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[✗] Transfiguration - Abjuration & Warding Rewrite

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King_Kunuk

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Transfiguration - Abjuration & Warding Rewrite

Spoiler

The following is a full rewrite on the Abjuration subsection on Transfiguration; if accepted the entire section will be changed to be as this amendment dictates along with any changes required by the LT. Overall- this piece aims to directly buff abjuration and warding to make it into ‘true’ counter spells and dispellings of magic- allowing mages with transfiguration to really appreciate the second slot they need to dedicate to the magic. Since abjuration and warding predominantly interactions with only Void Magic with very niche situations outside of it (such as with ghosts); I felt that allowing it to be stronger in a mage-on-mage duel would be best due to Transfiguration being a [2] slot magic- and a lot of the abilities within it able to be replicated by earth evocation and air evocation with very limited spell tier capacity for what they can deflect.

 

Spells - Warding and Abjuration

 

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((Credit to OwenLeaf))

 

“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 possess a baseline understanding of magic less their attempt at deconstruction, less the abjuration would fail. Yet if a mage takes the time to dedicate themselves into expanding their magical knowledge, garnering expertise over long years of work- they will find themselves capable of dispelling even the most advanced spells and incantations other magi could contrive.

 

Abjuration

Abjuration as a spell can be split and listed into two separate categories: Dispel Magic and Counter Spell. Each of these applications of Abjuration are complex fasciitis of the magic which requires a mage to have a fundamental understanding of the magics or effects that they are seeking to dispel- with the end result of these two arts returning the casted spell’s mana back into the void.

 

Spoiler

Dispel Magic

This spell takes [2] emotes to cast if the mage is applying the spell via Direct Touch [1 connect  + cast]. Or [3] emotes if the mage is applying the spell via a projectile [1 connect + 1 charge + cast].

 

Note: If a mage is already connected to the Void, Direct Touch still takes [2] emotes to cast [1 charge + 1 cast]

 

When Dispel Magic is casted via touch; the mage’s hand will shimmer in the colour of their aura as they must attempt to make PHYSICAL CONTACT with the magical effect they are trying to dispel. If instead they are trying to dispel the effect via a projectile- they will send forth an orb or some other aesthetically shaped projectile that is roughly the size of a baseball which travels at the speed of an arrow. Regardless of how they cast this spell: the following effects will always occur.

 

  • If dispelling a spell that is ‘deployable’ (such as an Earth Evocationists Earthen Wall, an Ice Field summoned by a Water Evocationist, etc); the targeted spell immediately comes to an end.
  • If it makes contact with a spell that is not ‘deployable’ and is instead a form of projectile- the spell is ended prematurely. Note that a mage cannot use Dispel Magic: Touch to defuse these spells- for such projectiles will be moving too fast and harm the mage before the spell ends; thus disconnecting the mage from the Void and causing the attempt of Abjuration to fail.
  • If it makes contact with a magical creature of magical origin- it will cause an effect of searing pain- equal to that as though hot iron has been pressed upon their body- stunning them for [1] emote unless stated otherwise in that magical creature’s lore (this counts as a T3 spell for mana consumption. However the Void Mage must be capable of casting T4 transfiguration spells to do this.
  • If it makes contact with an Enchanted Item, the enchantment is violently dismantled and undone- causing it to go inert. Such an item however can be brought back to a voidal mage who knows enchanting and be re-enchanted should the appropriate rp be done.

 

If in the case of dispelling SPELLS casted by other Void Mages- Dispel Magic can cause any kind of void spell of T3 or less. However, in order for a Void Mage to dispel a magical effect of T4 or higher unless they possess an appropriate MA or TA in that magic.

