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[✗] [Playable CA] - The Spellforged: Transcendents of the Arcane


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DISCLAIMER: PLEASE READ AUTHOR’S NOTE BEFORE COMMENTING

 

Origin

Transfiguration—mastery over the Arcane, as many have come to agree; those who can alter the world around them, weave spells into trinkets and deconstruct adversary incantations. This is the line at which many instrumental folk separate your average off-beat Evocationist from a well-taught Mage capable of bewildering feats. Few ponder; however, if this is the ceiling that locks a Transfigurationist’s potential, if there was a way, or ways, to become more conscious of the world around them, to achieve a greater understanding, as Transfiguration is an art centered around studying and manipulating naturally occurring phenomena. Some theorized in methods similar to the Transcendent Magi: Archons, of the mid 1500s, while others seek to shed light on more contemporary discovery, involving the recent Voidal Tears of Arcas or Voidally scarred land, such as the Heaths. After years of research and experimentation with the School of Alteration, Magi found a way to bind their souls to the Void and transcend through an abstract and metaphysical ritual. These Magi would come to be known as the Spellforged, those who have grasped and become completely lucid of Arcane Alteration.

 

Brief Description

The Spellforged are master Alterationists who have peered into the Void, experiencing an unsympathetic truth about creationism as a whole which dramatically shifts their perception on the Material Realm and time. Souls bound to the Void, they are granted immortality alongside a series of boons that rid them of many curses that trouble Descendant-kind in exchange for weakness surrounding anti-magical means, fertility and a loss in muscle to name a few. These Transcended Magi possess an augmented ability surrounding Transfiguration, further expanding on their power to understand more and more of the world.

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Creation

The creation of a Spellforged is an otherworldly process, requiring the Mage’s soul to be bound to the Void. It should be known that the criteria surrounding the connection of a Spellforged is very strict. The Mage must be very proficient in Transfiguration (Tier 5) and at least adept in one other Arcane Magic (Tier 3), possess a Greater Soul capable of producing Mana and casting spells in a natural mortal vessel (a Machine Spirit could not become a Spellforged), and must not possess any art that strays outside of Voidal Magic and affects the Mage’s soul or state of mind aside for knowledge-based feats, such as Sorvian Crafting, Animatii Crafting, etc. Unsound Magic will also be a deal breaker, as their naturally anti-magical properties will cause the ritual to fail. Additionally, abilities such as Kani are also forbidden. The only non-Arcane Magic that the Spellforged can possess is Pale Blood Magic. Violation of the criteria will cause the ritual to fail.

 

Assuming the Mage fits under the criteria, other preparations are critical in ensuring the ritual is effective. Refined Focus Crystals, at least five should be laid out in a polygonal manner around where the target Mage will sit. The ritual should take place on relatively level ground with no moving or unstable structure. Alongside these preconditions, another Spellforged themself is necessary to start the ritual, presumably the mentor to the target Mage.

 

Once the preconditions are met, the ritual may begin, the entire duration lasting about sixty seconds. The mentor Spellforged will cast an incantation specific to the ritual, allowing it to start. Mana, sourced from the mentor, will course through the Focus Crystals, concentrating it, and focusing the product into the target (aesthetic leeway is given for the ritual so long it stays true to its preconditions). In the perspective of the target, the Mana piercing their mortal coil will feel akin to being baptised in fire, lasting for about ten seconds. For the remainder of the ritual, the target’s mind will be cast into the Void. What makes the ritual so otherworldly and incomprehensible is the transformation of the Mage’s mind from Descendant to Transcendent. This interval of the ritual is known as the Trance. With all five of their senses, they will experience the eternal presence Void and the apparent, yet minute creation of the Material World. If the scholarly Mage’s understanding was the tip of the iceberg, then the mid-creation Spellforged would be plunged beneath the water into the dark abyss to gaze up at what the rest of the cold mass offers. They realize how small they are in comparison to the metaphysicality beyond the Material Realm: shapes without form, colors indescribable to the Descendant mind, and the insignificance of time; the Void’s infinite potential becomes apparent. To the target, it may seem like years have passed by, but in reality only fifty seconds, precisely. In short, a Mage experiencing the Trance is an ant that comes to the revelation that they are, infact, an ant, but could become the size of an elephant through the infinite potential that lies in the Void. The effects of the Trance are discussed further in Psychology.

 

From an outside perspective, Mana will continue funneling into the Mage’s body as they peer into the Void. Misting Aura of the target's color will vent from their body, then re-enter their frame, their skin slowly paling in color as their eyes begin to tint to the hue of their Aura, blood veins visible to the surface of their skin doing the same. These changes occur as Mana begins to flow in tandem with their blood. The Void will consume more of their mortal vessel’s body mass as a cost, leaving them in a thin state. The most noticeable change lies in the sprouting of an object known as the Anchor from their body, becoming a part of their mortal form. As the ritual comes to an end, the way the Spellforged emerges may vary. Some, mentally scrambled by the Trance, will come in a weakened state, fatigued and incapable of casting Magic for a couple hours. Others will have entirely embraced their change beyond a shadow of a doubt and emerge with a feeling of empowerment and strength, unbothered with any handicaps to their energy or Magic.

 

Creation Red-lines:

- The target Mage must be Tier 5 in Transfiguration and at least Tier 3 in another Voidal Magic.

- The target Mage must not be a Machine Spirit. Their soul must be contained in a natural mortal vessel.

- The target Mage may not possess any Magic or art affecting the soul or mind that isn’t Voidal, including Kani but excluding Pale Blood Magic. Exceptions to this are knowledge-based feats, like construct creation such as Sorvians or Automatons. Unsound Magic may not be possessed either due to its anti-magical properties.

- The aesthetics of the ritual is mostly up to the participants as long as the preconditions are met and the required changes proceed.

- A mentor Spellforged is required to start the ritual. It is unachievable without them.

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The Anchor

Succeeding the ritual, a mineral-like growth will sprout from the Spellforged’s body at a random point. The location of the Anchor will always be somewhere on the torso so long it abides by server rules. It is three inches in diameter and raises about a quarter inch from the Transcendent’s body. The appearance of the Anchor can take on many forms, perhaps appearing as a fine cut gemstone, a rough crystalline growth, or a carved geometric shape. The dormant color of the Anchor is often a duller shade of the Transcendent’s Aura color.

