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IsaaKc

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Everything posted by IsaaKc

  1. Hey man. I know you've made a few posts about looking for groups and the like, but I mean it when you say this. This is not how you go about it. If you're interested in playing something like this, then go out there and make some friends, and it's possible you'll find someone who may offer you to play a construct. I cannot stress this enough, please don't go to the forums in search of any Magic/Feat groups through OOC means.
  2. yeah it does. its honestly an interesting addition, but this should've been something established years ago from the beginning. i would normally support things like this that show how the void and alchemy are polar opposites, but as said, this just inhibits RP. sorry pundi, can't believe i'm saying this, but -1
  3. BNK trying not to reply to a post that has something to do with Arcanism
  4. Arcane Sculpting Whereas the magi of yore once conjured domes to defend cities, and harnessed pure beams of arcane energy to smite their foes, such potent arts have been lost to the annals of time, whisked away from the world at the fickle whim of the void. Nonetheless, attempts to recover such an art have been the aspiration of many magi since then, seeking once more to harness the esoteric force known as Arcanism to fuel their profound machinations. Such was the work of a small congregation of magi in the realm of Almaris, who in their desire to reattain the great works of Rivel, brought forth an art similar to that which had been lost. This, Arcane Sculpting, was the straining of mana to form objects from pure evoked energy, allowing mages to once more develop the use of Arcane magics in their enchantments and artificeries. Explanation Arcane Sculpting is the conjuring of pure, raw mana and moulding it in order to conjure arcane energy and moulding it into a variety of shapes. This process, known otherwise as “straining”, may be used to create walls, gates, and even weapons by means of artificery. Arcane Sculpting is an addition to Transfiguration, and as such, requires a valid Transfiguration MA. Arcane Sculpting requires an IRP explanation from a valid Transfigurationist with a [TA] to be learned. Though meticulous, the art itself does not require as much time to learn as fully-fledged voidal magics or evocations. One needs only a valid teacher and be actively practicing transfiguration in order to learn it, capable of doing so over the span of at least one IRL week, though likely over the course of multiple lessons. The process can at first be exhausting, though depending on the mage’s experience with magic, it may become more familiar over time. Straining Mana The process of straining is straightforward, though meticulous, requiring that the mage be present at a Voidal Tear and funnel out raw mana, the tear acting as an essential filter through which it is channelled. This would require the mage maintain a degree of focus unable to be performed in combat, thus making it impossible to use this process combatively. Strained mana typically takes the form of a pale or “alien” glass that glows the form of the mage’s aura, though need not necessarily be translucent should the mage wish. However, it is fleeting, and unless bound to the material world by means of enchantment, it will dissipate. As the mana is woven into a concrete form, the mage may begin to shape it as they wish, binding it as either Soft Strained or Hard Strained mana, as expanded upon below. General Redlines - Without enchantment, strained mana will fade away into wisps once connection is broken. - Straining Mana cannot be performed in any combative scenario. It should be emoted as an exhausting process that demands a significant amount of the mage’s attention. - Strained Mana is always active and cannot be turned off, save for instances of gates or bridges made with strained mana, though a sword could not be toggled. - Armor cannot be made with strained mana. Soft-Strained Mana can be used to add details to armor, though you cannot create an entire set from strained mana alone. - All forms of strained mana are weak to general forms of mana-dispersion, including thanhium, resonance, abjuration, and so on, which will cause them to break/disperse. - Any structures made from strained mana are limited to their regular mechanical functions, including bridges, gates, and lift structures of any kind. - Straining must be performed at a Voidal Tear, though structures such as gates or bridges may be connected to such from long distances via mana leylines. - Reasonability and discretion are required. Particularly large projects or structures, such as domes encompassing entire cities, etc. may require MArts. Purpose and Citations
  5. Josh really did leave the dwarf community in shambles with that rewrite huh
  6. Mental Magic has been through like four different rewrites, and all have been denied. It really is great that you've got the drive to do this kinda stuff, but Mental Magic is one of those concepts that very likely won't find a place on the server again. Good job, but can't say I support this one.
  7. Isn't really a boon to Voidal Mages. Atronach Forging is the only Voidal Magic that hasn't been spread like the flu. Was also previously accepted when Telekinesis was still around, so it's really just a piece of lore that got dropped w/ Flam Era policies.
