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[✗] [Amendment] Transfiguration (Abjuration)

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Animael

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EDIT: Altered to reflect constructive criticism/comments.

Spoiler

- Replacing all of the current abjuration spells with the following to make Transfiguration worth being two slots. 

[Disclaimer: I don't believe I know best, and people have better ideas of void magic than I do. Though these spells would make Transfiguration worthwhile to me, so that's what I've posted.]

Abjuration

Mana Shield: 

The mage creates a thin coagulation of mana in the air before them, at a maximum size of 1x2m. A film of arcane energy used for protecting them against the weakest of spells, miscellaneous items (e.g. a random plant pot), splashes of water or environmental effects like a strong gust of wind.

 

Capable of slowing an arrow and reducing the damage done to as if the target were wearing medium armour, this spell is entirely ineffective against crossbows. Cast at an additional tier, and with one additional emote, this spell can create a ward capable of deflecting projectiles unable to puncture heavy armour (e.g. 4 emotes), and spells at T2 (ignoring modifiers such as combustion).

 

Mechanics:

In order to cast, the spell requires [1] emote. (Connection/Cast). Upon the initial emote, a tell must be presented around the target or in the location of the barrier. The target cannot be switched once the spell has been cast. The barrier once formed can be held for three emotes so long as it remains within line of sight. The barrier can be affixed in position, or affixed relative to the caster (moves when they move).

 

For an additional [1] emote, raising the tier of the spell, this spell can deflect projectiles so long as they are not designed to puncture heavy armour (e.g. 4 emotes).

 

Redlines:

  • User must be T2 to cast.
  • This spell is an effective barrier against T1 spells, and T2 spells when an additional emote is used to cast.
  • This spell is ineffective against melee attacks and provides no resistance.
  • This spell cannot be enchanted.

 

Mage Armour:

The mage dedicates a significant portion of their mana to preserving themselves or another with their knowledge of abjuration. By coalescing void essence upon their target and forming it into a thick layer around them, they maintain a protective barrier from the outside world.

 

Mage Armour acts like full plate armour and thus technically it is possible for the attacker to pierce through the armour at points where normal plate armour would be vulnerable. The spell must be maintained by the mage, and if they lose concentration then it immediately ends.

 

Mechanics:

In order to cast, this spell requires [3] emotes (Connection -> Charge -> Cast). Upon the initial charge emote, a tell of the Protection's form must appear around the target that is being defended, meaning that the target cannot be switched once charging has begun.

 

Upon it's cast, a spectral/arcane form of armour appears around the target, though this can be influenced heavily by the aura of the caster. Aesthetic differences hold no effect on the effectiveness of the armour. The armour can take two hits/impacts before the spell breaks, regardless of how powerful the hits/impacts are (so long as they can do more than bruise someone unarmoured). 

 

Redlines:

  • User must be T4 to cast this spell.
  • This spells protectiveness functions exactly like a layer of heavy armour. If something (e.g. a spell) would circumnavigate heavy armour, then it equally circumnavigates this spell.
  • The armour disappears after taking two hits capable of leaving more than a bruise (on an unarmoured person), or until the caster breaks their concentration on this spell. Glancing blows count as hits.
  • If physically broken, this spell cannot be reused on the same person for 5 emotes.
  • This spell cannot be enchanted.

 

Auric Abjuration:

The mage projects a large portion of their mana into creating an anchor point focused on themselves that encompasses their whole form with a two metre radius. Upon activation, their anchor point overrides and disrupts other anchors within this radius and disrupts or outright obliterates tier one to tier three spells cast without an anchor point upon the caster. Solely focused on abjuring mana based magic, this has no effect on disrupting attacks of a mundane nature or non Voidal based magic.

 

Mechanics:

In order to cast, the spell requires [3] emotes (Connection -> Charge -> Cast). The spell can be maintained for five emotes. Void spells and void based abilities that are abjured by this ability are disrupted, and the impression of void essence left on this space interferes with further casting of it for 3 emotes. (For example, if a void stalker attempts to use Invasion, on the target, it will be abjured and will also be unable to be recast for three emotes).

 

Redlines:

  • User must be T4 to cast this spell.
  • Only effective on void spells and void based abilities up to T3.
  • Auric abjuration protects the caster from illusion magic. However, it cannot be cast after an illusion is in effect as a way of ‘testing’ if there is an illusion being used.
  • This spell cannot be enchanted.

 

Counter Spell:

Gathering a sizeable portion of their mana pool in order to counter the will of the opposing mage; The mage deconstructs a spell being used against them and reconstructs it to be used in immediate retaliation using half of the mana provided by their enemy. The ultimate display of mastery by a mage is to take control of another mage's spell, requiring incredible timing to make the most of this ability.

 

Mechanics:

In order to cast, this spell requires [4] emotes. (Connection -> charge -> charge -> cast). The target of the countered spell can be any target within line of sight of the mage.