 

The Anchor itself is a mysterious artifact. Fuming with Mana, it keeps the Transcendent’s soul bound to the Void and allows them to use the spells and abilities specific to the Spellforged’s arsenal. Due to the copious amounts of Mana coursing within it, Magi near the Spellforged can sense an oddly powerful amount of energy radiating off of the Transcendent in the same way that a Mage can tell when a high tier spell is being prepared. Should a Transfigurationist perform Voidal Feeling upon the Anchor, they will come to understand what the Transcendent is—a descendant soul intertwined with the Void capable of great Magical Alteration. The Transfigurationist would also gain the ability to cast Abjuration Projectiles at the Spellforged, as they have developed an understanding thorough enough to work against them. However, The Anchor serves as a double edged sword. Unbeknownst to the Transcendent, the mysterious vessel is a beacon to the horrors and atrocities behind the Veil, making them a potential target, susceptible to attacks from eldritch monstrosities [Event Team].

 

The Anchor Red-lines:

- The Anchor cannot be changed in shape or aesthetic later on, however it’s color may change in tandem with the Transcendent’s Aura.

- One must roleplay the adequate information surrounding the Anchor.

- The Anchor may only sprout from the torso. It could not be on the Spellforged’s hand, per se, or foot.

- The Anchor can be covered by clothing and attire, but the glow can be seen behind such wraps when the Transcendent uses their augmented abilities.

- The shape and aesthetic of the Anchor has no effect on its durability.

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Death

One of the boons granted by their transcendence is the promise of immortality. Spellforged show no signs of aging and cannot die from reaching the end of their race’s lifespan. The Transcendent is aware that they’re immortal and will reform if they are slain, but they do not recall any of the events leading up to their death, following all rules of Monk Revival. If they are slain in a mundane manner, such as decapitation or blood loss, the Mana coursing through their body will funnel into the Anchor before it is shunted through the Void, reappearing at the Cloud Temple for the Spellforged to reform in the same condition that they were after the creation ritual. The carcass left behind will be reminiscent of the Spellforged’s body, yet without any sign of the Anchor or constant Aura radiation of the Mage’s eyes or veins.

 

The Anchor is the artifact that keeps the Mage’s soul bound to the Void in a steady and balanced manner. Although the source of the Spellforged’s power, it serves just as easily as their Achilles’ Heel. The Anchor shares a durability similar to a sturdy stone, immune to most sharp weapons, but susceptible to blunt force, such as warhammers, maces and other weapons of the nature. Should the Anchor succumb to damage from gravity, such as falling, the damage will scale with the height, with three meters resulting in minor obstruction and for every single meter more, going up one level on the scale of damage. The Anchor is capable of repairing overtime, though while it heals, the Spellforged must rest, rendering the persona unplayable until the damage heals; however, the Spellforged can choose to not heal and continue with the threatening damage dealt to their hearth. Should the Anchor sustain enough damage, it will shatter, leaving the Transcendent vulnerable to the soul being claimed by the Void should they be slain while the Anchor is absent. It should be noted that the Anchor must first be shattered, and then the Spellforged slain for them to experience final death, not in any other particular order.

 

- Minor obstruction,(1/5 hits): 1 OOC day to heal.

- Major obstruction (2/5 hits): 3 OOC days to heal.

- Integral obstruction (3/5 hits): 5 OOC days to heal.

- Critical obstruction (4/5 hits): 7 OOC days to heal.

- Shattered (5/5 hits): Cannot heal overtime. In order for the Anchor to be restored, two additional adept Transfiguration Magi are required for assistance. If the Spellforged dies while the Anchor is shattered it is a non-reversible PK.

 

Death Red-lines:

- Damage to the Anchor must be role played.

- The Spellforged cannot PK unless their Anchor is destroyed, followed by a mundane death.

- The Spellforged persona is not playable while their Anchor is healing.

- The Anchor may be recreated, however it requires the aid of two Magi at least Tier 3 in Transfiguration.

- If the Anchor is shattered, their augmented abilities cannot be used.

- Suicide is possible, although the Anchor must be shattered first. If a Transcendent were to kill themselves in a mundane way without shattering the Anchor, they would reform in a crazed and mentally euthanized state, rendering the character unplayable permanently. It is additionally possible for a Spellforged to experience a final death in the form of complete Mana usage: see Casting for more information.

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Physique

After the ritual is completed, the Transcendent’s physical appearance is slightly altered. Discounting the Anchor that has sprouted from their torso, the Void will have claimed more of their body mass, not leaving them in a malnourished state, but one that is thinner than their form as a Mage, preventing muscle mass from being built past that of a sedentary lifestyle.

 

Due to the Mana rushing in tandem with their blood, it brings about changes to the Spellforged’s physical appearance. Their skin will appear a shade paler than before, giving them a somewhat ghastly atmosphere. The Transcendent’s blood, now splotchy with their Aura color, when cut, will mist cloudy fumes of their signature hue for a few seconds. In areas of little to no lighting, their veins appear as if they are dimly glowing under their skin, most notably around the wrists, palms, ribs, shins, top of the feat, and bosom. This produces a similar effect in the Transcendent’s eyes, causing them to constantly glow of their Aura (although they do not have a perpetual connection to the Void.)

 

Strengths

Transcending offers the Spellforged a handful of passive abilities that benefit their mortal coil, no longer ailed by many of the troubles that hinder the everyday lives of Descendants. 

 

The Spellforged is no longer burdened with a finite lifespan. The Void promises life forever for the Transcendent, leaving time to never erode the Spellforged’s physical form. They will take on the likeness of the age they transcended at.

 

The Anchor acts as a great supplier of Mana to external tasks, though not casting the Transcendent’s own spells. In Infusion and Empowerment Rituals, the Spellforged will be able to add twice as much Mana to the Circle than a normal Mage. In Arcanium Forging, the presence of a Transcended Mage will decrease the roll threshold by -4.

 

Sustenance via fluids and food is no longer necessary. Although the Spellforged may long for food as their body thins into a malnourished shell, death by starvation or dehydration will not arrive, however, regular food intake is required for the Transcendent’s form to remain healthy.

 

Extreme climates such as scorched deserts or frozen tundras will not affect the Transcendent’s stamina or well being, as their body will naturally adjust to the temperature proportional to the environment. Accompanying individuals around them may figure this out as the air existing a few inches around their body seems to be of comfortable temperature when faced with dangerous climates.