  8. Preface Thought impossible to create as the art of Telekinesis was lost to Magi, Telekinetic Atronachs have been reinvented through the recent discovery that allowed Transfigurationists to have a minor influence on the momentum of an object, allowing for a the lost Telekinetic Atronach to once more become feasible. Telekinetic Atronach - Hybrid Telekinetic Atronachs are generally suits of armor, encasing their core. The core of the being permeates a constant stream of Aura of the creator's color, which takes on a vague humanoid form, as well as forms eyes behind the visor of the Atronach; this inner Arcane "skeleton" is not as bright as the Arcanism Atronachs of the past, but takes on a very transparent, undefined, humanoid appearance. Unlike his brothers, Telekinetic Atronachs have less Arcane proficiency in exchange for an ideal balance of strength and agility, possessing the physical prowess of a seasoned orc warrior. In the context of a Telekinetic Atronach, their usable Mana would be the equivalent of their stamina, meaning that the more Mana they use, the less strength that is output into tasks. An example of a Telekinetic Atronach Creating a Telekinetic Atronach In order to create a Telekinetic Atronach, one requires transfiguration and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. Abilities of a Telekinetic Atronach Although a Telekinetic Atronach’s ability is tilted in favor of physical strength, minor telekinetic feats may be performed, and in the right circumstances, this power may be taken to a higher caliber. Minor Telekinesis [Non-Combat] - As a Transfigurationist may influence the momentum of objects around them to put them in their control, so may the Atronach for utility and artistic purposes. Mechanics Redlines Telekinetic Strength [Passive] - Although not possessing the magical ability of the old Telekinesis Mages, their Telekinetic properties grant them formidable strength, allowing them to strike adversaries with great force and perform other impressive feats. Mechanics Redlines Amplified Telekinetic Strength [Combat] - In desperate times, a Telekinetic Atronach may overcharge the energy within them and project it towards an incredibly heavy or dense object and move it with great force. This is not an instantaneous process, but rather one that is slow and greatly drains the Atronach of its reserve mana. Mechanics Redlines Atronach Weaknesses Telekinetic Atronach’s exist as a hybrid between Solid and Fluid. Their inner workers are Fluid, but they have the physical prowess and tangibility of a Solid atronach. Due to this, they are much more vulnerable to damage to the humanoid aura "skeleton" beneath their plating. If enough force were applied to an Atronach’s limb—enough that would traditionally heavily cut or even result in the removal of the average descendant’s limb—then the severed compartment would fall to the ground and be unusable until repaired. Cutting their Arcane form in any way would cause an intangible fluid-like mana to leak from their form, draining at the same rate that a normal descendant would bleed. After being cut, the Atronach would deactivate from a loss of Mana overtime. They also hold all the general Atronach weaknesses such warding/abjuration. Overall Redlines and Guidelines General Atronach Weaknesses Atronachs, although being much more resistant to damage than a descendant might be in some cases, have many weak points, which may be exploited by a knowledgeable person to neutralize these constructs. At the center of an Atronach remains their core, which may require more hits than usual depending on the variant of Atronach, with blunt weapons doing more damage than sharper alternatives. Most obviously, Elemental Atronachs are susceptible to their counters—a Fire Atronach could be extinguished with large amounts of water, and an Ice Atronach could be melted with enough application of heat. Warding and Abjuration would also prove useful against an Atronach. Ward Shields would act as impassable physical barriers towards an Atronach, and Abjurations targeted towards their Elemental Form would stun them for a single emote. In the rare case that an Atronach Forger themself might fight an opposing Atronach, the Forger may shut down an Atronach instantly if a well placed Abjuration hits their core directly. Furthermore, anti-magical materials/substances, such as thanhium/auric oil would cut through an Atronach's Elemental Form like a hot knife on butter, capable of severing its "limbs." Anti-magical weapons would also be twice as effective on the core of an Atronach. Purpose Having recently received my feedback for my Transfiguration Addition, "Alter Position," it was put on pending at the request of clarifications, along with the suggestion of allowing the creation of Telekinetic Atronach Limbs. After speaking with SquakHawk, I made it clear that I'd only want the limbs to return if Telekinetic Atronachs came back as well. This was loosely based off of Phil's addition which contained Telekinetic Atronachs and Projecting, but possesses some original content that I brewed up as well. It is my hope that this lore is passed and Telekinetic Atronachs can make a return, as they're much less destructive in comparison to the others, yet still have a place on the server. Additionally, after receiving my feedback for this submission, it has been decided that Atronach Weaknesses should be expanded on as a whole within this post. In other words, we do a little Philposting. Credit Isaac - Author Pundimonium's currently accepted Atronach Forging lore (went through all the trouble of formatting this exactly like that, you better be happy Pundi): Phil's addition in which this was based off of: Changelog - Clarified weaknesses to the core based on thanhium/auric oil [21:16, 8/2/2021] - Further defined Amplified Telekinetic Strength [21:46, 8/2/2021] - Added section that further expanded on General Atronach Weakness [22:12, 8/2/2021]
  9. message to current runesmithing rewriters:

