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[✗] [Magic Lore] Voidal Seethes


cappor
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Mage Wars, a Fantasy Combat Card-Driven Board Game | Purple Pawn

 


Origin

 

Only time may tell the progression of the Arcane Art, from the earliest beginnings of merely connecting one with the void to now the conjure of rupturing spells; the urge, the desire of achieving most potent ability with this art has uprised. With this absolute yearn to become the formidable birthed a new Magi, one that allowed for such control, Voidal Seethes. Used most generally in combat, Mages which held this magic gained the ability to repress Voidal Mages of their connection and cast.

 

 

Magic Explanation

 

Voidal Seethes are a defensive form of Magi, allowing one to construct an invisible blockade between an opposing Voidal Mage’s physical presence and their voidal plane connection. 

 

When a Mana Anchor is placed in the veil, the Voidal Seethe may conjure a barricade along the sill of the plane in place of the opposing mage’s hold, tearing the chain of connection the mage has linked. With practice, a mage then may be able to cross over from their own connection to control the other mage’s tie. This obstruction of hold may be administered to the Seethe’s please, allowing for a variety of spells to be sent upon the link. With such voidal grants, a vast amount of teachings and practice of focus must be learned to exercise the art.

 

  • Voidal Seethes take up [1] voidal slot

  • This magic requires a MA, taught by a valid TA

  • Voidal Seethes require someone to already have mastered at least (1) voidal magic before learnin

 

 

Spells

 

Counter Connection

 

The most generic of Voidal Seethe spells, the mage can place a simple barrier between the opposing Mage’s link of the physical realm and voidal plane to cancel their connection/cast. The other mage may begin casting once more after it’s been canceled.

 

 

Spoiler

Mechanics

 

Counter Connection consists of connecting yourself with the void to begin, branching your connection out to another mage’s link, and finally breaking their connection/cast. First emote must be connecting to the void as normal, the second emote must be your aura splitting to the opposing mage, and then the third emote is simply placing a blockade between the other mage’s link. The amount of emotes required to break another person’s connection is based off the Voidal Seethe’s tier in learning, though every tier may use this spell.

 

1 Connection emote > 1 splitting aura emote > x amount of required breaking emotes

 

T1 - Requires (3) emotes to break a connection/cast  

 

T2 - Requires (3) emotes to break a connection/cast 

 

T3 - Requires (2) emotes to break a connection/cast 

 

T4 - Requires (2) emotes to break a connection/cast

 

T5 - Requires (1) emote to break a connection/cast 

 

Redlines:

 

If you break a mage’s cast mid-spell, they must restart their connection

    

You must blatantly state in your weakening emotes that you are connecting your aura to theirs

 

Follows all redlines of Voidal Connection

 

The attacked mage may connect and cast again after this spell is complete 

 

 


 

Alter Connection

 

A relatively simple spell, Alter Connection allows a Voidal Seethe to take control of the opposing mage’s cast, directing it how the Mage pleases. This is done by connecting the Seethe’s connection to theirs, taking partial control of the cast.

 

 

Spoiler

Mechanics

 

This spell has a mage firstly connect to the void, directing their aura out to the opponent, then take control of the cast. The first emote must be personally connecting to the void, the second must be branching your aura to theirs, and the last must be taking control of their cast to deflect it how the Seethe may please. A Seethe can hold this spell for up to 3 emotes after connection. Alter Connection is available at T2

 

1 connection emote > 1 splitting emote > 1 controlling emote

 

Redlines

 

A mage can only deflect a spell, not harness it to their own

 

A Seethe cannot redirect a spell to the opponent

 

You can only alter a spell once it’s been casted

 


 

Weaken Connection

 

This spell allows a Voidal Seethe to weaken their opponent, limiting them in their casting for the rest of the interaction. Varying from Counter Connection, this is done by first placing a barricade between the voidal plane and the physical realm, then reaching your connection to theirs to attack it further than just a cancel.

 

 

Spoiler

Mechanics

 

Weaken Connection allows for a player to limit their opponent to casting up to a certain tier of magic. This applies to all voidal magic the opposing mage has, weakening their voidal connection in the process. This is done by first connecting to the void, branching your link out to theirs, then attacking it. The first emote must be a personal connection, the second must have your aura visibly splitting to theirs, then lastly your emotes must be attacking their aura with yours. The amount of emotes required to weaken their casting tier depends on the tier of Voidal Seethe. Counter Connection is available at T2

 

1 connection emote > 1 splitting aura emote > x amount of weakening emotes

 

T2 - Requires (3) un-interrupted emotes to weaken the opposing mage up to T4 spells

 

T3 - Requires (3) un-interrupted emotes to weaken the opposing mage up to T3 spells

 

T4 - Requires (3) un-interrupted emotes to weaken the opposing mage up to T3 spells

 

T5 - Requires (3) un-interrupted emotes to weaken the opposing mage up to T2 spells

 

Redlines

 

Once the opposing mage’s connection has been weakened, they cannot cast higher than the determined tier for the rest of the RP interaction 

 

If you limit a mage whilst they’re mid-cast, their cast is canceled

 

You must blatantly state in your weakening emotes that you are connecting your aura to theirs

 


 

Harness Connection

 

A Voidal Seethe may use their own connection to essentially split into the opposing mage’s link, harnessing the mana from it to use as their own. This may strengthen the Seethe’s own voidal spells to greater means.