 

Sleep becomes redundant as a whole. The Spellforged’s stamina will regenerate over the same amount of time that a normal Descendant’s energy would restore itself during a night’s rest. Although sleep is not impossible, it’s incredibly difficult for a Spellforged to fall asleep and sometimes possible when the Spellforged has suffered extreme exhaustion through intense activity.

 

Mundane illness passed between human peasants on fiefs will no longer pose threat to the Transcendent, as the Mana coursing within their body seems to block off most harmful disease.

 

Belonging to the Void moreso than the Material Realm, Transcended Magi are capable of interpreting Moonspeech—the horribly confusing tongue of Voidal Horrors that is only comprehensible to few Descendants. However, they are incapable of speaking the cursed form of communication themselves.

 

The most deviating change lies in the Spellforged’s respiratory system. Breathing is unnecessary, as the Mana surging with their blood keeps their mortal coil alive. Although air-chokes won’t hinder the Spellforged, blood-chokes can still prove effective, as it cuts off blood flow to the brain, leaving the Transcendent unconscious. Should a Spellforged take water into their lungs, it wouldn’t do much besides prevent them from speaking or weigh them down. Removing the water completely may require assistance via CPR (this is not to say that the lungs are completely redundant, damage to the lungs will still be just as painful as before and will undoubtedly handicap the Transcendent. If their lungs were removed entirely, the Spellforged would die, as it’d be impossible to remove them without damaging major blood vessels around the organs). Due to this, a Spellforged could, hypothetically, survive in the Void, as the Anchor would ensure stability in the physical form.

 

Weaknesses

With a wealth of boons comes a wealth of equal curses specific to the Spellforged, putting themselves at risk to new and unfamiliar hindrances that will take time for the Transcendent to adjust to.

 

Due to their thin forms, wearing any sort of plate armor at all is out of the question, including half plate or chainmail. Gambeson and hide protection may come as a preference. Bones become more susceptible to damage, such as if an orc were to slam them in the chest with their fist, it wouldn’t be unrealistic for a few ribs to fracture. As for weapons, two handed options may still be effective, although heavier choices such as solid maces or warhammers are not practical in combat. Bar the heavy side of two handed weapons, the Transcendent is still capable of swinging a sword or two assuming it follows the stamina and focus guidelines surrounding Voidal Connection lore.

 

Alchemical pastes and fluids intended for appliance to the surface of the skin or other body parts will prove effective, but any alchemical elixirs that must be taken orally and diffused through the bloodstream will fail, as the Mana within their circulatory system nullifies the effect of these concoctions. This includes appearance modification potions or healing solutions.

 

Alcohol is incredibly less effective on the Spellforged. In order for a Transcendent to succumb to a drunken state, they must either consume an obscene amount or drink beverages brewed to three times the strength, enough to kill a man.

 

If two Spellforged were to procreate, conception would be impossible; however the procreation between a Descendant and a Spellforged brings about a pitiful creation. The unborn child is likely to die before deliverance (possibly creating complications for the carrier) and, if born, will suffer from permanent Voidal Weakness—a reduced amount of stamina and an inability to gain steadfast amounts of muscle, as well as an unstable form of Magical Alteration out of the offspring’s control. Objects that the cursed child touch and hold have a minor chance horribly deforming in shape once they have made physical contact with it for long enough, or occasionally items around them shifting through the Void erratically, reappearing a few inches off from where they once were. This is not a controlled form of Alteration, nor may it be used to gain any utilitarian or combative advantage. It is a sporadic debuff that will always be present in the offspring’s life.

 

Prosthetic limbs such as Automaton limbs, Golemancy Limbs and anything else of similar nature will fail to connect with the Spellforged, oddly enough. The only functional prosthetic would be an Atroncah limb and Voidal Magic enchanted limbs.

 

Should a Transfigurationist come to understand a Spellforged via casting Voidal Feeling on their Anchor, they can weaponize a form of Warding and Abjuration against them. Abjuration Projectiles, when cast against a Transcendent, will stun them for two emotes (no movement beyond where they stand and incapability of casting Magic) and may bruise their form. Ward Shields will act as physical barriers to the Spellforged, preventing them from passing through them as if they were solid ferrum shields. Additionally, a Spellforged could also perform these Abjurations and Wards upon another Spellforged, should they choose to.

 

The Eyes of Oshoggdos’chlubb, Unsound Magi, pose a formidable threat to the Spellforged. Their Mana-draining aura will be twice as effective on Transcendents, depleting their stamina twice as fast as an average Descendant standing around them. The projectile spell, Confusion will last for four emotes instead of two, and the Sunder projectile spell will last for five emotes in comparison to its previous three emote length. The Negate Mana spell will prevent the Transcendent from casting any sort of Magic for two OOC hours.

 

Anti-magical substances, such as Thanhic Alloy and Auric Oil provide an effective means of offense against a Spellforged. If a Transcendent is hit with a Thanhic-Alloyed or Auric Oil-doused weapon, it will feel as if the weapon were blazing hot, causing crippling amounts of pain with each strike. Additionally, should a blunt weapon of this nature strike the Anchor, it will do twice as much damage compared to mundane attacks. The lingering pain caused by the anti-magical means in the Transcendent’s flesh would be present for about five emotes and would only be capable of casting within the combative encounter if their wounds are tended to. Should a weapon of this description cut deep into their abdomen, they will for surely perish in seconds, defenseless.

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Psychology

A change more drastic than their physique lies in the abstract mind of the Transcendent. After they exit the Trance, what follows is largely dependent from Mage to Mage, but one change is guaranteed—their humanity will be in jeopardy.

 

Although Transcendent minds mostly stay true to who the person was prior to connection, the forbidden truth they’ve experienced shapes their future. They’ve experienced the infinite potential of the Void, the creation of the Material Realm, and the revelation that Descendant-kind are unimaginably small, mere ants compared to what lies beyond the Veil and even further; however, they’ll find that the exact details of this revelation are unable to be committed to words to share their forbidden knowledge with other Descendants, existing as a “third eye” or sixth sense. This is the cold and unforgiving reality that plagues the Transcendent’s mind and represents the true transition between Mage to Spellforged.

 

As for the Spellforged’s motives and drive, anything pertaining to the Arcane will draw fascination to them, be it a large and intricate enchantment, unique materials infused with Mana such as Arcanium, or Voidally-influenced land, such as Hollows, Nodes, and Heaths. In particular, Transcendents will feel most at ease and comfortable in these magically scarred lands. What most find bizarre and unsettling would be a state of equilibrium in the eyes of a Spellforged. Their interest in thaumaturgical phenomena and enchantments would likely drive a sense of innovation in them, intent on pushing the Arcane’s abilities to their limits for the purpose of expanding on its potential or increasing their own power—possibly both.

