Sorcerio 4606 Popular Post Share Posted June 18, 2021 The Thaumaturgic Amplificare While many sages and wisemen have mustered immense feats of the arcane, their power is limited still by mortal capacity. Thus, in the long-forgotten halls of Rivel, there was derived a means to excel the boundary of a sorcerer’s mortality to manifest even greater wonders of magic. It was with this need that the Arcane Amplificare was derived: a potent device which had bore witness to the fall of many cities. Employed both as a siege engine and as a means of magnificence, these devices bolster a mage’s power tenfold, allowing even a small handful of evocationists to muster a truly terrifying amount of power. Function Similar to a Casting Focus, the Thaumaturgic Amplificare hones in on the mage’s power and focuses it, amplifying the spell cast tenfold through means of augmented focus crystals. This would fire a more accurate and potent beam of arcane energy depending on the evocation used. Being a form of siege weaponry, these focuses are rather similar to cannons in the sense that they are not easily moved, as well as requiring a substantial amount of time to charge and fire. However, this device is incredibly delicate, and even a slight amount of damage or abuse may yield its destruction. Thus, certain archetypes of magic may not be applied to the Amplificare lest they overload the tool. Spoiler Arcane Amplificares require five emotes to prepare a charge and has a minimum three emote cooldown. The number of mages required to utilize it ranges from one to three, depending on the criteria met, which are explained further below. The effects of the amplificare vary depending on the branch of magic used, though it must always be of the “arcane” archetype. While evocations are the most commonly applied form, certain feats such as Voidstalking or Eminence may also be honed and focused through the amplificare. More concrete conjurations, such as earth or ice, have the potential to damage the machine and cause it to explode. For information regarding the rolling system, see the Powering subsection. Fire evocation may be used to scar the terrain and decimate flammable defenses, such as wood. It may shower flame upon a small region, or create a seething ball of fire which rushes towards the target area, spanning upwards of five meters based on the number of participants. Though unable to be made combustive due to the fragility of the focus, it will act in accordance with all other effects of evoked fire. Air evocation may be used to knock back enemies with an intense sphere of compressed wind, or perhaps a potent gale which sweeps across the region. It may be capable of knocking back even golemic or olog-strength creatures, leaving them disoriented and battered. Though not causing much damage to the surrounding terrain, it can be an effective anti-cavalry weapon, knocking down large lines of armored troops and even other siege engines. Water evocation may create a potent jet of pressurized water which may be used almost like a hose, beating back troops or dowsing large fires on the battlefield. Alternatively, it may be used to hurl large blocks or spikes of ice from up above, creating blizzards which can span upwards of five meters in diameter. Eminence may be used to create a powerful arc of pure arcane energy, smiting opponents in a furious display of energy. It would be more of a crushing force than an incinerating one, causing those caught within it to be smashed against whatever nearby surface they were between, or knocked back if they were large enough Voidstalking may be used to create horrendous, landscaring bursts of energy, and are arguably among the most detrimental. Such would cause the land it strikes to wither up and die via a burst of corrupting voidal energy, or alternatively cause it to warp drastically to become voidal and alien in nature. Druids would hear nature shriek in agony, and any individuals caught within the blast would contract sickness similar to that of Withering for one IRL day after, requiring rest and treatment. Creation The creation of a Thaumaturgic Amplificare demands the creation of five solid arcanium rings which scale down from largest to smallest. Typically, the largest of the rings is no larger than two or three meters in diameter, and the smallest may range to about the width of a human head. This may vary slightly depending on the general scale of the amplificare, though typically remains constant. The rings are wrought of Arcanium lined with magegold. This is a rather delicate process and requires a workshop environment in which this may be performed, as otherwise the machine is extremely volatile. Once the machine is made, it is important to have it fastened to whatever surface it is on, as the force of the spell channelled through it may be enough to cause it to fly back if not properly bound, easily resulting in the shattering of this rather fragile device. Powering There are multiple ways in which an amplificare may be powered, the most common of which is via the mana of a single tier five, or two tier three magi. The mages powering the amplificare must be separate from the mage who is focusing their spell, as otherwise the spell will simply explode with no effective means to power the crystals within the focus. Alternatively, however, other methods may be used to forgo the presence of a powering mage, and instead allow the focusing magi to cast the device on their own. This requires an immense amount of power granted only by either a mana obelisk or a voidal tear, though in the case of a Voidstalker operating the machine, they may power it themselves as a surrogate mana obelisk, albeit requiring twice as much mana to power. Though it is unlikely that the weapon would be present in immediate proximity to the