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[✗] [Magic Lore - Amendment] Transfiguration Amendments


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Amendments

 

Introduction

Transfiguration, where it stands, has a good balance on its place on the server by not being too powerful yet housing a plethora of spells. This is where the amendment kicks in. Due to the number of spells, some things get lost or missed in lore which I hope to amend to further increase cooperation, creativity, and community engagement with the magic, hoping for not some underutilised spells to be more prone to use. For further adieu, enjoy.

 

Alter Position

Including two separate redlines, which has no added benefit other than flavour, promotes RP engagement and interactivity, especially when performing mundane tasks. Do note, this cannot be done in combat.

Add Redlines:

- “The caster is able to perform separate **transmutation or enchanting** spells while alter position is active.”

 

- “The caster is able to utilise this spell on multiple objects as long as they don’t weigh greater than 25lbs/~11kg.”

 

Enhanced Magelight

Enhanced Magelight is an underutilized spell due to its main being unable to be used in combat. You’re unable to create a magelight orb in the mists of battle to help brighten a location or light up an alley if creatures are coming towards you. I do not think this should be the case. Relatively keeping the magic non-blinding and intrusive, one should utilize it for many forms.

Change:

- "Enhanced Magelight to Magelight."

 

- "Learned at T4 ---> Magelight to T2."

  • - T2: Can cast twice, able to hold magelight for 3 emotes.
  • - T3: Can cast up to four times, able to hold magelight for 5 emotes.
  • - T4: Can cast without strain, able to hold magelight while mana is available.
  • - T5: As T4.

 

- "Learned at T4 ---> Overcharged Magelight T4."

  • - T4: Expends 3/5th mana on cast.
  • - T5: Expends 2/5th mana on cast.

 

- "Non-combative to combative."

 

Current description:
“In its non-combative, yet brighter form, it takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell, the brighter it gets, having the potential to fill an entire cavern with light. If the Transfigurationist was to overcharge the spell for a combative advantage, it would take 1 connect emote + 2 charge emote + 1 cast emote. This causes a brief, yet powerful flash of light that lasts for one emote and can disorient targets who perceive it for about an emote. This is rather mana intensive and takes up about a fourth of the Transfigurationist’s mana and will disconnect the mage after it’s been cast due to the intense light.”

 

New Description: 

“It takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell for an additional emote, the brighter it gets, having the potential to fill an entire cavern with light. The light will not disorientate, blind, or be intrusive otherwise than looking at a normal lightbulb, no matter the more mana one expends to increase the brightness. 

 

If the Transfigurationist were to overcharge magelight, the spell would take 1 connect emote + 2 charge emotes + 1 cast emote. Casting causes a brief yet powerful flash of light that disorients targets who perceive it, lasting one emote. You can overcharge a current casted magelight, skipping the connection emote.”

 

Add Redlines:

- “The light will not disorientate, blind, or be intrusive otherwise than looking at a normal lightbulb, no matter the more mana one expends to increase the brightness.”

 

Entrap Spell

Entrap spell will be getting one adjustment, so to clarify the amount one can make per day, the reasoning for this is due to the change coming to Abjurations/Warding. This is already a thing. Just if it needs clarification, it is here.

 

Add Redline:

- “You’re limited to creating three entrapped spells per day.”

 

Warding & Abjurations

Warding and abjurations are at an impasse. While you cannot increase the total power of the magic nor make it weaker, an exception should be made. These spells within transfiguration are the most underutilized within the magic. To make them usable by mages who wish to remain utility-based mages against the more combat intuitive counterpart would be entrapped spells.

Add to Description:

“Utilizing entrapped spells, you may gather the essence of the school of magic within the enclosed jar/container for warding or abjuration, taking an additional emote to extract the energy. This is a single-use as the entrapped spell's essence is used upon a successful cast. Entrapped spells used have to be T4/5. Anything below won’t work.”

 

Change:

Warding:

“This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote”

--->

“This spell takes 1 connect emote + 1 charge emote + 1 cast emote. (+1 charge emote if used entrapped spell)”

 

Abjuration:

“1 connect emote + 1 charge emote + 1 cast emote.”

--->

“This spell takes 1 connect emote + 1 charge emote + 1 cast emote. (+1 charge emote if used entrapped spell)”

 

Add Redlines:

- “You may utilize an entrapped spell to ward/abjure that spells school of magic by consuming the essence to power your ward/abjuration. This uses up the entrapped spell.”

 

- “You may carry with you three entrapped spells per combat encounter, this isn’t connected to the alchemy/enchantment use limit.”

 

- “Entrapped spells used have to be T4/5, anything below won’t work.”

 

- “Using entrapped spells puts an additional emote required to cast, extracting the essence from the jar/container.”

