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IsaaKc

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Posts posted by IsaaKc

  1. very informal post but I wanted to just reach out to any active Transfigurationists and ask if you’d say you actively use Warding/Abjuration in its current form under the currently implemented lore and if find it to be an enjoyable and necessary part of tfig. Additionally, if you do use it, in what contexts do you roleplay it?

     

    I would make this a poll but I know it’ll get fudged by the squakhawk secret police (real)

  2. On 7/16/2021 at 1:58 AM, GeneralPumpkinCZ said:

    I meant it that if someone creates something like this and they don't have anyone to RP they can DM me.

    And I'm looking IRP too so please stop always saying 'find out IRP' because i heard it like 100 times (no offence)

    @IsaaKc


    And if you happen to know someone who creates these sort of constructs, it’s possible that they’ll reach out to you to play one if they see you as ideal fo play them. I didn’t tell you to find out in roleplay, but you past few posts have all entailed asking about things that generally shouldn’t be learned or organized OOCly.

  3. 1 hour ago, The King Of The Moon said:

    Well Yes, But Actually No | Know Your Meme

    Speaking from the perspective of having written the Material Alphabet singlehandedly, and the current Alchemy lore with additional input and support from others, I personally feel this is an unnecessary change that causes far more problems than it solves. At the extreme opposites of the scale alchemy and void magic should be incompatible, yes, which is why I wrote such for Afflicted. For the core potions though it's just drastic overkill and a misinterpretation of larger scale clashes in lore being applied to the surface level. 

    I wrestled with this exact concept when I was writing the current Alchemy, on the back of the concepts set out with the Material Alphabet, and decided against it in the first place for two main reasons.

    Firstly, I came to the conclusion that not only would the lore argument that 'alchemy and the void cancel eachother out completely' be a pretty big stretch due to both the five or more years of precedent set with old alchemy, but it would also invalidate the existence of one of the five elements of alchemy - Aether - which represents mana and most if not all things 'magical' in existence. The existence of which, established in some older lore by Phil, being a direct consequence of the void's corruption on the material plane. 

    Secondly, and perhaps most importantly, I realised that in doing so I would have been actively weaponising my own OOC distaste for the RP of most void mages and their attitudes to alchemy, as well as my own IC-based beliefs about who 'should' and 'shouldn't' use alchemy, to invalidate the RP of others. Something I think - subconsciously, I hope - this amendment will also bring bring about.

    Yes, the esoteric high-brow minority of alchemists might vocally want this change, and to some extent so do I. I understand it's difficult to grapple with seeing the lore you care about most on the server - and oftentimes, lore you yourself wrote - be misused, or poorly represented by a community of 'quirky' anime elves that brag about walking on the surface of the void whenever they're not ERPing, I really do. Though we ultimately need to take into account that that is the vocal minority on the other side of the spectrum, and what this amendment strives for will hurt a far larger portion of the community in a very misguided way.


    I believe the real solution to the 'lore' arguments for the material and immaterial clashes brought about by void magic and alchemy should be building on what we already have at the extremeties of each area of lore.

    For instance, when Hexe and I rewrote Affliction, I came to the conclusion that as beings who inherently understand the world through the laws of equivalent exchange and the material alphabet, afflicted individuals should in turn be unable to comprehend the void, if not actively discomforted by it and the material alphabet's antithesis - moonspeak. I also came to conclude that Red Oil, as the fuel for Smoggers and a manifestation of the material's raw energy potential, should in turn be subject to volatility in the presence of voidal connections. Therefore, I personally would love to see amendments made on the other end of the spectrum with voidal extremes. Some offhanded suggestions might be Atronachs being incapable of learning alchemy, or practitioners of certain voidal feats being incapable of learning further alchemy. You get the idea.

    In light of the aforementioned, I wholeheartedly feel this sort of blanket destruction of alchemic creations that is being added in this amendment is not only grossly inconsistent with the years of RP precedent, but it is also - in my opinion, and I'm not trying to hurt anyone's feelings here - a perversion of my own lore in stretching one concept to bring a mostly IC ideological divide into the OOC realm of lore factionalism and group gatekeeping.

