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IsaaKc

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  1. Phil’s by a long shot. Mages should not be clad in full plate. The point of the Void prior to lore games reforms was that it was a more dark-leaning corruptive force even though Magi wouldn’t necessarily employ it or see it as such. By going with Tox’s Weakness lore, there has been a huge inconsistency in the lore which makes zero sense. I literally don’t care if it’s just for balancing, you’re creating a contradictory line that deems iron to disrupt casting and neutering Voidal Magic of it’s already minimally present theme of really not being good for you. It’s corruptive. It’s suppose to be corruptive. You’re tapping into a metaphysical outer presence transcendent to mortal understanding, it’s not gonna leave you unscathed. That being said, I think Phil’s lore should be reimplemented and adjusted. State that Voidal Mages cannot swing weapons while CASTING to shave off the old days of spellsword abuse (unless specifically stated otherwise in lore) and give Magi the ability to wear amounts of plate armor, such as half plate, chain mail, etc. It’s very box-buildy to retcon it into draining stamina when the entire point was that the Void granted you power based on the depletion of your physical form. Don’t make Mages starving children, but don’t make them capable of wearing gear on par with a seasoned warrior.
  2. What the title says. I hear this thrown around quite often: should quantified mana/power systems be implemented in Magics and nonmundane lore applications? This isn’t a post that shills for either side, but rather a place to discuss the pros and cons of such an idea. Consider the following questions: - Does the implementation of quantified Mana/power system limit creativity? - Would the implementation of a quantified Mana/power system reduce powergaming? - Is the implementation of something akin to this not worth the hassle/work? Please keep the thread civil, I don’t wanna have it locked B^) edit: grammar in title
  3. Warding and Abjuration The following red-lines will be adjusted: - You cannot Ward and Abjure magic that you, or someone accompanying, do not have an MA in. - You must master a magic (Be tier 3 at least) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it. New red-line(s): - You cannot Ward and Abjure magic that you have not possessed an MA in. - You must master a magic (be Tier 5) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it. - You may only enchant Ward Shields onto objects that you possess an active MA in. Purpose In the original Transfiguration lore, it was stated that a Transfigurationist could Abjure or Ward a Voidal Magic so long that they had an MA in it, active or inactive. This was removed in the currently accepted lore. Although a minor detail, it allowed for a sense of power-scaling to be created that differentiated Mages from one another. A spellcaster who’s delved into their art and has a history of various Magics versus someone who just got 3 MAs thrown to him by his friend with a TA. Abjuration/Warding on its own as a Magic is not formidable in combat and the branch itself is extremely situational due to the slim chances of running into and fighting a Mage who share an active MA with you. The implementation of this change would recreate that differentiation among Mages and would shift the presence of Abjuration as a near useless cantrip that could be utilized once in a blue moon to a competent spell that old and new Mage characters alike can put to use. Credit Phil’s original lore: Currently accepted lore:
  4. Not really a jack of all spells. It’s focused on the School of Alteration and requires at least T3 Transfiguration to learn. I appreciate the feedback though.
  5. You’re right. That’s why this Johann-Isaac Production ® (all rights reserved) is sponsored by Rewordify.com. Rewordify is a free to use online website that allows you put in typed phrases up to 10,000 characters in length for free members, and 50,000 for paid members to simplify the language and make it easily digestible. To show you Rewordify’s power, I’ve put the entirety of Praetor lore through its powerful program to simplify the language. Check the spoiler below.
  6. This is not the guide. Should this lore be accepted, a more straightforward and less tonally focused post will be written.
  7. Maybe the real archon rewrite was the friends I made along the way. Was fun working on this with Johann. I like to think merging our ideas was beneficial in the end.
  8. Cool lore. I like how you went into depth about the different utilitarian sigils they have. Fleshes out the cool feat a lot more and it seems a lot less exclusively written with the intent of abusing disconnection like Josh’s circle had seemed to want to. +1
  9. This was apart of the old Voidal Connection Lore. The only guidelines in the current lore in place states that Mages cannot build immense amounts of muscle due to less stamina for intense physical activity. It says nothing regarding two handed weapons.
