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[Re-Write] [Voidal Lore] The Voidal Connection

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Tʜᴇ Vᴏɪᴅᴀʟ Cᴏɴɴᴇᴄᴛɪᴏɴ

For the sake of clarity, flavourful language has been omitted from this page.

xa6OQak.jpeg

 

OOC [Implementation]:

Spoiler

Upon acceptance of this page, the following should be done:

1) The Enchanter’s Sickness paragraph & redlines should be moved to transfiguration, as its own spoiler under the enchantment category. The aura’s of all current mages will be preserved and ‘grandfathered’.
2) All current voidal mages should submit a [FA] voidal connection & comment with their current and prior voidal [MAs], [TAs] & [FAs], alongside any rare voidal knowledge the character knows. These mages will be considered “grandfathered” and do not need to present the TA of the voidal mage that connected them originally.

3) Mages with newly-incompatible magics are considered grandfathered, and not required to drop either magic; should they drop/lose one of the incompatible magics, they will be subjected to the new compatibility mechanics.

4) Mages with knowledge that they no longer would be considered able to know are considered grandfathered and able to retain & teach that knowledge.

5) Spellforges & voidal MArts should be updated where relevant. Outdated spellforges and voidal MArts that fundamentally cannot be updated should be shelved. The [Voidal Circling] lore page should be shelved, as their function has been integrated into this page.

6) All voidal [MA]s progression is adjusted to be at most [12] OOC weeks, following the general progression from [T1] to [T5] as found in the table under [Progression]. This has no impact on voidal [FA]s (which will remain 4 Weeks), nor the [2nd] slot option on voidal [MA]s (which will remain 2 Weeks).

 

OOC [Purpose]:

Spoiler

This re-write aims to curb the conflicting choice between utilizing ritual aspects of voidal lore and spellcasting, introduce a more simple and sensible mana system, & slow down the MA/FA application spam commonly seen with voidal magic. Below is a quick summary of each section and its purpose, including the few areas where actual changes were made. IF THIS IS ACCEPTED, several amendments have already been written to update/match existing lore pages to the new standards/mechanics set in this page. As with all great classics, this was primarily written at early hours; please let me know if you spot a formatting error or a statement that doesn't read right. It is likely not intentional.

 

Spoiler/

OVERVIEW:

Within this section, some of the general facts about voidal magic (I.E non-soul altering nature) were written down and outlined properly. Nothing was really changed beyond writing out these already existing mechanics.

 

ATTUNEMENT/DISATTUNEMENT:

One of the major changes with this rewrite, a proper system was established for connection & disconnecting from the void, alongside introducing the notion of a voidal connection [FA] in order for a mage to have a single page to generally track the knowledge they learn. Disattunment was equally fleshed out to properly outline how a mage might disconnect themselves from the void should they ever wish it, alongside redlining how a former mage can spread knowledge they obtained pertaining to voidal magics as a mage.

 

VOIDAL AURA [FORMERLY AURA, TELLS, HICCUPS]:

The sections concerning aura, tells, and hiccups were condensed into this section here. The primary change of this section was the removal of ‘subtle’ connection tells (I.E Glowing Eyes) to ensure consistency across the various cultures and presentations of voidal magic. Voidal Hiccups were removed as an unused feature, and Aura’s were clarified to be less minmax-y.

 

CASTING & FOCUS:

Another major change here lies within casting & exhaustion. Casting fatigue as a concept was removed, and focus mechanics/redlines were simplified and modernized. Casting was entirely overhauled to better represent the IRP explanation for voidal casting, and to put an effective end to the unofficial-offical base-64 casting system mages and ST have relied on. 

 

ARCANE ATROPHY [FORMERLY VOIDAL POISONING]:

Voidal Weakness/Poisoning, renamed Arcane Atrophy, was modernized to reflect the modern-day tecklock. It also received minor changes to reduce cases of mages min-maxing shields to a point of negating their inability to don heavier armors or use otherwise extreme materials.

 

BASE SPELLS & RITES [FORMERLY VOIDAL CIRCLING + SPELLS]:

Imagination & Magelight, alongside all voidal circling rituals and mana obelisk creation, has been condensed into this page. This is primarily to reduce the amount of void bloat (30+ Accepted Lore Pages) and modernize and simplify these rarely used areas of voidal magic.

 

PROGRESSION:

The final major change to the connection rewrite, the standard [16] OOC week progression has been reduced to [12] OOC weeks, with a built-in system to ensure both that new mages cannot spam 5 MAs alongside 3 FAs, and that mastered [T5] mages do not have to dedicate an unreasonable amount of time to master multiple consecutive voidal magics, as the core principles of voidal magic remain consistent across all MAs. 

 


Oᴠᴇʀᴠɪᴇᴡ

The Voidal Connection is central to all voidal rituals and spells, for it is what enables the mage to draw forth upon the infinite reserves of energy beyond the Veil. It enables a mage to draw forth Arcana from the Void, to mold into their desired purpose before releasing it from their grasp and control. It is the voidal connection that permits the mage both the means to conjure Arcana onto the material side of the Veil, and to mold it based upon their understanding and sheer mental will. 

 

Redlines:

Spoiler

The voidal connection is not soul-altering in any manner. Attempting to utilize any method, mundane or magical, that does not explicitly outline a method of detecting the voidal connection to attempt to detect such is considered metagaming. 

The voidal connection cannot be “purged” or otherwise cleansed from an individual through the use of magic (I.E shaman cleansing, deific healing, etc), alchemy, etc. Attempts through player-accessible means to forcibly purge a voidal connection will always fail.

The voidal connection & voidal magic in general does not radiate voidal energy whatsoever, nor can it be passively collected for liquid mana, used as a resource, or otherwise claimed as justification for detection/effects. A voidal mage can produce liquid mana per alchemy lore from [T3] onward.

The voidal connection & voidal magics, unless specified to do otherwise, do not cause voidal corruption, pollution, blight, or anything similar. This refers specifically to spells castable by player mages, and does not cover voidal structures created by multiple mages.

An individual connected to the Void is subject to all effects outlined in this page until they are disattuned from the Void, or otherwise subject to a lore effect that outlines different interactions.

A character with the voidal connection [FA] is referred to as a [Mage] throughout this page. A mage is required to always have at least [1] voidal [MA] in order to remain connected to the Void. Should all voidal [MAs] be lost, a mage loses their voidal connection.

Should a voidal lore page not specify a difference to something stated in the voidal connection (I.E Soul Warping) then the voidal connection [FA]’s mechanics should be take precedence.

 


Aᴛᴛᴜɴᴇᴍᴇɴᴛ & Dɪꜱᴀᴛᴛᴜɴᴍᴇɴᴛ

The voidal connection is obtained through the process of Attunement, and surrendered through the process of  Disattunement. Both processes require a calm, unconflicted environment. A mage, regardless of the method of their connection or disconnection, is not forced to view the process or their connection within any specific view or set of thoughts; the voidal connection is vague and unique to each individual, which has promoted a wide variety of interpretations among mages as to the source of the connection.

