BlessChu 181 Popular Post Share Posted August 13, 2021 Overview & Lore Over the ages, the descendants have been experimenting with their mana in creative ways utilizing this connection to manipulate objects in their environment. One otherwise unnoteworthy day, an aspiring Housemage and swordsman discovered a way to imbue his mana into his weapon, creating a Vessel; a floating weapon with the capability to aid and compliment the swordsman in combat. The swordsman delved into this discovery becoming the first Armiger (Latin for Arms-Bearer); an intimate style of fighting that binds one to their weapons. Since Armiger's have begun to appear around Almaris, studies have been made on how exactly Vessels, and the Armiger's use of mana works. When an Armiger initially imbues an item with mana, they are using active mana to constantly feed into what they are turning into a Vessel. Because of this, the mana makeup of the object is twisted and churned around, mixed with the personal mana of the caster. This is what causes the Casters aura to overtake the appearance of the object, and makes the Vessel act like a limb of the caster. Armiger’s can be taught by a teacher with a valid TA, and require lessons from this teacher with the appropriate role play to learn certain aspects such as Vessel crafting. This magic takes up 2 magic slots to use. Purpose During my time on LoTC, I have noticed a lack of magic made with the intention of complimenting or enhancing melee weapon combat besides Transfiguration enchantments. Taking inspiration from some of LoTC’s Mana based lore; Housemagery, the States of Mana, Mana Aura's, Kani, and Final Fantasy XV’s flying very aesthetic flying sword magic, I want to bring a magic that allows players to play a magic that enhances their combat in a balanced manner, whilst also making players feel cool doing it. Image courtesy of Pinterest:https://www.pinterest.com.au/pin/187462403228691100/ Connecting [ Tier 1 ] A Connecting Armiger cannot yet create a Vessel. They must first connect and spend this time connecting to their personal mana, and gain a deep understanding of mana in order to be able to manipulate it. Unlike most magics, this is the longest tier. This is because it takes a deep understanding of one's personal mana, that goes further beyond a Housemages ability to make a knife float. And so, the fledgling Armiger must gain a greater understanding over many years. [ Tier 1 lasts for 6 years IRP, or 6 IRL weeks. ] Trainee [ Tier 2 ] A Trainee Armiger is now capable of learning how to craft their first Vessel. With their advanced understanding of how their personal mana flows, they have the ability to Imbue a melee weapon with their Mana, binding it to them. This gives them the ability to cast spells through their Vessel, or use it at mid-range during combat. Using a Vessel puts immense strain on a Trainee, as it is a much more advanced maneuver as it is like learning how to function a newly attached limb. As such, they cannot yet even comprehend the idea of casting spells through their Vessel yet and can only use 1 Vessel in combat. [Tier 2 lasts for 3 years IRP, or 3 IRL weeks. ] Skilled [ Tier 3 ] A Skilled Armiger will now begin to learn how to cast spells through their Vessel. This is done by allowing an enchantment on the Vessel activate via the enchantments trigger. Armiger’s at Tier 3 can use Transfiguration spells through their Vessel(s) (See Armiger’s & Transfiguration below for more information). [Tier 3 lasts for 3 years IRP, or 3 IRL weeks.] Swordsman [ Tier 4 ] A Swordsman should have mastered the use of their Vessel in combat, and it’s now time to begin learning how to wield multiple Vessels. This is not easy, and to a swordsman feels like trying to get your two hands to do separate motions while learning piano, with a constant strain. It takes many years to become proficient and comfortable with using multiple Vessels at once. At this Tier, the swordsman may have two Vessels at the same time on their person.[Tier 4 lasts for 4 years IRP, or 4 IRL weeks.] Master Swordsman [ Tier 5 ] Having finally achieved the proficiency to skillfully wield multiple Vessels at once, the master arms bearer is now able to keep a third Vessel on their person. Master Swordsmen are formidable foes to anyone within their reach, wielding their Vessels with ease. An Armiger is constantly feeding a mana connecting into their imbued Vessel. This is not an easy feat to uphold, as all mages experience tiredness upon exerting their mana and may cause the Armiger to notice some effects on their body. In order to uphold a mana connection with their Vessels, an Armiger’s body will demand more sleep from them making them sleepy during their everyday life. The only time an Armiger seems truly awake, and highly energetic is when they are in combat. Spoiler 1 Vessel connected The Armiger can function normally, however may just seem a little bit more tired than usual. 