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[Amendment] Transfiguration: Alter Light 2.0


Luxury

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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.

 

Alter Light may be used in conjunction with Magelight, allowing a mage to shape and direct their conjured illumination in otherwise dark environments. These manifestations remain non-solid and purely cosmetic, offering no mechanical benefit and being unable to carry over into combative scenarios.

 

-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 briefly 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 within their hands or at the end of a casting focus, 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 rectangular area 3 blocks wide and 6 blocks long, originating from the caster's position.

 

Affected targets are dazzled and 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, closing their eyes, wearing full visors, or behind solid cover are unaffected.

 

Flash requires three emotes to cast [1 Connect + 1 Charge + 1 Cast] and cannot be withheld.

 

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, or magical darkness.
-May be countered by looking away, closing one's eyes, wearing full eye protection (visors or tinted lenses), or by lacking visual function (Seers or blinded individuals).
-The
dazzled status may only afflict a target twice before their eyes adjust to the brightness. This limit is shared between Flash and Lucent Singularity.

-Affected focus based casters experience a [1 Emote] delay if interrupted mid-charge, able to resume casting after the duration. 


Lucent Singularity [C]
By drawing in all available light in the area, the Transfigurationist creates a radiant core that can be lobbed to erupt 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 gathered above one's hands or a casting focus, which may be cast in place or thrown up to 6 blocks. The sphere may be held for up to 2 additional emotes before detonation, allowing for repositioning. If not released by the end of the 2nd holding emote, it fizzles and the caster disconnects. 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 dazzled for 1 emote. 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.

 

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.
-Does not work through walls, smokescreens, or magical darkness.
-May be countered by looking away, closing one's eyes, wearing full eye protection (visors or tinted lenses), or by lacking visual function (Seers or blinded individuals).
-Once cast, the mage is disconnected and must reconnect again to cast.
-The
dazzled status may only afflict a target twice before their eyes adjust to the brightness. This limit is shared between Flash and Lucent Singularity.

-Affected focus based casters experience a [1 Emote] delay if interrupted mid-charge, able to resume casting after the duration.


General Red Lines:
-Mages can only redirect, intensify, reshape, or diffuse existing light. Alter light may not completely extinguish torches, lanterns, or ambient light to create darkness.
-Non-combative Alter Light may be enchanted for various aesthetic effects. The combative variants may not be enchanted.
-Alter Light may not produce black, UV, or shadow-like effects. Its color must be visible and luminous

-"Ambient light" is defined as any visible light source within the specified radius that produces illumination equivalent to or greater than a single torch. This includes: - Natural sources (sunlight, moonlight, starlight) - Artificial sources (torches, lanterns, campfires) - Magical sources (Magelight, sustained magical illumination, enchanted items, etc.)

-At least one such light source must exist within the specified radius at the moment of casting. If all light sources are extinguished during charging, the spell fizzles and the mage must reconnect.

 

Tier Progression:
Alter Light (Non-Combative) - Learned at Tier 2
Flash -  Learned at Tier 3
Lucent Singularity - Learned at Tier 4

 

 

Change Log + Purpose:

Spoiler

[FOLLOWING 1ST COMPILE]

-Blacklight properly redlined against

-Upped emote cost + Spell Cost for both combative spells

-Clarified that spell is cast from hands or focus

-Clarified that emoting closed eyes is sufficient to block the spell

-Added the 'Dazzle' condition which limits the amount of times any one target can be affected by the combative spells in an encounter

-Reduced stun time in lucent singularity to 1 emote.

-Clarified disconnection

-Removed combative enchantments

[FOLLOWING 2ND COMPILE]
-Added the following mechanic to non-combative Alter Light: "Alter Light may be used in conjunction with Magelight, allowing a mage to shape and direct their conjured illumination in otherwise dark environments. These manifestations remain non-solid and purely cosmetic, offering no mechanical benefit and being unable to carry over into combative scenarios."

-Added Ambient Light clarification to General Redlines

-Added interaction where light source is snuffed before cast

-Added the following line to Flash mechanics: "Upon being cast, the flash will erupt in a rectangular area 3 blocks wide and 6 blocks long, originating from the caster's position."

-Added the following line to Lucent Singularity: "The sphere may be held for up to 2 additional emotes before detonation, allowing for repositioning. If not released by the end of the 2nd holding emote, it fizzles and the caster disconnects."

-Removed Redline: "-May not be held after the final cast emote - must be used or it fizzles."