 

Spoiler

 

Attunement requires a voidal mage who is [T5] with at least [1] voidal [TA] alongside a prospective mage. The attuner should bring either an object closely pertaining to the Void, to a mastered mage such as the attuner themself, or undertake attunement close to a voidal structure or region. The process of attunement beyond these specific requirements is highly freeform, often pertaining to the nature of the void and requiring a high level of mental stillness. This process can vary depending on how much influence the attuned permits the attuner to have. Following this process, the newly-attuned mage would submit both their voidal connection [FA] and [1] voidal [MA].

Disattunement requires a voidal mage to be alone, and away from any objects or structures of voidal origin. This process is equally as freeform as Attunement, though it typically carries effects opposite of such; a mage opens their mind and focus from total stillness to the living & breathing world in their immediate surroundings and memories, as they lose their connection to the Void.

 

Redlines:

Spoiler

Attunement & Disattunement require [IC] & [OOC] consent; it cannot be forced upon someone, nor can someone be forced to attune or disattune from the Void. The attuner must hold a [TA] in any voidal [MA]. Disattuning from the Void can be done by a mage of any tier, alone. Attunement is automatically learned upon acquiring a voidal [TA].

Attunement & Disattunement do not have a set emote requirement, but should be a high quality, personal process between each party. This process cannot be romantic or sexual in any regard. 

A mage can choose to keep any voidal [TAs] they have through disattunement. If they choose to do this, they are able to teach another mage, and impart all common voidal knowledge that they know to other mages. They are not able to access or teach rare voidal knowledge, such as spellforges, unless they reattune to the Void.

Attunement & Disattunement require a calm, non-combative environment. It cannot be done in the middle of combat or through physical interruption, and cannot be disrupted through shouting or noise. Regardless of the exact method of Attunement, said method does not impart any upsides or downsides.

[OOC Oversight] & [Self-Taught] methods of teaching are both permitted within voidal magic, and do not differ in their requirements for attunement. 

A creature must contain a soul in some form in order to be attuned; see [Compatibility] for more info.

A object can be used for attunement if it is primarily of voidal origin (I.E Arcane Foci, Arcanium, etc) or if the Structure is wholly of Voidal Origin (I.E Voidal Heaths, Voidal Tears, Voidal Obelisks, etc). Items solely with voidal enchantments are not sufficient for attunement.

The freeform nature of the process can be of any nature, so long as it pertains to voidal [MAs], [FAs], or likewise. They cannot impart lasting damage, nor impart any effects, nor can they be used to teach, impart, or take knowledge of any kind. 

Attuning & Disattuning from the voidal connection does not impact one’s memory of voidal magic, and disattuning does not force a mage to forget their time as a mage or what they did - however, details required to teach or explain spells, common voidal knowledge, etc is not recallable unless the mage kept at least [1] voidal [TA].

Only [1] voidal [MA] can be submitted alongside a voidal connection [FA], which must be a [MA] the attuner has a [TA] in. An individual can be Attuned & Disattumed from the Void without any long-lasting effects or being prevented from re-attuning.

Disattunment can be performed alongside the connection ritual of any [MA, FA, CA] that is incompatible with voidal magic; doing such, however, prevents the mage from re-attuning to voidal magics until they are fully disconnected from all incompatible magics.

 


Vᴏɪᴅᴀʟ Aᴜʀᴀ

Aura describes the visual component of a mage’s spellcasting, a visible effect that emanates from the mage as a result of engaging in spellcasting or ritual work. A mage’s aura will be at most [2] colors, or contain a gradient between [2] colors. In general, an aura will always manifest in an obvious manner, and is unavoidably obvious if one looks upon a mage casting within a focus-intensive situation, such as combat or ritual work.

 

Tells refers to the general manifestation of mana, both the passive burnoff that is aura and the active mana being manipulated in spellcasting. In general, a mage should refer to their specific [MA] in regards to casting tells of specific spells within combat. Outside of combat, a mage that is [T4+] can engage in non-combative casting without requiring the manifestation of an aura.

 

Redlines:

Spoiler

While a mage’s aura is entirely freeform in presentation, it must be encompassing in some manner. It is considered powergaming to have an aura that only manifests in small areas, such as the hands or eyes, within combat. 

A mage cannot have a rainbow aura, or likewise have an aura of darkness/light that provides a blinding/obscuring effect. A mage’s aura, at most, can be a gradient between [2] colors and surround their entire self.

A mage’s aura cannot provide any form of obscurement or blinding brightness, and at most is translucent. The aura likewise must surround the mage and cannot be displaced in any manner. No Stands.  

Within combat, it is the responsibility of the mage to CLEARLY utilize all proper tells of combative voidal casting. Unless a spell specifies freeform casting within CRP or other lore is utilized to manipulate such (I.E Seer, Palmreader) it is considered powergaming for a mage to vaguely emote the charging, casting, or sustaining of a spell. It is NOT sufficient to simply emote the gathering of one’s mana/aura.

A mage is not required to include the name, emote or sustain counts, nor their current level of Exhaustion within casting emotes. During [ET] events, however, it is expected the mage do this alongside clearly naming their current spell of use.

Outside of combat, a [T4+] mage can freely cast non-combative voidal magics without requiring the manifestation of an aura, adhering to all proper tells & emote counts. Within combat, all mages must emote the manifestation of an aura during their connection emote. 

While a mage’s aura must be obvious and not minimized (I.E Eyes glowing, hands trembling, etc), it does not automatically give away a mage’s location, nor does it emit enough light to provide illumination. A mage’s aura, and casting, can be detected through means such as arcana flow.

 


Cᴀꜱᴛɪɴɢ & Fᴏᴄᴜꜱ

Before a mage engages in any form of spellcasting or ritual, they must obtain a steady connection to the Void. This is the active process of funneling mana from beyond the Veil to the mage, for the mage to repurpose as an extension of their capabilities and will. 

 

Redlines:

Spoiler

A forced disconnection for any reason prevents re-connection for [1] emote following the disconnection to ANY magic. After that, the mage can connect to any magic as normal. This does NOT prevent any other actions during this period.

A mage cannot willingly disconnect in response to an action against them that would disconnect them to avoid the forced disconnection effect. A mage can willingly disconnect, however, as a part of an emote where their own action would otherwise forcefully disconnect them to avoid the forced disconnection effect.

A mage cannot be connected to voidal magic alongside any other magic at the same time, and vice versa during combative encounters. This redline can be stretched during non-combative encounters (such as during enchantment creation), but never to any extent or manner that would provide anyone a combative advantage or disadvantage.

A mage cannot be connected indefinitely, or during periods where they are not conscious. A mage cannot join a combative encounter already connected or with a “pre-casted” spell. Outside of [ET] & [Player] events, a mage cannot target a spell at a character that is beyond their maximum emote range (I.E “Shout” range).

