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[✗] [Amendment] Transfiguration [Attempt 1 of 999]

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Animael

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Transfiguration V1 (Attempt 1 of 999)

 

Currently;

  • Enchantment; are worse than simply using a slingshot or bow. Why? If you want to cast a spell it adds two extra emotes (A connection emote and an extra emote). After which you're left with Voidal weakness, thus unable to fight.
  • Abjuration; designed for defending against magic is WORSE than a Tier 2 spell in Air Magic. An air mage can block a projectile AND/OR spell in 2 emotes. An abjurer can only block a spell if they know the spell and it costs more mana to use.

 

Proposed changes:

  • One spell slot instead of two. Why? There are other magics, that are more combative, with just as many spells that don't need two slots. Also! All of the transmutation spells could be merged into a single spell.
  • Enchantments share their connection emote with the wielder. Meaning mages don't need to connect again to use their enchanted item if already connected. Why? It's silly to connect twice.
  • An Abjurer can Abjure magic they have an MA or a TA of. Why? It doesn't break the balance, but makes it slightly more viable. 
  • Slight changes to formatting so the page is less eclectic.

 

"The world is the canvas, and you are the painter." - Avenel Synalli, Father of Transfiguration

 

 Introduction

As magi traversed the Arcane, many thaumaturgical abilities surfaced, such as the evocation of elements in their purest form and breaching of one’s mind to deceive their senses. A highly sought for art was a practice that would allow magi change and shape the world around them, and so came forth the discovery of Transfiguration. Through an intensive understanding of the world and its properties, Alterationists could morph materials to their desire, dispel opposing voidal incantations, and imbue items with magical essence that gives them incredible properties potentially on tier with that of a mastered mage.

 

Magic Explanation

Transfiguration, in essence, entails the manipulation of mana in the world on a complex level, such as adjusting the shape of an object or material to their whim (as long as it follows the law of equivalent exchange), enchanting by binding a known spell’s information into an object, and creating fields of disruptive mana that can nullify spells that an adversary casts. For the most part, Transfiguration has little true combative value and is intended to be used for utilitive purposes only. As it is the pinnacle of Alteration, Transfiguration is a challenging and rigorous magic to learn. Even magi who’ve mastered a few arts will have a difficult experience in figuring the magic out. As Transfiguration focuses on the manipulation of mana, in order to manipulate such, one must come to understand what they are manipulating, meaning that the Alterationist must know the mana-makeup of iron and its properties to properly manipulate it, or one must have knowledge on a magic in order to enchant an object with its properties.

 

OOC Explanation

- Transfiguration takes up [1] Magic Slot. It is not a feat.

- That being said, Transfiguration has little combative value, existing as a “utility magic.”

- Transfiguration requires a voidal connection and mana to cast.

- Transfiguration may be taught by players who possess a valid [TA].

- Players must have a valid [MA] to use Transfiguration as an in-game magic.

 

Spells - Transfiguration

Through the understanding of an object’s properties, a Transfigurationist may change the shape and state of non-living materials, bind spells to objects through a ritual and fizzle out adversary spells. The arsenal of a Transfigurationist is quite a spectacle to see in action, often respected due to the years of practice it takes to perfect such abilities—some never reaching a peak in their potential.

Spoiler

A Quick Clarification on Vocabulary

Alterationist - A mage who alters the properties of the world. A Transfigurationist is an example of an Alterationist.

Transfigurationist - A specific type of an Alterationist that encompasses Transmutation, Enchanting and Warding/Abjuration.

Feel, Felt - the action of using Voidal Feeling.

 

"A sympathetic link is required for all levels of equivalency—the greater the link, the more easily they influence each other." - Ithrendas “Crumena” Regis, The Artificer

"Form an intimate relationship with this steel ingot, get to know it, inquire politely—as if speaking with a stranger." - Sarrion Zytiaear, First Enchanter

 

The first step in a Transfigurationist’s studies. The mage creates a stream of mana which they imbue into a non-living object. The mage may then slowly “chip away” at an object in search of its properties. The mage may then remove the mana from the object to gain knowledge of its properties. Alterationists describe it as a rather intimate process between the mage and the object, such as two individuals getting to know each other on a high level. The Transfigurationist must be free of distraction especially when Feeling large objects, being best to have a silent environment to do so in. This is generally learnt in preparation for Transmutation, as a deep understanding of the material is required.