2 Vessels connected The Armiger seems tired in everyday life, and will occasionally fall asleep against their will especially after a combat encounter. 3 Vessels connected The Armiger seems lethargic in everyday life, and will fall asleep against their will every few hours for brief periods of time. Image courtesy of Pinterest:https://www.pinterest.com.au/pin/458030224575800567/ This section is the bread and butter of the Armiger. Vessels that are made to be used during combat can only be swung and moved as quickly as their caster would be capable of doing physically. The purpose of combat via a Vessel, is the mid-range use and multiple weapons, allowing the Armiger to combat multiple opponents from a short distance. A Vessel can move up to 4 blocks away from the caster. Roleplaying combat at range is exactly like one would crping close up. You would emote slashing, thrusting, bludgeoning and blocking the same way you would without the magic. When a Vessel is not in use, it can be placed in a holster on the person or, remain idle floating at it’s casters side. When called to arms, it takes 3 emotes spur into action, moving on the third emote. [ 1 emote to connect, 1 emote to charge and 1 emote to cast ] This is to avoid players simply flinging knives into shoulders at bars and giving the victim no reaction time. Make sure to observe all red lines, and follow them appropriately when using range vessels in combat.Vessels may take on many unique appearances connected to their user. It’s noticeable that when a weapon turns into a Vessel, they will become partially see-through and gain a faint glow the same color as the casters Mana aura. The effect of the casters' aura may also emanate off a Vessel.For example a Armiger who has a red misty aura will notice their Vessel upon successfully being crafted will don a transparent red form, with a misty red effect. See this page for more information about Mana and Aura's; Notable Weakness An Armiger’s strength lies solely inside this 4 block bubble around the caster. Within this area, they are notable adversaries that use empowered weapons that allow them to fend off multiple opponents at once, especially if at the higher tiers. However, outside of this 4 block bubble an Armiger is practically useless. This means that voidal mages, archers, or any combat with a decent range to them could easily spread out and overwhelm an Armiger. Vessels are objects that are imbued by a casters mana, and have a constant source feeding into them from their caster. Because of this, Vessels are especially weak towards Kani, which manipulates the mana within their environment. In this case, the environment being the Vessel. Redlines - Vessel Combat Spoiler An Armiger may have a maximum of 3 Vessels (at tier 5) on their person at once. Any more and the Armiger will not have enough mana to sustain use. Vessels cannot reach any further than 4 blocks away from the caster. A Vessel creates an intimate bond between the weapon and the caster. Because of this, after a Vessel is shattered the Caster experiences pain equal to losing a limb and will not be able to create or repair Vessels for another 3 IRL days even if they have not created a Vessel the last 3 days. You cannot use Vessels to both defend oneself and harm someone in the same emote/turn. Just like regular LoTC combat, you must choose whether you are attacking or defending for an emote. All Vessels may be used in one emote to defend the caster as long as they are within range of the caster, and as long as the above redline is adhered to. Vessels may be used to block a strike against the casters ally as long as they’re within a 4 block distance of the caster. At most 2 Vessels are allowed to attack a singular target in one 1 emote as long as the target is not maimed (Maim: to cause permanent injury). You can only bring significant harm to a target with 1 Vessels attacking during an emote. LoTC frowns upon glass cannon builds that allow multiple attacks in one emote; See Glass Cannon Mentality for more information. This magic’s purpose in combat is to fend off or protect oneself from a small gang of multiple opponents, not to decimate one singular opponent. Players may only carry 3 items with combat enchantments on them at a time. Vessels enchanted with Transfiguration count toward this limit. For Transfiguration enchantments to activate, the enchantment trigger should be something that can be triggered from distance, such as a spoken phrase. Triggers like buttons cannot be activated from a distance. Small Vessels Small Vessels weigh 0kg - 1.5kg+ (0lbs - 3.5lbs) If directly struck 2 times during a combat encounter, a small Vessel will shatter and need to be repaired. Kani can instantly shatter a small Vessel. Remember that vessels can move as quickly as their caster could swing them. If a caster is afflicted by Voidal Poisoning, this