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[✗] [Ammendment] Transfiguration: Alter Light

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Old Lore:

 

Spoiler

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.

 

Mechanics:

In its non-combative, yet brighter form, it takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell, the brighter it gets, having the potential to fill an entire cavern with light. If the Transfigurationist was to overcharge the spell for a combative advantage, it would take 1 connect emote + 2 charge emote + 1 cast emote. This causes a brief, yet powerful flash of light that lasts for one emote and can disorient targets who perceive it for about an emote. This is rather mana intensive and takes up about a fourth of the Transfigurationist’s mana and will disconnect the mage after it’s been cast due to the intense light.

 

Red-lines:

- Although the color of the light is up to the mage’s aesthetic, it may not change the effects of the spell. 
- You cannot create blacklight/UV light with Enhanced Magelight.
- Enhanced Magelight may never cause permanent eye damage.
- The flash of light caused by overcharged magelight only lasts for a single emote as soon as it has been cast, the mage will lose focus and be disconnected the spell has finished.
- Magelight carries little to no heat and cannot be used against creatures that are susceptible to sunlight. It provides no comfortable warmth and may at most feel a tad warmer than the air around them, regardless of its form.
- Follows all red-lines of Magelight lore unless this spell specifically states otherwise.

 

New Lore:

 

Spoiler


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Alter Light: Non-Combative / Combative

Through Transmutation, the mage may manipulate ambient light present in the environment. Whether to guide one’s path, illuminate old tomes in a library, or dazzle an enemy, Alter Light showcases utility and finesse over the Arcane.The color of Alter Light is largely up to the caster’s preference. Though the light itself is shaped from existing sources, Transfiguration allows it to be refracted and filtered into nearly any hue or intensity.

 

Though its primary function is practical, the spell may be pushed to combative thresholds when overcharged, creating a weaponized burst of brightness. As a cautionary refinement of the crude Magelights of old, modern Transfigurationists have devised a method of bending light around themselves, preventing accidental self-blinding during casting.

 

Mechanics
After connecting, the mage may manipulate existing light within a ten-block radius. This includes torchlight, moonlight, or any other natural source. They may gather it into drifting motes, focus it into narrow beams, cast glowing runes and shapes, or affix it to objects and individuals for aesthetic effect.

 

The spell allows for freeform manipulation of ambient light, but cannot function in complete darkness. These manifestations remain non-solid and purely cosmetic, offering no mechanical benefit unless augmented.

 

-Combative Augments-

 

Flash [C]
A Transfigurationist may manipulate a pocket of ambient light into a sudden, directed flare meant to disorient an opponent. Though brief and harmless, this burst can interrupt a spell, stagger a charge, or blind a foe long enough for the mage to reposition.

 

Mechanics
Flash allows a mage to gather and concentrate ambient light into a single point, which is then expelled in a quick flare. This flare must originate from an area with sufficient light, such as sunlight, torchlight, or magical luminescence. Upon being cast, the flash will erupt in a cone 3 meters wide and 6 meters long, affecting any individual facing it directly.

 

Affected targets experience brief disorientation - flinching and blurry, unfocused vision - for 1 emote. This is enough to interrupt focus, misalign an aim, or momentarily hinder coordination. Targets looking away, wearing full visors, or behind solid cover are unaffected.

 

Flash requires two emotes to cast [1 Connect + 1 Cast] and cannot be charged or held. Consecutive casts require the mage to spend [1] additional charge emote to gather light again.

 

Redlines
-Flash cannot function in total darkness. There must be ambient light within a 5-block radius to shape.
-Only affects targets facing the flare within line of sight.
-Cannot cause damage, pain, burns, or permanent blindness.
-Does not work through walls, smokescreens, magical darkness, or behind closed visors.


Lucent Singularity [C]
By drawing in all available light in the area, the Transfigurationist creates a radiant core that erupts in an overwhelming burst - weaponized illumination used to disorient and blind in a wider radius.

 

Mechanics
Lucent Singularity condenses light from all ambient sources within a 5-block radius into a floating sphere, which may be cast in place or thrown up to 6 blocks. Upon impact or completion, the sphere detonates in a burst of intense light that reaches a 5-block radius.

 

Those facing the detonation and caught within its radius are blinded and disoriented for 2 emotes. Affected individuals will experience severely blurred vision, making it difficult to aim, cast, or react with precision.

 

Lucent Singularity requires four emotes to cast [1 Connect + 2 Charge + 1 Cast]. Due to the overwhelming nature of the spell’s detonation, the caster experiences a brief lapse in focus as their transfigurative control dissipates. This results in an automatic disconnect, requiring one full emote to recover before casting another spell.

 

Redlines
-Cannot be used without sufficient ambient light nearby. Total darkness renders the spell inert.
-Does not burn, damage, or cause physical pain of any kind.
-The burst only affects those within 5 blocks who are facing or exposed to the explosion.
-Cannot bypass magical protection, visors, or closed eyes.
-May not be held after the final charge emote - must be cast or it fizzles.
-Once cast, the mage is disconnected for 1 emote and may not chain cast other spells.

 

General Yellow Lines:
-Alter Light and Flash is learned at Tier 2
-Lucent Singularity is learned at Tier 3
-Mages can only redirect, intensify, reshape, or diffuse existing light. Alter light may not completely extinguish torches, lanterns, or ambient light to create darkness.

-If accepted this piece will overwrite Enhanced Magelight, but co-exist with the Magelight cantrip under Voidal Connection.
-Both combative spells may be Enchanted

 

 

Purpose

Enhanced Magelight is wack

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TRANSFIG BUFF!! TRANSFIG BUFF!!!!!

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