfigurationist has reached a mechanical peak in their ability to Transmute materials.

- Anything larger than a cubic meter will be somewhat tiring for the Transfigurationist to transmute.

- The Transfigurationist cannot Transmute anything larger than two cubic meters.

- The Transfigurationist’s range for Transmutation is now 10 meters.

 

Transmutation Red-lines:

- Line of sight is fairly lenient due to the freeform nature of Transmutation. That being said, liberties may be taken as long as they aren’t ridiculous, such as Transmuting entire objects and complex creations behind you.

- Equivalent exchange must not be violated. You cannot create or destroy matter with Transmutation and anything that entails the changing of shape will always invoke a consequence. That being said, you cannot change materials into others (e.g. stone to gold).

- Transmutation does not necessarily allow you to automatically learn complex processes. Unless a Transfigurationist knows the detailed process of forging a sword or creating clockwork, they cannot make said object.

- Transmutation may not be cast on living matter. It must be dead-organic/inorganic.

- Transmutation, at its peak, may not be cast on objects larger than two cubic meters. Anything larger requires a circling ritual.

- The larger the object, the more exhausting it is to Transmute. There is no hard mana system for Transmutation, but be sure to RP exhaustion for large tasks.

- Transmutation cannot change chemical properties.

- Gas may be transmuted, although it must be concentrated in a certain area. You may not freeze air solid out in the open.
 

Spells - Enchanting

 

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((Credit unknown))

 

“The Arcane is a wild, chaotic, otherworldly thing. It only makes sense that magic alone could bind other magic.” - Anordal Elverhilin

 

The pinnacle of Transfiguration as an art—the ability for a Transfigurationist to impregnate an object with magical properties to replicate that of one, or multiple spells, the enchantment fueled by an artificial mana pool that the Atlerationist creates inside the object. The practice itself has been around for several centuries, but it’s only as of recently been refined into an elegant and surreal art within the last couple centuries or so.

 

Lesser Enchantment: Non-Combative

A mostly aesthetic enchantment that has no major effects or combative potential. This is done with incredible ease and will likely be the first step in the Transfigurationist’s path to Enchanting.

Spoiler

Mechanics:

This has no set emote count and is purely non-combative ritual. This spell is entirely aesthetic and generally doesn’t provide any mechanical advantage. A few examples include Arcanism lifts, floating candles, magelight orbs that float around a room, etc. Lesser Enchantments generally have triggers, such as a word activating the enchantment when spoken, a button, or when the enchantment is touched a certain way, such as tapping or rubbing.

Red-lines:

- Lesser Enchantments cannot be created in combat.

- Lesser Enchantments cannot provide a combative advantage.

- You may not enchant without knowing the magic in question or having access to it, such as in the form of an Entrapped Spell or via Co-Enchanting.

- You may not enchant what you do not understand.

- There is no limit to the amount of Lesser Enchantments that could be made in one day due to their simplicity.

- Lesser Enchantments are susceptible to abjuration. It will permanently dismantle the enchantment if the enchanted object is struck with such, rendering it useless.

- Lesser Enchantments do not require Story Team Approval.

- Lesser Enchantments follow all rules regarding the use of plugins in PvP.

 

Potent Enchantment: Non-Combative

The Alterationist imbues a mundane item with an artificial mana pool, oftentimes no bigger than a handheld object. These enchantments are on the less powerful spectrum of magic, spells limited to the range of a novice to adept mage.

Spoiler

Mechanics:

This has no set emote count and is a purely non-combative ritual. This entails the binding of a spell up to Tier 3 in caliber to a mundane object, such as a sword, bow, or anything that can be contained in your inventory mechanically. Potent Enchantments themselves may not be created in combat, but the product itself could have combative potential. Potent Enchantments must have triggers, such as a word activating the enchantment when spoken, a button, or when the enchantment is touched a certain way, such as tapping or rubbing. The amount of charges a spell has directly correlates to the Tier of the spell, recharging inbetween combative instances. An item of a Potent Enchantment, when struck in any capacity, will not longer be eligible to cast it’s enchantment for the rest of combat. If the enchantment is already active, the effect persists. 

