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[✓] [Voidal Feat] - Arcane Scions


squakhawk
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Arcane Scions

 

 

Background/Origin

 

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The choice of strength and magical prowess is one most fundamental to crafts of Voidal provenance. It is a burden chosen to be beared by every magus with their initiation, a price to be paid to become attuned to the arcane potentialities of the Void. Yet there remained those discontent with this wretched curse craving a means of redemption so as to harness the best of both worlds, and thus came the birth of the Arcane Scion.

 

Like numerous other feats of higher arcane sorcery, the true origins of Scions are ambiguous at best. Thought to have first been pioneered by disgruntled mage-turned knights of Skravia who desired to return to their martial roots after years of horrific servitude, Arcane Scions are the culmination of these efforts, an equilibrium reached between physical competence and spell potency. Knowledge of the craft soon spread and permeated across prolific sorcerers across the realm, becoming extensively employed by knightly legions led by battlemages such as those of Rivel, the fabled Judi, and now the descendant flock.

 

 


 

 

Magic Explanation

 

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The Imperfect Soul

 

The Arcane Scion is a rejection of The Void in it’s traditional practice, an effort to attempt to utilize The Void’s boons in a different manner unlike what has been known and practiced for centuries. In an attempt to take an intermediate stance between the immaterial and material, a Arcane Scions utilizes The Imperfect Soul as a method to realise their intent.

 

The Imperfect Soul is a Scion’s soul after it finds itself under extreme duress with The Rite of The Voyager. The soul of the Scion is rendered then partially sealed of Voidal Poisoning, the tear once previous mended partially to allow for a weaker form of voidal casting, in exchange for various boons granted; a far more stable connection, lessened voidal poisoning, and so on. Most importantly, the Soul of one is rended partially, the extreme stress brought on by the Rite causing one’s body and soul to partially split- explained further in effects below.

 

- The Arcane Scion is the voidal opening within one’s soul being partially sealed, maintain by the potency of magic which would constantly seek to break it.

- The Arcane Scion requires 3 slots dedicated to Voidal Magic to learn. Arcane Scions will lose their ability to practice if they lose knowledge or practice of Voidal Arts.

- The Arcane Scion is self-taught, initiated through ritual.

- The Arcane Scion is a Feat and one would make an app for so. This app requires aiding-magi to place their approval on the FA.

- The Arcane Scion is mutually exclusive with other Voidal Feats (Eminence, Artificery, Voidstalking)

- An amended connection allows Arcane Scions to experience reduced voidal poisoning, and a much more subtle connection to the void, in exchange for a weakened potency in their casting- such as a 6 meter range of spellcasting, a halved manapool, and only ability to cast spells Tier 3 and below.

 

 


 

Connection

 

Becoming an Arcane Scion through The Rite of The Voyager is akin to disconnecting a voidal mage, although only partially- it is creating a nonpermanent seal upon one’s opening to the veil, a stitching which will never fully heal so long as the user remains their practice. Yet, keeping themselves from overexertion, allows that seal to stay- and thus, their practice a tentative, delicate balance so easily undone.

 

The Rite of The Voyager is a ritual discovered in years past, an imperfect ritual which continues to evolve and practice as it endures onward. “The Voyager '' is representative of the voidal magi, forging a path and making new ground as they tentatively find a new medium for Voidal Magic. Requiring two additional voidal mages and a voidal construct (Obelisk, Tear), or alternatively, a single Voidstalker may facilitate an entire ritual.

 

The Rite involves two voidal magi and a voidal construct. The construct will maintain a stable connection with the user, acting as a sort of ‘lifeline’ throughout the ritual. The user would then begin experiencing a draining effect by two voidal magi who would sap mana from the user who would maintain an open connection. Doing this, the magi would be put under extreme duress as their voidal connection is partially sealed, yet mana continues to flow- the tear in the soul which allows the voidal connection yet remaining open, as opposed to closing which would normally be found in those who would cast Voidal Arts. Often the rite is unsuccessful, and with certainty- failure or not- the one undergoing the rite goes through traumatic and dramatic change. Should the rite be unsuccessful, the failed-scion would find themselves suffering from complete exhaustion for a full year (1 OOC week), with the inability to cast Voidal Magic through that duration's entirety.