 

Redlines:

  • User must be T5 to cast this spell.
  • This spell cannot be used on a spell that has been activated more than a turn in advance.
  • This is only effective on void based spells that the caster has an MA or TA in.
  • This spell cannot be enchanted.
  • The mage must have a clear line of sight of the opponents anchor.
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Tfig having spells that can't be enchanted is a fun thing. I think it would help definitely 'sell' the value of it somewhat. My only concern is that mage armor seems very good. Especially if combined with something like translocation. It functionally nullifies the weaknesses of mages. Having it be a fire-and-forget spell that allows you to take one hit might fit more in-line with other balancing considerations. Perhaps something along the lines of the water evo continual spells, where it has an emote duration and you're locked to ONLY casting other abjuration/tfig spells while its up? 

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The current voidal lore and other lores directly reference the spell 'abjuration' which is a projectile based attack.

 

Secondly, mana shield as a concept is okay- but such a spell will possibly be covered by the arcanism rewrite. EDIT: I weep that it got shot. CURSE YOU SQUAKHAWK

 

Mage armour I actually like- but iffy on.

 

Overall-  these spells and changes fail to actually fix abjuration in being 'anti magic' and more so just makes it a set of defensive spells. A nice attempt but -1. The only spell that you have here that is relatively abjuration based is counter spell.

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i like it, it makes a lot of sense. a little op but honestly every other magic is op except transfig.

 

i do think mage armor should be T4 though, to make it more taxing and also uncastable by scions. also, can mage armor be abjured?

24 minutes ago, King_Kunuk said:

Secondly, mana shield as a concept is okay- but such a spell will possibly be covered by the arcanism rewrite.

 

The arcanism rewrite has been denied.

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1 hour ago, Ewdrawings said:

Abjuration

Mana Shield: 

The mage creates a thin coagulation of mana in the air before them, at a maximum size of 1x2m. A film of arcane energy used for protecting them against the weakest of spells, miscellaneous items (e.g. a random plant pot), splashes of water or environmental effects like a strong gust of wind.

 

Capable of slowing an arrow and reducing the damage done to as if the target were wearing medium armour, this spell is entirely ineffective against crossbows. Cast at an additional tier, and with one additional emote, this spell can create a ward capable of deflecting projectiles flying slower than a crossbow bolt, and spells at T2 (ignoring modifiers such as combustion).

 

Mechanics:

In order to cast, the spell requires [1] emote. (Connection/Cast). Upon the initial emote, a tell must be presented around the target or in the location of the barrier. The target cannot be switched once the spell has been cast. The barrier once formed can be held for three emotes so long as it remains within line of sight. The barrier can be affixed in position, or affixed relative to the caster (moves when they move).

 

For an additional [1] emote, raising the tier of the spell, this spell can deflect projectiles moving slower than a crossbow bolt.

 

Redlines:

  • User must be T2 to cast.
  • This spell is an effective barrier against T1 spells, and T2 spells when an additional emote is used to cast.
  • This spell is ineffective against melee attacks and provides no resistance.
  • This spell cannot be enchanted.

Why would this shield be ineffective against crossbows in particular, and which kinds of crossbows? Shortbows/Hand Crossbows have the exact same properties, as does the Longbow/Crank Crossobw. Equally, this spell serves functionally no use - It can't defend against Melee attacks or impede them, it doesnt stop any spell that matters (most combative spells are T3, with some exceptions) and yet its still 1-2 emotes to cast - effectively allowing a mage to instantly cast something that cannot protect them for a T2/T3 Spells cost. This just feels like a worse version of any defensive spell another voidal magic might hold, save Flame Trail from Fire Evo, and feels more like the abjuring T1/T2 spells was a afterthought then following the main anti-magic theme that is Abjuration & Warding.

 

1 hour ago, Ewdrawings said:

Mage Armour:

The mage dedicates a significant portion of their mana to preserving themselves or another with their knowledge of abjuration. By coalescing void essence upon their target and forming it into a thick layer around them, they maintain a protective barrier from the outside world.

 

Mage Armour acts like full plate armour and thus technically it is possible for the attacker to pierce through the armour at points where normal plate armour would be vulnerable. The spell must be maintained by the mage, and if they lose concentration then it immediately ends.

 

Mechanics:

In order to cast, this spell requires [3] emotes (Connection -> Charge -> Cast). Upon the initial charge emote, a tell of the Protection's form must appear around the target that is being defended, meaning that the target cannot be switched once charging has begun.

 

Upon it's cast, a spectral/arcane form of armour appears around the target, though this can be influenced heavily by the aura of the caster. Aesthetic differences hold no effect on the effectiveness of the armour. The armour can take three hits/impacts before the spell breaks, regardless of how powerful the hits/impacts are (so long as they can do more than bruise someone unarmoured). 

 

Redlines:

  • User must be T3 to cast this spell.
  • This spells protectiveness functions exactly like a layer of heavy armour. If something (e.g. a spell) would circumnavigate heavy armour, then it equally circumnavigates this spell.
  • The armour disappears after taking three hits capable of leaving more than a bruise (on an unarmoured person), or until the caster breaks their concentration on this spell. Glancing blows count as hits.
  • If physically broken, this spell cannot be reused on the same person for 3 emotes.
  • This spell cannot be enchanted.