Tier 1: 3 uses

Tier 2: 2 uses

Tier 3: 1 use

Enchantments do not bypass the amount of emotes needed for the spell. The “trigger” takes one emote, followed by the amount of charging emotes for the spell, then finally the cast emote. If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.

>Trigger >x amount of charge emotes >cast

Red-lines:

- Potent Enchantments cannot be created in combat.

- Potent Enchantments may not be used to bypass the amount of emotes needed for a spell.

- Potent Enchantments cannot hold spells greater than Tier 3.

- Potent Enchantments cannot bypass the amount of uses they have in combat. These uses recharge when the combative encounter is ended.

- Whether or not the enchantment is active, if it comes into contact with a ward, such as a sword striking it, it will clash against the ward as if it were an iron shield, stopping it.

- Only three combative Potent Enchantments may be created per day.

- You may not enchant without knowing the magic in question or having access to it, such as in the form of an Entrapped Spell or via Co-Enchanting.

- If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.

- You may not enchant what you do not understand.

- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.

- You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment.

- If the item cannot be contained mechanically in one’s inventory, it requires the submission of a MArt.

- Potent Enchantments are susceptible to abjuration. It will permanently dismantle the enchantment if the enchanted object it is struck with such, rendering it useless.

- Potent Enchantments require Story Team Approval.

- Potent Enchantments adhere to the lore signing of three items per day.

- If the item has multiple spells enchanted onto it, it requires the submission of a MArt.

 

Grand Enchantment: Non-Combative

An experienced Transfigurationist implements magegold onto an object, allowing more room for mana to flow and more powerful spells to be cast, ranging from an Expert to Master mage. These enchantments are very taxing to the Transfigurationist and the participants involved.

Spoiler

Mechanics:

This has no set emote count and is a purely non-combative ritual. This entails the binding of a spell up to Tier 5 in caliber to an object with magegold implements. The item must be able to be mechanically contained in your inventory. Potent Enchantments themselves may not be created in combat, but the product itself could have combative potential. At least a fourth of the object must be encased or composed of magegold in order for a Grand Enchantment to be correctly made. However, as a drawback to using magegold, its brittleness makes it incredibly vulnerable to the most basic strikes. If the magegold implements/casing on an object is struck with anything that gives the output of force comparable to a well swung sword, the magegold will fracture, causing the enchantment to fail entirely and never become usable again. However, there is a second option that can potentially make these valuable enchantments much more durable. Should one perform the process of Arcanium Forging upon a durable material, such as steel, it will allow the Transfigurationist to create a Grand Enchantment, eliminating the drawback of having brittle magegold placed upon the object. Grand Enchantments must have triggers, such as a word activating the enchantment when spoken, a button, or when the enchantment is touched a certain way, such as tapping or rubbing. The amount of charges in the spell has directly correlates to the tier of the spell. 

Tier 1: 5 uses

Tier 2: 4 uses

Tier 3: 3 uses
Tier 4: 2 uses
Tier 5: 1 use

Enchantments do not bypass the amount of emotes needed for the spell. The “trigger” takes one emote, followed by the amount of charging emotes for the spell, then finally the cast emote. If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.

>Trigger >x amount of charge emotes >cast

Red-lines:

- Grand Enchantments cannot be created in combat.

- No matter the material, a Grand Enchantment weapon may not cast once first struck for the rest of combat.

- Grand Enchantments may not be used to bypass the amount of emotes needed for a spell.

- Grand Enchantments cannot hold spells greater than Tier 5, it is the cap on the power of enchantments.

- Grand Enchantments cannot bypass the amount of uses they have in combat. These uses recharge when the combative encounter is ended.

- You may not enchant without knowing the magic in question or having access to it, such as in the form of an Entrapped Spell or via Co-Enchanting.

- Whether or not the enchantment is active, if it comes into contact with a ward, such as a sword striking it, it will clash against the ward as if it were an iron shield, stopping it.

- Only one Grand Enchantment, combative or non-combative, may be created per day.

- Grand Enchantments take up 2 of 3 “Enchantment” Slots in combat. 

- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.

- You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment.

- If an enchantment has multiple uses, it must be triggered again after each spell is cast. A trigger does not last an entire combative encounter.

- You may not enchant what you do not understand.

- If the item cannot be contained mechanically in one’s inventory, it requires the submission of a MArt.