 

Through learning the exact attributes of an object, one may learn to change the physical properties found in the latent mana of the material. This could be used to do something as intricate as craft a complex oddity, or simply change an object’s state of matter as long as it does not violate the law of equivalent exchange. Alterationists generally relate this chronologically with Voidal Feeling, the Transmutation of a material being the state where the Transfigurationist becomes one with the object and may shape it to their desire, the feeling comparable to a dance with a lover.

 

Alter Temperature: Non-Combative

The Alterationist may add or remove heat from an object to their desire. This could be used to do something as simple as cook a cut of meat and heat up some tea.

 

Alter Position: Non-Combative

A popular choice for the learning Alterationist's entry-level spell, a Transfigurationist may alter the position of an object. This is done by establishing a Mana Anchor on an object through the Void, and channeling one's own Mana into the object to create momentum, allowing them to freely move its position through space.

 

Alter Shape: Non-Combative

By fiddling with the shapely properties of an object’s mana configuration, the Transfigurationist can adjust the spatial distribution/shape by willing it with their mind. This could be applied to assist in crafting processes, or simply artistic expression.

 

Alter Color: Non-Combative

As color is a physical property, the Alterationist can learn to shift an object’s hue. This may come in handy for someone such as a tailor being unsure how they want to distribute the color on an outfit, or anyone else who specializes in crafting processes that entail aesthetic decisions.

 

Fusion: Non-Combative

Once the Alterationist can Transmute objects with fair efficiency, they can combine two or more materials into a single mixture. This could be utilized to create alloys, such as melding tin and copper into bronze, or combining a bottle of ink into a sheet of paper to swiftly write a letter.

 

Fission: Non-Combative

The inverse of Fusion—the Transfigurationist may split a mix of materials down into their base components, such as fissioning a novel into a blank book and ink, or breaking down brass into copper and zinc.

 

Alter Density: Non-Combative

By altering the distribution of the latent mana in the object, the Transfigurationist may either compact an object to make it more durable or expand it to decrease its volume and make it less durable. This is difficult for beginning Alterationists and is a more complex spell.

 

Enhanced Magelight: Non-Combative/Combative

If the mage was already not acquainted with this spell, it allows them to cast a small orb of light up to the user’s color. However, Transfigurationists are able to take this spell to a higher caliber. By drawing in light from the surrounding area, they can concentrate it to be much brighter. This could be done to make their light’s influence greater, or if overcharged enough, may act as a flashy distraction for a foe at the cost of it being mana intensive. 

 

Transmutation Scale and Tier Progression

Items that may be physically held: 1 emote

Beach ball sized: 2 emotes

1 cubic meter: 3 emotes

2 cubic meters: 4 emotes

(Anything larger would require a circling ritual)

  • Novice (T1) - The mage has been connected to the Void and is ready to learn. They’ve merely scratched the surface for Voidal Feeling and will become immensely exhausted upon casting it. This lasts for 2 weeks with consecutive lessons.
  • Student (T2) - The Transfigurationist has begun their studies in Transmutation, only capable of adding heat or removing it from objects. Changes in shape are very minor and are incredibly taxing. The Transfigurationist moves forwards in their studies, digging deeper as they explore the properties of objects, capable of Voidal Feeling normal objects with fair potency, scratching the surface of alloys and may now experiment with Feeling small enchanted oddities, though very fatiguing to do so. This lasts for 3 weeks with consecutive lessons.
  • Adept (T3) - Through experimenting further with the properties of materials, the Transfigurationist has expanded their influence into more complex fields of Alteration. They may now mix and split mixtures of materials and alter an object’s color. Their Transmutations are now permanent. Having grasped a good understanding of Voidal Feeling, the Transfigurationist can Feel most medium sized objects (no bigger than a beach-ball) with little difficulty and enchanted items/alchemical reagents with fair potency, having a good understanding of the physical properties of an object. They can delve deeper into alloys and learn more. Through experience with Transmutation and Voidal Feeling, the Transfigurationist has begun to study enchanting, slowly learning how to imbue objects with magical properties. Their enchantments may sometimes fail and come out as impotent with their first few attempts. This lasts for five weeks with consecutive lessons.
  • Expert (T4) - Having mastered basic shaping and temperature manipulation whilst becoming proficient at Fusion and Fission, the Transfigurationist has a solid grasp on Transmutation. They may alter the environment within a fair range and with great potency, beginning to experiment with the manipulation of an object’s density. The Transfigurationist has years of experience under their belt, able to Feel mundane materials with incredible ease and draw alchemical and enchantment information with little difficulty. They may now delve into finding the chemical properties of an object. They’ve learned that by trapping the essence of a spell in a glass container, they can contain it for later use in enchanting, with the addition of directing mana from power sources. Spells of the past tier become less difficult to pull off and their ability to learn more complex practices expands. This lasts for six weeks with consecutive lessons.
  • Master (T5) - The Transfigurationist has become incredibly well acquainted with Transmutation. Fission and Fusion may be performed with ease as altering the density of materials comes with less difficulty. The Transfigurationist has become highly acquainted with their ability. Voidal Feeling small objects and small enchantments is no sweat off their back. Voidal Felt objects no bigger than a cubic meter come with little difficulty, and anything larger could tire out a mage for about a narrative hour.A peak in the Transfigurationist’s ability to enchant has been reached. They can create enchantments that match the caliber of a mastered mage and imbue objects with potent magical essence easily. This tier is reached after the magic has been practiced for 16 weeks total.

