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[✗] [Arcane Feat Addition]Atronach Limbs (Updated & Amended)


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Atronach Limbs

Atronach forgers do not always have to create the whole atronach, but rather only parts of them. They may use these parts of atronachs to replace parts of a descendant if needed, allowing them new feats that they could not have performed before. Such extensions are recharged like any regular enchantment. 

 

Creation of Atronach Limbs

While a typical atronach requires great enchantments of conjuration in order to grant them sentience from their core, atronach limbs are not so. As the wearer of an atronach limb already has sentience and animation, only the evocation of choice and transfiguration are required to make a limb in a freeform process. This process cannot be done in combat, even with the necessary materials on hand. 

 

Atronach Arms/Hands

Arms can be forged from fire, water, ice, air, earth, and arcane elements. The limbs themselves hold a moderate amount of magical energy, allowing for interesting and highly capable feats. The strength of the limbs themselves is magically linked to that of the physical strength of the wearer, matching their current deposition (for example, a Void Mage with such a limb would find the limb to be as strong as a Void Mage’s. A human knight would find the limb as strong as the arm of a human knight) save for Telekinetic limbs, which have the unique ability of enhancing the strength of the user for a period of time.

 

Types of Atronach Arms/Hands

As Atronachs hold the properties and abilities of their designated element, Atronach Limbs are similar in that sense. While they may only hold a fraction of the true strength of the full construct, an Atronach Limb is still a form of prosthetic replacement that has unique augments, though always at a cost.

 

All Atronach Arms, regardless of what element they are made of share the following spell.

 

Elemental Affinity [Non-Combat] - As Atronach limbs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element. This affinity allows them to create passive art with the evocation that they represent. 

 

Mechanics

Spoiler

Elemental Affinity allows for the weirder of an Atronach Limb to create passive art using their evocation. This art, however, is often crude and simple as they are only a small portion of the element. Due to such, Arcane limbs can conjure their element to the level of precision of a T3 Evocationist. 

 

Those who use a Telekinetic Atronach Arm instead have access to the spell ‘Alter Position’ as detailed within Transfiguration Lore. The only difference between this form of the spell and the one casted by voidal mages is the lack of a requirement to formally connect to the void (making it a 2 emote spell (1 emote to charge/’grab’ the object + 1 to cast/begin moving it.).


Redlines

Spoiler
  • Elemental Affinity can only be used in non-combat situations. 

  • All evocation art is limited by all the redlines of the original evocation. being the T3 version of Conjure X Element

  • Requires line of sight and must be formed directly from the limb itself.

  • Telekinesis Limbs instead use the spell 'Alter Position' as detailed within Transfiguration Lore instead of evoking an element.

 

With this basic spell available to all wielders of Atronachian limbs (of the arm and hand type), there exists another ability that they all hold based upon the limb they have been given.

 

Fire: Expel Flame [Combat]  - Much like flame atronachs, those that bear the arm of one have the ability to charge up and thus expel voidal fire wherever they may be pointing their hands.

Mechanics

Spoiler

Expel Flame takes 3 emotes to use (2 charge + 1 cast). When used, the arm expels fire in a half meter wide, 3 meter long spout of blazing flame which lasts for 3 emotes. Using this ability is very taxing to the user, requiring them to focus greatly. Thus while both charging, casting, and maintaining the spell for it’s 3 emotes, the user can only move a maximum of 2 blocks per emote.

 

Redlines

Spoiler
  • Can only be used once per combat encounter

  • The fire expelled from this spell is hot enough to give 1st degree burns upon contact, with victims usually suffering 2nd/3rd degree burns on the 2nd or 3rd emote if subjected to it during it’s full duration

  • Can not be used if an object is within the hand of the arm. The hand must be fully opened, as the fire is expelled from that point.

  • The fire produced from this ability follows all of the general guides and redlines of fire from Fire Evocation Lore.

  • Requires line of sight

 

Water: Expel Water [Combat] - Much like a water atronachs, those that bear the arm of one have the ability to charge up and thus expel voidal water wherever they may be pointing their hands.
 