 

As difficult as it is to attain, it is easy to lose. One may lose their status as Scion should they begin overexerting themselves and undoing their mended soul by casting oncemore. This is as simple as using a muscle which has been deliberately controlled, and exerting it. This does not mean one may overcast in exchange for dropping Scionry. This is simply an explanation as to how the user may drop the Voidal Feat, and may not be utilized in combat. This may bear repercussions at later tiers. 

 

The Voidal Capabilities of the user are as well limited with the invocation of the rite. The Voidal Connection becomes much less unstable, and caps the user at casting spells Tier 3 or below, with a much smaller mana pool- half that of normal. Furthermore, with a maximum of a six-meter range for a spellcasts, the arsenal of a Scion is somewhat limited without inflicting self harm- something they are not immune to, and are much more susceptible to given their close range. Aswell, one still requires focusing- albeit minor- to cast their magic. Thus, a free hand, or hands-free arcane focus, is required to cast their magic. Should one choose to make an Arcane Focus which doubles as their main-hand weapon (such as Arcanium), this would suffice. 

 

An Arcane Scion can make sure of Arcane Focuses- they would yield all the benefits an Arcane Focus may offer, their range upgraded to 12m at maximum should they be utilized. 

 

An Arcane Scion's Voidal Connection is much more subtle and unperverted, which allows them to utilize Voidal Magics with a much less debilitating degree. At the exchange of a much more stable and sustainable voidal connection, it is significantly weaker and far less volatile than the standard Voidal Mage - hence why their manapools are halved, and spells, limited to Tier 3 or below.


 

 

Physical Effects

 

With The Scion’s physical form somewhat separated from their soul, there is both new consequence, and detriment.

 

To begin, one’s Voidal Poisoning would weaken. Stamina and strength return to the absolute maximum, the peak of the descendant’s race. This cannot be modified by any means magical or alchemical, given the enduring presence of their voidal connection, even if weakened. Yet, this does not free them of their burden. The Voidal Poisoning experienced by a user is mild, albeit still there. Wearing more than half-plate, a Scion would find themselves far more quickly exhausted, and unable to cast magic.

 

Second, the mended soul is not without consequence. Soul-afflicting spells or effects, such as Malflame, Dragonsflame, and so on, are debilitating for a Scion to experience- any direct hit of so upon their flesh, even in minor amount, would cause them to link with directly once more with their soul for a brief moment. This causes the Scion to be stunned for a full emote (Or a few seconds in narrative), breaking any focus, connection, thought or action they would be or might have been performing in that time. They however, do not experience any increased damage from the soul effect, simply a stun, interruption, and agonizing pain. 


 


 

 

Mental Effects

 

The mentality of a Scion is extremely troubled and disconnected. With their soul lagging behind their physical form, a Scion may seem distant, awkward, and unreceptive. Though their body and mind are in real time, they may seem somewhat disconnected from the true personality of the persona they inhabit. With such, a Scion may come often to delusions, fallacies, or conflicts of self with extreme insecurity and they would often be uncertain whether their thoughts are truly theirs, or merely instinct.

 

Consequently, a Scion would always seem to act irrational and rash, or cautious and indecisive without much in-between. The question of free will would always be at the forefront of a Scion’s mind, whether or not they are truly themselves- as natural instinct would come moment before what the true psyche would yield. 

 

With so, in total, a Scion may have the following changes in psyche;

- Horrid indecisiveness, the inability to make decisions, particularly under pressure; exclusive with rashness

- Rash, primal impulsiveness, the inability of foresight and forethought; exclusive with indecisiveness

- Ego death, the loss of persona and character

- Dysphoria, the uncertainty of whether thoughts are logical or emotional

- Easily impressionable, the inability to discern right and wrong, to make opinions of their own

- Though they may not be, a Scion may develop a multitude of personality disorders that associate directly with their response to the amended connection - most notably, Borderline - Personality Disorder, Schizotypal Personality Disorder, and Dependent Personality Disorder.

