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[Amendment] Arcane Scion - Melding


Dymase

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GREEN: New

STRIKETHROUGH : Removed

PURPLE: Explanation

 

Arcane Scion

 

 

[Spell [Combat]] - Melding

Adept and experienced in combative and generally impromptu magics, melding is a trademark capability of Arcane Scions, serving as a useful tool in battle as a crossover of transmutation and ancient arcanism.

A Scion may be versatile in situations where required. Using pure mana, one may make minor adjustments to existing objects. After [2] emotes [1 Connect + 1 Cast], one may make a temporary (until the end of combat, or 10 minutes in narrative), amendment to an item already existing up to 1x1x1 meter in size in total. An example of this may be adding more grip and blade to a dagger to turn it to a makeshift longsword, or patching damaged or incomplete armour with an arcane protection.

 

Redlines

-An Melded item would only last until the end of combat or for 10 minutes in narrative.

-Only one item may be melded at a time.

-Given the temporary nature of Melded items, they are obviously not ST signed.

-A Melded item may have it’s amendment broken instantaneously by means of Abjuration or Thanhium.

-Given the clunky nature of quickly changing the purpose of an item, it is likely that item will be ineffective as it’s actual counterpart. (E.g. a dagger with an extended blade and hilt would not be as durable, wide, or controllable as a shortsword, making them non ideal)

-A Melded item would have no special effects, and would have the hardness & durability of Steel at most.

-A Melded weapon, being entirely made of mana, is able to harm beings weak to voidal magics the same way as any other spell. (i.e. Feeling like a hot iron.)

-A Melded item would only be as hard and durable as its steel counterpart at most.

-The larger an amendment made, the more mana this spell may take. At its maximum, a full meld would expend as much mana as a Tier 3 spell.

-A Melded item would appear as an ethereal (either partially, or fully) extension of the original item, and would bear the aura colour of the Scion.

-Melding cannot create objects with Melding, only amend them.

-Most melded items will be not nearly as effective as their proper counterpart given their makeshift nature. However, items specially designed for melding may function as normal- at cost of being impractical or outright unusable without its application.



 

PURPOSE: Seeing as Melded items are created through pure mana rather than mundane means, it seems logical that such an item would have properties, albeit limited, beyond its non-magical counterpart. The rationale for this is that combative evocation spells are still able to harm spectral beings, and those spells are also constituted from the same mana used to create a melded weapon. Some confusion arose when I read melded items have "no special properties" while voidal spells do have the property of causing harm to phantoms. I just think this ought to be clarified in the lore for ease of explanation.

 

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Spoiler

Spiriting

While warriors and monster-slayers alike have relentlessly employed aurum as a means of subduing the spectral undead, mystic blades are endorsed the affinity to ‘bless’ their blades to make physical contact with the spectral and the ephemeral.

 

- Mystics may channel one liturgy worth of ectoplasm around a touched weapon or similar object, ‘blessing’ it and allowing it to hold a presence within the Elysian, over the course of two emotes in which movement must be halved and the object uncovered. This would allow the weapon to make physical contact with phantoms even should they be intangible, bearing to it a dim gleam alike to that of a hindered object. The effect will last for ten emotes following the blade's imbuement without requiring concentration or touch, not burning the phantom upon contact as aurum does, but only damaging them like a normal weapon damages a mortal. Should a killing blow be struck on a spectral undead (Ghostlike) creature, spiriting would also allow a mystic blade to either recuperate one liturgy of ectoplasm or one soul fragment (mimicking saturation on living targets) as they prefer. 
 
- Those that bear an amputated limb are able to utilise spiriting to a greater extent, able to funnel one (noncombat) to two (combat) liturgies worth of ectoplasm in their empty grasp to form a spectral tool with the same applications as a ‘blessed’ weapon, over the course of two emotes in which they must keep perfectly still with their phantom limb outstretched. This glassy implement can take the shape of any non-complex solid object, always tangible and of a similar density to ferrum. It cannot be heated, oiled, enchanted or otherwise ‘enhanced’ in any fashion. In that regard complex or flexible mechanisms like crossbows and bows cannot be functionally replicated with spiriting, though sharp or blunt tools and weapons such as knives, swords, hammers and even arrows could be. This object will last for ten emotes following the tool’s creation without requiring focus, unless willingly dismissed earlier or hand contact is broken with the object - causing it to disappear after two emotes unless picked up again - or if the tool is shattered by any kinetic blow that would feasibly shatter ferrum. 

 

  • The tool will never become invisible/intangible, only adopting a ghost-like aesthetic or gleam similar to an object that is hindered/saturated. 
  • Spiriting can only 'create' temporary objects should the mystic blade have undergone Amputation at the hands of a wight. 
  • When a temporary, spectral object is created, it would be instantly dispelled when in contact with Aurum.
  • A weapon blessed or made from spiriting has no effects upon mortals beyond what it would do normally.
  • Whilst there is no minimum size for tools, implements made from spiriting may be of no more mass would be found in a polehammer or similarly sized object that the mystic blade could feasibly wield (objects can be made proportional to the mystic blade's race).
  • Whilst a buckler or kite shield is also possible, tower shields or any form of worn armour or clothing are not; the tool must explicitly stay in-hand lest it dissipate after two emotes from being let go. This also applies to the 'blessing' variant of this spell, which can only be done to held items.
  • Tools made from spiriting weigh the same as their mundane counterparts and obey the laws of physics as normal, thus requiring the strength to wield effectively.
  • Only one tool can be made at a time from spiriting. 

 

While thematically, this does make sense and should in theory already be a thing, I really don't think scions need any further buffs.

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This amendment isnt technically needed, as phantom lore clarifies any voidal spells acts akin to aurum against them. A better redline might be to clarify it is entirely made of mana to things weak to void magic/mana and abjuring lore

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18 minutes ago, PrimnyaQuorum said:

This amendment isnt technically needed, as phantom lore clarifies any voidal spells acts akin to aurum against them. A better redline might be to clarify it is entirely made of mana to things weak to void magic/mana and abjuring lore

 

Thank you for the suggestion, I edited it. If you think there is a better way to clarify, please do let me know.

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can't read what he do this time

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12 minutes ago, Dymase said:
33 minutes ago, PrimnyaQuorum said:

This amendment isnt technically needed, as phantom lore clarifies any voidal spells acts akin to aurum against them. A better redline might be to clarify it is entirely made of mana to things weak to void magic/mana and abjuring lore

 

Thank you for the suggestion, I edited it. If you think there is a better way to clarify, please do let me know.

 

Melding is in a bit of a weird state where its objectively bad to do unless you make a weapon explicitly for it, in which case its totally useless otherwise. I like this because it lets have have a cool niche of making their own weapons but being a T3 spell cost makes using it hurt, since its not clear whats a low cost vs high cost useage.

 

The change is just stating whats hidden in phantom lore though - Unhusked Wights and anyform of ghost would already be weak to this spell being ghosts so /shrug

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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