source of power, mana ley lines may be utilized, and other methods of mana transmission, to power the weapon from a reasonable distance. Spoiler Despite the intense amount of power the amplificares grant, they are still limited in their function, and thus may be “overloaded” by certain spells or frequent overuse. All amplificares possess a minimum three emote cooldown between each use, as otherwise it will overheat and may explode should this be ignored. Should the mage either perform an action or try to apply a spell that would be considered “harmful” to the amplificare, they must roll a d50 to determine the outcome. Attempting to channel solid spells (i.e. ice, combustion, earth) through the amplificare will require the mage roll higher than a 15. Ignoring the cooldown or attempting to charge a spell before the cooldown is complete will necessitate the mage roll higher than 10, with an additional 10 added to the threshold for every emote earlier they try to charge the spell. Lastly, any use of abjuration or warding on the machine, regardless of the type of spell warded or abjured, will cause the machine to overload and self-destruct. Any of the aforementioned, even with a successful roll, will cause the lining of the machine to glow with arcane energy. In order to safely charge a spell following overload, two emotes must be taken in addition to the regular cooldown time, as otherwise the amplificare will overheat. Should overload occur, the machine would explode furiously with the element they attempted to channel, destroying the amplificare and critically wounding all those in its immediate area. General Redlines - Amplificares must always be stagnant when mounted. They cannot be moved through whilst in combat, including by means of ologs, constructs, carts, or magic. - The creation of amplificares must be learned from one who understands how to make them, whether derived from a book or teacher directly, and is not assumed knowledge by any mage, including those of the former iteration. - Only T4+ mages may successfully operate the amplificare. Each spell focused would be equivalent to a tier five spell and would exhaust the participating mages accordingly. The radius and sizes of the spell is based generally off the number of mages participating in the operation of the amplificare, though one mage, even with a tear or obelisk present, will only ever be able to manifest a 5x5 meter spell via the focus. - After firing, mage's cannot cast other spells for a minimum of three emotes assuming they still have mana left. - Attempting to fuel the Amplificare with non-arcane magic is impossible. - Smaller, portable versions of an amplificare cannot be made. - Amplificares cannot be pre-charged before combat. - Cannons may fire up to sixty meters (shout range), unless in an event where they may fire beyond this threshold should the overseeing ET(s) allow. - The explosion of a spell destroys the amplificare, causing critical harm to those nearby. - Warclaim Stats and Usage is not written at this time, as it requires work with Moderation and Techs who will release a comprehensive siege guide at a later date. - Amplificares require RO permission to damage a region, save for in the instance of warclaims wherein such is overseen by the Moderation and Story Teams. Purpose and Citations Spoiler The purpose of this lore was rot reimplement what I thought to be a rather neat facet of arcane engineering, allowing mages their own unique spin on the advancements which other races benefit from, most particularly cannons. These are designed to be used in events, battles, and warclaims, and will hopefully allow mage communities more uniqueness in terms of their ability to defend their own cities, guilds, and groups. This is, of course, meant to be a reasonable piece to benefit mage roleplay, and I am more than happy to make changes as the ST and players see fit. 30 Link to post Share on other sites More sharing options...
Gamma 591 Share Posted June 18, 2021 satellite laser more like 2 Link to post Share on other sites More sharing options...
Astrophysical 1015 Share Posted June 18, 2021 Haha spell go booooooom +1 Link to post Share on other sites More sharing options...
Sorcerio 4606 Author Share Posted June 18, 2021 1 minute ago, Gamma said: satellite laser more like Me n the boys getting ready to blow some place up 2 Link to post Share on other sites More sharing options...
Luciloo 2653 Share Posted June 18, 2021 Boo, let me use it with Housemagery. Let me turn mountains into ice cream and mangroves into gumbo! 3 Link to post Share on other sites More sharing options...
NLThomas 1088 Share Posted June 18, 2021 >Builds tower outside a city >Aims death beam above tower at large group Sounds like fun, well written as well. Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2173 Share Posted June 18, 2021 kamehameha lore 3 Link to post Share on other sites More sharing options...
IsaaKc 1225 Share Posted June 18, 2021 voidal terrorism 2 Link to post Share on other sites More sharing options...
BDanecker 858 Share Posted June 19, 2021 Catch me turning Providence invisible so it's no longer an eyesore. +1 Link to post Share on other sites More sharing options...
Child Neglecter 2265 Share Posted June 19, 2021 3 Link to post Share on other sites More sharing options...
Heero 4081 Share Posted June 19, 2021 satellite laser more like It really do be just an Elven WMD 2 Link to post Share on other sites More sharing options...
𝙻𝚞𝚟 XO 3218 Share Posted August 29, 2021 I like it, yes +1 Link to post Share on other sites More sharing options...
squakhawk 8480 Share Posted November 18, 2021 This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. Link to post Share on other sites More sharing options...
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