 

Redlines

-Halfplate is defined as whatever it may be defined as in Voidal Connection lore.

-Siliti may not become Scions


 

 

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Abilities

 

[Passive [Noncombat]] - The Distant Connection

Bearing a connection to the Void suspended in a precarious equilibrium, the martial Scions are granted further resilience to harm that may otherwise disrupt and even debilitate the average magus.

A Scion has a much more stable and focused connection, able to withstand minor wounds, cuts, and bruises without breaking connection. However, solid strikes upon the body of any weapon class, loud sounds or sudden intense stimulus would break connection as normal. 

 

Redlines

-A “Minor Wound” is defined as a simple hit taken, such as a graze, a parry, a blocked attack, or glancing blows. Wounds which would be sustained from something as simple as a hit with a mace, a stab with a dagger, or a cut of a sword, are not considered “minor wounds”. Pebbles and similar spells or effects would not break connection.

-Movement rules while casting spells does not apply

-Dodging does not interrupt spellcasting

-Spellcasting takes, while only a minor amount in this lore, still focus. One would not be able to dodge something like an arrow, multiple attacks, or a surprise attack while connected.

-If/when a Scion is wounded, their connection is broken upon that emote. Their spell would fizzle out and they would have to connect in the next emote. 

-This connection overrides Continuous Resonance from Kani, making it unnecessary to utilize.

-If disconnected, one can reconnect after an emote as with normal connection lore.


 

[Passive [Combat]] - Soul Lag

A terrible consequence of the duress upon which the souls of Scions forever suffer, Soul Lag is the mild weaponization of this unnatural state of being and an impromptu pioneering of the first Scions of Skravia. Perceived as an artform to be refined by those more seasoned, this trait causes the Scion to manifest an ethereal afterimage which haunts every action they take.

A Scion may have a sort of “Shadow” of itself which mimics it’s actions, a few seconds behind. This shadow appears in most actions a Scion may take, from something as simple as picking up a cup, to swinging a sword. The Soul-shadow which appears would be an intangible being of force, unaffected by means of combat which do not afflict the soul directly. When in action, a soul may repeat the last nonmagical emote (or few narrative seconds) of the Scion exactly, at a quarter of the strength and force a Scion had initially applied.

 

Redlines

-Nonmagical in the context of this spell means anything utilizing magic. This means with enchantments, a Shadow may not activate or utilize an enchantment, yet may wield whatever the enchanted object is all the same without its effects or activation.

-Soul Lag counts as a minor action if using CRP rules. If they have been updated since their original iteration, this redline is to be revised.
-Soul lag had a range of wherever you were last emote, and if using a projectile, wherever exactly that projectile was fired, regardless of if line of sight is currently maintained. 

-A Soul-Shadow is heavily telegraphed, given the user has taken the action, and the Shadow repeats the exact motion seconds (noncombat), or one emote at maximum (the very next emote after the copied action during combat), later.

-A Soul-Shadow would last only for the action it is copying. It would then take an emote between actions for the shadow to come out once more- meaning, a shadow may not act as a second persona copying the actions of the Scion an emote behind.

-Soul Lag cannot deal a killing blow.

-A Soul-Shadow hit by a soul-afflicting spell or magic (Dragonsflame, Malflame, etc.) would stun & interrupt it and the Scion, and inflict a twice as agonizing (Meaning, completely debilitating), pain upon the Scion.

-A Soul-Shadow never (Or rarely) appearing in combat with something which may affect it would be considered powergaming at ST Discretion.

-A Soul-Shadow may often take periods between manifestation when not under duress. Thus, meaning it does not have to be emoted doing mundane or simple tasks and scenarios (E.g. you don’t have to emote a shadow constantly walking behind you.)

-A Soul Shadow would always take after the original, unaffected form of the Scion, in an ethereal light of the Scion’s aura colour. They would be easily transparent and would not block line of sight in the slightest.

-A Soul Shadow would have any non-soul-affecting spell or material pass through them harmlessly.

 

 

[Spell [Combat]] - Limb Lag

Alongside their masteries of Melding the inanimate and unfeeling , an amputee scion may push the limits of their arcane a step further to form a temporary replacement for long absent limbs.