 

Transmutation Red-lines:

- Line of sight is fairly lenient due to the freeform nature of Transmutation. That being said, liberties may be taken as long as they aren’t ridiculous, such as Transmuting entire objects and complex creations behind you.

- Equivalent exchange must not be violated. You cannot create or destroy matter with Transmutation and anything that entails the changing of shape will always invoke a consequence. That being said, you cannot change materials into others (e.g. stone to gold).

- Transmutation does not necessarily allow you to automatically learn complex processes. Unless a Transfigurationist knows the detailed process of forging a sword or creating clockwork, they cannot make said object.

- Transmutation may not be cast on living matter. It must be dead-organic/inorganic.

- Transmutation, at its peak, may not be cast on objects larger than two cubic meters. Anything larger requires a circling ritual.

- The larger the object, the more exhausting it is to Transmute. There is no hard mana system for Transmutation, but be sure to RP exhaustion for large tasks.

- Transmutation cannot change chemical properties.

- Gas may be transmuted, although it must be concentrated in a certain area. You may not freeze air solid out in the open.

-Enchantments made of transmutation spells may only directly effect the item enchanted. For example, an alter color enchantment would only be able to alter the color of the enchanted item itself.

 

 

Spells - Enchanting

“The Arcane is a wild, chaotic, otherworldly thing. It only makes sense that magic alone could bind other magic.” - Anordal Elverhilin

 

The pinnacle of Transfiguration as an art—the ability for a Transfigurationist to imbue an object with magical properties to replicate that of one, or multiple spells, the enchantment fueled by an artificial mana pool that the Atlerationist creates inside the object. The practice itself has been around for several centuries, but it’s only as of recently been refined into an elegant and surreal art within the last couple centuries or so.

 

Lesser Enchantment: Non-Combative

A mostly aesthetic enchantment that has no major effects or combative potential. This is done with incredible ease and will likely be the first step in the Transfigurationist’s path to Enchanting. The enchanter can make use of another willing mage by having them imbue a spell the enchanter doesn't know.

 

Potent Enchantment: Non-Combative

The Alterationist imbues a mundane item with an artificial mana pool, oftentimes no bigger than a handheld object. These enchantments are on the less powerful spectrum of magic, spells limited to the range of a novice to adept mage. The enchanter can make use of another willing mage by having them imbue a spell the enchanter doesn't know.

 

Grand Enchantment: Non-Combative

An experienced Transfigurationist implements magegold onto an object, allowing more room for mana to flow and more powerful spells to be cast, ranging from an Expert to Master mage. These enchantments are very taxing to the Transfigurationist and the participants involved. The enchanter can make use of another willing mage by having them imbue a spell the enchanter doesn't know.

 

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. 

 

Mana Ley Line: Non-Combative

By employing focus crystals, the Transfigurationist can weave mana in linear lines to redirect it into target enchantments. This could be used to draw mana from an obelisk something as simple as an Arcane gate, or perhaps an atronach. This can be difficult for beginning enchanters to accomplish.