  10. DISCLAIMER: PLEASE READ AUTHOR’S NOTE BEFORE COMMENTING Origin Transfiguration—mastery over the Arcane, as many have come to agree; those who can alter the world around them, weave spells into trinkets and deconstruct adversary incantations. This is the line at which many instrumental folk separate your average off-beat Evocationist from a well-taught Mage capable of bewildering feats. Few ponder; however, if this is the ceiling that locks a Transfigurationist’s potential, if there was a way, or ways, to become more conscious of the world around them, to achieve a greater understanding, as Transfiguration is an art centered around studying and manipulating naturally occurring phenomena. Some theorized in methods similar to the Transcendent Magi: Archons, of the mid 1500s, while others seek to shed light on more contemporary discovery, involving the recent Voidal Tears of Arcas or Voidally scarred land, such as the Heaths. After years of research and experimentation with the School of Alteration, Magi found a way to bind their souls to the Void and transcend through an abstract and metaphysical ritual. These Magi would come to be known as the Spellforged, those who have grasped and become completely lucid of Arcane Alteration. Brief Description The Spellforged are master Alterationists who have peered into the Void, experiencing an unsympathetic truth about creationism as a whole which dramatically shifts their perception on the Material Realm and time. Souls bound to the Void, they are granted immortality alongside a series of boons that rid them of many curses that trouble Descendant-kind in exchange for weakness surrounding anti-magical means, fertility and a loss in muscle to name a few. These Transcended Magi possess an augmented ability surrounding Transfiguration, further expanding on their power to understand more and more of the world. Creation The creation of a Spellforged is an otherworldly process, requiring the Mage’s soul to be bound to the Void. It should be known that the criteria surrounding the connection of a Spellforged is very strict. The Mage must be very proficient in Transfiguration (Tier 5) and at least adept in one other Arcane Magic (Tier 3), possess a Greater Soul capable of producing Mana and casting spells in a natural mortal vessel (a Machine Spirit could not become a Spellforged), and must not possess any art that strays outside of Voidal Magic and affects the Mage’s soul or state of mind aside for knowledge-based feats, such as Sorvian Crafting, Animatii Crafting, etc. Unsound Magic will also be a deal breaker, as their naturally anti-magical properties will cause the ritual to fail. Additionally, abilities such as Kani are also forbidden. The only non-Arcane Magic that the Spellforged can possess is Pale Blood Magic. Violation of the criteria will cause the ritual to fail. Assuming the Mage fits under the criteria, other preparations are critical in ensuring the ritual is effective. Refined Focus Crystals, at least five should be laid out in a polygonal manner around where the target Mage will sit. The ritual should take place on relatively level ground with no moving or unstable structure. Alongside these preconditions, another Spellforged themself is necessary to start the ritual, presumably the mentor to the target Mage. Once the preconditions are met, the ritual may begin, the entire duration lasting about sixty seconds. The mentor Spellforged will cast an incantation specific to the ritual, allowing it to start. Mana, sourced from the mentor, will course through the Focus Crystals, concentrating it, and focusing the product into the target (aesthetic leeway is given for the ritual so long it stays true to its preconditions). In the perspective of the target, the Mana piercing their mortal coil will feel akin to being baptised in fire, lasting for about ten seconds. For the remainder of the ritual, the target’s mind will be cast into the Void. What makes the ritual so otherworldly and incomprehensible is the transformation of the Mage’s mind from Descendant to Transcendent. This interval of the ritual is known as the Trance. With all five of their senses, they will experience the eternal presence Void and the apparent, yet minute creation of the Material World. If the scholarly Mage’s understanding was the tip of the iceberg, then the mid-creation Spellforged would be plunged beneath the water into the dark abyss to gaze up at what the rest of the cold mass offers. They realize how small they are in comparison to the metaphysicality beyond the Material Realm: shapes without form, colors indescribable to the Descendant mind, and the insignificance of time; the Void’s infinite potential becomes apparent. To the target, it may seem like years have passed by, but in reality only fifty seconds, precisely. In short, a Mage experiencing the Trance is an ant that comes to the revelation that they are, infact, an ant, but could become the size of an elephant through the infinite potential that lies in the Void. The effects of the Trance are discussed further in Psychology. From an outside perspective, Mana will continue funneling into the Mage’s body as they peer into the Void. Misting Aura of the target's color will vent from their body, then re-enter their frame, their skin slowly paling in color as their eyes begin to tint to the hue of their Aura, blood veins visible to the surface of their skin doing the same. These changes occur as Mana begins to flow in tandem with their blood. The Void will consume more of their mortal vessel’s body mass as a cost, leaving them in a thin state. The most noticeable change lies in the sprouting of an object known as the Anchor from their body, becoming a part of their mortal form. As the ritual comes to an end, the way the Spellforged emerges may vary. Some, mentally scrambled by the Trance, will come in a weakened state, fatigued and incapable of casting Magic for a couple hours. Others will have entirely embraced their change beyond a shadow of a doubt and emerge with a feeling of empowerment and strength, unbothered with any handicaps to their energy or Magic. Creation Red-lines: - The target Mage must be Tier 5 in Transfiguration and at least Tier 3 in another Voidal Magic. - The target Mage must not be a Machine Spirit. Their soul must be contained in a natural mortal vessel. - The target Mage may not possess any Magic