     

    if lightning evo can't get passed, then neither will your lightning runes.

    1. Nooblius

      Nooblius

      i just want glowy letters for aesthetic god dammit

      get tf outta here with that 'nerve damage' bull ****

  10. The only sort of "horror" that can exist in the Void itself are Behemoths if memory serves correct. All the other horrors just chill on the Veil.
  11. its pretty cute. i like how its incredibly lowkey and isn't treated as a "magic." +1
  12. was gonna comment but then i remembered ur a druid so...
  13. Translocation is punching holes in the void/breaking down materials and sending them to the void for transportation and storage, respectively. Transfiguration moreso focuses on the physical properties of objects and their direct manipulation. I'd argue it fits more with Transfiguration, but I can see where you're coming from.
  14. New spell: Alter Position: Non-Combative A popular choice for the learning Alterationist's entry-level spell, a Transfigurationist may alter the position of an object. This is done by establishing a Mana Anchor on an object through the Void, and channeling one's own Mana into the object to create momentum, allowing them to freely move its position through space. Should this lore be accepted, the spell "Alter Position" will be integrated in Transfiguration lore under the "Transmutation" subsection. It is learned at the very beginning of Tier 3. Purpose I don't think I should have to explain myself here, but the intent of this addition is to return the wizard aesthetic that Telekinesis had without its incredibly broken combative nature. It's been proven several times that a proper Telekinesis rewrite is an ideal that this server will never see, and as such I find it reasonable that something like noncombative Telekinesis is integrated into Transfiguration, which has diffused to many players within the last couple years. A spell similar to this used to be present in Toxzero's old "Domestic Magic" lore, but with the introduction of Housemagery, Domestic Magic was removed from the Voidal Mage community's possession. I'm willing to add any red-lines necessary, but there isn't much justification behind this spell besides the fact that it's harmless, and that there's no reason a Transfigurationist shouldn't be able to already do this in roleplay. Credit Isaac - Author Currently implemented Transfiguration Lore: Telekinesis lore/guide that was most commonly used prior to shelving: Changelog - Added red-line (7/11/2021) - Enchantments created via Alter Position cannot provide a combative advantage in any way. - Added red-line (7/11/2021) - Alter Position can be used in lieu of Telekinesis to create Telekinesis limbs. - Highlighted inability to gain combative advantage (7/11/2021) - Clarified tile approval for large Alter Position structures (7/11/2021)
  15. Lore is still largely interesting with the addition of some fair weaknesses that promote RP. Good stuff.
  16. Hey, as the two have said above, Arcanism has been hard shelved, meaning that it has pretty much been permanently removed from accepted Magic on the server (if you'd like to inquire why it was shelved, shoot me a DM on the forums). You're a new player, so its understandable that you'd make a post like this, but I cannot stress this enough: look for Magic in roleplay. Magic teachers often get a bad taste in their mouth when they see someone posting on the forums asking for a teacher/where they can find Mages. Just walk around in character and explore (just be sure not to metagame anything). That being said, I'd HIGHLY suggest that you take some time to get acquainted with the server before you go for Magic on any persona. It's important to get experience with how the server works for at least a few months before you delve into something like Magic. Magic is a tool for roleplay, and in order to get the most out of it, you should be very familiar with roleplay on the server.
  17. Hoping to see some meaningful responses since Necromancy is such a hot topic of a Magic.
  18. Good take. I don't know about opening up Enchanting to the entire Voidal Magic playerbase, but I think making it a teachable non-slot consuming feat wouldn't be a bad idea.
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