 

Spellforged, inevitably, will hold themselves to a higher standard than most Descendant life. This does not necessarily mean that they deem them useless or disposable, but the dividing line is clear. The Spellforged may pity those close to them, feeling sorry for the fact that their colleagues' eyes have not been opened to the bitter truth that is the Trance. A result of this could be a desensitization to violence against Descendants and likely their personal opinions, such as an elven Spellforged remaining unbothered by the Orenian guard that called them a dagger-ear earlier in the market. As for Transcendents that have responsibility to uphold in communes or family, it varies. Some may begin to care less for their kin, while others may continue to support them, even though they see it as below their standard. These Spellforged cling to their scraps of humanity, staying sociable even though they don’t see it as entirely necessary, perhaps finding a romantic partner even though the Transcendent acknowledges that they will outlive them in the meaningless passage of time. These caliber of Spellforged choose not to drop their old habits as a way of keeping themselves in check, though putting in too much commitment may drive them mad and only cause them to stray further from their morals, as what is raising a newborn child when your mind has been filled with the endless sea of potential in the Void?

 

There are; however, a handful of Spellforged that may reject their humanity without a second thought, embracing their change in its entirety and not bothering with holding onto what made them Descendant. Rejection of humanity often leads to a loss in the Transcendent’s morality and a severe superiority complex, looking at others as nothing more than disposable pawns. This leads the Transcended Mage into an obsession surrounding the innovation and furthering of the Arcane for their own personal power. What once was a pompous Mage who reserved his prestigious findings for his cabal of fellow thaumaturgists has now entered a state of entropy, stepping forwards with unstoppable determination to increase their strength through Magic.

 

Not all Spellforged will put an effort to remain reminiscent of a Descendant and not all Spellforged will reject their humanity and morals. Many in between variations may exist, as it is entirely dependent on self discipline and their character before the ritual. Though, as emphasized earlier, their humanity will never be on par with an average Descendant ever again.

 

Psychology Red-lines:

- Change in mindset must be roleplayed. Although this doesn’t mean that the Spellforged must become an inherently evil or malevolent character, they will not be of average mentality in comparison to a Descendant and will always elevate themselves above others regardless of whether or not they hold onto their humanity.

- It is impossible for a Spellforged to accurately describe what they see in their Trance to another Descendant. They may say that they’ve experienced creation in its purest form and seen the scale at which everything lies, but further details may not be elaborated on, as the Descendant mind cannot comprehend what is seen in the Trance and it’s truth cannot be worded through common language.

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Casting

A Spellforged sending off spells and incantations is altered in comparison to an average attuned Mage. Although most of these do not provide any game-changing advantages, they are unusual in comparison to your average spellcaster.

 

Anxiety and intimidation may affect the stability of spells a Mage sends off, but a Transcended Mage will always be at peak potential in their ability to cast. They resonate on a spiritual level with their Magic and thus, have no issues with ensuring the success of their spells effects.

 

Spells specific to a Transcendent’s enhanced arsenal will cause the Anchor to shine with their Aura as they draw from their augmented form of Alteration. A Spellforged’s adversaries may pick up on this tell and use it to their advantage.

 

Their soul now bound to the Void, the mortal coil seems to have less of a grip on reality than it did before. When the Transcended Mage begins to burn Mana after connecting to the Void, parts of their physical forms begin to flake away, revealing the internals of their bodies—a swirling mass of Mana taking on the color of their Aura. The more of their Mana reserves they use, the more their body falls away. If high tier spells are being shot off, the Transcendent may be nothing but a humanoid cloud of energy wrapped in whatever attire they’re wearing with their Anchor suspended in the mist. Their method of movement seems to be altered in this state, as they will smoothly hover an inch or two off the ground rather than walk or run. This “form” has the same durability and behavior as the mortal coil, as the injuries lacerated upon them will reflect accordingly to their actual form (if one’s arm is broken, then it will still handicap their arm; if they are cut with a blade, they will still bleed and are at risk of blood loss; everything affects them in the same way it would as if they weren’t casting.) Their Descendant-like appearance will reform over the course of about five narrative minutes after they disconnect from the Void and cease their casting. However, if a Spellforged were to use a lethal amount of Mana, they would put too much stress on their Void-scarred soul, resulting in their bright and otherworldly appearance fading away over the course of a second, leaving their attire to drop to the ground and the Anchor to crumble away into several pieces as the only evidence of their death.

 

Casting Red-lines:

- The Spellforged does not have a larger Mana Pool than a Descendant Mage. The quality of their casting is not affected by negative emotion, however.

- Their “Aura form” does not provide any advantage. It has the same durability of their physical coil, which is described in Physique. They can hover, but this is not advantageous in any way besides being less likely to trip over minor natural obstacles, such as uneven ground or stones.

- If the Spellforged exhausts their Mana entirely, they will experience a final death and a non-negotiable PK.

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Spells and Abilities

The Transcendent is capable of incredible feats surrounding an enhanced form of Transfiguration. They are much more effective when transmuting materials and can put up a threatening defense against adversary spells.

 

Psychometry: Non-Combative

Your average Transfigurationist’s basic tool, however the Spellforged possess the ability to view the history of the changes an object has undergone, such as figuring out the forging process for a recently crafted sword.

Spoiler

Mechanics:

This spell follows the same emote-count scale for the Voidal Feeling spell (see Transfiguration lore). By Feeling an object, the Transcendent can choose to look deeper and see up to seven OOC days back to view all physical changes that the object has undergone, such as changes in temperature, shape, color, fusion/fission with/from another substance, mana content, and whether or not the object had been enchanted and the specifics of said enchantment.

Red-lines:

- You may not see an object’s history further than seven OOC days.

- Cannot be used to gain a combative advantage.

- You are only viewing the changes conducted upon the object. It may not be used to metagame who or what enacted these changes.

- You cannot figure out the exact processes for creating magical/unusual materials. For example, a Spellforged will gain some insight into the composition of Arcanium, but they will not be able to completely understand how the material is forged; experimentation will be necessary.

- Abides by all red-lines in Voidal Feeling.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Enhanced Transmutation: Non-Combative

With such an extensive understanding of their Magic, the latent mana in objects can be manipulated more efficiently than the average Transfigurationist.