-Added the following line to both Flash and Lucent: "-Affected focus based casters experience a [1 Emote] delay if interrupted mid-charge, able to resume casting after the duration."

Note for ST:

This is an attempt to modernize a spell which has near completely fallen out of use.

 

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You know what, close enough. Welcome back Arcanism

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We got transfiguration down to one slot i wouldn't push our luck with the buffs

 

That being said in my totally un(biased) opinion we should add this

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46 minutes ago, Cheese said:

We got transfiguration down to one slot i wouldn't push our luck with the buffs

 

That being said in my totally un(biased) opinion we should add this

 

If there is a part of accepted lore that the players who use the lore can not or will not use, its our responsibility to remove it or amend it.

 

I chose the latter. We shouldn’t scare ourselves away from trying to better our lore for the sake of a balancing act!

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pls dont bring lux mains to the server...

 

Download Lux (League Of Legends) Video Game League Of Legends Gif

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20 minutes ago, Morigung-oog said:

pls dont bring lux mains to the server...

 

Download Lux (League Of Legends) Video Game League Of Legends Gif

 

I rarely play league anymore but she's a permaban for me 😎

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Magnum opus this and do eminent things on Rhae'lin

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So Tfig is
- 1 Slot

- Can abjure any MA/FA you held for at least 3months sometime in the past

- Has multiple kinds of blinds

- Can create enchantments

- Can create Transmutations [Non-Enchantment Enchantments]

- Voidal Feeling

 

I don't think this is really adding to tfig in a meaningful way while tfig is in the state it is in. 

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2 hours ago, PrimnyaQuorum said:

So Tfig is
- 1 Slot

- Can abjure any MA/FA you held for at least 3months sometime in the past

- Has multiple kinds of blinds

- Can create enchantments

- Can create Transmutations [Non-Enchantment Enchantments]

- Voidal Feeling

 

I don't think this is really adding to tfig in a meaningful way while tfig is in the state it is in. 

 

This is meant to rework a dead spell and modernize existing lore, not provide a narrative reupholstering to the magic's identity.

 

If I removed the shorter 3-emote flash spell and left just the updated AOE blind, this would effectively be a net neutral amendment. I indulged in the non-combative portion because it should be possible within the spectrum of what Transfiguration does already, and needed to be expanded on. The old Enhanced Magelight spell implies through its text that light is a transmutable interaction like anything else, but the rest of the Lore never explains it.

 

I'm left to assume you just don't prefer the short-hand flash spell?

 

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36 minutes ago, Luxury said:

 

This is meant to rework a dead spell and modernize existing lore, not provide a narrative reupholstering to the magic's identity.

 

If I removed the shorter 3-emote flash spell and left just the updated AOE blind, this would effectively be a net neutral amendment. I indulged in the non-combative portion because it should be possible within the spectrum of what Transfiguration does already, and needed to be expanded on. The old Enhanced Magelight spell implies through its text that light is a transmutable interaction like anything else, but the rest of the Lore never explains it.

 

I'm left to assume you just don't prefer the short-hand flash spell?

 

 

In General, Tfig provides the MOST for a 1 slot Voidal MA. Right now, the only form of voidal blinding exists with illusion [very hit or miss and long windup] and earth evo [sand blast which is going to be shoot out back 20 times in any rewrite or amendment]

 

Giving Tfig, an already highly capable 1 slot MA another way to have a tangible effect on combat or anything feels iffy. I agree unused parts of magics should be moderenized/adapated/rewritten, but I question if giving tfig another combative spell is going to be helpful or a net neutral.

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1 hour ago, PrimnyaQuorum said:

 

In General, Tfig provides the MOST for a 1 slot Voidal MA. Right now, the only form of voidal blinding exists with illusion [very hit or miss and long windup] and earth evo [sand blast which is going to be shoot out back 20 times in any rewrite or amendment]

 

Giving Tfig, an already highly capable 1 slot MA another way to have a tangible effect on combat or anything feels iffy. I agree unused parts of magics should be moderenized/adapated/rewritten, but I question if giving tfig another combative spell is going to be helpful or a net neutral.

 

I’m happy to omit Flash and keep only the “true” successor to Enhanced Magelight if that better fits the kit. I proposed two tiers because several voidal write-ups use tiered scaling for a single effect. Mechanically, this is the same established blinding interaction, presented in two intensities for clarity and balance - not an attempt to raise Transfiguration’s power ceiling. Ultimately I think you're arguing against a non-issue.

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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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