I - Voidal Connection & Spellcasting
II - First Connection
III - Connection Progression & Limitations
IV - Voidal Weakness
Following the events that have shaken the very core of the void itself causing magic to seep into the material realm those who are practitioners in “Voidal Magic” find themselves unable to fully connect a new student to the void as the old ways, a new method for first inducing connection being required.
Voidal Mages induce a connection to focus on the void using their mana and willpower to weave the voidal energy into their voidal spells. Because this is voidal energy, these spells vanish once the mage stops channeling the spell. Mages now have to weave their spells together with focus. They cannot multitask and cast a spell at the same time as doing such results in the spell not working.
Mechanics:
-Mages connect to the void to channel their voidal spells inside the void. Spells still function as normal with the same fundamentals and redlines.
-Mage must not have anything physically blocking the direct path from them to their spell. This means you cannot cast around corners / behind shields / through glass / behind gates but this also means if a mage is permanently blinded they can still cast magic though not as accurately. Obviously, someone who was blind their whole life would not be able to learn magic due to not being able to picture the evocation/effects.
-Mages are very sensitive to magic with this connection. They only feel the general buzz of magic in the air they cannot feel who is casting, where magic is coming from or if something is enchanted. AKA No Metagaming.
-Mages cannot multi-task and cast at the same time in combat. This includes but is not limited to stabbing someone, loading a crossbow or serving tea.
-Mages must have a tell when going into voidal connection. This tell cannot be hidden unless the mage has a specific lore or MART that states otherwise (i.e, ear twitch. Fingers twitching. Eye Twitch. Etc). The caster needs to show a glow their aura color that anyone can see very clearly (eyes, hands, etc).
-Mages do not passively lose mana anymore while ‘connected’, however they have Limitations that must be followed. Refer to the Limitations portion of this document.
Red Lines:
-You may not use magic sensitivity to metagame exactly who is casting a spell or metagame the location of a great source of magic or if an items enchanted, etc.
-“Line of Sight” means Mage must not have anything physically blocking the direct path from them to their spell. This means you cannot cast around corners / behind shields / through glass / behind gates. Blind mages can cast, albeit, inaccurately.
-You MUST emote a tell. This cannot be hidden unless a lore peice states otherwise. You must always emote glowing of the color of your aura somewhere visible. In addition, aspects of the magic being cast can be shown around the mage. For example, when connecting to the void with the intent on casting fire evocation, embers can be emoted appearing around the mage. This is aesthetic only and can not be used to harm anyone.
-While casting a spell, a mage must focus their energy into the exertion of mana. You will be able to speak and walk in any direction, however any other form of multitasking is unfeasible until the action is complete. You may drop the spell whenever necessary, however you will need to start over from the beginning once you begin casting again.
-If your hands are bound together tightly you cannot cast magic.
The path to becoming a Voidal Mage is not an easy one. A student must be brought to a Hearth, a location of great voidal magic, and attuned to the void through a bonding ritual that opens up the soul to being sensitive to voidal magics and thus allows the new found apprentice to begin their lessons on learning how to control magic.
Once brought close to the center point of a Hearth the ritual begins. The teacher and student must join hands. The teacher will begin to cast a widely known spell that creates a temporary bond between teacher and student. This ritual begins with the teachers aura color flaring around the teacher, coaxing the students aura to begin to form. Soon the two auras combine and the magical energies drive within the student aiming to awaken his soul to the void.
Once awakened the student will suddenly be overwhelmed by the immense amount of voidal magic in the world that they’re feeling for the first time and pass out after a moment. Upon awakening they will suffer a rather bad headache but will no longer feel the magic in the air unless they attempt to go into a connection and connect to the void.
From here the student begins to work on becoming less sensitive to the buzzing magic in the air. They must keep going into their connection and train their senses to handle the feeling of magic until they no longer pass out. From then on there they may begin the first steps of learning how to cast their desired spells.