- Grand Enchantments are susceptible to abjuration. It will permanently dismantle the enchantment if the enchanted object it is struck with such, rendering it useless.

- Grand Enchantments require Story Team Approval.

- If the item has multiple spells enchanted onto it, it requires the submission of a MArt.

 

Co-Enchant: Non-Combative

Through the aid of another talented Mage, a Transfigurationist is able to perform the ritual with them in order to enchant spells to objects that the Alterationist themselves do not know. The ritual is often a rather interesting process for the two, as they both experience arts that they’ve never practiced—similar to circling in that regard.

Spoiler

Mechanics:

This has no set emote count and is purely a non-combative ritual. During the enchanting process, the mage who is assisting in the ritual will funnel the information of the spell in the form of a line of mana to the enchanter, which they will then weave into the object in question. This is generally done when the enchanter does not have the magic in question that they wish to enchant the object with.

Red-lines:

- Co-Enchanting cannot be done in combat.

- Co-Enchanting can only be done with one spell. If multiple magics are used, it requires the submission of a MArt.

- Follows all Enchanting redlines.

 

Entrap Spell: Non-Combative

A similar process to Co-Enchanting, except the Transfigurationist and the assisting mage lock the spell inside a closed jar or glass bottle for later use in enchanting. When the Transfigurationist chooses, they may draw the entrapped spell from the container and use it in an enchanting ritual.

Spoiler

Mechanics:

This has no set emote count and is purely a non-combative ritual. An assisting mage and Transfigurationist, or the Transfigurationist themself captures the essence of a spell and contains it in the jar or bottle. Depending on the magic used, the inside of the container will take on an aesthetic, such as an elemental evocation appearing inside the jar, or conjuration being represented by several small butterflies hovering around inside the container. The container used must be transparent and must be a minimum of six inches in diameter. The MC representation for the entrapped spell must be a glass bottle and requires Story Team approval. Upon enchanting with the entrapped spell, a /sreq must be made for the enchantment to be signed and the entrapped spell is to be disposed of by the overseeing Story Team member.

Red-lines:

- Cannot be done in combat.

- Follows all red-lines of enchanting.

- You may only entrap one spell in a single container. You cannot have an entire catalog of spells inside a container. 

- Entrapped spells must be mechanically represented and signed by a Story Team member.

- When entrapping a spell, such must be done with consent- you cannot “capture” oncoming enemy spells.

- When using an entrapped spell in an enchantment, a Story Team member must dispose of the item after its been used.

- Entrapped spells must be contained in a glass contained that’s at least six inches wide. This is represented by a glass block or glass bottle MCly.

- Cannot entrap spells that you do not have knowledge of.

- If the container is shattered, the spell will be released and fade out, wasting away the potential of the entrapped spell.

 

Mana Ley Line: Non-Combative

By employing focus crystals, the Transfigurationist can weave mana in linear lines to redirect it into target enchantments. This could be used to draw mana from an obelisk something as simple as an Arcane gate, or perhaps an atronach. This can be difficult for beginning enchanters to accomplish.

Spoiler

Mechanics:

This is a non-combative ritual and has no set emote count. The Transfigurationist may evoke a channel of stabilized mana from a power source such as an obelisk, then funnel it through focus crystals periodically placed to focus the direction of the mana. Every 5 blocks, a focus crystal must be placed (represented by a sign or MC head) to keep the mana stable and anchored into the material realm. These lines are about a quarter of an inch in diameter and may not curve. They travel in linear directions and one must use a focus crystal to change its direction, such as to direct it around a corner. These are ethereal, however, with Gold or Magegold may sever there connection- alongside another Transfigurationist.

Red-lines:

- Cannot be used in combat and provide no combative advantage.

- Follows all red-lines of enchanting.

- Ley Lines are ethereal and pass right through physical matter.

- Ley Lines are susceptible to warding and abjuration.

- If mana fails to flow through a Ley Line after three OOC days, they will return to the void.

- Ley Lines cannot curve around walls. They must be linearly redirected with focus crystals.

- A focus crystal must be placed every five blocks in order for mana to remain stable in the material realm.