Being connected does not physically limit a mage’s agility or movement; however, attempting to exceed the below defined limitations will result in a forced disconnection unless a mage’s connection is strengthened through lore that would enable such.

Fᴏᴄᴜꜱ

Focus refers to a mage’s ability to remain connected to the Void and thus able to cast through various situations and effects. The table below includes much, but cannot include everything; as a rule of thumb, anything that states it disrupts, disconnects, or otherwise stops focus-based casting will break a mage’s connection unless another lore prevents such.

 
Spoiler
 

Tɪᴇʀ 1

 

Pʜʏꜱɪᴄᴀʟ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Aᴜᴅɪᴛᴏʀʏ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Oᴛʜᴇʀ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Any form of harmful or wounding physical contact or pain will disconnect the mage, regardless of their level of protection.

Anything louder then the clashing of swords, such as yelling, will disconnect the mage regardless of their level of hearing protection.

A mage require’s near total stillness and silence to remain connected; they are unable to connect or cast any spells within combat in any form.

 

 

Tɪᴇʀ 2

 

Pʜʏꜱɪᴄᴀʟ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Aᴜᴅɪᴛᴏʀʏ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Oᴛʜᴇʀ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Any form of harmful or wounding physical contact or pain will disconnect the mage, though amor can partially mitigate physical contact.

Anything as loud as being yelled at directly in the ear will disconnect the mage, though hearing protection can partially mitigate this effect

A mage will still struggle to remain connected during battle, but can fare slightly better and remain connected through more challenging situations

 

 

Tɪᴇʀ 3+

 

Pʜʏꜱɪᴄᴀʟ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Aᴜᴅɪᴛᴏʀʏ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Oᴛʜᴇʀ Dɪꜱʀᴜᴘᴛɪᴏɴꜱ

Any form of harmful or wounding physical contact or pain beyond a scrape, cut, slap, or shove will disconnect the mage.

Anything louder than cannonfire or the volume of battle will disconnect the mage.

A mage can remain connected while performing day-to-day non-combative tasks with ease, and remain connected during battle.

 

Redlines:

Spoiler

Focus cannot be negated by deafness, undeath, or being unable to hear/feel/sense pain. In a situation where a normal mage would be disconnected, a creature otherwise unable to experience the disconnecting stimuli will also be disconnected unless their [CA] specifies otherwise.

At [T3+], a mage is incapable of being disconnected through any form of mundane noise, such as yelling, battle, or cannons firing. Unless otherwise specified, they will always be disconnected if a magical noise or sound effect specifies it disconnects focus-based casting.

Any form of the above or the [Forced Disconnection] list below that is illusory or otherwise not real will not disconnect the mage, but instead prevent them from charging or casting spells beyond sustaining already cast spells until the illusion is broken or ends.

Light or low-effort physical force, such as throwing random rocks & pebbles or slaps & light punches will not disconnect a mage. As a rule of thumb, for a physical strike to disconnect a [T3] mage it must be intentional, hit the mage directly, and cause some form of significant pain or damage beyond bruising.

Cᴀꜱᴛɪɴɢ

To cast spells, a mage will always require [1] emote to establish a connection to the Void, which they passively maintain throughout uninterrupted casting. This connection will become more stable as the mage progresses, but is not invulnerable and can be disrupted by various means. Unique to mages is that their theoretical maximum range, and primary limiting factor is the Line of Sight, which requires the mage to see and maintain sight of their target for a spell to remain active.

 

Spoiler

 

Pᴇʀꜱɪꜱᴛᴇɴᴛ Cᴏɴɴᴇᴄᴛɪᴏɴ

Before any form of spellcasting or ritual, a mage must spend [1] emote to connect to the Void. Once this has been performed, it does not need to be repeated with each spell. Should a mage become disconnected, any spell they are charging or sustaining will no longer exist or impart effects.

Fᴏʀᴄᴇᴅ Dɪꜱᴄᴏɴɴᴇᴄᴛɪᴏɴ

The following are action that will always disconnect a voidal mage; Sprinting, Combative actions (attacking, blocking, parrying, etc), Controlling a mount, Being struck upon the head, Dodging in melee, Forced displacement beyond [4m].

Lɪɴᴇ Oꜰ Sɪɢʜᴛ

A mage must always be able to see a spell they cast in order to continue to sustain it. Should they lose sight of a spell it will cease to exist, though any afflicted effects and consequences will not. A blindfolded or blinded mage cannot cast spells as a result, as they cannot see their own spells.

A mage cannot utilize alchemical lenses or treatments such as heat vision or arcana flow to attempt to see through visual obstructions. They must be able to entirely bypass the visual obstruction in cases like smoke, or a way to see in sub-optimal conditions such as Night Vision in darkness.

Rᴀɴɢᴇ & Rᴀᴅɪᴜꜱ

Unless a spell specifies otherwise, a [T1] mage can cast up to [8m] away, while a [T2] mage can cast up to [20m] away. A [T3+] mage has no maximum range, except their maximum [Line of Sight] in a given encounter.

Mᴏᴠᴇᴍᴇɴᴛ

A mage retains all normal movement when not actively charging, casting, or sustaining a spell. A mage’s movement will always be slowed by the highest spell tier that is charging, casting, or sustaining. A [T1-T3] spell does not slow the mage’s movement, while a [T4-T5] spell slows the mage’s movement by [1m] per emote. 

 

Redlines:

Spoiler

Connecting to the void within combat will always require [1] emote. This connection will remain active and does not need to be re-done unless the mage is disconnected, either by force or choice. A mage CANNOT cast voidal spells unless they have obtained a connection to the void within the encounter

A mage cannot connect or otherwise spellcast in a different text channel then their target can hear. All connection and spellcasting emotes MUST be performed in a text channel the intended target can see. This is NOT justification for a target to automatically know who & where a mage is casting from.

Should a spell specify a shorter RANGE than [LoS] or the mage is unable to see beyond a certain range, that range will always take priority over a [T3+] mage’s range of [LoS]. 

Combative actions are those such as blocking, parrying, melee actions, etc. Falling, or likewise moving out of the way of a long ranged or heavily telegraphed attack is not considered to be dodging.  

A mage cannot control any mount and remain connected at the same time; this does not apply to being a passenger on a mount another character is controlling, or if the mount lore specifically states a different interaction.

A mage cannot remain connected through dodging melee attacks, but can remain connected when dodging ranged attacks that are at least [8m] away. Doing such requires the mage’s full action for that emote, and will “pause” their spellcasting, preventing them from charging or casting a spell while dodging.

Forced displacement will only forcefully disconnect a mage if they are pushed [4m] or further by a single action at once. Shoving does not fall under forced displacement and instead constitutes a physical disruption.

A mage cannot utilize any externally altered forms of vision or vision-enhancements (Heat Sight/Arcana View Goggles, etc) in order to attempt to cast through a visual obstruction such as smoke. The ONLY way to cast through a visual obstruction is to have a lore effect that permits sight through, such as seer’s truesight.