or art affecting the soul or mind that isn’t Voidal, including Kani but excluding Pale Blood Magic. Exceptions to this are knowledge-based feats, like construct creation such as Sorvians or Automatons. Unsound Magic may not be possessed either due to its anti-magical properties. - The aesthetics of the ritual is mostly up to the participants as long as the preconditions are met and the required changes proceed. - A mentor Spellforged is required to start the ritual. It is unachievable without them. The Anchor Succeeding the ritual, a mineral-like growth will sprout from the Spellforged’s body at a random point. The location of the Anchor will always be somewhere on the torso so long it abides by server rules. It is three inches in diameter and raises about a quarter inch from the Transcendent’s body. The appearance of the Anchor can take on many forms, perhaps appearing as a fine cut gemstone, a rough crystalline growth, or a carved geometric shape. The dormant color of the Anchor is often a duller shade of the Transcendent’s Aura color. The Anchor itself is a mysterious artifact. Fuming with Mana, it keeps the Transcendent’s soul bound to the Void and allows them to use the spells and abilities specific to the Spellforged’s arsenal. Due to the copious amounts of Mana coursing within it, Magi near the Spellforged can sense an oddly powerful amount of energy radiating off of the Transcendent in the same way that a Mage can tell when a high tier spell is being prepared. Should a Transfigurationist perform Voidal Feeling upon the Anchor, they will come to understand what the Transcendent is—a descendant soul intertwined with the Void capable of great Magical Alteration. The Transfigurationist would also gain the ability to cast Abjuration Projectiles at the Spellforged, as they have developed an understanding thorough enough to work against them. However, The Anchor serves as a double edged sword. Unbeknownst to the Transcendent, the mysterious vessel is a beacon to the horrors and atrocities behind the Veil, making them a potential target, susceptible to attacks from eldritch monstrosities [Event Team]. The Anchor Red-lines: - The Anchor cannot be changed in shape or aesthetic later on, however it’s color may change in tandem with the Transcendent’s Aura. - One must roleplay the adequate information surrounding the Anchor. - The Anchor may only sprout from the torso. It could not be on the Spellforged’s hand, per se, or foot. - The Anchor can be covered by clothing and attire, but the glow can be seen behind such wraps when the Transcendent uses their augmented abilities. - The shape and aesthetic of the Anchor has no effect on its durability. Death One of the boons granted by their transcendence is the promise of immortality. Spellforged show no signs of aging and cannot die from reaching the end of their race’s lifespan. The Transcendent is aware that they’re immortal and will reform if they are slain, but they do not recall any of the events leading up to their death, following all rules of Monk Revival. If they are slain in a mundane manner, such as decapitation or blood loss, the Mana coursing through their body will funnel into the Anchor before it is shunted through the Void, reappearing at the Cloud Temple for the Spellforged to reform in the same condition that they were after the creation ritual. The carcass left behind will be reminiscent of the Spellforged’s body, yet without any sign of the Anchor or constant Aura radiation of the Mage’s eyes or veins. The Anchor is the artifact that keeps the Mage’s soul bound to the Void in a steady and balanced manner. Although the source of the Spellforged’s power, it serves just as easily as their Achilles’ Heel. The Anchor shares a durability similar to a sturdy stone, immune to most sharp weapons, but susceptible to blunt force, such as warhammers, maces and other weapons of the nature. Should the Anchor succumb to damage from gravity, such as falling, the damage will scale with the height, with three meters resulting in minor obstruction and for every single meter more, going up one level on the scale of damage. The Anchor is capable of repairing overtime, though while it heals, the Spellforged must rest, rendering the persona unplayable until the damage heals; however, the Spellforged can choose to not heal and continue with the threatening damage dealt to their hearth. Should the Anchor sustain enough damage, it will shatter, leaving the Transcendent vulnerable to the soul being claimed by the Void should they be slain while the Anchor is absent. It should be noted that the Anchor must first be shattered, and then the Spellforged slain for them to experience final death, not in any other particular order. - Minor obstruction,(1/5 hits): 1 OOC day to heal. - Major obstruction (2/5 hits): 3 OOC days to heal. - Integral obstruction (3/5 hits): 5 OOC days to heal. - Critical obstruction (4/5 hits): 7 OOC days to heal. - Shattered (5/5 hits): Cannot heal overtime. In order for the Anchor to be restored, two additional adept Transfiguration Magi are required for assistance. If the Spellforged dies while the Anchor is shattered it is a non-reversible PK. Death Red-lines: - Damage to the Anchor must be role played. - The Spellforged cannot PK unless their Anchor is destroyed, followed by a mundane death. - The Spellforged persona is not playable while their Anchor is healing. - The Anchor may be recreated, however it requires the aid of two Magi at least Tier 3 in Transfiguration. - If the Anchor is shattered, their augmented abilities cannot be used. - Suicide is possible, although the Anchor must be shattered first. If a Transcendent were to kill themselves in a mundane way without shattering the Anchor, they would reform in a crazed and mentally euthanized state, rendering the character unplayable permanently. It is additionally possible for a Spellforged to experience a final death in the form of complete Mana usage: see Casting for more information. Physique After the ritual is completed, the Transcendent’s physical appearance is slightly altered. Discounting the Anchor that has sprouted from their torso, the Void will have claimed more of their body mass, not leaving them in a malnourished state, but one that is thinner than their form as a Mage, preventing muscle mass from being built past that of a sedentary lifestyle. Due to the Mana rushing