 

Triggers for Enchantments:

Triggers for enchantments can be very versatile. Generally for non-combative enchantments, it can be something as simple as clapping your hands to ignite an orb of magelight, running your hand along the length of a blade to ignite it with flames, or perhaps a verbal tell. Either way, if the enchantment were a mage casting a spell, the trigger emote would be the “connection,” and takes one emote to complete a trigger. This tell can be unveiled if a Transfigurationist were to Feel the enchantment.

 

Enchanting Tier Progression

Novice (T1) - The Transfigurationist is only learning how to use Voidal Feeling. They have not even touched Transmutation, nor have they learned Warding and Abjuration. This stage lasts for two weeks with consecutive lessons

Spoiler

- The Transfigurationist cannot enchant any objects. 

 

Student (T2) - The Transfigurationist has stepped into Transmutation and has gotten a decent grasp on Voidal Feeling, yet they’re still incapable of enchanting. This stage lasts for three weeks with consecutive lessons

Spoiler

- The Transfigurationist cannot enchant any objects.

 

Adept (T3) - Through experience with Transmutation and Voidal Feeling, the Transfigurationist has begun to study enchanting, slowly learning how to imbue objects with magical properties. Their enchantments may sometimes fail and come out as impotent with their first few attempts. This stage lasts for five weeks with consecutive lessons.

Spoiler

- The Transfigurationist can create Lesser Enchantments with some difficulty.

- The Transfigurationist can create Potent Enchantments, though it is very taxing on them.

- The Transfigurationist’s enchantments may sometimes fail during creation, as they are still studying the practice.

- At the end of Tier 3, the Transfigurationist can learn Co-Enchanting.

 

Expert (T4) - The upward climb of the Transfigurationist’s studies continue. They’ve learned that by trapping the essence of a spell in a glass container, they can contain it for later use in enchanting, with the addition of directing mana from power sources. Spells of the past tier become less difficult to pull off and their ability to learn more complex practices expands. This stage lasts for six weeks with consecutive lessons.

Spoiler

- The Transfigurationist themself, or with the help of another mage, can cast Entrap Spell.

- The Transfigurationist is able to create Mana Ley Lines.

- The Transfigurationist can create Lesser Enchantments with ease.

- The Transfigurationist can create Potent Enchantments with some fatigue, though with much more ease.

- The Transfigurationist’s enchantments no longer fail, as they’ve practiced enchanting long enough to ensure their spells’ presence in the object.

 

Master (T5) - A peak in the Transfigurationist’s ability to enchant has been reached. They can create enchantments that match the caliber of a mastered mage and imbue objects with potent magical essence easily. This tier is reached and remains after the last six weeks of Tier 4.

Spoiler

 

- The Transfigurationist has unlocked the potential of Grand Enchanting, though incredibly exhausting.

- The Transfigurationist can create Lesser Enchantments with virtually no fatigue.

- The Transfigurationist can create Potent Enchantments with little difficulty.

 

Enchanting Red-lines:

- Enchanting cannot be performed in combat (the non-combative labels on the spells are not to be confused with the enchantments themselves. Enchantments can be combative, they just may not be created IN combat.)

- Enchantments are very susceptible to warding. If it were to come in contact with a ward, regardless of whether or not the enchanted object is active, it will stop as if it was blocked by a barrier, though it does not do any damage to the ward itself unless the enchantment is active. 

- Enchantments are very susceptible to abjuration. If the Enchantment were to be struck with an abjuration, its magical properties will be rapidly stripped away, rendering it permanently useless.

- You may only enchant with magics that you know at the given moment or through the use of Entrap Spell or Co-Enchanting. You cannot enchant with a magic that you have dropped.

- Only one enchantment may be applied to an object. Anything more will require the submission of a MArt.

- You can only carry three combative enchanted items at most on your persona.

- You may not enchant living matter. It must be performed on dead matter or non-organic material.

- Cannot enchant non-voidal magics.

- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.

- You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment.

- Enchantments may not be used to lower the amount count of spells. The trigger acts as the connection emote, followed by the charge, then the final cast emote.

- An Enchantment’s artificial mana pool cannot be used to fuel a mage’s mana pool.

- You are not immune to your own enchantments.

- Enchantments represented by mechanical MC items require a description of what it does, the emotes to activate it, and a Story Team signature.