Should a mage’s line of sight be limited by conditions such as darkness, they can utilize methods of seeing within that condition (Light Sources, Cat’s Eye Goggles, Tawkin Mutations, Naztherak Boons, etc) in order to mitigate or nullify the effect.

A mage being disconnected will immediately interrupt any charging spell or spell being sustained, but will not undo effects already applied from spells. I.E A mage disconnected while sustaining a fire wall will cause the wall to disappear, but will not un-burn anyone already burnt.

Mᴀɴᴀ & Exʜᴀᴜꜱᴛɪᴏɴ

Previously understood as Casting Fatigue, a mage incurs a subtle backlash with each spell cast. While this is rarely felt when a mage casts well within their limits, those who push their utmost will experience this effect, as their physical forms strain and eventually crumble against the infinite pressure of the Void, brought on by repeated casting. This exhaustion can both be avoided and slowly alleviated by a mage restraining from casting their strongest spells.

 

Spoiler

 

Tɪᴇʀ 1

[T1] spells will generate [2] Exhaustion.

Tɪᴇʀ 2

[T1] & [T2] spells will generate [2] Exhaustion.

Tɪᴇʀ 3

The mage can freely cast T1 spells within combat. [T2] spells will generate [1] Exhaustion, & [T3] spells will generate [2] Exhaustion.

Tɪᴇʀ 4

The mage can freely cast T1-T2 spells within combat. [T3] spells will generate [1] Exhaustion, & [T4] spells will generate [2] Exhaustion.

Tɪᴇʀ 5

The mage can freely cast T1-T3 spells within combat. [T4] spells will generate [1] Exhaustion, & [T5] spells will generate [2] Exhaustion.

 

Those that push their limits without concern risk the occurrence of Voidal Thaumburn, a phenomenon where a mage’s connection to the Void de-stabilizes and permits an unmoderated flow of voidal energies to course through the mage. This uncontrollable and unstable surge of mana, if not immediately controlled, will eventually de-constitute the mage into arcana. In general, however, as a mage casts the most potent of spells, the backlash of arcana will wear at their forms. In order to alleviate these symptoms, a mage must go [3] emotes without charging or casting a spell that incurs exhaustion, following which [1] exhaustion will be removed per emote, so long as a spell is not cast that incurs exhaustion.

 

Spoiler

 

0-3

The mage experiences no symptoms, or minimal symptoms of exhaustion as if lightly winded. This does not mechanically affect the mage or their casting.

4-6

The mage begins to feel physical fatigue, which can impede with efforts of physical exertion.

The mage’s movement is slowed by [1] meter per emote for all movement except that dedicated to sprinting.

7-9

The mage begins to feel physical & mental fatigue, which can impede both with their ability to perform physical efforts and accurately cast spells.

The mage’s movement is slowed by [2] meter per emote for all movement except that dedicated to sprinting, and [1] meter per emote for sprinting.

10+

Attempting to surpass one’s own limitations incurs Thaumburn; upon the first offense, a mage will experience an intense sensation of pain as their soul recoils against overexposure to the Void as their spell fails. 

Upon the second offense, the mage is rendered unconscious for a prolonged period (or the remainder of combat) as their body and mind begin to collapse from the overexposure to the Void as their spell once more fails.

Upon the third and final offense, a mage’s mind, body, and soul are torn asunder by a rapid surging of arcana, leaving little behind as the mage and only the mage is consumed whole in a rapid moment. Their final spell will succeed.

 

Redlines:

 

Spoiler

In general, the maximum tier of spell a mage can cast will incur [2] exhaustion, with the tier below the maximum castable will incur [1] exhaustion. Exhaustion itself is an OOC representation of the process of repeated, sustained, high-tier casting and is not something that can be referenced in RP.

It is the responsibility of a casting mage within combat to track their exhaustion. Outside of combat, Exhaustion is not generated by non-combative casting, though the general effects will become present scaling with the time spent casting and tier of casted magic, up to the second stage of Thaumburn.

Should a casted spell place a mage in the [10+] category of Exhaustion, the spell will fail as Thaumburn is incurred or progressed. Exhaustion is only incurred upon the successful CASTING emote of a spell within combat.

Exhaustion is occurred based on the tier of mana expended to cast a spell, not the effective tier of the spell. The SOLE exception is white fire modified fire evocation spells, which do not generate exhaustion and wholly adhere to the mechanics of white fire.

A mage must no longer be charging, casting, or sustaining a spell that incurs exhaustion for the [3] emote period to begin before exhaustion will begin to fade. Exhaustion goes down by [1] per [1] emote where the mage is not casting or sustaining a spell that incurs exhaustion.

The mechanics of exhaustion apply to all mages, unless they have lore that specifies otherwise. Enchantments do not incur exhaustion upon their user.

Thaumburn, across all stages, will not effect anyone or anything beyond the casting mage that is incurring Thaumburn. Regardless of any [MA/FA/CA] a character has, reaching Thaumburn a third time within the same COMBATIVE encounter will always constitute a suicide PK.

A character cannot ‘accidently’ Thaumburn themselves. To reach the third stage of Thaumburn within combat is a deliberate choice a character must make, which cannot be forced onto them. Thaumburn cannot be incurred outside of combat, as the second stage’s effects will result in the mage waking after all exhaustion has faded, several narrative hours later.

 


Aʀᴄᴀɴᴇ Aᴛʀᴏᴘʜʏ

Previously referred to as Voidal Weakness, Arcane Atrophy is the tangible consequence of prolonged study of voidal magics, as a result of a connection and focus upon stillness closely akin to the nature of the Void. In day-to-day life, this is commonly experienced as a gradual reduction in strength up to an extent, where in combat this is felt as an inability to connect to the Void or engage in spellcasting while attempting to utilize certain types of weaponry, armors, and shields. 

 

Spoiler

 

 

Tɪᴇʀ 1

 

Pʜʏꜱɪᴄᴀʟ Sᴛʀᴇɴɢᴛʜ

Wᴇᴀᴘᴏɴʀʏ

Aʀᴍᴏʀ & Sʜɪᴇʟᴅꜱ

The mage’s physical strength is lowered slightly, at most being the average for their race. This has no meaningful impact in day to day life or battle, and they find they begin to feel fatigued slightly sooner from exerting strength. 

The mage remains capable of wielding all weaponry as any other member of their race could, without experiencing any abnormal difficulties. They find they will tire sooner in prolonged battle compared to others.

The mage remains capable of donning all forms of armor and wielding all types of shields as any of members of their race could, without experiencing any abnormal difficulties. They find such things to become tiring to wear & hold over prolonged periods

 

 

 

Tɪᴇʀ 2

 

Pʜʏꜱɪᴄᴀʟ Sᴛʀᴇɴɢᴛʜ

Wᴇᴀᴘᴏɴʀʏ

Aʀᴍᴏʀ & Sʜɪᴇʟᴅꜱ

The mage’s physical strength becomes lower than the average for their race. This is not noticeable or of meaningful effect in battle, but is noticeable in day to day life as a general struggle to perform strength-based tasks with the ease they previously had. The mage will also tire more quickly when exerting the strength they have.