Mechanics

Spoiler

Expel Water takes 3 emotes to use (2 charge + 1 cast). When used, the arm expels fire in a half meter wide, 3 meter long spout of warm water which lasts for 4 emotes that is equal in pressure to that of a human knight tackling a person (enough to leave someone heavily bruised, worst with a fractured bone or two if the stream is fixed upon them for the entire duration). Using this ability is very taxing to the user, requiring them to focus greatly. Thus while both charging, casting, and maintaining the spell for it’s 4 emotes, the user can only move a maximum of 2 blocks per emote.

 

Redlines

Spoiler
  • Can only be used once per combat encounter

  • The water expelled from the hand has the impact force roughly equal to that of a human knight tackling someone. Enough to leave a target bruised upon the first emote (maybe even knock them out), with a fully sustained stream possibly fracturing a bone.

  • Can not be used if an object is within the hand of the arm. The hand must be fully opened, as the water is expelled from that point.

  • The water produced from this ability follows all of the general guides and redlines of water from Water Evocation Lore

  • Requires line of sight

 

Ice: Expel Ice Shard  [Combat]  - Much like ice atronachs, those that bear the arm of one have the ability to expel a small portion of their arm as a projectile towards a target.

 

Mechanics

Spoiler

Expel Ice Shard takes 2 emotes to use (1 charge + 1 cast). When used, an ice shard roughly the size and shape of an arrow is shot out. This projectile then flies out like one, having the same speed and impact force, along with being as sharp as one. However this icy projectile is not strong enough to break through irons and steels without shattering, but is strong enough to break through leathers and hides. After being fired, 1 emote must be spent allowing the fired hand to reform before it can be used to grab an object, or be used to fire another projectile.

 

Redlines

Spoiler
  • Can only be used twice per combat encounter

  • The ice shared fired out has the rough size and shape of an arrow (considered slightly larger, but is functionally the same) and has the same travel speed and impact force.

  • After being used, at least 1 emote of cool down must be had to use it again. Failure to wait the one emote before charging again can cause the arm to break.

  • Can not be used if an object is within the hand of the arm. The hand must be fully opened, as the ice is expelled from that point.

  • The ice produced from this ability follows all of the general guides and redlines of ice from Water Evocation Lore

  • Requires line of sight

 

Earth: Shape Limb  [Non-Combat/Combat]  - Much like an earth atronach, those who bear the arm of one have the ability to alter the shape of the limb to best fit certain situations, creating different tools and weapons in place of their normal hand.

 

Mechanics

Spoiler

Limb Shape allows for someone with an atronach arm to shape it into a tool (non-combat) over the course of 1 emote. Tools made in this way are very crude and blunt, not having any form of sharpness to them. If instead shaped into a weapon (such as a hammer or an axe head.), the user of the arm must take 1 emote to charge + 1 to cast. These weapons are very blunt no matter what form they take, and always have the striking force of the strength of the user (IE: A void mage would still have void mage strength. A human knight will have human knight strength).

 

Redlines

Spoiler
  • Can only be used as many times as one wishes.

  • If making a non-combat tool, the shaping of it takes one emote. If being used to make an item that can be used in a combat setting, it takes 2 emotes (1 charge + 1 cast)

  • The striking strength behind any of these tools is always equal to the max strength of the user. The arm does not increase one’s strength, it merely replicates the lost limb.

  • Weapons/tools shaped from this will have the strength and sharpness of regular rock.

  • Should combat start while the hand is in tool form, it shapes back into a hand (this is nulled if combat starts while the arm is already shaped into a weapon).

  • Tools and weapons are always apart of the limb and can not be separated from it.

  • Can not be used if an object is within the hand of the arm as the hand itself is shaped into a tool. If an object is held during the process of shaping the hand, it is dropped.

 

Air: Expel Wind  [Combat] - Similar to the air atronach, those with limbs made of air can expel a gust of such wind out of the palm of their hand, knocking individuals back and off their feet.