Mechanics:
-The to-be student is brought to a Heath and attuned through a spell that is learned automatically upon approval of the teachers first TA.
-The now student will be initially overwhelmed by the sensation of being able to feel the excess magic in the world and will pass out, suffering a terrible headache once awake.
-The student will now train their body to become used to the sensation of magic by going into a connection state until they no longer pass out. See the “Progression” part for guidance on this.
Red Lines:
-Only mages with valid Voidal Magic TAs may attune new mages. New Mages must have a valid MA in a voidal magic to retain their attunement. Once the last TA is dropped the mage may not connect another new mage. Once the last MA is dropped the mage will no longer be attuned to the void.
-Aura, once established, may be any color. The student may not, however, change their aura color once it’s settled on the color they desire for the character. The only time Aura may change is during a traumatic event in the characters story.
-Mages may only attune students in a valid Heath in the center. Anywhere else the bonding spell will simply not work.
It takes time for a new mage to adapt to the sensations of magic and grow a resistance to it. Over the course of three IRL days the new mage must learn how to first adapt to the sensations of magic without passing out.
After such, holding their connection like state is rather difficult due to worldly distractions but with time it becomes much easier.
The Weakness of any mage has always been worldly distractions. This refers to anything that may knock a mage out of their connection such as but not limited to Loud Noises, Pain and unbalance. In the start a simple loud shout or small loss in balance can easily break ones connection resulting in a rather terrible headache for a brief moment. As they grow stronger these worldly distractions affect the mage less.
A masterful mage will no longer be disturbed by a meak shout, shove or simple rock thrown at them. The only worldly distractions that may knock them out of connection is sharp pains and painful sounds such as a loud firework going off close by.
Mechanics:
-New mages must first learn how to hold a connection without passing out due to their senses being overwhelmed by magic. This will take up to three IRL days.
-A Mage can always be knocked out of their connection by a source of Worldly Distraction. How much resistance a mage has to certain distraction varies on the time they’ve spent practicing going into a connection. See the progression chart of assistance.
-Obvious sharp pains, immense feelings of unbalance such as being knocked off one's feet, or lingering pains such as broken bones will always knock a mage out of connection no matter what. Lingering pains will keep them out of connection until the source of pain has been nullified.
-Mages can only walk while in connection. If they attempt to jog or run they will knock themselves out of their connection like state. After enough time, a mage may dodge an attack without knocking themselves out of connection so long they do not throw themselves too harshly (i.e, throw themselves out of the way of a blow onto the floor.)
Some examples of dodging:
*this is a big spear. it is being thrown right at jimmy john's chest. in order to save his life, he throws himself out of the way to avoid being impaled. his connection is shattered.*
vs
*this is a small rock. it is being thrown towards jimmy john's shoulder. in order to avoid being hit, all he has to do is pivot on a foot. he maintains his connection.*
-If connection is ever broken the mage experiences a rather terrible headache for a very brief period. This lasts at least one emote after disconnection.
Progression:
First 3 IRL Days: The new mage begins to train their senses to not be overwhelmed by magic. At about the 2nd or 3rd day they are ready to hold a connection, albeit very weakly. It takes 3 emotes to go into a connection.
Example Emote:
*John would close his eyes, his body relaxing deeply as he began to focus.*
*John slowed his breathing now, his fingers twitching at very slight sound as he attempts to drown them out.*
*John’s eyes would take a sharp blue glow as he opened them, establishing a connection like state for a brief moment before passing out.*
First Week past the first 3 days: The new mage can now hold a connection, however, any loud sound, simply losing of balance or small pains can and will knock the mage out of connection. It takes 2 emotes to go into a connection.
Example Emote:
*John closed his eyes, his body relaxing as he focused.*
*Johns fingers twitched, he would open his eyes as his eyes glowed bright blue.*
First month after first Week: The mage can now hold a connection without being easily disturbed by loud sounds. High Pitched sounds such as intense continuous screaming and moderate pains will knock the mage out of connection. It takes the same 2 emotes to go into a connection.