    This is all without going into the semantics this lore suggests about CRP, wherein there's no real reason mages won't be given immunity to alchemy, and realistically no logical way in which you could balance this to just be the intended 'no mages carrying potions for combat' without them also being fully protected against potions in combat. You simply could not explain away such niche caveats with lore and this would ultimately serve better as an OOC rule than a piece of LoTC canon. Again, this is all without taking into account the existence of Aether as a concept in alchemy, as well as potions intentionally designed to work in a certain way with magic such as Auric Oil or, as a historic example, Ruibrium. 

    I'm also somewhat disturbed about the anti-minmaxing argument. Whilst I know for a fact there are plenty of min-maxy mages I'd prefer stayed away from Alchemy, the problem of potions being used to minmax CRP extends far beyond voidal RP. In fact, I'd argue the amount of problem players when it comes to alchemy are underrepresented amongst the voidal playerbase. Void Mages are really the tip of the iceberg and this amendment does nothing to address the main problem that's arisen from 'technicalities' in magic slots and CA loopholes.

    We all know, to the extent I don't have to name names, the real minmaxers are Chi, Kani or Necromancy wielding Heralds of Azdromoth with Affliction or other mutations, carrying around a stockade of blood magic items, armour made from bullshit supermetal #23 atop being alchemists desperately trying to get their hands on Tawkin, Golemancy, Animii Crafting and other slotless intricacies, who carry around every combat potion and every event item they can get their hands on at all times. I am speaking from experience as I've fallen into one or more of these categories before.

    These are the true manifestations of minmaxing, that avoid void magic like the plague because they want to do their big muscles RP, and this amendment will do nothing but empower them more when contrasted with the magic playerbase. 

    ug mordu comment ug must upvote ug ug

  4. 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.

  5. 18 minutes ago, ScreamingDingo said:

    tbf this does actually make sense in the 'lore-verse' with whats been established with the material alphabet.
     

    The idea of the immaterial (the void) being stable and allowed near things that are innately made of the purest form of the material plane is something that can be confusing sometimes and what this amendment does is something that does make sense.

     

    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

  6. 6BoHFzXw08maOFcOIQnKoBBtjODDXdxJAfBwCw2dpA9PxSkO-yvdsGtriOh4TydyUn9whu5dvHEpV-ORA6oKcD_4mKFLmItD8cIEP1nI2WWIp7RbEjzSqMB2xpv50iSDUWFrjsJa

     

    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. 

     

    Spoiler

    Soft-Strained: Soft-Strained Mana is generally much more malleable and translucent, ideal for basic enchantments or shapes, such as a vase, a light, or other artistic and aesthetic objects. It has the general consistency and durability of regular glass, and thus, may be shattered with relative ease, making it unideal for combat or objects that must support large amounts of weight, such as bridges or windows. Soft-strained mana can appear fine and detailed, though any visible “sharp” points would not do much to cause damage even if it was deliberately used to do such, at most only scraping against the skin and snapping itself.

     

    - Soft-Strained Mana cannot be used combatively and is meant for minor aesthetic objects. It can be bound via enchantment requiring the creator’s signature/approval. This type of mana cannot be stronger than clay or glass, and will easily shatter.

     

    Spoiler

    Hard-Strained: 

    Hard-Strained Mana requires much more effort to perform, and oftentimes may require multiple mages in a circle or ritual if the project is especially large. Mana in this form can be made to take on the texture and durability of steel, making it ideal for weapons and objects that may need to support weight, such as bridges. Being as durable as regular steel, hard-strained mana can be as heavy as steel too. It is oftentimes less translucent than soft-strained mana, though does glow slightly brighter as well. However, to bind this type of mana to the material world would necessitate greater aids, such as mage-gold, to effectively hold it. These applications of strained mana will require ST approval in order to be valid, with objects like swords requiring signing, and structures such as bridges requiring validation as well.

     

    - Hard-Strained Mana, though usable combatively if made beforehand, requires magegold binding and must be ST signed/approved if used in enchantments or structures. This type of mana cannot be stronger than steel, and will require equivalent force to break.

    - As per Transfiguration lore, if the magegold binding of a Hard-Strained Mana enchantment is damaged, the enchantment will deactivate.