 

Mechanics

Spoiler

Expel wind takes 3 emotes to use (2 charge + 1 cast) and has a range of 5 blocks. When a target is hit by the blast of wind, they are knocked backwards by roughly 3 blocks, often falling onto the ground with the wind knocked out of them (requiring them to take at least 1 emote to recover) and leaving an unarmoured individual lightly bruised from the impact on the ground. After being charged up, the spell can be held back for 3 emotes before it must be casted or the spell fizzles out and fails.

 

Redlines

Spoiler
  • Can only be used twice per combat encounter

  • The force of the air blasted out is roughly equal to that of being violently shoved backwards. While the impact of the expelled wind does not physical harm someone, it is strong enough to knock them back 3 blocks and onto the ground. It is falling onto the ground in such a manner that usually causes arm, knocking the air out of individuals and lightly bruising them if they are not wearing the proper padding.

  • After being used, at least 1 emote of cool down must be had to use it again. Failure to wait the one emote before charging again can cause the arm to break.

  • Can not be used if an object is within the hand of the arm. The hand must be fully opened, as the wind is expelled from that point.

  • The air produced from this ability follows all of the general guides and redlines of air from Air Evocation Lore

  • Requires line of sight

 

Telekinetic: Enhanced Strength  [Non-Combat/Combat]  - While lacking any true elemental fluidity like the other arms, those with the arm of a telekinetic atronach can harness the inner strength of such power to enhance the ability of their arm for a short period of time.

 

Mechanics

Spoiler

Using Enhanced Strength takes 2 emotes (1 charge + 1 cast) to use. Once casted, the arm itself has the strength of an orcs which it maintains for a short period of time (6 emotes). Once used, time must be taken to allow the arm to recharge this form of ‘overdrive’ less it breaks down.

 

Redlines

Spoiler
  • Can only be used once per combat encounter

  • The enhanced strength gained from the arm is equal to that of an orcs. However the strength is only found within THE SPECIFIC ARM. Not throughout the whole body

  • After being used, it can not be used again until a new combat encounter. Trying to charge it up again before it is recharged causes the arm to overheat and break down- becoming useless.

 

Atronach Legs

Lower limbs can also be forged from any element. They do not perform any elemental abilities on their own but can allow the wearer to hover passively off the ground akin to familiars themselves. The hovering cannot exceed one meter off the ground and provides no mechanical advantage. Speed and agility are also unaffected by the legs, though if they are damaged enough then the hovering effect fades. 

 

Abilities of Atronach Legs

Like Atronachs, those gifted with Atronach legs are once more able to walk like they once could – assuming they had lost the ability. With their gift of movement also comes the boon of floating, which allows the welder of an Atronach leg the ability to float off the ground passively for aesthetic purposes.

 

Float [Non-Combat/Combat] - Akin to how familiars can float, so too do atronach limbs allow their wearer to perform such a feat. Should anyone use atronach legs they will be able to hover no more than a foot above the ground.

 

Mechanics

Spoiler

 

Those who have atronach legs can take one emote (as a side action, not a main action) to shift between hovering and walking. This is mostly an aesthetic addition, and provides no direct combative advantage. However during events (or with ooc consent from interacting parties), those with atronach limbs can use this ability of hover to pre-say, float over small gaps, over bodies of water, and other such things provided that they are able to mechanically jump there (roughly 5 blocks).


Redlines

Spoiler
  • Float does not provide any combat or roleplay advantages strictly. It does not increase movement speed or one’s own agility, mere an aesthetic one can take.

  • The only time where the ability may provide a combative advantage is during events by the overseeing ET or/when an opposing group is okay with it being used as such with ooc consent. When approved, the wearer of the legs can float over gaps/bodies of liquids/similar obstacles that are at max 5 meters long.

 

Atronach Eyes

A new discovery and feat capable by those who forge the atronachs, atronach eyes function as viable replacements to lost optical organs, giving the gift of sight once more. However these eyes are relatively frugal, with such devisees often breaking with a decent amount of trauma to the head (roughly enough to cause a concusion)

 

Abilities of Atronach Eyes

Unique among the prosthetic eyes across the realms, those with atronach eyes are like others, immune to afflictions that could normally cause blindness (such as sand being blasted into one’s eyes). But are still susceptible to bright flashes of light that may cause disorientation. But the key ability these eyes hold is the power to see active and passive mana.