is also taken into account when adhering to the above red line. Medium Vessels Medium Vessels weigh 1.6kg - 3kg+ (3.6lbs - 6.6lbs ) If directly struck 3 times during a combat encounter, a medium Vessel will shatter and need to be repaired. Kani can shatter a medium Vessel with 2 direct strikes. Remember that vessels can move as quickly as their caster could swing them. If a caster is afflicted by Voidal Poisoning, this is also taken into account when adhering to the above red line. Heavy Vessels Heavy Vessels weight 3.1kg - 5kg+ (6.7lbs - 11lbs) If directly struck 5 times during a combat encounter, a heavy Vessel will shatter and need to be repaired. Kani can shatter a heavy Vessel in 3 direct strikes. Remember that vessels can move as quickly as their caster could swing them. If a caster is afflicted by Voidal Poisoning, this is also taken into account when adhering to the above red line. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/706994841490323290/ Vessel Crafting To craft a Vessel, the Armiger must take a weapon, with that weapon the Armiger will treat it like as the name suggests a Vessel. They then imbue a large amount of their mana into its form. This connects the weapon to its caster, altering its appearance and allowing it to be manipulated and controlled by the casters will. Vessels must be ST signed, and appropriate roleplay must be conducted for a Vessel to be used in combat. If a Vessel is shattered, it will return to it’s broken material weapon state, and not be usable anymore without repair. To repair a Vessel, the weapon simply needs to be physically repaired before being re-imbued. An Sreq is not required for a repair however if caught not having done the appropriate rp or repairing more Vessels than the redlines allow, ST will intervene and administer appropriate infractions.Due to the immense amount of mana required to craft a Vessel, only 1 Vessel may be made per 3 IRP months (3 IRL days). However, when a casters Vessel shatters; a bond between the two will shatter with it, comparable to having just lost a limb. It will take longer for that inner mana to accumulate within the person. They will have to wait 3 IRP month or 3 IRL days before being able to craft a Vessel again, even if they had not yet made one that day. Redlines - Crafting Spoiler An Armiger cannot create Vessels before being taught in roleplay how to create a Vessel by an Armiger with a TA. 1 Vessel can be made per 3 IRL days. Vessel repairs count as making a Vessel. A Vessel cannot be used after shattering without the appropriate repair and re-imbuing rp. Players caught breaking this, or the above redline may find an infraction or a removal of their Armiger MA at ST discretion. If a Vessel has been enchanted with a Transfiguration enchantment, and shatters the weapon will lose its enchantment and need to be re-enchanted also. Transfiguration enchantments must be made prior to the imbuing process. Vessels after being imbued can not be enchanted. Image courtesy of Pinterest On its own, Armiger’s can only use Vessel or close combat and not spells. However, if a weapon has been enhanced with Transfiguration prior to becoming a Vessel, an Armiger of Tier 3 or higher will be capable of casting spells from their Vessels. On LoTC, a player may only have up to 3 combat enchants on their person at a given time and Vessels enchanted with Transfiguration enchantments count towards this limit. This creates unique opportunities for varying playstyles amongst Armiger users. Someone may decline the magical boons gained when mixing in Transfiguration in order to avoid the hastily stacking drawbacks such as; Using up 4 of their spell slots while mixing Mana burnout with the voidal poisoning inflicts, which makes it impossible to use a heavy Vessel at all.Or an Armiger may embrace it, taking up Transfiguration to enchant their Vessels with spells and be able to reapply them with greater ease. Granting magical boons to their arms while allowing their physical strength to deteriorate. An Armiger could also allowed to get another Transfiguration caster to enchant their weapons for them, however when an enchanted Vessel is shattered it will lose all enchantments, and so not only will the Vessel have to be re-repaired and imbued but re-enchanted. To keep that spell overtime can be a very difficult feat to repeatedly do if an Armiger is relying on another Transfiguration caster. There are also two spells that Armiger’s may be taught after they have reached Tier 5, by another Armiger user with a TA; Cloak [Tier 3] Spoiler The Armiger gains the ability to cloak their weaponry and make it appear as it once did. they may manipulate the mana in the Vessel so that it regains the appearance it had before imbuing. While cloaked the Vessel takes on the appearance it had before being imbued, back when it was merely a weapon. The Cloak dissipates as soon as a connection emote