After first month: The mage can now hold a connection and will only be knocked out of connection by sharp pains, intense feelings of unbalance or deafening loud noises such as a volley of fireworks close by. They may move out of the way of attacks suddenly without disconnecting themselves as well. It takes 2 emote to go into a connection.
After the second month: The mage can still hold a connection quite well and will only be knocked out of connection by sharp pains, being unbalanced off their feet suddenly or deafening loud noises such as a volley of fireworks close by. It now takes 1 emote to go into a connection instead of 2.
Example Emote:
*John’s fingers twitched abruptly as his eyes took a sharp blue glow.*
After the Fourth Month: The Mage has mastered their connection. They will only be knocked out by sharp pains, intense feelings of unbalance or deafening loud noises such as a volley of fireworks close by. It takes 1 emote to go into a connection.
Red Lines:
-A Mage MUST always be in a connection to cast Voidal Magic. Any attempt outside of the connection will not work.
-A Mage MUST accordingly to worldly distractions based off their progression. Failure to do so is POWERGAMING. Any SHARP pains (i.e, stabbed or hit by a heavy blunt object really harshly), Feelings of intense unbalance (i.e, being pushed off your feet suddenly) or sharp sounds (a volley of fireworks going off close by, someone whistles directly into your ear right next to you.) will ALWAYS knock you out of connection.
-Lingering sharp sounds or linger pains (broken bones, real bad bruising, etc.) must be nullified before a mage can go back into connection.
-If a mage is ever knocked out of connection they MUST emote having a terrible headache for at least 1 emote after their disconnection emote. This keeps the mage from going straight back into a connection.
-A mage must follow the set progression otherwise it is Powergaming.
With any power comes a trade, this is always present according to the laws of Equivalent Exchange. Upon being attuned to the void the new mage will find themselves losing stamina over time. Due to the soul adjusting its mana pool the bodies stamina pool becomes less than somebody who does not practice magic.
This effect, however, is not instantaneous and follows the progression of the mages first magic. Upon reaching a new tier their body becomes less resistant to strenuous activity until they finally master their first magic.
Another thing to consider is that any plate worn on the body of the mage that is bigger than a single pauldron, or gauntlet causes disruption in the casters voidal energies, disallowing them to draw their spell into the realm from the void to use. Buckles and other small metal trinkets, however, do not affect this.
Mechanics:
-Attunement to the void causes the soul to begin to produce less stamina causing a mage to have a lower stamina pool than non mage decedents. This effectively means a mage will become tired or more worn out faster than a non mage when it comes to physical activity.
-Any metal worn on the body bigger than a single pauldron or gauntlet will disrupt the mages voidal magics, disallowing them to bring forth their magic into the realm. Smaller metals such as buckles and jewelry do not affect this. Having a full set of pauldrons on the arms / full set of gauntlets etc will disrupt casting.
The Progression of Exhaustion
T1: You’re still fresh to magic your stamina is uneffected.
T2: You’re starting to feel the effect magic has on your body. A good run will leave you exhausted quicker than usual.
T3: Previous intense physical activity that may have seemed easy becomes relatively tiring to you now.
T4: Where as one could run a mile and feel tired, if you attempted to run the same mile you would feel exhausted.
T5: No change. You’ve reached the peak of your weakness. Physical activity is not impossible, but too much intense physical activity will exhaust you.
Red Lines:
-Must emote exhaustion properly. Over exerting oneself in a fight will tire themselves out much faster than a non mage.
-Must emote weight properly. A mage could use heavy equipment but it will tire them out faster than a non mage.
-Mages no longer lose muscle, however, they cannot get extremely fit due to the inability to exercise intensely.
-Mages may not cast spells while wearing a large amount of protective metals including but not limited to half plate, full place, chainmail, and studded vests. They may use small protective accessories such as one gauntlet or one pauldron (not 2 gauntlets/2 pauldrons or a full set of gauntlets/pauldrons.). Replacement metal limbs do not count.