Spoiler

Mechanics:

The Spellforged can transmute objects with more potency and speed, subtracting one emote from any given Transmutation spell. Additionally, their range and scale is increased, capable of transmuting objects up to twenty meters around them and objects up to 3 cubic meters in size with an additional emote (see Transfiguration lore).

Red-lines:

- Cannot be used to gain a combative advantage.

- Follows all red-lines of Transmutation spells.

- This does not apply to combative uses of Enhanced Magelight.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Alter Appearance: Non-Combative

Their expansive understanding of the Material Realm and beyond allows them to alter their physical form as if they were transmuting an object. The options surrounding this are fairly free-form.

Spoiler

Mechanics:

The Spellforged can cast spells such as Alter Shape and Alter Color all around their body to change skin color, make minor modifications to bone structure such as jawline, fat placement, and skin, etc. At any time, the Spellforged may revert the changes over the course of a single emote, returning them to their appearance that they adopted once they became a Transcendent.

Red-lines:

- Alter Appearance cannot be used to gain a combative advantage.

- You may not alter the appearance of other people or other Spellforged: yourself only.

- Alter Appearance follows equivalent exchange. You cannot use it to transmute fat into muscle.

- Alter Appearance excludes the following Transmutation spells: Alter Temperature, Fusion, Fission, Alter Density and Enhanced Magelight.

- Alter Appearance cannot be used to heal wounds.

- Alter Appearance cannot change the Spellforged’s height.

- Alter Appearance cannot be used to modify the constant Aura shining in the Transcendent’s eyes or veins.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Reinforce Mana Pool: Non-Combative

A similar concept to the Empowerment Ritual, the Transcendent can reach out to an ally Mage’s Mana Pool and funnel energy from their Anchor to the Mage, stabilizing their casting. This would often be used when a Spellforged is guiding a student in spell casting and wishes to put in a safe guard to prevent them from passing out or losing a significant amount of Mana.

Spoiler

Mechanics:

This spell requires 1 connect + 1 charge + 1 cast emote. The Spellforged supplies Mana from their Anchor in order to sustain the ally Mage’s Mana Pool. Exhausting spells become only a quarter as fatiguing in the perspective of the target Mage. This spell can last for up to twenty emotes on the accompanying Mage before the Anchor stops funneling Mana, leaving the Transcendent incapable of casting for one narrative day. Fifteen emotes leaves them incapable of casting for roughly half the narrative day, ten emotes a quarter of the narrative day, and any less has virtually no effect.

Red-lines:

- Cannot be used in combat. This is a spell intended to assist a learning Mage.

- Maximum casting time of up to twenty emotes on the ally Mage.

- This spell does not function on other Spellforged.

- This spell does not increase the tier of the target Mage.

- The Spellforged will be incapable of casting for a narrative day should they use the entire duration of the spell.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Project Spell Framework: Non-Combative

Most instructors of the Arcane present a spell to their student as a demonstration to aid their casting; however, a Spellforged may plant the makeup a spell itself into the mind of the learning Mage, giving them a clear and cohesive image of what they must cast and how it must be cast.

Spoiler

Mechanics:

This spell takes 1 connect + 1 charge + 1 cast emote. The teaching Spellforged must have a TA in the Magic they are projecting the spell of, otherwise, they cannot perform this ability. This doesn’t grant the accompanying Mage any clear advantage aside for understanding the makeup of a spell right off the bat.

Red-lines:

- Cannot be used in combat. This is a spell intended to assist a learning Mage.

- This ability does not allow the Mage to cast spells above their tier.

- This spell does not work on other Spellforged.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Mana Restoration: Non-Combative

Almost every Mage has experienced an event in their life in which they have an incredible amount of Mana, putting great strain on their body and often knocking them unconscious or leaving them in a handicapped state. A Spellforged can aid a Mage befallen in such a conundrum by forwarding Mana from their Anchor to the ally Mage’s soul.

Spoiler

Mechanics:

This spell requires 1 connect + 3 charge + 1 cast emote. The Transcendent can increase an exhausted Mage’s wellness by funneling Mana into their soul. Although the Mage will be incapable of casting for two hours after the fact, it will bring them to their senses and allow them to function better should they be faced with physical labor, critical thinking or other tasks that require one to be in a healthy state of mind and stamina. The Spellforged will be incapable of casting for one narrative day after the spell has been cast.

Red-lines:

- Cannot be used in combat.

- The target Mage will be incapable of casting for two hours after the ability is used, though it will bring them to a healthy state of mind and stamina.

- The Spellforged will be incapable of casting for one narrative day after the spell has been cast.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Impede Projectile: Combative

By reaching out to the active mana around a projectile spell, the Transcendent can freeze it in its path. This could be used as defensive technique to evade adversary spells.

Spoiler

Mechanics:

This requires 1 connect + 1 charge + 1 cast emote.  It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. Once the Transcended Mage has frozen a projectile spell, it will drain an amount of the Spellforged’s Mana proportional to the tier of the spell, capable of freezing projectiles up to Tier 3 in power. Should multiple projectiles be fired off in a burst, such as a spell like Ice Projectile, Flame Projectile or Pebbles/Rock Spikes, it’s possible for the Spellforged to impede all of the projectiles, though it will require an additional half of the singular projectile’s original mana cost, as these Evocation based barrages of projectiles oft lose power the more that are conjured in unison. The frozen projectile cannot be dispelled by the Mage and the Spellforged may only keep the projectile frozen for upwards of three emotes before they will resume their intended path. While the projectile spell is frozen, the Spellforged is confined to a slow walking speed and may not use any form of melee combat; however, they are capable of simply moving out of the projectile’s path so long they keep it in line of sight.

Red-lines:

- You cannot freeze projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

- This spell will consume as much mana as it would take to normally cast the impeded spell (if I freeze Flame Projectile, then it will subtract as much mana from my pool as Flame Projectile consumes).

- Only projectiles may be frozen. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be impeded.

- The adversary Mage cannot dispel their projectile while it is being impeded.

- While a projectile is frozen, the Transcendent may not move incredibly fast, but is capable of movement of no more than three meters per emote.

- While a projectile is frozen, the Transcendent is incapable of any melee combat.

- The Transcendent can impede bursts of projectiles, but they cannot freeze the path of projectiles cast by more than one Mage.