 

Arcane Sight [Non-Combat/Combat] - Having eyes forged of magic, one using atronach eyes has the ability to channel and thus see the ebb and flow of magic around them. 

 

Mechanics

Spoiler

Taking 1 emote to turn on or off, magical objects would give off a soft glow in an aura similar to that of who made them, and magical entities coursing with mana (such as atronachs. Golems, and voidal horrors) which also softly glow.

 

Redlines

Spoiler
  • Cannot know exactly what kind of magic is being cast/makes up the enchantment.

  • The only way one can tell if someone truly is a magic user is if they are in the process or are casting their magic. The same applies to creatures, including invisible or magical ones such as phantoms, undead, frost witches, etc.

  • Atronach Eyes are incredibly fragile, often times with a successful strike to the head that can cause a concussion being enough to break them.

  • Due to the proximity to the brain and their voidal enchantments, Atronach eyes can NOT be treated with alchemical potions. Such would cause them to break down and cease functionality


 

General Redlines

Spoiler
  • All Atronach limbs require an active feat application for the given limb. If multiple limbs are being used, they are all recorded onto the same feat application.

  • While an atronach limb is being used, it counts towards the maximum threshold of enchanted items one can carry (the maximum is 3, as detailed within Transfiguration Lore.). This only counts for Atronach Arms/Hands.

  • Atronach limbs are suspected to abjuration, causing them to rapidly break down and cease functionality if the abjurer knows Atronach Forging. If they do not, then the limb simply falls limp for 1 emote before 'restarting'.

  • Atronach limbs are also susceptible to thanhium, being considered 1 T3 spell in terms of how fast it will cause the blue steel to heat up. A limb can thusly withstand about 2 strikes from a thanhium weapon before it breaks down and ceases functionality.

  • An Atronach limb is susceptible to Aruci Oil, causing the limb to simply fall limp and ceases functionality if successfully applied to it. If instead being struck by a weapon coated in Auric Oil, it takes roughly 3 successful hits to causes the limb to cease functionality. However due to Auric Oil not being permanent, the limb usually recovers provided it does not require repairs.

  • One can only use one ‘power’ from a limb at a time. If a user has 2 atronach limbs, they can not duel charge/cast them during the same emotes. (this rule applies for all limbs save for legs, which do not provided any specific combat advantage) and eyes (provided the activation is not during the course of charging up an arm's ability).

  • If used by a Void Mage, one can not charge up a limb ability and a Voidal Spell at the same time (following the rules of 'Duel Casting' as detailed in Connection Lore.

 

OOC Purpose

Spoiler

The old atronach limb lore, while it worked, was not interesting as it could be. Given how golem arms and legs had so much for them, as well as golem eyes, the purpose of this lore is to simply allow for a more dynamic interaction with these magical limbs then there was before by giving each limb there own unique quirk and ability as the previous lore only gave a cool ability to telekinetic arms. Credits go out to Sorcerio who wrote the original lore piece that this was made from, in which much of the formatting was taken from directly!

 

Credits are listed below

-https://www.lordofthecraft.net/forums/topic/187772-✓-arcane-feat-addition-atronach-limbs/ (Sorcerio's Original Atronach limb lore, in which the formatting and some text was taken from)

https://www.lordofthecraft.net/forums/topic/187759-✓-arcane-feat-playable-ca-atronach-forging-and-atronachs/ (The current Atronach lore, in which some abilities where modified to fit the limbs)

-https://www.lordofthecraft.net/forums/topic/192196-✓-world-lore-alchemy-iii-core-potions/ (for the idea of making the eyes have a similar effect to Arcana Flow Potion)

 

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You could of just stuck an additional enchantment upon the core to grant not just the limb. But a combative spell, limbs itself just restore the limb itself. Additional enchantments should be required for combative settings since it is just a SPICE section of the magic

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 Given how golem arms and legs had so much for them

 

certified bruh moment.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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