 

Spells - Warding and Abjuration

 

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((Credit to OwenLeaf))

 

“You would hope to cast a spell, which I had taught to the teacher of your teacher, against I?” - Lhindir Elverhillin

 

The furthest that Transfiguration gets in terms of direct combative capability, Warding and Abjuration requires the Alterationist to create masses of expropriating mana that hijack adversary spells’ mana, confusing its integrity and rapidly deconstructing them to return them to the void or deflect their path and throw them off course. This requires the mage to know or at one point have known that magic that they are attempting to deconstruct, otherwise, the abjuration would fail. Although one might consider such a form of alteration to be very circumstantial, the practice has proven to serve its purpose to Magi who’ve expanded their magical knowledge.

 

Ward Shield: Combative

Using the concept of expropriating mana to pull apart one’s spells, they can shape this disruptive mana into a disc-like shield that takes on the appearance of distorted, yet glistening air (or the mage’s aura). If a spell were to hit a Ward Shield, it would fizzle out into particles of its respective element/magic. Under some circumstances, it may bounce off the barrier.

Spoiler

Mechanics:

This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote. These barriers are as large as a doorway, large to cover a single person and may be created anywhere within an eight block radius of the Transfigurationist. If the mage knows or has known the magic in question, then the Ward will protect against the corresponding spell. At Tier 4, they may charge an additional emote for the Shield to grow to cover a 3x3 block area, however it does not change the amount of ward points that the Ward Shield. When a spell comes into contact with a Ward Shield, it may fizzle out, or bounce off the barrier, sending it elsewhere (this will not EVER send spells back at mages. It is more or less a flavor feature and cannot affect CRP in any way or change structures unless RO permission is granted.) Ward Shields work off a system of points, having a durability of 5/5. A Tier 1 spell will lower this durability by 1 point, a Tier 2 spell by 2 points, a Tier 3 spell by 3 points, a Tier 4 spell by 4 points, and a Tier 5 spell by 5 points.If the max durability of 5/5 is reached, the Ward Shield will disperse after the last spell is warded with no consequence. If the maximum durability is breached, such as 6/5 or above (e.g. the Transfigurationist wards a T3 spell and uses 3/5 Ward Shield points, then they get hit with another Tier 3 spell, which brings the total up to 6/5), the Ward Shield will violently shatter away as soon as the Ward-breaking spell hits the barrier, disconnected the mage forcefully and stunning them for one emote after the ward breaks and they disconnect. At Tier 5, a fully used or shattered ward will consume 1/4 of the Transfigurationist’s mana (see Tier Progression for specifics.)

Red-lines:

- You cannot cast other magic alongside your Ward Shield.

- Ward Shields offer NO physical protection and only protect against magic.

- Ward Shields cannot block non-voidal magic unless specific lore says otherwise.

- Ward Shields may only be moved if they are casted in front of the mage and controlled by their hands, allowing them to pivot around to change the angle of their Shield. If it is casted out beyond the Transfigurationist’s physical reach, it is stationary and may not be moved.

- Ward Shields may not be bigger than the max size of a 3x3 blocks in area.

- Ward Shields cannot deflect spells at people. Deflection is a flavor spell and cannot do any environmental damage without RO permission.

- The mage may move while a Ward Shield is up, though it abides by all Voidal Connection rules.

- If an enchanted object strikes a Ward Shield, active or not, it will stop as if it has been blocked by an iron shield.

- If the product of an enchanted object strikes a Ward Shield, it will bring down the appropriate ward points with each strike, corresponding to the Tier of the enchantment, but it will not deactivate the enchantment upon impact.

- You must RP your ward points and the consequences if your Ward Shield’s maximum durability is breached.

- Ward Shields do not protect against magic that you do not know or have not learned at some point in time. If a magic that you do not know comes into contact with a Ward Shield, the spell will continue, but the Ward Shield will remain active assuming the Transfigurationist isn’t disconnected by the spell that they fail to ward.

- Should an Unsound spell that disrupts the flow of mana come into contact with a Ward Shield, the Ward Shield will always remain triumphant, taking up the corresponding amount of ward points assuming the Transfigurationist was an Unsound Mage at one point. If the Transfigurationist is/was not an Unsound Mage, the spell will not only destroy the Ward Shield, but continue past it like a hot knife through butter.