in tandem with their blood, it brings about changes to the Spellforged’s physical appearance. Their skin will appear a shade paler than before, giving them a somewhat ghastly atmosphere. The Transcendent’s blood, now splotchy with their Aura color, when cut, will mist cloudy fumes of their signature hue for a few seconds. In areas of little to no lighting, their veins appear as if they are dimly glowing under their skin, most notably around the wrists, palms, ribs, shins, top of the feat, and bosom. This produces a similar effect in the Transcendent’s eyes, causing them to constantly glow of their Aura (although they do not have a perpetual connection to the Void.) Strengths Transcending offers the Spellforged a handful of passive abilities that benefit their mortal coil, no longer ailed by many of the troubles that hinder the everyday lives of Descendants. The Spellforged is no longer burdened with a finite lifespan. The Void promises life forever for the Transcendent, leaving time to never erode the Spellforged’s physical form. They will take on the likeness of the age they transcended at. The Anchor acts as a great supplier of Mana to external tasks, though not casting the Transcendent’s own spells. In Infusion and Empowerment Rituals, the Spellforged will be able to add twice as much Mana to the Circle than a normal Mage. In Arcanium Forging, the presence of a Transcended Mage will decrease the roll threshold by -4. Sustenance via fluids and food is no longer necessary. Although the Spellforged may long for food as their body thins into a malnourished shell, death by starvation or dehydration will not arrive, however, regular food intake is required for the Transcendent’s form to remain healthy. Extreme climates such as scorched deserts or frozen tundras will not affect the Transcendent’s stamina or well being, as their body will naturally adjust to the temperature proportional to the environment. Accompanying individuals around them may figure this out as the air existing a few inches around their body seems to be of comfortable temperature when faced with dangerous climates. Sleep becomes redundant as a whole. The Spellforged’s stamina will regenerate over the same amount of time that a normal Descendant’s energy would restore itself during a night’s rest. Although sleep is not impossible, it’s incredibly difficult for a Spellforged to fall asleep and sometimes possible when the Spellforged has suffered extreme exhaustion through intense activity. Mundane illness passed between human peasants on fiefs will no longer pose threat to the Transcendent, as the Mana coursing within their body seems to block off most harmful disease. Belonging to the Void moreso than the Material Realm, Transcended Magi are capable of interpreting Moonspeech—the horribly confusing tongue of Voidal Horrors that is only comprehensible to few Descendants. However, they are incapable of speaking the cursed form of communication themselves. The most deviating change lies in the Spellforged’s respiratory system. Breathing is unnecessary, as the Mana surging with their blood keeps their mortal coil alive. Although air-chokes won’t hinder the Spellforged, blood-chokes can still prove effective, as it cuts off blood flow to the brain, leaving the Transcendent unconscious. Should a Spellforged take water into their lungs, it wouldn’t do much besides prevent them from speaking or weigh them down. Removing the water completely may require assistance via CPR (this is not to say that the lungs are completely redundant, damage to the lungs will still be just as painful as before and will undoubtedly handicap the Transcendent. If their lungs were removed entirely, the Spellforged would die, as it’d be impossible to remove them without damaging major blood vessels around the organs). Due to this, a Spellforged could, hypothetically, survive in the Void, as the Anchor would ensure stability in the physical form. Weaknesses With a wealth of boons comes a wealth of equal curses specific to the Spellforged, putting themselves at risk to new and unfamiliar hindrances that will take time for the Transcendent to adjust to. Due to their thin forms, wearing any sort of plate armor at all is out of the question, including half plate or chainmail. Gambeson and hide protection may come as a preference. Bones become more susceptible to damage, such as if an orc were to slam them in the chest with their fist, it wouldn’t be unrealistic for a few ribs to fracture. As for weapons, two handed options may still be effective, although heavier choices such as solid maces or warhammers are not practical in combat. Bar the heavy side of two handed weapons, the Transcendent is still capable of swinging a sword or two assuming it follows the stamina and focus guidelines surrounding Voidal Connection lore. Alchemical pastes and fluids intended for appliance to the surface of the skin or other body parts will prove effective, but any alchemical elixirs that must be taken orally and diffused through the bloodstream will fail, as the Mana within their circulatory system nullifies the effect of these concoctions. This includes appearance modification potions or healing solutions. Alcohol is incredibly less effective on the Spellforged. In order for a Transcendent to succumb to a drunken state, they must either consume an obscene amount or drink beverages brewed to three times the strength, enough to kill a man. If two Spellforged were to procreate, conception would be impossible; however the procreation between a Descendant and a Spellforged brings about a pitiful creation. The unborn child is likely to die before deliverance (possibly creating complications for the carrier) and, if born, will suffer from permanent Voidal Weakness—a reduced amount of stamina and an inability to gain steadfast amounts of muscle, as well as an unstable form of Magical Alteration out of the offspring’s control. Objects that the cursed child touch and hold have a minor chance horribly deforming in shape once they have made physical contact with it for long enough, or occasionally items around them shifting through the Void erratically, reappearing a few inches off from where they once were. This is not a controlled form of Alteration, nor may it be used to gain any utilitarian or combative advantage. It is a sporadic debuff that will always be present in the offspring’s