The mage finds that they struggle to wield two-handed weaponry for a prolonged period of time and in general struggle to achieve the same accuracy with such weapons, though they continue to wield one-handed weapons without issue.

The mage finds they can no longer don heavy armor nor half-plate, or wield tower shields. Round & buckler shields, alongside medium & light armor, remain usable by the mage.

 

 

Tɪᴇʀ 3+

 

Pʜʏꜱɪᴄᴀʟ Sᴛʀᴇɴɢᴛʜ

Wᴇᴀᴘᴏɴʀʏ

Aʀᴍᴏʀ & Sʜɪᴇʟᴅꜱ

The mage’s physical strength becomes significantly lower than the average for their race, extremely noticeable in day-to-day life and a meaningful effect in battle. They find exerting strength rapidly tires them, to the point that they are easily physically overpowered in a clash of weapons & outlasted in prolonged battle.

The mage finds that they can no longer wield two-handed weapons, or weapons forged of extremely heavy materials such as Boomsteel. They find they can continue to wield one-handed weapons, though they remain unable to rely on pure strength to inflict damage.

The mage finds, in addition to heavy armor and tower shields, they are unable to utilize medium armor. They can still don light armor, and utilize bucklers. Round shields remain an option, though using such lowers their speed by [1] meter per emote, in all movement.

 

Redlines:

Spoiler

Unless a [MA/FA/CA] SPECIFICALLY outlines to what extent its weakness is akin to arcane atrophy, it is subjected entirely to Arcane Atrophy as written above if it refers to itself as “voidally weak”. Anything that subject a target to “voidal weakness” is considered to be at [T2] arcane atrophy, unless it specifies further. 

Arcane atrophy only affects what is outlined above. A voidal mage of any tier will retain their usual level of agility & stamina, though such cannot be used to justify stronger attacks due to their weakened strength output. 

The effects of arcane atrophy cannot be removed or mitigated, unless a lore specifically describes an interaction with arcane atrophy or “voidal weakness”. Effects that remove arcane atrophy do not also remove other magically induced weaknesses unless they specify such.

Should a character be subjected to arcane atrophy & magical weakness from another source, whichever weakens the character most will always take precedence; arcane atrophy does not “stack” or otherwise overlap with other sources of magically induced weakness.

A mage utilizing a type of armor, shield, or weapon they cannot wield because of arcane atrophy will find themselves incapable of utilizing any magic they possess until the offending object is discarded/removed. One cannot force such onto a mage in the middle of combat in an attempt to disconnect them.

The definitions of armor & shield types are found within the [Armaments] Tech Lock unless otherwise specified. For the purposes of arcane atrophy, a round shield is any shield that is larger than a buckler, but does not & cannot fully cover or conceal the mage behind it. This is evaluated proportional to the mage in question; I.E a round shield usable for a human mage would be unusable for a halfling mage.

For metals with an average density/weight significantly above that of mundane steel, a mage will be limited to wielding [1] combative item (such as a sword, shield, or armor piece) of such materials at a time that is at most [1] ingot. Non-combative items (such as jewelry) do not contribute to this limit.

 


Bᴀꜱᴇ Sᴘᴇʟʟꜱ & Rɪᴛᴜᴀʟꜱ

[Tier 2] [Magelight] [Spell]

Magelight has long been a staple of magicians, tricksters, wizards and sorcerers. The caster is capable of imbuing mana into their aura to brighten it, causing it to shine and illuminate one's surroundings to a limited, harmless extent. This also allows them to alter its color for the duration of the spell, including having "dancing lights" that shift colors.

Spoiler

Magelight requires [2] emotes (1 Connect + 1 Cast) to alter their aura to emit light equivalent to a torch or otherwise produce patterns with light within their aura. These patterns can reach as far as [8] meters away from the mage. While these colors cannot blind, disrupt, or otherwise obscure/interfere with vision, they can be changed by the mage in [1] emote.

 

Redlines:

Magelight is entirely harmless & temporary, ending when the caster disconnects or chooses to end the spell. It is dispelled immediately if it comes into contact with sufficient anti-magic, such as Thanhium.

Magelight cannot shine bright enough to harm anyone, nor can it create UV / Blacklight, or made to appear as flame or a hidden source. It's normal light.

Magelight is not brighter at its creation point, meaning it cannot blind people or obfuscate their vision in any way.

Magelight can have literally zero combat usage except for providing light in dark places. It's a light spell. Whilst Magelight is active/being focused on, the caster cannot cast any deployable spells.

 

[Tier 3] [Imagination] [Spell]

Imagination, much like transfiguration, is grounded in the manipulation of mana in the world, though not quite as complex. In essence, it is the ability to shape one’s own mana and project it into the world to take a desired form, with the coloring of the caster’s aura.

Spoiler

Imagination requires [2] emotes (1 Connect + 1 Cast) to project one’s aura out up to [5] meters in radius to produce artistic formations. Whilst entirely freeform in nature, Imagination will always take the colouring of the caster’s aura, and is by nature totally harmless.

 

The caster is capable of creating streams, rivers, wisps, streaks and other formations that are entirely harmless out of this projected mana, provided it adheres to the redlines. You are free to be creative with what you make using Imagination. This could be from swirling patterns on the walls, mosaic patterns on the floors, miniature models of towns, buildings, and so on.

 

Redlines:

Imagination is strictly non-combative. It is entirely harmless & temporary, ending when the caster disconnects.

Imagination cannot create highly detailed images, including but not limited to people, specific items, maps books, etc or otherwise be used as a way to relay information such as faces or perfectly recreate things a caster has seen - NO METAGAMING.

Imagination is NOT an Illusion - it does not provide or influence sounds, smells, touch or taste, appears very clearly as an active manipulation of mana, is intangible, and provides no obscurement whatsoever. 

Imagination can be used to produce shapes and patterns as a [T3] Evocationist can with their non-combative conjure element spell at [T3] Level. The coloring of Imagination will always be that of the caster’s aura.

Imagination has a maximum radius of [5] meters. It is dispelled immediately if it comes into contact with sufficient anti-magic, such as Thanhium.

 

[Tier 4] [Empowering Circle] [Ritual]

A ritual focused around the immediate fusion and amplification of a single or small set of spells into one spell that is vastly greater in size and power. 

Spoiler

An Empowering circle requires a minimum of [3] mages (1 Leader w/ 2 Assisting Mages) alongside a clearly defined circle composed of raw focus crystal powder. The design of this circle is freeform, so long as it is continuous and has a clearly defined center. In the event of a fusion of spells, multiple ‘centers’ must be defined within the circle for each additional & unique spell being fused.