 

Abjuration: Combative

A similar process to casting a Ward Shield, although rather than distributing the disruptive mana out into a barrier, it is compacted into a base-ball sized concentration of distorted air (or the mage’s aura) and launched as a projectile at an opposing spell, travelling at the speed of an arrow. Upon impact, the Abjuration will take control over the spell’s mana makeup, returning it to the void.

Spoiler

Mechanics:

This spell takes 1 connect emote + 1 charge emote + 1 cast emote. As Transfiguration follows equivalent exchange, the Transfigurationist must match the mana cost of the spell they’re aiming to abjure, so if a Transfigurationist was to abjure an Arcanism Ray, it would consume all of their mana, leaving both mages exhausted. Unlike Ward Shields, Abjurations do not protect against all magic that the Transfigurationist knows, but is rather engineered for a specific magic, meaning that if an Abjuration was created to ward a fireball, but it hit an ice spike instead, it would not return the ice spike to the Void. If an Abjuration were to hit another Abjuration, the two would cancel eachother out. If an Abjuration were to hit a Ward Shield, it would be ineffective, doing no damage to the Ward.

Red-lines:

- You cannot cast other magic alongside Abjurations.

- Abjurations feel akin to a puff of air if they do not hit their target spell.

- Abjurations cannot dispel non-voidal magic unless specific lore says otherwise.

- Ward Shields cannot deflect spells at people.

- You must RP your mana being consumed when you Abjure a spell. If the spell is only half formed and gets hit with an Abjuration, only half of the mana the spell would cost would be drained from the Transfigurationist’s mana pool. This acts as a soft mana system.

- If an Abjuration hits an enchanted object, it will rapidly deconstruct its mana, rendering the Enchantment permanently useless.

- Should an Unsound spell that disrupts the flow of mana come into contact with a Abjuration, the Abjuration will always remain triumphant, assuming the Transfigurationist was an Unsound Mage at one point. If the Transfigurationist is/was not an Unsound Mage, the spell will not only destroy the Abjuration, but continue past it like a hot knife through butter.

 

Warding and Abjuration Tier Progression

Novice (T1) - The Transfigurationist is only capable of Voidal Feeling and cannot perform Warding and Abjuration yet. This stage lasts two weeks with consecutive lessons.

Spoiler

- The Transfigurationist is incapable of warding and abjuring spells.

 

Student (T2) - The Transfigurationist is only capable of Transmutation and cannot perform Warding and Abjuration yet. This stage lasts three weeks with consecutive lessons.

Spoiler

- The Transfigurationist is still incapable of warding and abjuring spells.

 

Adept (T3) - The Transfigurationist begins to experiment with creating fields of disruptive and expropriating mana, learning to create simple Ward Shields and experimenting with Abjuration. This stage lasts five weeks with consecutive lessons.

Spoiler

- The Transfigurationist can cast Ward Shield.

- The Transfigurationist can cast Abjuration.

- The Transfigurationist can cast two fully used Ward Shields before exhaustion.

- The Transfigurationist can Abjure spells up to Tier 3 in power.

 

Expert (T4) - The Transfigurationist delves deeper into how a mana anchor can be undone, increasing their potential to Ward and Abjure. They can make more efficient use of their mana in combat. This stage lasts for six weeks with consecutive lessons.

Spoiler

- The Transfigurationist can expand their Ward Shields to be 3x3 blocks in area with an additional charge emote.

- The Transfigurationist can cast three fully used Ward Shields before exhaustion.

- The Transfigurationist can Abjure spells up to Tier 4 in power.

 

Master (T5) - The Alterationist has mastered the nullification of spells and has reached a peak in their ability to destroy adversary Mage’s spells. They can cast more Ward Shields and are able to dispel the most powerful of incantations.

Spoiler

- The Transfigurationist can cast four fully used Ward Shields before exhaustion.

- The Transfigurationist can Abjure spells up to Tier 5 in power.

 

Warding and Abjuration Red-lines:

- You cannot Ward and Abjure magic that you, or someone accompanying, do not have an MA in.

- You cannot Ward and Abjure non-voidal magic unless specific lore states otherwise.

- You must master a magic (Be tier 3 at least) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it.

- Wards and Abjurations are not tangible and offer no physical. Warding Shields will tingle lightly upon touch and Abjurations will feel like puffs of air if a person is struck with one.