     

    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

    Spoiler

    This lore, as simple as it is, has been delayed from actually being implemented for months. The concept was fine and even praised by a few LT for returning Arcanism’s aesthetic without its unbalanced spells. That being said, this write is mostly a repost/amendment of Pundimonium’s lore. Lhindir_ posted his iteration many months back (which was written by me) but denied soon later due to vocalizations of the intent to gatekeep the Magic.  This is a slightly modified and amended version of Pundimonium's write (its pretty much word for word with a couple changes) and as per verdict of administration, has been merged entirely into Transfiguration.

     

    Lhindir - Original idea

    Isaac - Author of first Arcane Sculpting post

    Pundimonium - Cleaned up the original Arcane Sculpting write, which this is a repost/clarification of.

    Johann - Consultation

     

    https://www.lordofthecraft.net/forums/topic/198457-✗-voidal-feat-arcane-sculpting/ 

    https://www.lordofthecraft.net/forums/topic/146712-the-arcanists-blade-a-flavor-addition-to-arcanism-and-transfiguration/ 

     

  7. 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.

  8. 12 minutes ago, DISCOLIQUID said:

    An interesting idea, but an unnecessary boon to voidal mages in my opinion.

    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.

  9. 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.

    Spoiler

    Should this lore be accepted, Telekinetic Atronachs would become a CA, and Telekinetic Atronach Limbs would be craftable in roleplay through use of Atronach Forging.

     

    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

    unknown.png

     

    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

    Spoiler
    • The Atronach may, within a five block radius, lift and move small objects by projecting its inner energy towards the items in question, with a limit of 11kg/25lbs. This follows all red-lines of Transfiguration’s “Alter Position” and may not be used combatively.

     

    Redlines

    Spoiler
    • Range of five blocks.
    • Cannot be used combatively in any way.
    • Follows all red-lines of “Alter Position” in Transfiguration.

     

    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

    Spoiler
    • Although objectively weaker than Earth Atronachs, Telekinetic Atronachs possess an ideal balance of agility and strength, giving them the movement speed and strength on par with an orcish warrior.

     

    Redlines

    Spoiler
    • Cannot surpass the rough strength of an orcish warrior.

     

    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

    Spoiler
    • A great feat of strength may be performed, such as slowly moving a boulder out of the way, or bending steel bars to allow passage. This level of strength would be just below that of a Dwarven Brawn Golem.
    • Doing anything with this ability would take at minimum [4] emotes of uninterrupted focus, being a gradual process that occurs over the emote duration. The ability may be active for a maximum of [8] emotes before it deactivates, and will drain the Atronach regardless of whether or not it is used.
    • This ability may be used on people, making it possible for bones to be crushed, and could prove to be lethal if used on a vital region, such as the head or around one's chest.
    • During player-driven CRP, amplified telekinetic strength's lifting capacity could at MOST be used to lift masses of [4] cubic meters (4 blocks), and no more than [8] cubic meters (8 blocks) may be pushed. In ET Events, these values may be negotiated at the discretion of the ET in question.
    • This may only be performed if the Atronach is making physical contact with the object, and as such, could not be done from a distance.
    • As a consequence, the Atronach must open up their plates to allow enough Mana to flow through in order to increase their strength, leaving them incredibly vulnerable to attacks on their Arcane skeleton and core.
    • This ability requires that the Atronach remain relatively immobile, meaning that this ability could not buff them in a fast paced combative encounter that requires them to rapidly change position.
    • This ability only works once every 24 hours, and would drain the Atronach of half their usable mana as the task is completed.

     

    Redlines

    Spoiler
    • In terms of equivalency, the strength boost would lift the Atronach to be just under a Dwarven Brawn Golem’s strength.
    • This strength increase is not instant, but rather a gradual application. An Atronach lifting a boulder would not be instant, but rather a slow process as they heave it up. As such, an Atronach could not throw a boulder or something of equivalent or larger size at an adversary.
    • Performing this ability would require the Atronach to open up their plates, allowing enough room for a weapon to slip through and do severe damage.
    • This ability requires that the Atronach remain mostly still and not rapidly change position, meaning that using this ability in the midst of a fast paced combative encounter.
    • This ability drains half of the Atronach’s usable stamina/mana, and as a result would need to be recharged sooner.