life. Prosthetic limbs such as Automaton limbs, Golemancy Limbs and anything else of similar nature will fail to connect with the Spellforged, oddly enough. The only functional prosthetic would be an Atroncah limb and Voidal Magic enchanted limbs. Should a Transfigurationist come to understand a Spellforged via casting Voidal Feeling on their Anchor, they can weaponize a form of Warding and Abjuration against them. Abjuration Projectiles, when cast against a Transcendent, will stun them for two emotes (no movement beyond where they stand and incapability of casting Magic) and may bruise their form. Ward Shields will act as physical barriers to the Spellforged, preventing them from passing through them as if they were solid ferrum shields. Additionally, a Spellforged could also perform these Abjurations and Wards upon another Spellforged, should they choose to. The Eyes of Oshoggdos’chlubb, Unsound Magi, pose a formidable threat to the Spellforged. Their Mana-draining aura will be twice as effective on Transcendents, depleting their stamina twice as fast as an average Descendant standing around them. The projectile spell, Confusion will last for four emotes instead of two, and the Sunder projectile spell will last for five emotes in comparison to its previous three emote length. The Negate Mana spell will prevent the Transcendent from casting any sort of Magic for two OOC hours. Anti-magical substances, such as Thanhic Alloy and Auric Oil provide an effective means of offense against a Spellforged. If a Transcendent is hit with a Thanhic-Alloyed or Auric Oil-doused weapon, it will feel as if the weapon were blazing hot, causing crippling amounts of pain with each strike. Additionally, should a blunt weapon of this nature strike the Anchor, it will do twice as much damage compared to mundane attacks. The lingering pain caused by the anti-magical means in the Transcendent’s flesh would be present for about five emotes and would only be capable of casting within the combative encounter if their wounds are tended to. Should a weapon of this description cut deep into their abdomen, they will for surely perish in seconds, defenseless. Psychology A change more drastic than their physique lies in the abstract mind of the Transcendent. After they exit the Trance, what follows is largely dependent from Mage to Mage, but one change is guaranteed—their humanity will be in jeopardy. Although Transcendent minds mostly stay true to who the person was prior to connection, the forbidden truth they’ve experienced shapes their future. They’ve experienced the infinite potential of the Void, the creation of the Material Realm, and the revelation that Descendant-kind are unimaginably small, mere ants compared to what lies beyond the Veil and even further; however, they’ll find that the exact details of this revelation are unable to be committed to words to share their forbidden knowledge with other Descendants, existing as a “third eye” or sixth sense. This is the cold and unforgiving reality that plagues the Transcendent’s mind and represents the true transition between Mage to Spellforged. As for the Spellforged’s motives and drive, anything pertaining to the Arcane will draw fascination to them, be it a large and intricate enchantment, unique materials infused with Mana such as Arcanium, or Voidally-influenced land, such as Hollows, Nodes, and Heaths. In particular, Transcendents will feel most at ease and comfortable in these magically scarred lands. What most find bizarre and unsettling would be a state of equilibrium in the eyes of a Spellforged. Their interest in thaumaturgical phenomena and enchantments would likely drive a sense of innovation in them, intent on pushing the Arcane’s abilities to their limits for the purpose of expanding on its potential or increasing their own power—possibly both. Spellforged, inevitably, will hold themselves to a higher standard than most Descendant life. This does not necessarily mean that they deem them useless or disposable, but the dividing line is clear. The Spellforged may pity those close to them, feeling sorry for the fact that their colleagues' eyes have not been opened to the bitter truth that is the Trance. A result of this could be a desensitization to violence against Descendants and likely their personal opinions, such as an elven Spellforged remaining unbothered by the Orenian guard that called them a dagger-ear earlier in the market. As for Transcendents that have responsibility to uphold in communes or family, it varies. Some may begin to care less for their kin, while others may continue to support them, even though they see it as below their standard. These Spellforged cling to their scraps of humanity, staying sociable even though they don’t see it as entirely necessary, perhaps finding a romantic partner even though the Transcendent acknowledges that they will outlive them in the meaningless passage of time. These caliber of Spellforged choose not to drop their old habits as a way of keeping themselves in check, though putting in too much commitment may drive them mad and only cause them to stray further from their morals, as what is raising a newborn child when your mind has been filled with the endless sea of potential in the Void? There are; however, a handful of Spellforged that may reject their humanity without a second thought, embracing their change in its entirety and not bothering with holding onto what made them Descendant. Rejection of humanity often leads to a loss in the Transcendent’s morality and a severe superiority complex, looking at others as nothing more than disposable pawns. This leads the Transcended Mage into an obsession surrounding the innovation and furthering of the Arcane for their own personal power. What once was a pompous Mage who reserved his prestigious findings for his cabal of fellow thaumaturgists has now entered a state of entropy, stepping forwards with unstoppable determination to increase their strength through Magic. Not all Spellforged will put an effort to remain reminiscent of a Descendant and not all Spellforged will reject their humanity and morals. Many in between variations may exist, as it is entirely dependent on self discipline and their character before the ritual. Though, as emphasized earlier, their humanity will never be on par with an average Descendant ever again. Psychology Red-lines: - Change in mindset