for Vessel usage is made. A cloaked Vessel used as a normal weapon in the casters hand will cause the spell to fail, and the facade would fade away immediately. [1 Emote cast. Spell dissipates when the caster makes the connection emote necessary to use the Vessel in combat.] Shatter [Tier 5] Spoiler The Armiger’s Vessel points toward its target, and shoots toward it with immense speed, shattering into small glass like shards upon impact that embed into the target and pierce through armour. The weapon may fly up to 8 blocks before shattering. This spell destroys the Vessel, treating it like any other shattering and rendering it no longer usable. On it’s own this spell will not kill however hurt the target immensely, and cause a lot of difficulty removing the shards. [Must be already connected to Vessel. 2 Emote charge, 1 emote cast.] Image courtesy of Pinterest:https://www.pinterest.com.au/pin/340092209343393863/ Teaching and learning This guide explains what is to be taught, and how during the teaching process of each Tier for the Armiger. How the student is taught is entirely up to the teacher! This is simply a criteria on what they need to be taught. Connecting [ Tier 1 ] Spoiler Year 1 - 2 The student must be taught how to connect to their personal source of Mana. This must be done in a calm environment, where the student can concentrate without fear of distraction. To begin with the student will need to learn how to connect to their mana, and present their Aura of Mana. At this stage, connecting to their mana will tire out the student. See this page for more information on Mana and Auras; Here. One lesson must be done on this area.Year 3 - 4 The student can now confidently summon their Aura. Now, the student will begin learning how to manipulate their mana into active mana. They can do this by directing a constant flow of their mana into an object, and manipulating it in various ways. The student will tire during these lessons also. An example is; the student directs a flow of manner into a small flower, causing it to dance back and forth.One lesson must be done on this area.Year 5 - 6The student can now direct their mana into objects with confidence. Now, the student will begin a form of "Endurance training". During these two years, the students goal is to practice keeping a constant connection to an object. The student will experience difficulty keeping their mana connected, and may find themselves struggling to stay away after some time passes. One lesson must be done on this area.[ 3 Lessons at minimum must be taken during Tier 1 of this magic. ] Trainee [ Tier 2 ] Spoiler Year 7 - 9The student is ready, and now capable of constantly feeding mana into an object. They will of course, experience mana burnout whenever they do this. Now the student must learn how to craft their first Vessel. The student must learn how to imbue their mana into a weapon, allowing it to become a Vessel and connect to the student. It is completely optional, but if a teacher knows how they might also use this time to teach the student how to repair blades. [ 1 Lesson at minimum must be taken during Tier 2 of this magic. ] Skilled [ Tier 3 ] Spoiler Year 10 - 12 The student will now learn how to activate Transfiguration triggers through their Vessel. To do this, the student must practice casting the enchantment according to it's requirements (Such as connecting, and charging emotes. This should be on the weapons description) whilst the Vessel is positioned away from the student.[ This is an optional lesson. You can move onto Tier 4 by simply waiting out the 2 IRL weeks. You must do this lesson if you wish to gain the ability to cast Transfiguration enchantments through Vessels. ] Swordsman [ Tier 4 ] Spoiler Year 13 - 14 The student will now begin a very difficult step in their learning. They must learn how to manipulate two Vessels in tandem. This is not easy, and to a students having never tried this feels like trying to get your two hands to do separate motions while learning piano. This will take the students the entire 4 years of this Tier to truly master. [ 2 Lessons at minimum must be taken during Tier 4 of this magic. ] - My thanks goes out to, Crines, Rin, Imstuckinhell, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me. A special thanks to Charbi who made the icons and title artworks. - 33 Link to post Share on other sites More sharing options...
RinIsSalty 176 Share Posted August 13, 2021 +1 It’s been super awesome watching this project come to life!!! 7 Link to post Share on other sites More sharing options...
XOCO 498 Share Posted August 13, 2021 +1!!!!!! Very nice 👍 I can't wait to RP as Irelia. 8 Link to post Share on other sites More sharing options...
Tetho 139 Share Posted August 13, 2021 +1 - I finally got to RP throwing swords now. Truly, I am one of the Archer class. 4 Link to post Share on other sites More sharing options...