     

    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

    Spoiler
    • Telekinetic Atronachs have the strength of an orcish warrior, capable of wielding heavy weapons, as well as operating more complex weapons, such as bows and crossbows.
    • Telekinetic Atronachs are a Hybrid, being a cross between Solid and Fluid. Their core requires three hard hits with a blade, or two with a blunt weapon to be incapacitated. Inadequately crafted weapons or armaments below the strength of iron will do little to damage the core. Should the weapon be of thanhic alloy/auric oil coated, it will be twice as effective (a thanhic alloy sword would count as two hits as opposed to one towards the core).
    • The Arcane form of a Telekinetic Atronach is as vulnerable as the flesh of the average descendant, meaning that limbs can be hacked off and their form can be cut. Severe cuts that would cause a descendant to bleed out would cause the Atronach to deactivate after [8] emotes of "bleeding." Each subsequent hit will halve this duration.
    • Requires transfiguration, and atronach forging to create, and requires a valid CA to play as well as a valid creator.

     

    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.

    Spoiler
    • Sharp weapons, such as swords, would deal [1] hit towards an Atronach's core, while blunt weapons would deal [2] hits.
    • Thanhium alloy weapons or armaments coated in Auric Oil would be capable of easily severing the "limbs" of an Atronach and slowly draining their form with each strike. The core being struck by such a weapon would be twice as effective, meaning that a thanhic warhammer (blunt) would deal [4] hit "points" to an Atronach's core.
    • Elemental Atronachs are susceptible to their opposed elements (Fire Atronachs could be extinguished through water, etc).
    • Ward Shields would act as an impassable barrier to an Atronach, and Abjurations directed at their Elemental Form would stun them and interrupt all casting and movement for a single emote.
    • An Atronach may be shutdown entirely if an Abjuration created by an Atronach Forger hits their core dead on.

     

    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]

  10. 19 hours ago, BrandNewKitten said:

    Your understanding of the veil seems a bit off. The veil & void are not one and the same. The Veil keeps the void out. “Voidal Horrors” exist in the void. 

    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. 44 minutes ago, Shorsand said:

    I'm very dumb, but wouldn't this fit more with the nature of Translocation?

    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.

  12. 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.

    Spoiler

    Mechanics:

    This spell takes one connect + one charge + 1 cast emote to perform. The Transfigurationist may choose an object within their Transmutation range and use their own Mana to freely move it through space. There isn't a hard limit on how fast an object may go, but as a rule of thumb, the heavier an object, the slower and more difficult it will be to manipulate. Additionally, an object could not go fast enough to meaningfully wound someone, such as break a bone or pierce skin. Although this spell's value lies mostly in lifting small objects with incredible ease for a well studied Mage, many Magi may band together through Infusion Rituals/Circling to create Enchantments that may float anywhere from a home up to an incredibly large mass of land.

    Red-lines:

    - Cannot be used to obtain a combat advantage at all. This spell is largely reserved for flavor. If you have to ask yourself "am I able to do this?" then you probably can't.

    - Unlike other Transmutation spells, Alter Position does not require a thorough understanding of the object in question's makeup.

    - Objects beyond 25lbs/~11kg may not be lifted via Alter Position collectively. That being said, incredibly particulate substances such as sand may not be lifted in large amounts more than a few grains. One may be able to cause rain around them to miraculously deflect off their attire, but throwing large globs of water is not a feasible task.

    - The heavier an object, the slower it travels and more difficult it is to move.

    - Enchantments created via Alter Position cannot provide a combative advantage in any way.

    - Objects travelling at high speeds (anything faster than a thrown paper airplane) may not be stopped out right via Alter Position.

    - The range of Alter Position correlates with the tier of the Transfigurationist’s Transmutation range (Tier 5 allows a range of a 10 block radius).
    - The creation of floating objects/masses in Enchanting via Circling requires ST approval and consent from a Region Owner of the tile. If no region owner is present, World Team and Story Team approval is required.

    - Alter Position can be used in lieu of Telekinesis to create Telekinesis limbs.

     

    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

    IsaacAuthor

    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)

  13. 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.

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