 

Once all mages have connected, the Leading Mage will stand within the center of the circle while all aiding mages press their hands or a focus against the circle. As the Leading Mage charges the spell, they will draw in the channeled mana from the assisting mage and use it to alter and amplify their original spell. As this process occurs, the immediate vicinity and the spell itself will take on the various hues and patterns of the aura of all participants. 

 

Should the ritual be interrupted before the casting emote, the spell will backfire, causing damage proportional to the type of spell being cast, the duration it had been charged for, and the amount of excess mana funneled into it. Empowering Circles will require [2x] the emote count as the highest emote count of the base spells involved.

 

Redlines:

Empowering Circles can only be attempted during [ET] events with the approval of the presiding ET, or with [LT] approval outside of events. Each has the final say on if an Empowering Ritual can occur with the present number of mages, and can outright deny requests for Empowering Circles if they deem the desired spell to be not of sufficient quality.

Emote counts for an Empowering Ritual, unless specified otherwise by the presiding [ET/LT] OR by other voidal lore being utilized, will take twice the emote count as the highest emote count spell being utilized. 

At minimum, [1] T4 mage must lead the ritual, aided by any [T2+] mages. It is left to the presiding [ET/LT] to determine the final output, based on the presence of more mages, higher tier mages, or both.

Arcane Scions cannot lead or aid in Empowering Rituals; doing so will forcibly fracture the seal upon their seal and result in the denial of their Arcane Scion [FA].

Empowering is technically a ‘combative’ ritual; while the presence of combat will not prevent the ritual, such as a siege, being directly involved within melee combat will prevent the participants from successfully completing the ritual.

 

[Tier 5] [Infusion Circle] [Ritual]

A lesser seen ritual, focused around the creations of artifacts and relics of voidal magics beyond the usual mechanisms of enchantments.

Spoiler

An Infusion Circle requires a dedicated space, typically a semi-spherical layout with an Obelisk directly adjacent to an ‘altar’ to serve as the primary focus point, with magegold conduits embedded into the ground to serve as a permanent circle. To perform an Infusion Ritual requires, at minimum, [5] mages (1 Leader w/ 4 Assisting Mages).

 

Once all mages have connected, the Leading Mage will stand before the Infusion Altar and place the object to-be infused upon it, while preparing to channel their designed functions of the infusion. As this occurs, all aiding mages will channel their mana through the circle towards the center, while the Leading Mage utilizes the Obelisk to support themselves in their infusion.

 

The successful completion of an Infusion Ritual is followed by the submission of the desired [MART]. The Infusion Ritual must ALWAYS be completed before the submission of any [MART] created through an Infusion Circle. Those involved in an Infusion Ritual will be unable to aid another for [1] OOC Month, though are otherwise able to engage in all other voidal rituals and spellcraft as normal.

 

Redlines:

Infusions circles do not require specific ST Signage; however, they must contain an active, signed Mana Obelisk and an appropriate build within the radius of the Obelisk. The design of the Infusion Circle is otherwise freeform.

An Infusion Ritual must always occur and conclude before a [MART] is posted that is created through an Infusion Ritual. Infusions Rituals cannot be utilized to create Spellforges. 

An Infusion Ritual can only include magics used by the Leading Mages of the ritual. Multiple leading mages can be utilized to Infuse multiple voidal magics into a [MART].

Infusion Rituals are strictly non-combative endeavors, and will fail if disturbed by anything combative. If this occurs, all participants will be unable to re-attempt the infusion for [1] OOC week.

Infusion Circles are no more or less durable then the components of their construction are; Mana Obelisks will take the same amount of hits to destroy, magegold will not become stronger, etc.

Infusion Rituals can ONLY function upon solely voidal-based [MARTS]. Infusion Rituals cannot be used to bypass magical incompatibilities, such as between Templarism and Voidal Magic.

Arcane Scions cannot lead or aid in Infusion Rituals; doing so will forcibly fracture the seal upon their seal and result in the denial of their Arcane Scion [FA].

 


Cᴏᴍᴘᴀᴛɪʙɪʟɪᴛʏ

The descendant races and hybrid descendants, alongside most of the lesser beasts of Aos & Eos, are capable of attuning to the Void and practicing voidal magic as are nigh all forms of other magical users, save for creatures of particular souls or deific mages. Additionally, creatures without a soul, or a soul capable of generating mana (I.E CAs without magic slots, such as Nephilim) are incompatible with voidal magic.

 

Redlines:

Spoiler

Should a lore page specify it is not compatible with voidal magic, that lore takes priority over this section. As a general rule of thumb, voidal magic will always be INCOMPATIBLE with deific [MA/FA/CA]s such as clericism, druidism, etc, with the exception of machine spirits & heralds of azdromoth. 

One must have at least [1] slot open in order to take both a voidal [MA] and the voidal connection [FA]. [CAs] with no available magic slots are incompatible with voidal magic. 

One cannot become a [MA, FA, CA] that is incompatible with voidal magic while actively attuned to voidal magic, and vice versa. All descendant, hybrid descendant races & beast races [Kha, Musins, Hou-Zi, etc] are compatible with voidal magic. 

[MA, FA, CA]s that have a unique compatibility, such as seers and palmreaders, are always compatible. 

*Should a herald become an ordained herald, they will become incompatible with any soul-altering voidal feats.

This list is subject to change as various [MAs, FAs, CAs] are added or removed from Lord of The Craft, via amendment.

 


Pʀᴏɢʀᴇꜱꜱɪᴏɴ

Legend:

[C] - Combative

[NC] - Non-Combative

[R] - Voidal Circling Ritual

[RC] - Ritual/Non-Combative Creation

[MArt] - MArt Process

 

TIER 1: This tier lasts from connection until week [2]. The mage can only dedicate [1] slot to voidal magic, unable to learn any voidal feats. The mage is only capable of performing the following base spells, unable to aid in or create any objects or structures;

Sᴘᴇʟʟꜱ

Sᴛʀᴜᴄᴛᴜʀᴇꜱ

Iᴛᴇᴍꜱ

N/A

N/A

N/A


 

TIER 2: This tier lasts from week [2] until week [5]. The mage is capable of dedicating [2] slots to voidal magics, though they remain unable to learn any voidal feats. The mage becomes capable of performing the following base spells, as well as gaining the ability to aid in the following rituals or create the following objects or structures;

ꜱᴘᴇʟʟꜱ

ꜱᴛʀᴜᴄᴛᴜʀᴇꜱ

ɪᴛᴇᴍꜱ

[T2] Magelight

N/A

Arcane Foci [RC]


 

TIER 3: This tier lasts from week [5] until week [8]. The mage is capable of dedicating [3] slots to voidal magic, and becomes capable of learning Atronach Forging. The mage becomes capable of performing the following base spells, as well as gaining the ability to aid in the following rituals or create the following objects or structures;

ꜱᴘᴇʟʟꜱ

ꜱᴛʀᴜᴄᴛᴜʀᴇꜱ

ɪᴛᴇᴍꜱ

[T3] Imagination

N/A

Arcane Relay [RC]