Charbi 398 Share Posted August 13, 2021 This is incredible work! +1 and it was my pleasure to help in any way I could u3u 4 Link to post Share on other sites More sharing options...
PyroAlt 49 Share Posted August 13, 2021 very nice the creator is cool too 4 Link to post Share on other sites More sharing options...
Northtitan 245 Share Posted August 13, 2021 reading over this, this looks cool as hell, this is a +1 from me 5 Link to post Share on other sites More sharing options...
christman 2073 Share Posted August 13, 2021 I can get behind this. +1 5 Link to post Share on other sites More sharing options...
Arashiha 294 Share Posted August 14, 2021 Ooooo Spellsword magic! 3 Link to post Share on other sites More sharing options...
MokoMochi 408 Share Posted August 14, 2021 +1 OOCLY AND IRPLY THIS IS SUCH A COOL CONCEPT 4 Link to post Share on other sites More sharing options...
King_Kunuk 887 Share Posted August 14, 2021 While I like the magic, I am not the largest fan of the idea that the weapons can be stacked with voidal enchantments. Specially with the new enwreathe spell that may come out with the new writes, it could lead to some really silly things coming out. Still, I love the magic. It is well written, creative, and unique. Wonder how it will do in the lore mags 2 Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2104 Share Posted August 14, 2021 -1, think it can be used in tangent with things to come in the future or already-present niches that will lead to incredibly cheesy combos 5 Link to post Share on other sites More sharing options...
BlessChu 181 Author Share Posted August 15, 2021 17 hours ago, King_Kunuk said: While I like the magic, I am not the largest fan of the idea that the weapons can be stacked with voidal enchantments. Specially with the new enwreathe spell that may come out with the new writes, it could lead to some really silly things coming out. Still, I love the magic. It is well written, creative, and unique. Wonder how it will do in the lore mags I'm not familiar with the enwreathe spell, but future magics is a good point I didn't consider. If it's going to better balance it I'm more then happy to edit out the capability of using enchantments and use of magic through Vessels and redline it. That'll all depend on the review process and whether its put on pending to make such edits of course. If those sections get removed, would you still view it as a 1 slot or 2 slot magic? It's something I'm still a bit unsure of. 6 hours ago, Xx_BloodStalk_xX said: -1, think it can be used in tangent with things to come in the future or already-present niches that will lead to incredibly cheesy combos By future or already-present niches, are you also referring to referencing future magics like Kunuk? If so, I'd also like to hear your opinion on whether removing and redlining magic through Vessels would fix this issue :) Thanks for the criticism so far both of you. 2 Link to post Share on other sites More sharing options...
King_Kunuk 887 Share Posted August 15, 2021 7 hours ago, Exulansis said: I'm not familiar with the enwreathe spell, but future magics is a good point I didn't consider. If it's going to better balance it I'm more then happy to edit out the capability of using enchantments and use of magic through Vessels and redline it. That'll all depend on the review process and whether its put on pending to make such edits of course. If those sections get removed, would you still view it as a 1 slot or 2 slot magic? It's something I'm still a bit unsure of. if you removed the enchantment aspect, I am unsure if I would still consider it one or two slots. Personally, I feel like due to these weapons not using the void as a basis for how they function, they should not be able to have voidal enchantments on them due to the conflicting mana types (voidal mana and regular mana being different to some extent since one does not give you crippling cancer). Still, if you remove the ability to enchant them, or make existing magical weapons into Vessels, i can see this becoming a one slot magic? Though 2 slots does still make it somewhat balanced. The vessel themselves should be a mundane object in my opinion, so the user's mana does not conflict and counteract other mana signatures in objects. (such as the aforementioned voidal mana, paladin mana, and oddly Draan from heralds.) Also, maybe add in a redline that special materials like boomsteel, azhl, and (even tho it would not be possible to make it so), thanium can not become vessels or lose their unique properties, since those would defiantly be op as floating magic death swords 2 Link to post Share on other sites More sharing options...
TaytoTot 1075 Share Posted August 15, 2021 +1 A wonderful concept that I look forward to seeing in LOTC! 2 Link to post Share on other sites More sharing options...
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