 

- “You cannot create a warding enchantment with an entrapped spell.”

 

- “You can co-enchant to make warding enchantments.”

 

 

Original Lore:

(If you want to see what're changed/added if they make a difference).

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These are very balanced additions and they  seem to open the magic up more to utilize spells you don't see as much. Great read, wonderful as always 

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These would be good additions, hoping to open the magic realm more to give players the chance to use spells not everyone uses or can use.  Would really like to see a new chapter of magic open up! 

 

Great read <3

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Reading this right after re-reading The transfiguration Lore, And gotta say, These Red-Lines around the Trapped spells is something I really like

Capture 2.PNG

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Balanced, interesting addition. Definitely would help to utilize some underrated transfiguration spells and make the lore more coherent and logical. Great read.

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I would argue that if a character knows an evocation they should be able to willingly learn the properties of other elements and get permission to ward any other evocation. In essence it's the same magic, the only difference is the actual properties of the element you're evoking. Additionally, since evocation is the primary tool people use to do combat magic roleplay, the only viable combination of essence a abjurationist will carry (given the acceptance of this lore) is the other elemental evocations they do not know, as this is statistically speaking the most likely magic they will face in combat. 

As for the more obscure arcane schools that are not evocation, they should not be able to be warded except when the character learns it or has in the past learned it themselves (Or if this amendment gets accepted when you have the essence of the magic).

As a closing question, if I have the 'essence' of a magic, does this also mean I could use these jars for enchanting? Or only in abjuration? I know there used to be something similar in the enchanting world a while ago but idk what happened to it.

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4 hours ago, Booklight12 said:

-snip-

 

From the Transfiguration lore that is already accepted:

Quote

Entrap Spell: Non-Combative

A similar process to Co-Enchanting, except the Transfigurationist and the assisting mage lock the spell inside a closed jar or glass bottle for later use in enchanting. When the Transfigurationist chooses, they may draw the entrapped spell from the container and use it in an enchanting ritual.

 

Mechanics:

This has no set emote count and is purely a non-combative ritual. An assisting mage and Transfigurationist, or the Transfigurationist themself captures the essence of a spell and contains it in the jar or bottle. Depending on the magic used, the inside of the container will take on an aesthetic, such as an elemental evocation appearing inside the jar, or conjuration being represented by several small butterflies hovering around inside the container. The container used must be transparent and must be a minimum of six inches in diameter. The MC representation for the entrapped spell must be a glass bottle and requires Story Team approval. Upon enchanting with the entrapped spell, a /sreq must be made for the enchantment to be signed and the entrapped spell is to be disposed of by the overseeing Story Team member.

 

Red-lines:

- Cannot be done in combat.

- Follows all red-lines of enchanting.

- You may only entrap one spell in a single container. You cannot have an entire catalog of spells inside a container. 

- Entrapped spells must be mechanically represented and signed by a Story Team member.

- When entrapping a spell, such must be done with consent- you cannot “capture” oncoming enemy spells.

- When using an entrapped spell in an enchantment, a Story Team member must dispose of the item after its been used.

- Entrapped spells must be contained in a glass contained that’s at least six inches wide. This is represented by a glass block or glass bottle MCly.

- Cannot entrap spells that you do not have knowledge of.

- If the container is shattered, the spell will be released and fade out, wasting away the potential of the entrapped spell.

 

This is to your base question of 'essence of magic'. It can be used for enchanting purposes already I just wanted to expand upon it that it may also be utilized for 'abjuration/warding' purposes. I didn't want to nessecarily have the magic have a big power spike/boost but have a way to utilize abjurations/warding in a unique way as other magics/mundane items seemly have further interaction of 'warding' magical feats. 

 

4 hours ago, Booklight12 said:

I would argue that if a character knows an evocation they should be able to willingly learn the properties of other elements and get permission to ward any other evocation.

Commenting to this section, I can argue agreement though that would be a big powerspike to a magical art that I do not really see something like this being accepted, you're free to try however. It wouldn't clash with what is listed in this post if you did.

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On 1/22/2022 at 3:32 PM, Booklight12 said:

I would argue that if a character knows an evocation they should be able to willingly learn the properties of other elements and get permission to ward any other evocation. In essence it's the same magic, the only difference is the actual properties of the element you're evoking. Additionally, since evocation is the primary tool people use to do combat magic roleplay, the only viable combination of essence a abjurationist will carry (given the acceptance of this lore) is the other elemental evocations they do not know, as this is statistically speaking the most likely magic they will face in combat. 

so the tl;dr of your comment is "make abjuration actually useful."

 

that's an awesome idea. unfortunately the LT think that making the counter-spell magic actually practical in combat is the most evil and appalling idea ever.

 

feedback noted.

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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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