- Requires line of sight.

- You cannot cast other magic alongside your Wards and Abjurations.

- Ward durability must be roleplayed. It is your responsibility to keep track of your ward points, not your opponent’s.

- Although Wards can deconstruct any magic that the Transfigurationist knows, Abjurations are created for a specific magic and cannot deconstruct more than one type of magic per projectile.

- If an Abjuration hits an enchanted object, it will deconstruct the enchantment and render it useless.

- If an enchanted object comes into contact with a Ward Shield, it will stop as if blocked by an invisible shield, regardless of whether or not the enchantment is active.

- If the product of an enchanted object comes into contact with a Ward Shield, it will not deactivate the enchantment, but it will decrease the ward points by the corresponding tier of the enchantment.

- Abjuration may not be enchanted onto objects.

- Warding Enchantments can only Ward one magic that the Enchanter knows. They may not Ward multiple.

- Circling does not allow you to Ward or Abjure magics that you do not know

- One may not cast at all with a warding enchantment up. This includes any and all voidal magic. 

- Warding enchantments will nullify any other enchantments on the person.

 

Author’s Note

By God, it’s 4:30am as I’m writing this and I’ve never felt more satisfied yet depressed in my life—in all seriousness, Transfiguration is a widely enjoyed magic among the Voidal Magic community due to its expansive nature in and out of combat and I wanted to provide it with an adequate rewrite as no one seemed to pull anything together after ttwestern’s rewrite was denied. That being said, I’m sorry this took so long as I lost motivation halfway through, but regained my drive shortly after. Feedback is welcome and please spot out any grammar issues that you might find. As a final note, I know that there are some blokes out there that believe Transfiguration should take up more than one slot, and to the ST who believe that due to the amount of spells, there’s only three directly combative spells in the rewrite, and two of those spells are dependant upon the knowledge of other magics, so in a sense, it does take up more than one slot, along with the requirement of other magics or mages to create enchantments.

 

Credit Where Credit’s Due

Phil’s Original Lore:

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

Phil’s Voidal Feeling Lore:

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

ttwestern’s Mana Wire Addition:

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

ttwestern’s Transfiguration Rewrite:

https://www.lordofthecraft.net/forums/topic/187728-%E2%9C%97-magic-lore-transfiguration-the-art-of-utility/?tab=comments#comment-1748411

 

Isaac - Author

Phil, Lhindir, Mavromino, Pundimonium - Consultation

 

Changelog for edits:

- Cannot enchant Abjurations onto objects. 5:12am 5/26/2020

- Wards enchanted onto objects may only Ward one magic. 5:14am 5/26/2020

- Can’t Circle to Ward or Abjure magics you don’t know. 5:15am 5/26/2020

- Fixed some formatting issues. 10:44pm 5/26/2020

- Added Warding and Abjuration Red-line: “You must master a magic (have the magic for 4 months with consistent lessons) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it.” 2:35pm 6/30/2020

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Spoiler

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I like it

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cool and good 

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Enchanting go BRRR

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My main issue with the magic are enchantments: Mages never seem to know how to resist the urge of profiting from them and therefore they become pretty easy to acquire at places like the Auction House. So in my humble opinion, not only there should be a cooldown for the creation of combative enchantments, but they should also be a cap of strength for them in order to don't unveil the mystery around voidal magics (T3). Some random individual should never be able to cast a T5 spell by just tapping a item, that goes against the logic of needing several irl months to properly understand a magic.

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Tl;dr, but it looks faithful to the original just from my skimming. Also much more concise than Phil’s original piece. :J

EDIT: Reading closer, I do see some weird changes, but I don’t really care. :S

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1 hour ago, Suxals said:

My main issue with the magic are enchantments: Mages never seem to know how to resist the urge of profiting from them and therefore they become pretty easy to acquire at places like the Auction House.

This is an issue that lies in the community. This has always been an issue and hypothetically, let’s say the auction house were to be removed, it wouldn't stop Enchanters from selling their 64th fire sword to make minae. In essence, bad mages will be bad mages.