 

Triggers for Enchantments:

Triggers for enchantments can be very versatile. Generally for non-combative enchantments, it can be something as simple as clapping your hands to ignite an orb of magelight, running your hand along the length of a blade to ignite it with flames, or perhaps a verbal tell. Either way, if the enchantment were a mage casting a spell, the trigger emote would be the “connection,” and takes one emote to complete a trigger. This tell can be unveiled if a Transfigurationist were to Feel the enchantment.

 

Enchanting Red-lines:

-Enchantments require one extra emote to use. (E.g. Sandblast = Connect + Cast → Connect + Charge + Cast)

- Enchanting cannot be performed in combat (the non-combative labels on the spells are not to be confused with the enchantments themselves. Enchantments can be combative, they just may not be created IN combat.)

- Enchantments are very susceptible to warding. If it were to come in contact with a ward, regardless of whether or not the enchanted object is active, it will stop as if it was blocked by a barrier, though it does not do any damage to the ward itself unless the enchantment is active. 

- Enchantments are very susceptible to abjuration. If the Enchantment were to be struck with an abjuration, its magical properties will be rapidly stripped away, rendering it permanently useless.

- You may only enchant with magics that you know at the given moment or through the use of Entrap Spell or Co-Enchanting. You cannot enchant with a magic that you have dropped.

- Only one enchantment may be applied to an object. Anything more will require the submission of a MArt.

- You may not enchant living matter. It must be performed on dead matter or non-organic material.

- Cannot enchant non-voidal magics.

- Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this.

- You may move up to 4 blocks maximum while activating, charging, and casting an enchantment.

- Triggers for enchantments can be very versatile. Generally for non-combative enchantments, it can be something as simple as clapping your hands to ignite an orb of magelight, running your hand along the length of a blade to ignite it with flames, or perhaps a verbal tell. Either way, if the enchantment were a mage casting a spell, the trigger emote would be the “connection,” and takes one emote to complete a trigger. This tell can be unveiled if a Transfigurationist were to Voidal Feel the enchantment.

- An Enchantment’s artificial mana pool cannot be used to fuel a mage’s mana pool.

- You are not immune to your own enchantments.

- Enchantments represented by mechanical MC items require a description of what it does, the emotes to activate it, and a Story Team signature.

-Entities unable to learn void magic are equally unable to use enchantments. 

- Void mages utilising an enchanted item share their connection; thus if they are already connected they do not need to ‘reconnect’ to use an enchanted item.

 

Spells - Warding/Abjuration

“You would hope to cast a spell, which I had taught to the teacher of your teacher, against I?” - Lhindir Elverhillin

 

The furthest that Transfiguration gets in terms of direct combative capability, Warding and Abjuration requires the Alterationist to create masses of expropriating mana that hijack adversary spells’ mana, confusing its integrity and rapidly deconstructing them to return them to the void or deflect their path and throw them off course. This requires the mage to know or at one point have known that magic that they are attempting to deconstruct, otherwise, the abjuration would fail. Although one might consider such a form of alteration to be very circumstantial, the practice has proven to serve its purpose to Magi who’ve expanded their magical knowledge.

 

Ward Shield: Combative

Using the concept of expropriating mana to pull apart one’s spells, they can shape this disruptive mana into a disc-like shield that takes on the appearance of distorted, yet glistening air (or the mage’s aura). If a spell were to hit a Ward Shield, it would fizzle out into particles of its respective element/magic. Under some circumstances, it may bounce off the barrier.

 

Abjuration: Combative

A similar process to casting a Ward Shield, although rather than distributing the disruptive mana out into a barrier, it is compacted into a base-ball sized concentration of distorted air (or the mage’s aura) and launched as a projectile at an opposing spell, travelling at the speed of an arrow. Upon impact, the Abjuration will take control over the spell’s mana makeup, returning it to the void.