 

A scion who is missing an arm, leg, hand, foot or any number of digits may pair their Melding and Soul Lag abilities to uniquely compensate in battle. In [2] emotes [1 Connect + 1 Cast] during which the scion must stand completely still, one may form a temporary extension to an amputation site which is not freshly injured or already home to an artificial prosthetic. This replacement limb, spectral and arcane, manifests in accordance with the scion's anatomy and whilst their "Shadow" will noticeably now lack these body parts, rendered incapable of executing Soul Lag actions that require them.

 

Limb Lags (of which a scion may create no more than two) are temporary, strenuous expressions of a scion's mana and fractured soul. Whilst having no effect on a scion's stamina or spellcasting in the moment, the spiritual strain a Limb Lag places on a scion's fractured soul makes them impossible to maintain permanently. Whilst they cannot feel pain from mundane means, a Limb Lag is always physical and tangible, mirroring the strength, speed and dexterity of the scion's organic limbs. The arcane itself is no more dense than flesh and bone would be and, if damaged to any extent that would disable a mundane limb, will de-manifest in its entirety, requiring the ability to be re-cast. Though the limb cannot be abjured, other magic-disrupting blows such as from thanhium, null arcana or auric oil treated weapons will also cause the Scion to feel the same pain as if struck in their physical flesh before de-manifesting it as normal.

 

Limb Lag will always appear inherently 'magical', radiating the scion's aura about a translucent and untextured cast of their lost limb, though its aesthetic may be uniquely styled to fit the scion's arcane specialisations should they so choose:

 

-Illusionists are capable of recolouring their limbs as they please, as well as turning them opaque and dull or radiant and fractal. A limb cannot be disguised nor camouflaged this way, however. Nor may it be made to appear mundane. 

-Transfigurers are capable of touching a mundane material and absorbing its texture into their limb. For instance, by touching iron and making their limb appear rusted and metallic. This has no functional impact on a limb's actual composition or utility, .

-Translocators may have gaps in space along the length of their limb, where an elbow might disappear into one rift whilst a forearm re-emerges from another. These rifts may be no more than three inches apart. The volume of the limb will lessen and adjust its structure to accommodate for these rifts, meaning its overall size and shape will remain the same as if it were mundane.

-Elemental Evokers may retexture and animate their limb with their chosen element. Flaming limbs will give off light and be warm to the touch. Frozen limbs will be reflective and cold to the touch. Earthen limbs will be jagged and coarse. Air limbs will howl and chime when moved and billow at the touch. These effects may vary with different expressions of said evocations, though will never reach combat relevant extremes (E.G. flaming limbs never be hot enough to burn someone). 

-Conjurers are capable of forming fleshy circulatory networks beneath the translucent surface of their Limb Lag. All other attempts to augment their limbs would fail, however, as they are forced to instead utilise their jing ability as normal. 

 

-Limb Lags are strictly temporary, and cannot be permanently manifested. They will last the full duration of a combat encounter as needed and will always be conjurable when required in life or death scenarios based on instinct, though without immediate threat/ out of combat the limb can only be retained for one OOC hour at a time.

-Limb Lag cannot be used on fresh wounds nor internal organs. To create a replacement, a severed limb must have had time to stabilise and scar. That is to say Limb Lag could not be used to replace a limb cut off in the same combat encounter, nor could it be used to 'heal' or bandage a scion in any way. 

-scions who are simultaneously Amputated mystics or possess any form of prosthetic on their desired limb (animii, golemancy, et cetera) cannot utilise Limb Lag in tandem. That is to say this ability is reserved for scions which choose to forego a limb in their day to day lives, only manifesting one when it is crucially needed. 

-Limb Lags share all of the vulnerabilities of the scion's remaining Soul Shadow. For instance, if a Limb Lag is burnt with malflame, the Scion would be stunned and interrupted, causing the limb to de-manifest and afflict the scion with double the pain usually experienced by said magic. 

-Whilst a Limb Lag cannot feel pain outside of the aforementioned, it can still feel strain and fatigue like any other limb. Limb Lags are only as strong, capable and hardy as the scion's physique would allow their natural limbs to be. 