1 hour ago, Suxals said:

So in my humble opinion, not only there should be a cooldown for the creation of combative enchantments, but they should also be a cap of strength for them in order to don't unveil the mystery around voidal magics (T3). Some random individual should never be able to cast a T5 spell by just tapping a item, that goes against the logic of needing several irl months to properly understand a magic.

Which is why I made T4-T5 enchantments require magegold implements along the item or to be made entirely in Arcanium. When magegold implements are struct, it will deactivate the enchantment, if the magegold is broken/fracture, the enchantment will be rendered permanently useless. This is what I did to balance it.

 

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4 hours ago, Suxals said:

My main issue with the magic are enchantments: Mages never seem to know how to resist the urge of profiting from them and therefore they become pretty easy to acquire at places like the Auction House. So in my humble opinion, not only there should be a cooldown for the creation of combative enchantments, but they should also be a cap of strength for them in order to don't unveil the mystery around voidal magics (T3). Some random individual should never be able to cast a T5 spell by just tapping a item, that goes against the logic of needing several irl months to properly understand a magic.

 

 

bro thats the issue with anything that can get a story signature lol I could put my ST sig on a bread and it’d sell for 1k+

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It’s about friggin’ time m9

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I do not believe that T4 or T5 spells should be able to be added into enchantments at all tbh. I believe it’s all around unbalanced, especially given the fact that (atleast from what i’ve read, correct me if im wrong) it doesn’t actually take mana, or require one to stand still in order to use that enchantment in combat.

For example- if I just pre-plan and shoot my Conjuration Bear grenade into a mana gem, and then just fiddlef*ck around with it in my hand for 4 emotes I can shoot out an aggressive bear thats all of a sudden killing people. That doesn’t even count the other insane combos you could do with evocations, etc.

Either get rid of grand echanting, or make it to where grand-enchanting forces the participant to stand still while it’s charging up and casting, and uses the mana from their person.

Also- it’d be cool if you included a section about how Unsound Magic works with enchanting since Unsound is basically anti-voidal puffy cloud stuff and I can imagine a cool, funny feedback-loop sorta deal.. but that isn’trequiredandalsoimslightlybiased

______

All of that being said though, I do like the way that you’ve written this magic. Personally i’d make it 2 slot if you aren’t gunna make it like other Voidal Users have tried to do and make each section an extra slot given how much of an indepth magic it is. BUT- I love the way that you fixed Transmutation and overall clarified and uplifted Abjuration/Warding. Very impressive and I can imagine most loopholes with this iteration should be fixed.
+ 1

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7 minutes ago, Tha_Mystery_Man said:

I do not believe that T4 or T5 spells should be able to be added into enchantments at all tbh. I believe it’s all around unbalanced, especially given the fact that (atleast from what i’ve read, correct me if im wrong) it doesn’t actually take mana, or require one to stand still in order to use that enchantment in combat.

For example- if I just pre-plan and shoot my Conjuration Bear grenade into a mana gem, and then just fiddlef*ck around with it in my hand for 4 emotes I can shoot out an aggressive bear thats all of a sudden killing people. That doesn’t even count the other insane combos you could do with evocations, etc.

Either get rid of grand echanting, or make it to where grand-enchanting forces the participant to stand still while it’s charging up and casting, and uses the mana from their person.

Also- it’d be cool if you included a section about how Unsound Magic works with enchanting since Unsound is basically anti-voidal puffy cloud stuff and I can imagine a cool, funny feedback-loop sorta deal.. but that isn’trequiredandalsoimslightlybiased

______

All of that being said though, I do like the way that you’ve written this magic. Personally i’d make it 2 slot if you aren’t gunna make it like other Voidal Users have tried to do and make each section an extra slot given how much of an indepth magic it is. BUT- I love the way that you fixed Transmutation and overall clarified and uplifted Abjuration/Warding. Very impressive and I can imagine most loopholes with this iteration should be fixed.
+ 1

I understand the concern with Grand Enchanting. If scroll up, you'll see I offered my reasoning on the subject in a reply to Suxals criticsm.

 

As for the magic taking up more than a slot, I feel pretty strongly about this. Transmutation in its own is not worth a slot, and neither is Warding/Abjuration considering its only got two basic spells. Enchanting and Warding/Abjuration require you to know magics in their own right, so in a sense, it is more than one slot. I said this in my Author's Note.

 

Thanks for the feedback, Mystery.

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