- A projectile cannot be frozen for longer than 3 emotes.

- After the spell completely finishes and the projectile resumes its course, there is a one emote cool down until you may begin charging Impede Projectile again.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Debilitate Mana: Combative

By reaching out to the soul of a Descendant, they can “grip” the Passive Mana gathered around their soul and restrain them, restricting their ability to move for a short period of time.

Spoiler

Mechanics:

This requires 1 connect + 2 charge + 1 cast emote. It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. The Spellforged restrains their adversary from moving anything beyond the feint wiggle of their fingers or the slight bob of their head. This can be held for an upwards of three emotes and renders the Transcendent stationary, requiring all of their concentration and limiting them only to speech. While the adversary is being restrained, they may struggle and roll a d20 for each turn, with the threshold starting at 19/20 and decreasing by an integer of three each turn until the spell has ended. If the roll is successful, they will break free from the Transcendent’s immobilization. This spell will consume one fifth of the Transcendent’s Mana reserves. 

Red-lines:

- The Transcendent may not move whilst casting Debilitate Mana.

- The adversary is incapable of movement for upwards of three emotes unless they meet the roll threshold.

- This spell will drain one fifth of the Spellforged’s Mana Pool.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Expropriate Projectile: Combative

An evolved form of Impede Projectile, the Spellforged can hijack an adversary Mage’s projectile spell and tear their grip from the incantation, using it for their own doing.

Spoiler

Mechanics:

This spell requires 1 connect + 1 charge + 1 impede + 1 hijack + 1 cast. The charging of the spell may be stalled upwards of two emotes before the Transcendent must either use it or dispel the ability. The first emote will be preparation of Expropriate Projectile, the second being the freezing of the spell, the third being the hijacking of its Mana and the fourth allowing it to be cast. Only projectiles Tier 3 or lower may be impeded. If the stolen spell is not used within three emotes after its hijacking, it will return to the Void. The adversary Mage is incapable of dispelling the Projectile while it is being impeded, but is free of its focus once it has been hijacked. The Mana consumed will be twice the cost of the hijacked spell, making it a risky trick to use if the Transcendent is not making efficient use of their Mana. While the spell is hijacked, the Transcendent may not move more than three meters per emote. Similar to Impede Projectile, barrages of projectiles may be hijacked, though it renders the Spellforged stationary and will consume a third of their Mana regardless of the spell’s original Mana cost. 

Red-lines:

- You cannot hijack projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

- This spell will consume twice as much Mana as it would take to normally cast the hijacked spell (if I hijack Flame Projectile, then it will subtract twice as much mana from my pool as Flame Projectile consumes).

- Only projectiles may be hijacked. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be hijacked.

- Barrage projectiles may be hijacked, but they will consume one third of the Spellforged’s Mana Pool regardless of the spell’s original cost and will render the Spellforged stationary.

- The adversary Mage cannot dispel their projectile while it is being impeded, but may disconnect their focus from it on the emote of its hijacking.

- While a projectile is hijacked, the Transcendent may not move incredibly fast, but is capable of movement of no more than three meters per emote unless they are hijacking a barrage.

- While a projectile is being hijacked, the Transcendent is incapable of any melee combat.

- The Transcendent can hijack bursts of projectiles, but they cannot hijack projectiles cast by more than one Mage.

- A projectile will remain hijacked for three emotes. If nothing is done with it, it will return to the Void.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Hollow Land: Non-Combative

The Anchor releases copious amounts of Mana with bizarre properties into the area surrounding the Transcendent, scarring the terrain around them to create a smaller iteration of a Voidal Hollow. This is often cast because the Transcendent naturally finds comfort in Voidally-scarred lands.

Spoiler

Mechanics:

This spell takes 1 connect + 2 charge + 1 cast. After the ability is used, the Spellforged will be unable to cast any magic for one narrative day and may not Hollow anymore land for another 24 hours. The Transcendent may Hollow a region up to 5x5 meters in size each time the spell is cast. RO consent is required to cast this in nations or charters. As the mana sweeps the area, grass and vegetation becomes cyan, purple, or pink; trees may deform in absurd shapes and rocks will churn into Focus Crystals. Any wildlife or bugs within the area will deform and emerge with never-before-seen properties. Any water within the area will shine with the Spellforged’s Aura and hold a slightly acidic taste. Following the Voidal Hollows lore, Descendants who spend extended periods of time within the Hollow may succumb to mental decay, emotional outbursts and other unpleasant symptoms. These effects aren’t permanent unless the Descendant spends several days within the Hollow with no departure.

Red-lines:

- Aesthetic leeway is granted with this spell so long it does not violate any lore or grant a combative advantage.

- Descendants will fall victim to mental decay and other unpleasant cognitive symptoms should they spend several days in a Hollow with no break.

- Hollowing Nations/Charters requires RO consent.

- Land may only be Hollowed once every 24 OOC hours.

- The Spellforged may not cast any spells for a single narrative day after the land is Hollows.

- Focus Crystals may be harvested from these Hollows and will grow in small patches every few days.

- A sign must be placed down to represent the effects of the Hollowed land in a clear and cohesive way.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Anchor Recreation: Non-Combative

If the Spellforged allows their Anchor to be shattered, they fall at risk of a final death—however, through the aid of other Alteration Magi, the Anchor may be reconstructed and restored to the Transcendent’s form.

Spoiler

Mechanics:

This spell requires 1 connect + 4 charge + 1 cast. Requires ST oversight. The Anchor may be restored if the Spellforged gathers two Tier 5 Transfiguration Magi and, similar to the Creation ritual, must lay out at least five refined Focus Crystals in a polygonal pattern on stable ground. Afterwards, the Spellforged stands in the middle and Circling ritual begins. The Transfiguration Magi began to channel Mana through the Focus Crystals for three emotes where  on the fourth emote, the Spellforged will direct the product of the Mana to the location of their Anchor, restoring it at the end of the fifth emote. After the spell, all participants will be exhausted for an entire OOC day, incapable of casting any Magic.

Red-lines:

- Cannot be performed in combat.

- Requires ST oversight.

- The preconditions of the ritual are required and two Tier 5 Transfiguration Magi must be present.

- The Spellforged and the accompanying Transfigurationists will be exhausted for an entire OOC day after the ritual, incapable of casting any Magic.

 

Rite of the Trance: Non-Combative

Once a Spellforged has mastered their augmented ability and become certain of their transcended being, they may pass the torch down to another trusted Transfigurationist, should they wish.