This spell is both useless, and incredibly strong. Useless, in that a mage casting this upon themselves would still be disconnected if they were to be hit and thus renders its usage moot, excluding the fact a mage self-casting this spell cannot do anything until they drop it, or it expires. Overpowered, in that this allows a mage to cast a weightless heavy armor onto anyone they can see, even over somewhere already wearing armor. This doesn't feel like it fits the anti-magic theme that is Abjuration & Warding, either.

 

1 hour ago, Ewdrawings said:

Auric Abjuration:

The mage projects a large portion of their mana into creating an anchor point focused on themselves that encompasses their whole form with a two metre radius. Upon activation, their anchor point overrides and disrupts other anchors within this radius and disrupts or outright obliterates tier one to tier three spells cast without an anchor point upon the caster. Solely focused on abjuring mana based magic, this has no effect on disrupting attacks of a mundane nature or non Voidal based magic.

 

Mechanics:

In order to cast, the spell requires [3] emotes (Connection -> Charge -> Cast). The spell can be maintained for five emotes. Void spells and void based abilities that are abjured by this ability are disrupted, and the impression of void essence left on this space interferes with further casting of it for 3 emotes. (For example, if a void stalker attempts to use Invasion, on the target, it will be abjured and will also be unable to be recast for three emotes).

 

Redlines:

  • User must be T4 to cast this spell.
  • Only effective on void spells and void based abilities up to T3.
  • Auric abjuration protects the caster from illusion magic. However, it cannot be cast after an illusion is in effect as a way of ‘testing’ if there is an illusion being used.
  • This spell cannot be enchanted.

There is no current antimagic that acts in a area of effect - they all require the anti-magical part to physically strike either the target, or the caster. This spells allows a mage to set a radius that abjures all T3- Voidal Magic, including spells they may not even see/be aware are aimed at that. Equally, preventing mages from recasting spells makes this already potent spell ridiculously strong. It doesn't require the mage to know the magic coming, or even know it is coming - not at all balanced, and barely relevant to the idea of Abjuration in that it nullifies some spells.

 

1 hour ago, Ewdrawings said:

Counter Spell:

The mage deconstructs a spell being used against them and reconstructs it to be used in immediate retaliation using the mana provided by their enemy. The ultimate display of mastery by a mage is to take control of another mage's spell, requiring incredible timing to make the most of this ability.

 

Mechanics:

In order to cast, this spell requires [4] emotes. (Connection -> charge -> charge -> cast). The target of the countered spell can be any target within line of sight of the mage.

 

Redlines:

  • This spell cannot be used on a spell that has been activated more than a turn in advance.
  • This is only effective on void based spells that the caster has an MA or TA in.
  • This spell cannot be enchanted.
  • The mage must have a clear line of sight of the opponents anchor.

This feels like the current Abjuration, except it allows the user to be any tier of MA instead of the current T3+, and allows a mage to (cost free) fire back spells in what reads to be any range, even if the spell had a limited range upon being cast. This would be ridiculous on Eminent, who could shorten this down to 3 emotes and steal just about any spell for no cost. Deconstructing someones spell should incur a cost to a mage casting it, proportional to the Tier/Cost of the spell they wish to deconstruct. This just doesnt feel balanced at all.

 

Overall, these changes don't feel like a attempt to correct the weaknesses and faults of existing Abjuration & Warding, and instead feel like a attempt to add more spells, either mostly useless or incredibly overtuned - none of which addressed the remainder of problems with Tfig, or Abjuration & Warding.

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Abjuration should be all about abjuring voidal spells. I disagree with adding in both mana shield and mage armor as they affect more than just void spells. Besides you have air evo redirect or shields on earth and water evo.

 

Counterspell would be better as a spell disabler rather than a spell reflection more or less. I think tfig needs a full abjuration rewrite probably not just an amendment like this.

 

Edit to address @King_Kunuk:

 

Arcanism ain't making it so that's not a worry.

 

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I think this devalues the fensive abilities of the evocations. Also a mage armor that can block 3 hits as of plate ia just gonna cause every sicon to be a tranafig user, if not every combative mage.

 

All n all, voidal magic is not weak by any means, giving them the ability for short term plate armor is almost power gamey to me. I can also imagine a void stalker spaming this spell with a bound jing running around acting an attacking unit.

 

Then again a front lining void stalker beast master would be extremely funny

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Altered to reflect some of the constructive criticism! ^-^

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This feels like a powercreep. Why don't we start spinning magic into less CRP coded uses we have *PLENTY* of Void Magic for DEFENSE and OFFENSE - Transfiguration doesn't need stuff like this.

 

If you want to make it something "Worth two slots" or whatever - Maybe focus on adding more creative freedom for making incredible cool things that create more narrative than combat.

 

COMBAT ISN'T A GOOD NARRATIVE. 

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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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