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[✗] [AMENDMENT] Transfiguration Addition: Animate Object

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RockyTheWolf

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OOC NOTE: As someone who plays a Transfigurist for my main character while I absolutely love this magic I have always felt it is lacking for being a [2] slotted magic. The amount of things you can actually do with it other than for flavor is minimal. Many have tried to fix this but I feel as if some of the suggestions I've seen don't fit with the Transfigurist's theme of being a master of influencing the material world using the Void. So I decide to throw my own hat in the ring, with a spell based around being a master of objects while also giving a transfigurist a better offensive/defensive spell than [Enchanced Magelight], this spell should be added to the [Transmutation] section of Transfiguration if accepted. 

 

TRANSMUTATION

 

ANIMATE OBJECT [Combative]:  

   By utilizing the same principles of Alter Position, a Transfigurist may place a mana anchor within an object to manipulate it around an area. Utilizing this technique they may move this object around a battlefield to aid them within combat. 

Spoiler

MECHANICS: 

The emote counts, spell ranges, and mana cost for Animate Object differ based on the size of what you wish to move. 

 

The spell ranges vary, for Handheld Objects it's [10] blocks in front of the mage, for 1 block tall structures it's [8], and for 2 block tall structures it's [6], one can not control an animated object outside of this range. If the object moves out of this range it falls upon the ground or ceases all movement. 

 

 

Handheld Objects have a [T2] Mana Cost and require [3] emotes to perform, Connect] -> [Charge] -> [Cast], These may be controlled for [6] emotes. Upon the cast emote the item may either be thrown, which ends the spell early, or may be freely manipulated until the [6] emote countdown has finished. They may be swung at the strength of an average human or thrown, however throwing the object ends the spell prematurely. If they are hit by a hard strike or hit by Anti-Magic methods the item will fall to the ground, ending the spell. These items may move [4] blocks per emote. 

 

One block tall and one block wide objects such as chairs have a [T3] Mana Cost and require [3] emotes, [Connect] -> [Charge] -> [Cast] Upon the cast emote they are able to be freely moved around an area for [5] emotes. During this time they can either trash into objects/people or they may be lifted up into the air and thrown, if thrown the spell ends afterwards. These objects act as if they are being pushed by an average strength human and may move [4] blocks per emote. 

 

2 block tall or 2 block Wide objects such as couches may also be manipulated but have a [T4] Mana Cost requiring [4] emotes, [Connect] -> [Charge] -> [Charge -> [Cast], upon the cast emote a [4] emote countdown begins. During these [4] emotes these objects can be manipulated freely around a space to thrash into objects or people. These objects are too heavy to lift into the air and throw. They will always act like they are being pushed by a create with human strength and may only move [3] blocks per emote.

 

A mage is also capable of manipulating multiple Objects at once as long as they are the same size. Each additional object adds onto the required charging emotes by [1] and adds onto the spell cost. A [T3] Spell allows one to move 2 handheld Objects and 1 object that is 1 block tall. A [T4] spell allows for 3 Handheld Objects, 2 1 block tall objects, or 1 object that is 2 blocks tall to be moved. At [T5] a mage can move 4 handheld Objects, 3 1 block tall objects, and 2 objects that are 2 blocks tall.

 

REDLINES:

-Unlike Alter Position one may not dual cast this spell. It follows the same redlines as all combative voidal spells

-An animated Object is able to move immediately upon the [Cast] emote, with this emote counting as the start of the 6-4 emote counter 

-In order to be animated, an object must be completely stationary. If the object is being moved or held it can not be animated 

-If an animated object leaves the line of sight of the mage, leaves the radius a mage can manipulate it in, the mage ends the spell prematurely, or the mage is disconnected from the void the object harmlessly falls to the ground or stops moving

-Handheld Objects may only be raised [2] meters above the ground while 1 block tall objects may only be raised [1] meter above the ground, 2 block tall objects can not be lifted into the air at all

-It takes [1] dedicated emote to knock an animated object out of the air with a melee strike. One may not use an arrow or other projectile[unless it is fitted with anti magic material] to cancel out the spell. At close range the animated object is not fast enough to dodge this attack. 

-The amount of damage the object deals to an opponent depends on the object's weight and size and when in combat the object is treated as it's mundane variant just being wielded by an invisible force 

-Striking the air around an animated object does nothing to it

-For aesthetic, if one has a familiar bound they may emote the familiar using this spell to physically pick up the object. All voidal familiar redlines apply and if the familiar itself is hit, the spell ends

-All Voidal Magic movement rules apply

 -When animating more than one object at once, you must add the secondary object before the spell is cast. You may not add another object to an already Cast Animate Object spell

-May not be Cast on Anti Magic Material such as Null Arcana or Thanium

-May only be Cast on objects comprised of inorganic material or dead organic material

-Can be learned at [T2] after learning [Alter Position]

-Can not move anything that is a permanent fixture to the ground or wall, must be an object that can realistically be moved such as a bookshelf, couch, or chair

-Can not move large blobs of liquids, only tiny amounts may be animated. 

-Can not move large amounts of grains of something such as gravel or sand, only small amounts may be animated. 

-Much like [Alter Position], one does not need to know the composition of an object to move it 

-Animated Objects count as [Dependant Summons] per combat pet rules and if possible should have signs or physical blocks to be placed to denote their location

-To animate an object it must be represented by either a physical structure or a mechanical item

-Some form of voidal tell must be present upon the object/objects you are animating during the charge emote, such as voidal runes or the mage’s aura being shown upon the object. This is free form and follows all redlines of standard voidal tells/aura tells

-If a hand held object is moved, hit, or picked up before the charge emote is over the spell is canceled but does not cost the mage any mana cost as the spell was unfinished. 

-Hitting a 1 meter tall or 2 meter tall animated object does not cancel out the spell, nor does anything other than disconnection, anti magic, or the Destruction of the object cancel a larger animated object spell once it has been cast. You may cancel one before its been cast by moving the object during the charging emotes, striking it does not do anything however

-Hitting the object with Voidal Abjuration, Thanium, Auric Oil, or Null Arcana can also end the spell prematurely 

-Auric Oil can not de-animate a [2] block tall Animated Object

-May not be Enchanted

 

 

 

CREDITS: 

Writing/Editing: Rocky_Wolf

Inspiration: FadedQuartz, Hohkmati & Redquill Discords

Moral Support: Ztrog 

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why

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I killed telekinesis for a reason I don't think this is needed. We have 5 different evocations for projectiles etc. 

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that's so many words

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Waiter waiter! More housemagery tweaks please!

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