Spoiler

Mechanics:

This spell requires 1 connect + 2 charge + 1 cast emote. The Spellforged can create another of itself so long they meet the criteria mentioned earlier. After the ritual, the Spellforged will be unable to cast Magic for a single narrative day. For more details regarding the ritual, see Creation.

Red-lines:

- Cannot be performed in combat.

- OOC consent is required by the player to become a Spellforged.

- Follows all information and red-lines mentioned in Creation.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

 

Deposition: Non-Combative

Just as a Spellforged may be created, they may be denied their Transcendence. Through the power of multiple Spellforged and Transfiguration Magi, a Transcendent may be deposed of their accumulated power and ability. This could be for a myriad of reasons, such as abuse of power, betrayal to allied Transcendents or simply because the Transcendent, oddly enough, may wish to return to their humanity.

Spoiler

Mechanics:

This spell requires 1 connect + 3 charge + 1 cast emote. In order to disconnect a Spellforged, three Transcended Magi and three Tier 5 Transfigurationists must be present. Unlike the Rite of the Trance, no preconditions are required bar the presence of the Transcendents and other accompanying Magi. It begins with the Spellforged either willingly or unwillingly restrained. The circle begins after each Mage connects. With the three Spellforged leading the Circle, they begin to pull at the Mana within the Anchor, putting stress on the mysterious artifact. During these three emotes, the target Spellforged will feel a similar sensation to when they were connected except in a reverse-fashion: the memories of the Trance will slowly fade from their memory as seconds go by, the ritual ending on the final emote with a burning sensation lasting for around ten seconds. After the disconnection ends, the Anchor will crumble into fragile shards, exiting the former Transcendent’s body. A large bruise will be left in place of where the Anchor once was.

Red-lines:

- Aesthetic leeway is granted with disconnection so long it doesn’t stray from the requirements.

- Three Spellforged and three Transfiguration Magi T5 are required to enact the ritual.

- Only one Spellforged has to be capable of the disconnection ritual; the other two accompanying Transcendents are not required to know it.

- Cannot be cast if the Anchor is absent.

- When using this ability, the Anchor will glow the Transcendent’s aura.

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Tier Progression

The path of a Spellforged is one of self-empowerment and dedication. As they become more comfortable with their form, they will be capable of incredible Magical feats unseen by any Magi.

 

Neophyte (Tier 1) - The Transcended Mage has just been heralded as a Spellforged. Their augmented abilities are incredibly limited and tiring, capable of nothing near useful in combat at the present time. They begin to experiment with their enhanced Alteration, breaking down what once was the barrier for mundane Transfiguration. Their minds may be at a loss of equilibrium, either embracing their change or somewhat rejecting its unique nature. This stage lasts for four weeks with consecutive instruction from another Spellforged.

Spoiler

Spells:

- Psychometry

- Enhanced Transmutation

- Alter Appearance

 

Skill Level:

The Spellforged is thrust into their unfamiliar form with the guidance of another Transcended Mage. Their ameliorated Voidal Feeling grants them the ability to explore the properties of objects even further with relative difficulty, becoming easier with each attempt. Their enhanced Transmutation seems odd and wrong at first, but they quickly adjust to the increased scale and range. With the aid of their mentor, they can begin altering their physical form; starting with minor modifications, within a couple weeks, they are easily able to change their identity.

 

Vicariant (Tier 2) - Finally having adjusted to a familiar state with their transcendence if they haven’t already, the Spellforged builds further on their powerful Magical Alteration through dedication and practice. They are now able to aid other Mage’s ability or cast counter-magical attacks that an Abjurationist could only dream of. This stage lasts for six weeks.

Spoiler

Spells:

- Psychometry

- Enhanced Transmutation

- Alter Appearance

- Reinforce Mana Pool

- Project Spell Framework

- Mana Restoration

- Impede Projectile

- Debilitate Mana

- Expropriate Projectile

- Hollow Land

 

Skill Level:

Their non-combative Alteration spells grasped with a steadfast understanding, they dip their fingers into the waters of counter-magical abilities. By practicing with other Magi or their mentor, they may pick up Impede Projectile, learn to grasp the passive Mana around the Descendants and immobilize them, and, as an extension of Impede Projectile, they can learn to thieve other Magi of their incantations, or assist them with their casting. As they near the end of the Vicariant stage, the Hollow Land spell becomes available, giving them the opportunity to create lands of tranquility for their transcended souls.

 

Elder (Tier 3) - Their state of mind certain and their buffed Alteration near perfected, the Transcendent has reached a peak in their mechanical power. It is now possible for the Spellforged to herald other Magi as Transcendents, disconnect others of their own kind with the right resources and restore their own Anchor should it be shattered. It takes two weeks for them to be taught the respective spells as an Elder.

Spoiler

Spells:

- Psychometry

- Enhanced Transmutation

- Alter Appearance

- Reinforce Mana Pool

- Project Spell Framework

- Mana Restoration

- Impede Projectile

- Debilitate Mana

- Expropriate Projectile

- Hollow Land

- Anchor Recreation

- Rite of the Trance

- Deposition

 

Skill Level:

The Transcended Mage has reached a peak in their ability to alter the world, counter adversary Mage spells, bring rebirth to a potentially shattered Anchor and, assuming they’ve been taught the respective spells, may disconnect and create new Spellforged assuming they meet the resources necessary for both rituals. A Spellforged who has held onto parts of its humanity continues to innovate and push the limits of the Arcane while keeping themselves in check while a Transcendent that has rejected their humanity continues in their restless hunt to further their own power.

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General Red-lines

- The Spellforged do not have larger Mana Pools than average Descendants. Their only “battery boost” lies in their ability to transmute substances with more potency and a higher scale and range.

- Mental change MUST be roleplayed. A Transcendent does not necessarily become an inherently evil or emotionless character, but they have a constant elevated superiority in comparison to Descendant life, regardless of whether or not they hold onto parts of their humanity.

- To become a Spellforged, the player must be Tier 5 in Transfiguration and at least Tier 3 in another Magic.

- The Transcendent’s augmented abilities may not be bound to enchantments. They are unique to them and them only.

- The details and effects of the Anchor must be roleplayed.

- Physical changes MUST be roleplayed. The Spellforged may not wear any sort of plate armor and incredibly stamina heavy weapons such as poleaxes, maces and warhammers are not practical and combat.