-Limb Lags cannot be conjured in space, and must be attached to the site of a prior removed finger, toe, hand, foot, arm or leg in accordance with the scion's anatomy. Only two 'major' portions of a Limb Lag may be created at a time, such as a replacement arm (any proportion), full hand, leg (any proportion) or full foot. Any amount of 'minor' proportions of a Limb Lag can be created such as fingers and toes as well as strictly aesthetic 'filling in' of scar tissue, missing ears, eyes, noses et cetera. Only the aforementioned fingers, toes, hands, feet, arms and legs created by Limb Lag may be functional; a replacement eye could be conjured with Limb Lag for aesthetic purposes, but a scion would never be able to see with it, for example.

-Instantaneous changes to Limb Lag made by the scion's other voidal magics are intended as strictly aesthetic, and will have no bearing on a limb's strength, endurance or density nor provide any combat relevant benefits. 

-Tier 3


 

[Spell [Noncombat]] - Arcanic Meditation
Arcane Scions with their augmented connections are able to induce a deep state of rest upon themselves in a feat of lesser mentalism, often employed by Scionic Spellswords in the midst of sieges and sorties where proper rest is often a luxury.


A Scion is eligible to enter a much deeper state of rest than a normal descendant, in rather quick fashion. In [1] emote [1 Connect], a Scion may enter a deep state of rest, to act as a physical and mental recharge. During this, their Soul-Shadow would float above them as a representation of the rest. During this rest, a Scion is completely unable to react to any outside stimulus, almost in a comatose state. Coming out of rest, a Scion would be very well rested and recharged, but drowsy and ineffective for combat for [3] emotes, for a few narrative minutes, afterward.

 

Redlines

-Arcanic Meditation does not regenerate mana, spell-slots of any kind, wounds, enchant-limits and so on. It is simply a meditative-like sleep.

-A Scion’s Soul-Shadow may be struck as normal while in this state, and would by no means disappear or react if something were to happen otherwise.

-Arcanic Meditation would act as a pseudo-sleep, and would take at least four narrative hours to bear it’s benefits of rest.


 

[Spell [Combat]] - Melding

Adept and experienced in combative and generally impromptu magics, melding is a trademark capability of Arcane Scions, serving as a useful tool in battle as a crossover of transmutation and ancient arcanism.

A Scion may be versatile in situations where required. Using pure mana, one may make minor adjustments to existing objects. After [2] emotes [1 Connect + 1 Cast], one may make a temporary (until the end of combat, or 10 minutes in narrative), amendment to an item already existing up to 1x1x1 meter in size in total. An example of this may be adding more grip and blade to a dagger to turn it to a makeshift longsword, or patching damaged or incomplete armour with an arcane protection.

 

Redlines

-An Melded item would only last until the end of combat or for 10 minutes in narrative.

-Only one item may be melded at a time.

-Given the temporary nature of Melded items, they are obviously not ST signed.

-A Melded item may have it’s amendment broken instantaneously by means of Abjuration or Thanhium.

-Given the clunky nature of quickly changing the purpose of an item, it is likely that item will be ineffective as it’s actual counterpart. (E.g. a dagger with an extended blade and hilt would not be as durable, wide, or controllable as a shortsword, making them non ideal)

-A Melded item would have no special effects, and would have the hardness & durability of Steel at most. 

-The larger an amendment made, the more mana this spell may take. At its maximum, a full meld would expend as much mana as a Tier 3 spell.

-A Melded item would appear as an ethereal (either partially, or fully) extension of the original item, and would bear the aura colour of the Scion.

-Melding cannot create objects with Melding, only amend them.

-Most melded items will be not nearly as effective as their proper counterpart given their makeshift nature. However, items specially designed for melding may function as normal- at cost of being impractical or outright unusable without its application.


 

[Passive [Combat]] - Vent

An involuntary and reflexive response to regions of excess mana, the bodies of Scions expel this undesirable surplus in the form of concentrated fumes of aura in order to prevent disastrous and even fatal destabilisation of their precarious condition.