 

Redlines

  • A Mage Cannot cast other spells alongside Dispel Magic.
  • All mentions of tiers assumes the mage in question is capable of casting spells of said tier.
  • Projectile Dispel Magic feels akin to a puff of air breezing past those who would not be harmed. Regardless if it is touch or a projectile- it appears as a more subtle but obvious ‘glow’ in the colour of the mage’s aura. This MUST be emoted in order to allow other mages to understand that the spell ‘dispel magic’ is being casted
  • Only Voidal Creatures (Atronachs, Voidal Horrors, Void Stalkers, etc) will be harmed by Dispel Magic by default, with the area of contact causing such entities to feel immense pain- often stunning them for [1] emote or more. Other creatures can be harmed by Dispel Magic provided their lore piece specifically says it can.
  • If an Arcane Scion were to cast Dispel Magic to ‘harm’ a voidal creature- they would find the effort greatly taxing- draining them of all mana and leaving them in a fatigued state.
  • In order to cast Dispel Magic - Touch, a mage MUST make physical contact with the object they are trying to dispel. They CANNOT cast this version of Dispel Magic - touch through a sword, staff, weapon, or other weapons. In terms of armour; a mage can only transmute the mana for Dispel Magic: touch if they are wearing LIGHT ARMOUR (see techlock; armaments), as the materials used in medium or heavy armours are too thick to allow mana to pass through.
  • Dispel Magic can only dispel magics Voidal in origin unless a lore piece states otherwise.
  • A mage can dispel any magic that is two tiers lower then their current tier in transfiguration (example: a T3 mage can only dispel T1 effects, T4 can only target T2 effects, T5 can only target T3 effects). If a mage is proficient in a magic they are dispelling- they instead can dispel the magic based upon the given tier (thus, a T5 mage can dispel T5 magics they have an MA or TA in).
  • If not specified in a lore piece- the amount of mana consumed by a dispelling is T3 worth of mana. Otherwise, it consumes the amount of mana based upon its tier.
  • The touch version of Dispel magic can be held up to [2] emotes after a mage has finished charging it.
  • If a mage fails to Dispel any magic: a T3 spell worth of mana is consumed.
  • Dispel Magic cannot be enchanted.

 

Counter Spell

This spell takes [3] emotes to cast [1 connect + 1 charge + cast]. When casted, a mage sends a disruptive wave of mana towards an opposing mage or voidal construct, causing the magic they are attempting to falter and cease before its casting is completed. This wave of mana can be ‘seen’ as a ranged projectile that often takes on an ‘electric’ look that arcs between the caster and the target which travels at the speed of a crossbow bolt.

 

Redlines

  • A Mage Cannot cast other spells alongside Counterspell.
  • Counter Spell is a form of Abjuration that directly impedes the casting of a target mage in the middle of casting a spell or the charge up of an ability a magical creature might be using.
  • Counter spell consumes the amount of mana from both the casting mage and the target mage equal to the amount of mana put into the spells charging. For example: if a mage had charged up three quarters of a Flame Thrower Spell, both mages will lose mana equal to three quarters of a flame thrower spell. If the counterspell misses its target, it consumes mana equal to a tier three spell.
  • The speed at which counterspell travels is akin to that of a crossbow bolt. It travels through the air as a crackling whip of energy that lashes and contorts at the charging spell within the target mage’s hand or focus. When charging- the spell appears to flow around the mage’s hand or arcane focus akin to some form of violent energy.
  • If a mage is behind a physical barrier- they cannot be counterspelled due to the ‘line of sight’ rule. A mage must at most see one half of a target mage for them to be an eligible target.
  • Counterspell cannot be sent at a spell that has already been casted. It is specifically designed to disrupt and pause casting.
  • Being the subject of a counter spell does not disconnect the mage from the void.
  • Unlike dispel magic- Counterspell cannot harm voidal creatures. However it can still disrupt any of their castings.
  • Counter Spell follows the same rules of what it can counter in the same rules as Dispel Magic. That is to say, a mage can only counterspell a spell or magical effect of T1 if T3, T2 if T4, and T3 if T5- adding two to the tier of the spell if they possess an MA or TA in the magic.
  • A mage can only counterspell magics pertaining to the Void unless a lore piece or magical effect says otherwise.
  • Counter Spell cannot dismantle the powers of an enchanted item- however it CAN disrupt the casting of said objects regardless of what magics are used in that enchantment (due to a transfigurationist having in depth knowledge of enchantments). In such cases, the void mage loses mana equal to the tier of the enchanted object’s spell, but drains ALL CHARGES that enchanted item might have left regardless of how many it may or may not have used up.
  • Counterspell cannot be enchanted.

 

Spoiler

Authors Note and Clarifications: For the purposes of interacting with Arcane Scion feat, both forms of abjuration treats them as though they were a T3 mage regardless of the ‘skill’ tier their MA has or if they have a TA due to their capacity for transmuting mana through themselves. That is to say a Scion can only abjure spells they have an MA or TA in; and only up to T3.