 

Pros:

- Offers Magi a way to reach a peak in their ability and obtain immortality through advancements in Voidal Alteration.

- Spells dedicated to countering adversary magic projectiles.

- Immunity to extreme climate and most mundane illnesses.

- Sleep and breathing are redundant and not required by the Transcendent.

- The Transcendent’s powerful connection to the Arcane prevents negative emotion from impacting their ability to cast.

- Encourages interaction with other Magi surrounding Circling, Arcanium Forging, the non-combative support spells and Anchor Recreation.

 

Cons:

- Weakness to anti-magical means such as Thanhic Alloy, Auric Oil, Abjurations and Unsound Magic.

- Exclusive to Transfigurationists.

- If the Spellforged dies while their Anchor is shattered, it is a non-reversible PK.

- Drastically changes the character’s mindset, barring off a lot of “slice of life” roleplay from the character.

- Immunity to alchemical elixirs that are taken orally and dispersed through the circulatory system.

- Unable to swing stamina intensive two-handed weapons.

- Prosthetic limbs outside of Arcane origin will fail to work.

- Alcohol is significantly less effective.

- Procreation between a Spellforged and Descendant brings about horrible defects.

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Author’s Note

Before anything else, I’d like to get one subject out of the way. This is not Archons. I have taken inspiration from some of the ideas and aesthetics that Archons had, but the Spellforged are fundamentally different to Archons in their mindset and abilities. My intention with this lore is to provide a pathway for Magi to achieve immortality and improved spells surrounding Warding and Abjuration. I would also like to clarify that a few of the concepts in this lore showed up in Johann’s Archon rewrite—most of these concepts were originally mine by design and I gave him explicit permission to use them in his lore.

 

That being said, I think Voidal Mages are just as deserving of an “endgame” as any Magical niche or group. The Voidal Magic community is, to not beat around the bush, mostly flavorless due to a lack of laid down culture and has continued to remain so partly due to the rushed Void Project that was passed earlier this year. Because of these factors, the majority of Voidal Mages I feel are unsure in how to roleplay their Magic in an interesting and engaging way that shrouds their character’s gift with a whimsical atmosphere and a potentially darker side to its boons. I hope to be able to expand further on the cold nature of the Void and its vile drawbacks with this lore regarding the mentality of the Spellforged and the drawbacks that burden them.

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Changelog

9/3/2020 3:15am – No changes as of now. Pictures to be added and formatting likely to be adjusted.

9/3/2020 10:45am – Changed color scheme.

9/3/2020 3:42pm – Changed spell name “Enhanced Voidal Feeling” to “Psychometry” (credit to gurbanguly).

9/3/2020 4:10pm – Clarified the use of Warding and Abjuration against Spellforged, clearly stating that a Transcendent may use it against other of its kind, should they wish.

9/3/2020 4:30pm – Added support spells “Reinforce Mana Pool,” “Project Spell Framework,” and “Mana Restoration.”

9/5/2020 12:38am – Clarified Pros/Cons a bit more.

9/5/2020 12:46am – Messed with the color scheme more, because (I Can’t Get No) Satisfaction.

9/5/2020 1:01am – Played with the formatting a bit more.

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Credit Where Credit’s Due

Phil’s original Archon lore, which I took inspiration from:

https://www.lordofthecraft.net/forums/topic/147775-%E2%9C%97-archons-the-void-touched/

Toxcat’s Voidal Lodestone lore, which additionally helped with inspiration:

https://www.lordofthecraft.net/forums/topic/178891-%E2%9C%97-reformattingvoidal-lodestone-the-voidally-scarred/

My Transfiguration lore:

https://www.lordofthecraft.net/forums/topic/192184-%E2%9C%93-magic-lore-transfiguration-artisans-of-the-arcane/

Mystery’s Unsound Magic Lore:

https://www.lordofthecraft.net/forums/topic/187962-%E2%9C%93-magic-lore-unsound-mages-eyes-of-oshoggdos/

Kalamoot’s Void Nodes and Hollows

https://www.lordofthecraft.net/forums/topic/122009-lore-revision-void-nodes-and-hollows/

Each Elemental Evocation Rewrite (thanks Pundimonium and Duck)

 

Isaac - Author

Lhindir - Although didn’t write himself, this lore would not be in the state that it is if he hadn’t came up with the idea of the Spellforged’s Mentality

A_Keefy - Created the original idea for the Anchor

Mavromino, UgBrainHurty, gameingg, Ducklingator, Johann__, Pundimonium - Fleshing out ability ideas and moral support

ScreamingDingo – In the credits so he can’t vote on the lore /s

Edited by CaesarTheFirst
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38 minutes ago, CaesarTheFirst said:

Transfiguration—mastery over the Arcane, as many have come to agree; those who can alter the world around them, weave spells into trinkets and deconstruct adversary incantations.

Man asked for grammar advice and legitely ignored all I had to say

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based and , allah forgive me for saying this, redpilled 

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6 hours ago, Cr1TiKaLlyMoist said:

Man asked for grammar advice and legitely ignored all I had to say

u///u

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i think we just need to move past combat-minded CA’s, especially magic “endgame” ones, too much power creep

they usually end up with a few begrudging actual weaknesses (obscure materials like thanhium, etc.) and then a bunch that aren’t roleplayed out so that they can have a big list of abilities and boons 

is someone gonna actually track their mana and PK/interact with their anchor mid-combat after casting a bunch of spells? probably not because mana isn’t quantified and it’ll just be downplayed (same with not needing food, sleep, immune to poison, their mental state, etc.)

i can’t see this bringing actual RP to magic circles or anything really, just a thing for people to have to look cool with their friends or use as another means to accomplishing some big mage power flex? if anything, one of the cons mentions it’ll probably lessen RP? lol

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i dont get endgame fixations, why do u think u gotta be at the top of the pyramid to have great wizard lord god king rp, this doesnt add culture or anything like that to voidal magic. changing ones mindset is a fluff redline, either no one is gonna do that **** or they are gonna do atypical broods in corner rp, no alcohol not a real redline, not being able to use a two handed weapon thats just a mage redline, not unique 

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3 hours ago, HurferDurfer1 said:

not being able to use a two handed weapon thats just a mage redline, not unique 

This was apart of the old Voidal Connection Lore. The only guidelines in the current lore in place states that Mages cannot build immense amounts of muscle due to less stamina for intense physical activity. It says nothing regarding two handed weapons.

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