 

Warding and Abjuration Tier Progression

  • Novice (T1) - The Transfigurationist is only capable of Voidal Feeling and cannot perform Warding and Abjuration yet. This stage lasts two weeks with consecutive lessons.
  • Student (T2) - The Transfigurationist is only capable of Transmutation and cannot perform Warding and Abjuration yet. This stage lasts three weeks with consecutive lessons.
  • Adept (T3) - The Transfigurationist begins to experiment with creating fields of disruptive and expropriating mana, learning to create simple Ward Shields and experimenting with Abjuration. This stage lasts five weeks with consecutive lessons.
  • Expert (T4) - The Transfigurationist delves deeper into how a mana anchor can be undone, increasing their potential to Ward and Abjure. They can make more efficient use of their mana in combat. This stage lasts for six weeks with consecutive lessons.
  • Master (T5) - The Alterationist has mastered the nullification of spells and has reached a peak in their ability to destroy adversary Mage’s spells. They can cast more Ward Shields and are able to dispel the most powerful of incantations.

 

Warding and Abjuration Red-lines:

- You cannot Ward and Abjure magic that you, or someone accompanying, do not have an MA or TA in.

- You cannot Ward and Abjure non-voidal magic unless specific lore states otherwise.

- You must know a magic in order to abjure it, either in the form of an MA or TA. 

- Wards and Abjurations are not tangible and offer no physical protection save for against enchanted items. Warding Shields will tingle lightly upon touch and Abjurations will feel like puffs of air if a person is struck with one.

- Requires line of sight.

- Ward durability must be roleplayed. It is your responsibility to keep track of your ward points, not your opponent’s.

- Although Wards can deconstruct any magic that the Transfigurationist knows, Abjurations are created for a specific magic and cannot deconstruct more than one type of magic per projectile.

- If an Abjuration hits an enchanted object, it will deconstruct the enchantment and render it useless.

- If an enchanted object comes into contact with a Ward Shield, it will stop as if blocked by an invisible shield, regardless of whether or not the enchantment is active.

- If the product of an enchanted object comes into contact with a Ward Shield, it will not deactivate the enchantment, but it will decrease the ward points by the corresponding tier of the enchantment.

- Abjuration may not be enchanted onto objects.

- Warding Enchantments can only Ward one magic that the Enchanter knows. They may not Ward multiple.

- Circling does not allow you to Ward or Abjure magics that you do not know

- One may not cast at all with a warding enchantment up. This includes any and all voidal magic. 

- Warding enchantments will nullify any other enchantments on the person.

Spoiler

Credit: (Past Credits for previous amendments/changes)

Phil’s Original Lore:

https://www.lordofthecraft.net/forums/topic/165270-✓-magic-rewrite-transfiguration/

Phil’s Voidal Feeling Lore:

https://www.lordofthecraft.net/forums/topic/152043-✓-voidal-feeling/

ttwestern’s Mana Wire Addition:

https://www.lordofthecraft.net/forums/topic/179665-✓-magic-addition-transfiguration-mana-wire/

ttwestern’s Transfiguration Rewrite:

https://www.lordofthecraft.net/forums/topic/187728-✗-magic-lore-transfiguration-the-art-of-utility/?tab=comments#comment-1748411

 

Former Rewrite

Isaac - Author

Phil, Lhindir, Mavromino, Pundimonium - Consultation

 

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This rewrite saved my life. I remember there was an argument made about enchantment sickness where ST wished to make enchantments less viable for non mages but as it stands, they're equally non viable outside of lesser enchants (which are goated flavor tbf).

Bypassing the connection emote makes enchantments have an actual viable use seeing as it actually becomes the +1 emote rather than what is effectively a +2 for most casting mages.

Abjuration change is also really nice simply bc as it stands, it's crazy that air evo is the only other void magic capable of explicitly manipulating other spells and it does it better than abjuration so having the extended repertoire is a nice change that makes sense.

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Thanks! This was the simplest and most bare bones change out of the possible variations. They'll become more intricate and indepth with each rejection.

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This lore has been denied. Copied from the other post for the most part, but edited where necessary.

 

Theres a few things here but I'll start with-

1. Adding TAs to Abjuration is not the worst idea, and I'll suggest it to the team, but bundled with the others is a definite no.

2. Simple slotting changes for Transfiguration are not being considered at the moment.

3. Enchantments only have a +1, to skip this is unnecessary but part of the reason is that a mage isnt sourcing the mana for an enchant, the enchant is. It's made of (most often) a magic the wielder does not posses, and thus, this is the cost for utilizing a spell they aren't familiar with and don't have access to normally. It's a middleground that doesn't need to be / should not be broken.

 

Overall, mostly just changes that aren't in line for what we want to do with Transfiguration at this time.

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