must be roleplayed. Although this doesn’t mean that the Spellforged must become an inherently evil or malevolent character, they will not be of average mentality in comparison to a Descendant and will always elevate themselves above others regardless of whether or not they hold onto their humanity. - It is impossible for a Spellforged to accurately describe what they see in their Trance to another Descendant. They may say that they’ve experienced creation in its purest form and seen the scale at which everything lies, but further details may not be elaborated on, as the Descendant mind cannot comprehend what is seen in the Trance and it’s truth cannot be worded through common language. Casting A Spellforged sending off spells and incantations is altered in comparison to an average attuned Mage. Although most of these do not provide any game-changing advantages, they are unusual in comparison to your average spellcaster. Anxiety and intimidation may affect the stability of spells a Mage sends off, but a Transcended Mage will always be at peak potential in their ability to cast. They resonate on a spiritual level with their Magic and thus, have no issues with ensuring the success of their spells effects. Spells specific to a Transcendent’s enhanced arsenal will cause the Anchor to shine with their Aura as they draw from their augmented form of Alteration. A Spellforged’s adversaries may pick up on this tell and use it to their advantage. Their soul now bound to the Void, the mortal coil seems to have less of a grip on reality than it did before. When the Transcended Mage begins to burn Mana after connecting to the Void, parts of their physical forms begin to flake away, revealing the internals of their bodies—a swirling mass of Mana taking on the color of their Aura. The more of their Mana reserves they use, the more their body falls away. If high tier spells are being shot off, the Transcendent may be nothing but a humanoid cloud of energy wrapped in whatever attire they’re wearing with their Anchor suspended in the mist. Their method of movement seems to be altered in this state, as they will smoothly hover an inch or two off the ground rather than walk or run. This “form” has the same durability and behavior as the mortal coil, as the injuries lacerated upon them will reflect accordingly to their actual form (if one’s arm is broken, then it will still handicap their arm; if they are cut with a blade, they will still bleed and are at risk of blood loss; everything affects them in the same way it would as if they weren’t casting.) Their Descendant-like appearance will reform over the course of about five narrative minutes after they disconnect from the Void and cease their casting. However, if a Spellforged were to use a lethal amount of Mana, they would put too much stress on their Void-scarred soul, resulting in their bright and otherworldly appearance fading away over the course of a second, leaving their attire to drop to the ground and the Anchor to crumble away into several pieces as the only evidence of their death. Casting Red-lines: - The Spellforged does not have a larger Mana Pool than a Descendant Mage. The quality of their casting is not affected by negative emotion, however. - Their “Aura form” does not provide any advantage. It has the same durability of their physical coil, which is described in Physique. They can hover, but this is not advantageous in any way besides being less likely to trip over minor natural obstacles, such as uneven ground or stones. - If the Spellforged exhausts their Mana entirely, they will experience a final death and a non-negotiable PK. Spells and Abilities The Transcendent is capable of incredible feats surrounding an enhanced form of Transfiguration. They are much more effective when transmuting materials and can put up a threatening defense against adversary spells. Psychometry: Non-Combative Your average Transfigurationist’s basic tool, however the Spellforged possess the ability to view the history of the changes an object has undergone, such as figuring out the forging process for a recently crafted sword. Enhanced Transmutation: Non-Combative With such an extensive understanding of their Magic, the latent mana in objects can be manipulated more efficiently than the average Transfigurationist. Alter Appearance: Non-Combative Their expansive understanding of the Material Realm and beyond allows them to alter their physical form as if they were transmuting an object. The options surrounding this are fairly free-form. Reinforce Mana Pool: Non-Combative A similar concept to the Empowerment Ritual, the Transcendent can reach out to an ally Mage’s Mana Pool and funnel energy from their Anchor to the Mage, stabilizing their casting. This would often be used when a Spellforged is guiding a student in spell casting and wishes to put in a safe guard to prevent them from passing out or losing a significant amount of Mana. Project Spell Framework: Non-Combative Most instructors of the Arcane present a spell to their student as a demonstration to aid their casting; however, a Spellforged may plant the makeup a spell itself into the mind of the learning Mage, giving them a clear and cohesive image of what they must cast and how it must be cast. Mana Restoration: Non-Combative Almost every Mage has experienced an event in their life in which they have an incredible amount of Mana, putting great strain on their body and often knocking them unconscious or leaving them in a handicapped state. A Spellforged can aid a Mage befallen in such a conundrum by forwarding Mana from their Anchor to the ally Mage’s soul. Impede Projectile: Combative By reaching out to the active mana around a projectile spell, the Transcendent can freeze it in its path. This could be used as defensive technique to evade adversary spells. Debilitate Mana: Combative By reaching out to the soul of a Descendant, they can “grip” the Passive Mana gathered around their soul and restrain them, restricting their ability to move for a short period of time. Expropriate Projectile: Combative An evolved form of Impede Projectile, the Spellforged can hijack an adversary Mage’s projectile spell and tear their grip from the incantation, using it for their own doing. Hollow Land: Non-Combative The Anchor releases copious amounts of Mana with bizarre properties into the area surrounding the Transcendent, scarring