 

TIER 4: This tier lasts from week [10] until week [12]. The mage is capable of dedicating [4] slots to voidal magics, and is now capable of becoming an Eminent, Veil Watcher, or Artificer. The mage becomes capable of performing the following base spells, as well as gaining the ability to aid in the following rituals or create the following objects or structures;

ꜱᴘᴇʟʟꜱ

ꜱᴛʀᴜᴄᴛᴜʀᴇꜱ

ɪᴛᴇᴍꜱ

Empowering Ritual [R]

Voidal Obelisks [RC]

Yisar [RC]

Wizard’s Hat [RC]


 

TIER 5: This tier is reached at week [12]. The mage is capable of dedicating all [5] slots to voidal magics, and is now capable of becoming a Voidstalker or Arcane Scion, and now able to attune others should they possess a voidal [TA]. The mage becomes capable of performing the following base spells, as well as gaining the ability to aid in the following rituals or create the following objects or structures;

ꜱᴘᴇʟʟꜱ

ꜱᴛʀᴜᴄᴛᴜʀᴇꜱ

ɪᴛᴇᴍꜱ

Magnum Opus [MArt]

Infusion Ritual [R/MArt]

Voidal Tears [RC]

Arcanium [RC]

 

Redlines:

Spoiler

A mage’s tier in the voidal connection matches the progression of their first voidal [MA]. A mage’s voidal connection tier does not aid or harm their progression through any other [MA] or [FA]. A mage can take on as many voidal [MA]’s as their current tier within the Voidal Connection.

For every magic slot a mage holds a [T5] in, the total time for future VOIDAL MA’s will decrease by [1] OOC week (I.E A mage with [4] slots of [T5] voidal MAs will only require [8] weeks to master a new Voidal MA)

A mage’s tier in any voidal [MA] or [FA] does not contribute to any other. A mage must go through the full progression for each individual [MA] or [FA].

Upon dropping a voidal [FA] that involves the soul (such as Arcane Scion or Voidstalking), a mage must wait [1] OOC month before acquiring any other soul-afflicting voidal [FA]. This does not extend to Voidal Eminence, Artificer, Veilwatching, or Atronach Forging.

All forms of rituals require the listed tier of mage to lead the ritual. Mages of any tier, except [T1] mages, can aid in these and other rituals. The sole exceptions to this are [Voidal Tears] & [Voidal Obelisk], where any aiding mage must be at least the listed tier.

Only [Spells] are considered common knowledge and self-teachable; all structures and rites must be taught or discovered, per their respective redlines, and are not considered common knowledge.

Arcane Scions, while capable of learning & teaching all voidal knowledge, are incapable of leading, aiding, or otherwise partaking in item or structure creation, spells, or rituals that are [T4] or [T5].

Progression through voidal magic is not solely time based, and requires a mage to both have learned everything of their current tier and meet the prerequisite time before they progress to the next tier. I.E An individual who has been a mage for [3] OOC weeks and not had any lessons would be considered [T1].

 


Gᴇɴᴇʀᴀʟ Rᴇᴅʟɪɴᴇꜱ

All forms of progression (Arcane Atrophy, Casting & Focus, General Progression, etc) are tied to the progression of the first voidal [MA] of a mage; I.E a mage with a T4 fire [MA] followed by a T2 air [MA] is considered [T4] in the Voidal Connection.

So long as a mage retains at least [1] Voidal [MA], they will retain all progression within the voidal connection [FA] regardless if they keep or drop their first Voidal [MA].

A mage’s [MAs, FAs, TAs], alongside any RARE voidal knowledge they access, should be recorded upon their voidal connection [FA]. Created and learned [Spellforges] should also be recorded on a mage’s voidal connection [FA]. Unless otherwise specified within a lore page, rare voidal knowledge cannot be spread or taught without an accepted voidal connection [FA].

The learning of rare voidal knowledge, unless specified otherwise within a lore page, only requires the mage to partake in the ritual at least once, or be instructed upon it by a mage of the appropriate tear to lead said process. The only exception to these are Voidal Tearing (Which always requires a mage to partake in the creation of one to learn).

All voidal rituals, unless they specify otherwise, only prevent a mage from engaging in any other voidal rituals for their listed cooldown duration and do NOT interfere with a mage’s ability to cast non-combative and combative spells. 

 


Credits:

Writer - PrimnyaQuorum

 

References:

Voidal Connection: Sorcerio/Pundi

Voidal Rituals (Circling): Cat Evocation/Etan

Base Voidal Spells (Under Voidal Connection): LordOfLosers

 

Changelog:

2/24/2026

Spoiler

- Exhaustion reworked to reduce maximum amount of T4/T5s per encounter

- Specific Lore references in Aura removed

- Thaumburn renamed to Voidal Thaumburn

- Compatibility reformatted for ease of viewing

 

3/1/2026

Spoiler

- Exhaustion reworked (again) to simplify the table while retaining an effective amount of T4/T5s per encounter.

- Formatting tweak

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why doesn't this say shelf veilwatching

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I heavily like the exhaustion mechanism, save for thinking that Thamuburn should maybe be more punishing.

2 spells of T5 spells, then you could risk like 1-2 with Thamuburn, just a thought :shrug:

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Crunch exhaustion, down to 6. 10 is monstrous, that's 5 Tier 5 spells. 

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SMH, missing kha as compatible CA for voidal magic. DOWNVOTE THIS MAN! ! !

 

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1 hour ago, DISCOLIQUID said:

Crunch exhaustion, down to 6. 10 is monstrous, that's 5 Tier 5 spells. 

I agree, 5 T5 spells is a lot, considering it's been seen that a voidstalker can cast twice this they can do 10 T5 which is over the top

The rest looks great, gets rid of many of the different ways of cheesing as a mage or getting cheesed lmao.

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I was a little iffy when I started reading but I think it's pretty good for about decent chunk of it.

 

1. I like where you are going with the exhaustion system but it's incredibly confusing and seems hard to keep track of, not counting the part where a T5 mage could infinitely cast T3 spells without fatigue.

 

2. Making your tier have anything to do with learning feats which already have their own requirements, or rituals that have been until now just been needing to learn it (obelisk lore for example has its own rules for leading it and your rules hardly reflect that)

 

3. The redline that's says scions are incapable of aiding T4 or T5 rituals makes it literally impossible to create inert or active arcanium with the effects of scions. Because that would be considered a T5 ritual.

 

 

 

so probably just take another look at the exhaustion and fix some inconsistencies with the tier system (which overall I'm not a super big fan of but i understand your idea. maybe make it so you can start off with 2 or something because i dont really see a problem with stacking a magics and these rules would just make it a longer time to get what you want overall even though T1 through T5 is faster per slot) 

Edited by Wolfy-D
missread some stuff and had to change my responce.
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perhaps not a direction i'd step in. . . .