Susceptible, are sions to what would benefit other voidal magi- given the absolute stability needed to maintain a Scion’s partially sealed connection, any overflow of mana may be damaging. While with an excess of mana (Via Tear, Node, Hearth, So on) for a prolonged period [3+ emotes], a Scion would need to vent off the excess in order to maintain their stable connection, in a gradual and gentle manner. A Scion, passively, may vent pure mana via a freeform tell which would manifest in their aura colour.

 

Redlines

-Should excess mana not be vented (or in the process of venting) while under effects of excess mana, a Scion would find themselves effected by Voidal Poisoning as normal, 

-Anything which may replenish or fortify a mage’s manapool would require Venting while under it’s effects for [3+] emotes.

-If stepping out of the radius of a fortification/replenishment of mana, the mage would be required to vent for [3] emotes afterward.

-Given the excess and overflow of mana given by Venting, beings such as The Afflicted would instantly be able to tell the voidal presence, even if the vent is subtle or hidden.

-Venting may be done in a freeform manner, such as aura burning from the eyes or from the Scion’s whole form.

-Thanhium upon a Scion’s person would become steaming hot while venting, [1] spellcast of the Scion or directly hit causing it to superheat, and [1] additional spell causing the Thanhium to melt. 

-Venting may only be done in presence of a tear, hearth, node/hollow, obelisk, or Voidstalker and their respective radius.

 

 


 

 

Tier Progression

 

Tier 1

A Scion would have the mental and physical changes immediately take shape, thought the mental changes would be slower to onset than the physical. They would be eligible to utilize Vent and The Distant Connection. This tier lasts two weeks.

 

Tier 2

A Scion would have the mental changes arrive in full swing, though if disconnected, they would slowly recede over time. A Scion is eligible to use Soul Lag and Arcanic Meditation. This tier lasts two weeks.

 

Tier 3

A Scion would be at full stability, attenuated to their new connection. Even if disconnected, their mental effects would be permanent, and the Scion would count as having a Tainted Soul. They would be eligible to utilize Melding and Limb Lag. 

 

 


 

 

Purpose

 

From my perspective, I’ve seen significant complaint about the weakness of Voidal Magi. With a (hopefully upcoming) minor amendment to Connection to return it some strength, and some hopeful additions to Evocation & Eminence which should likely aswell be coming soon, I’m hoping this can finally put an end to it. While Voidal Magic has had significant addition, it did lack a powercreep which I deliberately kept it away from in worry of a lack of study. Voidal Magic (I personally find) is heavily underutilized because of a terrible theorycrafting plague that people are fully convinced they will lose no matter what because they are weaker. Frankly it is frustrating when I have no sample data to gauge how strong voidal magic is. With this Voidal Feat rounding out the main Archetypes of magic, and amending Voidal Poisoning to allow a spellblade like archetype, I’m hoping that I’ll see more conflict and roleplay to come from this Voidal Feat.


 


 

 

Credits

SquakHawk (Writing)
Johann (Writing)

 

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Roland of Ulmsbottom drags himself across the skittering massacre of the Orcish insanity, each strike tearing through limb and limb, followed by the shadow that executes their foes as they follow. This is the path of the Scion.

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I was worried when someone said combat mages, but this is a really good middle ground and solid redlines. 

...I want to have Soul lag though.. man.

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Surrender at 20: Red Post Collection: Ekko Discussion, Patch Rundown 5.9,  Recent Increase in Drophacks, and more

Visual representation of Soul Lag

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Literally ranting about how it's dumb and then I actually read it and I actually like it. Feeling a bit like a clown 🤡.

 

1 hour ago, SquakHawk said:

-A Soul-Shadow may often take periods between manifestation when not under duress. Thus, meaning it does not have to be emoted doing mundane or simple tasks and scenarios (E.g. you don’t have to emote a shadow constantly walking behind you.)

 

I actually really like the idea of soul lag, although I worry it might be stigmatized in rp rather quickly and therefore not be roleplayed as much as it could be, if this were to be implemented.