the terrain around them to create a smaller iteration of a Voidal Hollow. This is often cast because the Transcendent naturally finds comfort in Voidally-scarred lands. Anchor Recreation: Non-Combative If the Spellforged allows their Anchor to be shattered, they fall at risk of a final death—however, through the aid of other Alteration Magi, the Anchor may be reconstructed and restored to the Transcendent’s form. Rite of the Trance: Non-Combative Once a Spellforged has mastered their augmented ability and become certain of their transcended being, they may pass the torch down to another trusted Transfigurationist, should they wish. Deposition: Non-Combative Just as a Spellforged may be created, they may be denied their Transcendence. Through the power of multiple Spellforged and Transfiguration Magi, a Transcendent may be deposed of their accumulated power and ability. This could be for a myriad of reasons, such as abuse of power, betrayal to allied Transcendents or simply because the Transcendent, oddly enough, may wish to return to their humanity. Tier Progression The path of a Spellforged is one of self-empowerment and dedication. As they become more comfortable with their form, they will be capable of incredible Magical feats unseen by any Magi. Neophyte (Tier 1) - The Transcended Mage has just been heralded as a Spellforged. Their augmented abilities are incredibly limited and tiring, capable of nothing near useful in combat at the present time. They begin to experiment with their enhanced Alteration, breaking down what once was the barrier for mundane Transfiguration. Their minds may be at a loss of equilibrium, either embracing their change or somewhat rejecting its unique nature. This stage lasts for four weeks with consecutive instruction from another Spellforged. Vicariant (Tier 2) - Finally having adjusted to a familiar state with their transcendence if they haven’t already, the Spellforged builds further on their powerful Magical Alteration through dedication and practice. They are now able to aid other Mage’s ability or cast counter-magical attacks that an Abjurationist could only dream of. This stage lasts for six weeks. Elder (Tier 3) - Their state of mind certain and their buffed Alteration near perfected, the Transcendent has reached a peak in their mechanical power. It is now possible for the Spellforged to herald other Magi as Transcendents, disconnect others of their own kind with the right resources and restore their own Anchor should it be shattered. It takes two weeks for them to be taught the respective spells as an Elder. General Red-lines - The Spellforged do not have larger Mana Pools than average Descendants. Their only “battery boost” lies in their ability to transmute substances with more potency and a higher scale and range. - Mental change MUST be roleplayed. A Transcendent does not necessarily become an inherently evil or emotionless character, but they have a constant elevated superiority in comparison to Descendant life, regardless of whether or not they hold onto parts of their humanity. - To become a Spellforged, the player must be Tier 5 in Transfiguration and at least Tier 3 in another Magic. - The Transcendent’s augmented abilities may not be bound to enchantments. They are unique to them and them only. - The details and effects of the Anchor must be roleplayed. - Physical changes MUST be roleplayed. The Spellforged may not wear any sort of plate armor and incredibly stamina heavy weapons such as poleaxes, maces and warhammers are not practical and combat. Pros: - Offers Magi a way to reach a peak in their ability and obtain immortality through advancements in Voidal Alteration. - Spells dedicated to countering adversary magic projectiles. - Immunity to extreme climate and most mundane illnesses. - Sleep and breathing are redundant and not required by the Transcendent. - The Transcendent’s powerful connection to the Arcane prevents negative emotion from impacting their ability to cast. - Encourages interaction with other Magi surrounding Circling, Arcanium Forging, the non-combative support spells and Anchor Recreation. Cons: - Weakness to anti-magical means such as Thanhic Alloy, Auric Oil, Abjurations and Unsound Magic. - Exclusive to Transfigurationists. - If the Spellforged dies while their Anchor is shattered, it is a non-reversible PK. - Drastically changes the character’s mindset, barring off a lot of “slice of life” roleplay from the character. - Immunity to alchemical elixirs that are taken orally and dispersed through the circulatory system. - Unable to swing stamina intensive two-handed weapons. - Prosthetic limbs outside of Arcane origin will fail to work. - Alcohol is significantly less effective. - Procreation between a Spellforged and Descendant brings about horrible defects. Author’s Note Before anything else, I’d like to get one subject out of the way. This is not Archons. I have taken inspiration from some of the ideas and aesthetics that Archons had, but the Spellforged are fundamentally different to Archons in their mindset and abilities. My intention with this lore is to provide a pathway for Magi to achieve immortality and improved spells surrounding Warding and Abjuration. I would also like to clarify that a few of the concepts in this lore showed up in Johann’s Archon rewrite—most of these concepts were originally mine by design and I gave him explicit permission to use them in his lore. That being said, I think Voidal Mages are just as deserving of an “endgame” as any Magical niche or group. The Voidal Magic community is, to not beat around the bush, mostly flavorless due to a lack of laid down culture and has continued to remain so partly due to the rushed Void Project that was passed earlier this year. Because of these factors, the majority of Voidal Mages I feel are unsure in how to roleplay their Magic in an interesting and engaging way that shrouds their character’s gift with a whimsical atmosphere and a potentially darker side to its boons. I hope to be able to expand further on the cold nature of the Void and its vile drawbacks with this lore regarding the mentality of the Spellforged and the drawbacks that burden them. Changelog 9/3/2020 3:15am – No changes as of now. Pictures to be added and formatting likely to be adjusted. 9/3/2020 10:45am – Changed color scheme. 9/3/2020 3:42pm – Changed spell name “Enhanced Voidal Feeling” to “Psychometry” (credit to gurbanguly). 