 

. . .but a step in a better direction for void magic. 

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FINALLY WHAT FEELS LIKE A BALANCED EXHAUSTION MECHANIC

(though I do agree make T3 also cause 1 exhaustion as most effective spells are T3, in puddlemancy at least)

I am in great support of this, I feel that it really lays out Voidal Magic better and in a more concise way, it allows for easier tracking of Attunement to Void, as well as unattunement of it, and also I hated how illusion magic people would just try to 3 emote make a loud bang and disconnect you- even though that illusion should just completely fail as there'd be no way for such a noise to be heard. 

52 minutes ago, Wolfy-D said:

I was a little iffy when I started reading but I think it's pretty good for about half of it.

 

1. I like where you are going with the exhaustion system but it's incredibly confusing and seems hard to keep track of, not counting the part where a T5 mage could infinitely cast T3 spells without fatigue.

 

2. I don't see any reason voidal magic should be incompatible with housemagery given it is a non-combative magic that uses mana (just like voidal magic) to get things done. And I'm pretty sure people often call it lesser voidal magic.

 

3. Another incompatibility issue, why golemancy. What makes it incompatible for any reason.

 

4. I can sort of see why it's incompatible with alchemy but at the same time the point it has only been a problem for void stalkers to learn alchemy (I think) is because they just radiate magic, but regular mages don't have that problem so it confuses me as to why you are limiting that.

 

5. Making your tier have anything to do with learning feats wich already have their own requirements, or rituals that have been until now just been needing to learn it (obelisk lore for example has its own rules for leading it and your rules hardly reflect that)

 

6. Why is it incompatible with dark magics, that gonna mess with so many people's current magics and future mages who want to learn voidal to make their dark mage more powerful which has never been a problem before.

 

7. The redline that's says scions are incapable of aiding T4 or T5 rituals makes it literally impossible to create inert or active arcanium with the effects of scions. Because that would be considered a T5 ritual.

 

 

 

Overall I say this would be a bad addition that has a couple of benefits but way too much nerfing or changing things that don't make sense to be anything more than just making voidal magic weaker. But I'm open to hear what others think about my opinion.

 

(Those are all compatible not incompatible: golemancy and alchemy n stuff)

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4 hours ago, PrimnyaQuorum said:

Aura describes the visual component of a mage’s spellcasting, a visible effect that emanates from the mage as a result of minute bleedoff of mana from their connection. A mage’s aura will be at most [2] colors, or contain a gradient between [2] colors. In general, an aura will always manifest in an obvious manner, and is unavoidably obvious if one looks upon a mage casting within a focus-intensive situation, such as combat or ritual work.

 

You might make mention of how aura is itself a state of mana, as per the States of Mana post.

 

 

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5 hours ago, PrimnyaQuorum said:

If a [MA, CA, FA] is not listed above, it is considered incompatible with the voidal connection.

are cursed children excluded? what happens to cursed children that are currently voidal mages? are they grandfathered?

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Why does void magic need to specify what it is compatible with? It has always been "can be used with everything unless THAT lore piece says otherwise." That feels like such a pointless addiction.

 

And I'm sorry, 5 T5 spells? 10 T4 spells? Infinite T3 spells? Hello operator, I'd like my never exhausted and hyper power eminancer spell spam please (exclude the fact that vois stalkera can double all these counts).

 

In old lore it was clearly states 2 T5, 4 T4, and 8 T3. You essentially gave all void mages Voidstalker exhaustion lol.

 

Also edit: Azdromoth doesn't give a **** if or what kind of void mage u are. Azdromoth was probably a Voidal Eminancer, Scion, and Artificer all at once since yk he is top and a god even before he became a god

 

The only peak thing about this entire lore is it looks to let musin have void magic, which is cool. I like the funny rat people.

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2 minutes ago, mothsthetic said:

are cursed children excluded? what happens to cursed children that are currently voidal mages? are they grandfathered?

Going to kms totally forgot like 5 feats 

3 hours ago, Kirakuru said:

SMH, missing kha as compatible CA for voidal magic. DOWNVOTE THIS MAN! ! !

 

Already clarified 

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5 hours ago, PrimnyaQuorum said:

ꜰᴀ

Dark: Corcitura, Vivification

Deific: Heraldry, Palmreaders, Seers of Vaseek

Other: Alchemy/Further Alchemy, Arcane Displacement, Golemancy

 

Sorvian Sculpting?

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4 hours ago, DISCOLIQUID said:

Crunch exhaustion, down to 6. 10 is monstrous, that's 5 Tier 5 spells. 

 

3 hours ago, McSteve said:

I agree, 5 T5 spells is a lot, considering it's been seen that a voidstalker can cast twice this they can do 10 T5 which is over the top

The rest looks great, gets rid of many of the different ways of cheesing as a mage or getting cheesed lmao.

 

2 hours ago, JustMeMorgan said:

FINALLY WHAT FEELS LIKE A BALANCED EXHAUSTION MECHANIC

(though I do agree make T3 also cause 1 exhaustion as most effective spells are T3, in puddlemancy at least)

I am in great support of this, I feel that it really lays out Voidal Magic better and in a more concise way, it allows for easier tracking of Attunement to Void, as well as unattunement of it, and also I hated how illusion magic people would just try to 3 emote make a loud bang and disconnect you- even though that illusion should just completely fail as there'd be no way for such a noise to be heard. 

 

(Those are all compatible not incompatible: golemancy and alchemy n stuff)

 

25 minutes ago, King_Kunuk said:

Why does void magic need to specify what it is compatible with? It has always been "can be used with everything unless THAT lore piece says otherwise." That feels like such a pointless addiction.

 

And I'm sorry, 5 T5 spells? 10 T4 spells? Infinite T3 spells? Hello operator, I'd like my never exhausted and hyper power eminancer spell spam please (exclude the fact that vois stalkera can double all these counts).

 

In old lore it was clearly states 2 T5, 4 T4, and 8 T3. You essentially gave all void mages Voidstalker exhaustion lol.

 

My primary concerns with this exhaustion system are that it works fundamentally; the values are easily tweakable. 

 

Effectively speaking, per this system, you can cast 2 T5 spells before you start to incur negative effects upon casting any T4/T5 spell, and will require an increasing amount of time where you are unable to utilize your strongest spells if you spend too much time without pausing to let your exhaustion fade a little. Decreasing the cost runs the risk of making it effectively non-existent, while increasing it also runs the risk of (as is currently seen) no one bothering to use their 6-8 emote big spells.

 

Plenty of effects exist within Voidal Lore that I have no intentional of touching that provide a way to decrease spell cost; In general, given that a vast majority of T3 spells provide utility or damage and not both, and that mages by far are the weakest casters on the server, I'm unlikely to add a cost to T3 and below spells for T5 mages. I may tweak the exhaustion values to be slightly higher towards higher tiers, however - I can't really decrease the exhaustion point maximum without making it easier to remove exhaustion

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