 

 

Spoiler

Mechanics

 

Harness Connection consists of a mage first connecting themselves to the void, then shifting their own connection chain to that of the opposing mage, inflicting a sap of energy from them and an increase in mana to yourself. A Seethe must first personally connect, branch their aura to theirs, then harness the mana and sap them of their voidal energy. This spell is available at Tier 3 in learning, though increases in strength the higher tier.

 

1 connection emote > 1 splitting aura emote >  x amount of  draining emotes 

 

T3 - A mage may sap the enemy of 40% of their voidal energy, and gain a 20% power boost for their own spells. (3 emotes to drain)

 

T4 - A mage may sap the enemy of 60% of their voidal energy, and gain a 30% power boost for their own spells. (3 emotes to drain)

 

T5 - A mage may sap the enemy of 80% of their voidal energy, and gain a 40% power boost for their own spells. (4 emotes to drain)

 

Redlines

 

Once a mage has been drained of their energy, the power of their voidal spells are reduced by the percentage that Seethe casted (ex. Water Beam would send far weaker water than normal)

 

A Seethe will gain a power boost in their own voidal spells once casted (ex. Water Beam would be sent much larger with more force of water than normal)

 

Tier Progression 

 

Tier 1, Novice - A Voidal Seethe has just begun their journey of strengthening their connection and control of the void, and is weak in terms of casting. Novices are typically only furthering their study and connection to the void during this tier

 

Spells - Counter Connection, Weaken Connection

 

Limitations - A novice is limited to a 4 meter range, and can only cast a spell a maximum of once per interaction. (Lasts 2 weeks)

 

 


 

Tier 2, Apprentice - Furthering their knowledge and connection to the void, a Voidal Seethe has gained a more stable focus in their spells, but is still fairly weak in terms of casting.

 

Spells - Counter Connection, Weaken Connection, Alter Connection

 

Limitations - An apprentice is limited to a 5 meter range and is available to cast up to two times per interaction (Lasts 3 weeks)

 

 


 

Tier 3, Adept - A Seethe has now gotten a solid understanding of the magic and it’s properties, allowing for more powerful casts and focus.

 

Spells - Counter Connection, Weaken Connection, Alter Connection, Harness Connection

 

Limitations - A Seethe is now free to cast up to a 6 meter range, and can cast up to three times per interaction. (Lasts 4 weeks)

 

 


 

Tier 4, Expert - Now nearly mastering the art, a Seethe has access to far more powerful casts and abilities, and has a very strong connection with the void.

 

Spells - Counter Connection, Weaken Connection, Alter Connection, Harness Connection

 

Limitations - A mage now can cast up to 8 meters, and can cast up to three times per interaction (Lasts 6 weeks)

 

 


 

Tier 5, Master - Now completely mastering the art, Voidal Seethes can control both their connection and others at a high ranking.

 

Spells - Counter Connection, Weaken Connection, Alter Connection, Harness Connection

 

Limitations - A mage now can cast up to 10 meters, and can cast up to four times per interaction

 

 

Purpose

 

As of now, there is no direct ‘defense’ to voidal magics apart from metals and of course casting of your own. This magic allows for mage’s to have a clear combat against Voidal castings.

 

Referenced

 

 

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On 12/16/2021 at 1:25 AM, cappor said:

As of now, there is no direct ‘defense’ to voidal magics apart from metals and of course casting of your own. This magic allows for mage’s to have a clear combat against Voidal castings.

Well, there is. It's called Warding and Abjuration, and it's built into Transfiguration. However, current Warding/Abjuration is pretty much purely ornamental since the Lore Team made sure to remove it of any practicality back when I was getting Transfiguration passed for lore games.

 

I brainstormed a few times with a standalone 1-slot Voidal Magic that had some dynamicity to it, but never got anything onto paper. This probably won't pass considering that there's a lot of issues with the mechanics in its own, but I won't state any of them because they'll get burned into your cerebral cortex when the Lore Team sends you your feedback.

 

It's neat to see that someone had a similar idea to mine, even though, quite paradoxically, it's nothing like what I had in mind.

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