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Absolutely terrible mental effects in my opinion, discourages RP. Other than that it's cool

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Cool lore other than the mental effects. That's quite personality changing for really unfun effects. I don't want to play a guy who has no opinions and is depressed, ****'s just not fun

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2 hours ago, SquakHawk said:

Soul-afflicting spells or effects, such as Malflame, Dragonsflame, and so on, are debilitating for a Scion to experience-

What about lutaumancy or mysticism?  Would these magics be able to just whisk the soul part away or manipulate it? What happens in the case of phantoms or entities that can touch/interact with souls? Does aurum or thanium have any effects? 

 

2 hours ago, SquakHawk said:

at a quarter of the strength and force a Scion had initially applied.

With the current contention of determining lengths of string, I fear leaving it to just 1/4th of strength may be too vague for small brained people like myself who struggle with fractions. Maybe just adding redlines on what it could pass through would be clearer (Cloth,flesh,chain,etc)? How often can a scion use Soul Lag? Does it cost mana? Is their soul more exposed while doing so? 

 

Otherwise, spellswords very cool, though i wonder if this is a solution to the issues of each of the evocations/voidal magic and not just a powerup everyone and their mom will have because the alternative is far worse. 

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The Soul Lag reminds me of DarkSoul 3 when the Pontiff gets his body double mid fight.

Really nice to see a middle ground feat between magic and sword.

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@King_Kunukbro !!!! now become god!!! asioth my brother .

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Don’t like this one. I’ve always been of the opinion that nothing should lessen or fully remove voidal weakness, regardless of the consequences—hence why I don’t like Kani’s ability that does that.

-1

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Why was I abandoned...?

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8 hours ago, Ryloth said:

@King_Kunukbro !!!! now become god!!! asioth my brother .

Godhood is at hand brother ryloth

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Now for my take on the lore. An honest review from someone (at least in how I like to treat void lore) has a passion for this stuff

FIRSTLY! YES MY GOD. This feat has been something I myself was wanting to write up, but never figured out how to do it. It feels that niche role of a battle mage, a magi who uses their magic as a means for combat. Arcane Knighs, I hope, can become a new common sight to see in places where voidal magi are brimming to the sky, such as Haelun'or and Ando Alur.

I also like the explanation for how they are able to not be riddled with (the based) voidal cancer. It works well, with having a smaller mana pool and not being able to summon forth nuclear spells. This does essentially mean all Scions are 'T4 magi' in terms of rituals and their limitations, but I think that is a fair trade off for the type of playstyle this offers.

Now for my dislikes of it, and this comes down to one ability and of course, the mental effects.

I find the mental effects to be..... slightly unessesary, (I find them a tad bit unneeded/overwhelming in all of the Voidfeats save for stalking, but I understand why they exist.). But specifically for the Scion, this feat harshly adds in mental effects that, funnily enough if rped properly, will make the Void mage 'weaker' in many situations this feat tries to fix. None of them even come close to the idea of what a Void Mage should be, and that is first and foremost a scholar of some kind. I get why they are as they are with how the magic is written out (it's effects on the soul) but woof mate. I feel like they could be toned down/changed to not be as debilitating to some degree.

Now for the one ability that I love the most, and also find a bit confusing/weird: and that is the Soul Shadow. I love the idea of an 'echo' that follows the magi around as they move, and is probably one of my favorite magical aesthetics to ever exist in fantasy/sci fi. However it's effects when struck by soul magics and how it causes a magi to become extremely hampered feels... strange? Maybe this is just me, but again like before, I understand why it is written as is, but I can't 100% agree with the idea that it is the proper way forward. Maybe it is though and I am just being retarded (as I often am).

Now for my own verdict which means nothing but I love you squak and Johann, so here it is: ya I love the feat, I want this to be approved. Would I play it if I got the chance? Probably not (as it does not fit the persona I am trying to build rply). But would I love to see others use it? absolutely. I would encourage Ando Alur+Haelun'or to try and found a Arcane Warrior group of some kind that has it's members use this feat, as that is where I see it can find the greatest momentum of birth. The only thing that I would actually fix in the end though would be the mental effects in some manner (to which i have not been enlightened to how yet. All i can say is that they may not be the best/rped out properly).

Thank you for listening to my TedTalk. Next week: why archons need to be unshelved

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