 

 

Warding

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.

Spoiler

This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote. These barriers are as large as a doorway, large to cover a single person and may be created anywhere within an eight block radius of the Transfigurationist. At Tier 4, they may charge an additional emote for the Shield to grow to cover a 4x4 block area, however it does not change the amount of ward points that the Ward Shield. When a spell comes into contact with a Ward Shield, it may fizzle out, or bounce off the barrier, sending it elsewhere (this will not EVER send spells back at mages. It is more or less a flavor feature and cannot affect CRP in any way or change structures unless RO permission is granted.) Ward Shields work off a system of points, having a durability of 5/5. A Tier 1 spell will lower this durability by 1 point, a Tier 2 spell by 2 points, a Tier 3 spell by 3 points, a Tier 4 spell by 4 points, and a Tier 5 spell by 5 points.If the max durability of 5/5 is reached, the Ward Shield will disperse after the last spell is warded with no consequence. If the maximum durability is breached, such as 6/5 or above (e.g. the Transfigurationist wards a T3 spell and uses 3/5 Ward Shield points, then they get hit with another Tier 3 spell, which brings the total up to 6/5), the Ward Shield will violently shatter away as soon as the Ward-breaking spell hits the barrier, disconnected the mage forcefully and stunning them for one emote after the ward breaks and they disconnect. At Tier 5, a fully used or shattered ward will consume 1/4 (or one T4 spell) of the Transfigurationist’s mana (see Tier Progression for specifics.)

 

In cases where multiple void mages are circle casting a Warding Shield, the amount of durability points increases by a standard of 5, and it's size increases by a factor of 1 (thus two void mages will have a warding shield equal in size to a 5x5 barrier, three 6x6, etc).

 

Red-lines:

  • You cannot cast other spells while your ward shield is up
  • Ward Shields offer NO physical protection and only protect against magic.
  • Ward Shields cannot block non-voidal magic unless specific lore says otherwise.
  • Ward Shields may only be moved if they are casted in front of the mage and controlled by their hands, allowing them to pivot around to change the angle of their Shield. If it is casted out beyond the Transfigurationist’s physical reach, it is stationary and may not be moved.
  • Ward Shields may not be bigger than the max size of a 3x3 block in area unless circle casted.
  • Circle casted Warding shields gain an additional meter in size and 5 points worthy of 'health'.
  • Ward Shields cannot deflect spells at people. Deflection is a flavor spell and cannot do any environmental damage without RO permission.
  • The mage may move while a Ward Shield is up, though it abides by all Voidal Connection rules.
  • If an enchanted object strikes a Ward Shield, active or not, it will stop as if it has been blocked by an iron shield. An enchanted object will not lose it’s properties unless it strikes the shield of an Artificer (who may choose for it to lose it or not)
  • If the product of an enchanted object or an object made of arcanium strikes a Ward Shield, it will bring down the appropriate ward points with each strike, corresponding to the Tier of the enchantment, but it will not deactivate the enchantment upon impact.
  • You must RP your ward points and the consequences if your Ward Shield’s maximum durability is breached.
  • A mage can ward any magic that is two tiers lower then their current tier in transfiguration (example: a T3 mage can only dispel T1 effects, T4 can only target T2 effects, T5 can only target T3 effects). If a mage is proficient in a magic they are dispelling- they instead can dispel the magic based upon the given tier (thus, a T5 mage can dispel T5 magics they have an MA or TA in).
  • Magical creatures of the Void and creatures weak to abjuration are incapable of passing through a ward shield. The barrier acting as though made of physical matter. In such cases of contact, it is considered that a T2 spell has crashed into the Ward Shield.
  • Warding shields can be made into enchantments, but in such cases they can only ward one specific magic. To make such enchantments, the enchanter needs an MA/TA in said magic, or work with another mage who has such magics through Co-Enchanting (see Enchantment subsection).
    • Warding enchantments will never be able to go beyond 5 durability points and a 3x3 barrier regardless of how many mages participated in the creation of the enchantment.

 

 

Spoiler

Reference:

Credits:

Kunuk - writing
Issac: source material

 

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