9/3/2020 4:10pm – Clarified the use of Warding and Abjuration against Spellforged, clearly stating that a Transcendent may use it against other of its kind, should they wish. 9/3/2020 4:30pm – Added support spells “Reinforce Mana Pool,” “Project Spell Framework,” and “Mana Restoration.” 9/5/2020 12:38am – Clarified Pros/Cons a bit more. 9/5/2020 12:46am – Messed with the color scheme more, because (I Can’t Get No) Satisfaction. 9/5/2020 1:01am – Played with the formatting a bit more. Credit Where Credit’s Due Phil’s original Archon lore, which I took inspiration from: https://www.lordofthecraft.net/forums/topic/147775-%E2%9C%97-archons-the-void-touched/ Toxcat’s Voidal Lodestone lore, which additionally helped with inspiration: https://www.lordofthecraft.net/forums/topic/178891-%E2%9C%97-reformattingvoidal-lodestone-the-voidally-scarred/ My Transfiguration lore: https://www.lordofthecraft.net/forums/topic/192184-%E2%9C%93-magic-lore-transfiguration-artisans-of-the-arcane/ Mystery’s Unsound Magic Lore: https://www.lordofthecraft.net/forums/topic/187962-%E2%9C%93-magic-lore-unsound-mages-eyes-of-oshoggdos/ Kalamoot’s Void Nodes and Hollows https://www.lordofthecraft.net/forums/topic/122009-lore-revision-void-nodes-and-hollows/ Each Elemental Evocation Rewrite (thanks Pundimonium and Duck) Isaac - Author Lhindir - Although didn’t write himself, this lore would not be in the state that it is if he hadn’t came up with the idea of the Spellforged’s Mentality A_Keefy - Created the original idea for the Anchor Mavromino, UgBrainHurty, gameingg, Ducklingator, Johann__, Pundimonium - Fleshing out ability ideas and moral support ScreamingDingo – In the credits so he can’t vote on the lore /s
  11. Cool concept. I think Quav brought up some valid kinks that should be worked out but I think it has its place. +1
  12. a better prize would’ve been getting let into Muffins’ magic school and a tfig MA. atleast then i can flex my stupid mineman magic vs. 5k of an inflated currency that’ll be worthless in a couple months.
  13. Cool lore. Cognatism has gone from jimmy neutron magic to a fully fleshed our merge with mental magic. I **** with this
  14. once i get a good schedule with school ill probably hop on here and there and resume some lore i’ve been writing that’d be a very long paragraph but here’s some of the more critical ones i thought of - stop referring to your char’s eyes as “orbs.” it doesn’t make you sound like you have a developed vocabulary and its just goofy. - long magic emotes dont make your mage look cool. if its necessary to describe the effects of the spell, sure, but please stop putting walls of fluff into the chat bar. - make sure to emote your character’s reactions to conversation/interaction around you even if its just the subtle change in ones face or adjusting their feet. it makes your character seem 10x more dynamic. - read over your emote aloud/whispering before sending it. this one’s simple, but its how you correct spelling errors and bad formatting with italics and bold. it also serves as a way to adjust your emote if you might have written something that comes out more on the powergaming side; just ask yourself “is what im doing bullshit” or “am i powergaming” and it should come pretty easily. romance rp with guys is literally so much more drama free than doing it with an irl female. all of them have been male ever since firegirl got axed. yeah he’s kinda a bland character. i foresee myself shift right clicking him later on. not unless its by the angelo rock wearing socks with flip-flops is stupid. wearing socks with crocs/sandals that aren’t flip flops is comfy and if you disagree i’ll come to your house and take away all your aderall pund. lmk when >50% of the lt are voidal mages and then we’ll talk i’ll tell matpat you’ll awaken him if you’re not careful. yeah there comes a time when the chimp must leave his guiding monke i’ll have to dig through tox and i’s dms to find it
  15. yeah. expecting my friends to just shitpost on this but i need a thread to reply to for a little bit since ive been constantly checking my email and social media for conversation edit: thanks for gold kind stranger
  16. I will say that this is a very inaccurate assumption. Johann began writing this after I handed him my incomplete rewrite for a Voidal Magic CA, which had been in the works for the past several months (although at a snail’s pace) whilst Phil was still playing on the server. This has nothing to do with the original writer, but rather the author of this rewrite’s ambitions.
  17. I don’t play the server anymore, but I figured I might as say this on the forums. Johann, I like the tone that this was written in, but you mistake my intent with the partially completed Voidal Endgame lore I created that you used as inspiration. Although I branded it as “Archon rewrite,” it was a re-imagining; a completely different concept than what Phil’s original lore was. Unfortunately, you combined the two and leaned closer to Phil’s lore. I believe that the Voidal Mage community deserve an endgame, but it shouldn’t be Archons. I guarantee you that a good percentile of the critical responses your lore has received are players that haven’t bothered to read it, but rather have a vendetta against “Archons” and what they were, which is really close-minded, but nonetheless, I can’t say that I support what you’ve created using Phil’s lore with touches of the incomplete project I gave you, but I suppose I shouldn’t care about the internals of something that I don’t want to concern myself with anymore.
  18. what side are you even on also calling all of staff corrupt isn’t even remotely true. there’s several staff that have commented on this thread in support of frill’s post. more like a few red tags. you gotta keep in mind that a good portion of lotc staff hate the way that administration is handling **** atm.
  19. Nexus buffs are a thing of the past and it was exploited by people who do nothing but log on to PvP, such as the Orc buff you mentioned. No thanks. This too.
  20. Yeah what BNK said. The concept is based but I think you could add an extra charging/stall emote to some of the more intensive spells. Otherwise +1, I don't read much into orc culture, but I wanna see some mean green metal-crushing machines.
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