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IsaaKc

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  1. This had to happen because of a demographic of players who would abuse lore to play the server competitively and gain unfair advantages. This is why we have lore criteria, format and Staff who vote on submissions. It is not a waste of time and it’s critical to the server in its current state We’re not in 2015 anymore where Blundermore could fling orcs up 30 ft to have them fall to their deaths via Wind Evocation. And this is one of the flaws with World Team. It should be what it states in the title. World Team. Focus on the creation of the physical map and lore laced within geography/structures that can be unraveled by players. The ideology that World Team should be builders slaving away at one time use event zones and landscars is such a close-minded and inefficient approach that scuffs the potential of what it could be. A valid counter-argument to this is the sheer amount of Staff that are on the World Team. As with many creative processes, too many cooks in the kitchen spoils the soup. I wouldn’t mind seeing World Team downsized significantly into what World Development was prior to Telanir’s staff merges, or create a fairly diverse focus group on World Team that interacts with LT/ET to sort out goals and suggestions to make the developing map a good experience. Unfortunately, a lot of staff disagree with World Team being anything more than builders.
  2. Lack of LT-WT communication is one of the many problems that plague the map-making process for some time now. I mention that specifically because of Xarkly’s difficulty in getting his original event line going (the antagonistic voice that was heard in the 7.0 Map Trailer) due to a lack of communication and insufficient resources to pull it off, which is upsetting since Xarkly’s been a trooper for the ET for years now. I personally dislike World Events and I don’t think they should be the precedent for what ET has to offer, but Xarkly made an effort with his writing and unique plans for 7.0, and that’s what matters. I agree with you in the regard that Telanir’s plans with LT and ET are far from ideal, but I disagree with your stance on Story Team neglecting the effort. 7.0 wasn’t a priority for LT/ET world building as far as I know and trying to save an already disliked map far into its tenure through lore implementations won’t fix the initial experiences players had with it. A good map doesn’t need to necessarily start or end strong, but I believe it should hold some weight that can make the experiences memorable. Arcas isn’t a bad map, in my opinion. It’s a bland map that could have been saved if there was more communication and collaboration between ET/LT and WT to lay down solid lore for the map and build off of it in experiences that could make the map special in its own way.
  3. Shame that this map is probably gonna get poor reception when it releases because we’ve been struggling to create environments that aren’t just “tree but bigger!” or a lack of proper communication between LT and WT to create minor, yet tasteful touches that can encourage things like archaeology roleplay. I’m not trying to be a debbie downer, but 7.0’s trailer got the same type of initial reception, yet views have been critical on the map since about 5 months into it. I really hope that this isn’t what happens and we’re finally able to pull it off after 2 years of subpar maps, but I’ve got to keep my expectations low due to the precedent.
  4. I'd rather the Mods draft up a CRP guide for new and old players than trust the Community Team with it. I don’t hate you guys, but there’s quite a few people on the Team that I wouldn’t want teaching new players how to CRP.
  5. this is pretty sloppy and informally written, but basically I’m looking for someone to play a female dark elf twin that’s around 12 years old, both parents are mages. If you’re interested in family RP and whimsical/cultural Voidal Magic RP, send me a DM at Isaac#3525
  6. 0/10 not actual voidal magic Archons. get off the stage boooo
  7. Cool potion lore. Would definitely see this being used +1
  8. Here’s my submission! Really happy that we’re doing something like this. What kind of RP item will we be given? Will it be a generic sword or weapon, or is it a specific lore-related usable item?
  9. Specify that you can't put shade gems behind ten iron doors or keep them in locked chests please.
  10. As Judas would catch word of the death, he'd lean up against his desk, glancing out the window in reminiscence as he'd speak to himself. ”Something I, and many other people foresaw, it had seemed. . .an elf of his condition could only have so much of a will to live. At least he'd gone down without abusing, er. . .abusing the implements he'd been given.”
  11. NOTE: To prevent confusion, I have renamed a subsection of the spells. Translocation – The magic that embodies Expatriation and Shifting Expatriation – The construction and deconstruction of objects in the void (previously known as “Translocation” before the merge) Shifting – The teleportation of organisms and objects through the Void. Origin With time and research, the nature of magic began to broaden and increase in diversity, extending its hand in friendship to the dedicated scholars of the arcane. A great feat in this growth of knowledge was the birth of an art that allowed the mage to put objects in the void as a form of storage, or transport their very essence through the void and spit them out in another place in the material realm. Such a milestone became an addition to Alteration, known as Voidal Translocation. Magic Explanation Translocation is the combination of old translocation and shifting lore combined together to create one uniformed magic. The voidal art has brought the spells into one and any possessing either art now unlocked the other. The magic being very similar to each-other it was deemed to combine them. The magic entails the particular deconstruction and reconstruction of objects, as well as the creation of mana anchors to funnel objects or life itself through the void into another place; think of it as placing a dot on opposite sides of a piece of paper, then folding it so that the dots are closer and near touching. OOC Explanation - Translocation takes up one magic slot, it is not a feat. - Translocation requires a valid MA to use in game. - Translocation requires a stable connection to the void and mana to cast. - Translocation may be taught with a valid TA. Spells The arsenal of a Translocationist could be considered limited, cut and dry and even basic, though its potential is broader than it appears. Although the magic is considerably utilitive in nature, one could position themselves closer to an adversary for a surprise attack, or reconstruct a dense object above a foe’s head to deal blunt force trauma. Spells - Expatriation Through intense understanding of an object, the mage can place a mana anchor onto an object, rapidly deconstructing it into the void for later use. This is the basis of the spells under the Expatriation subtype. Void Pocket: Combative Deconstruction and reconstruction are the basis of all things in the realm, to store an item, one must deconstruct it from the material world and collect it’s essence for storage in the void. To remove an object once the essence has been stored the sorcerer needs to understand what they stored to reconstruct the item; without it, the item is lost. Summon Weapon: Combative Through familiarizing one’s self with their weapon of choose, they may swiftly draw a blade or simple weapon of their choosing. This is more so a fancy way to unsheathe a weapon and provides no advantage. Complex weapons prove not to work when reconstructed so quickly, as summoning something like a crossbow returns to the material realm in several pieces, beyond use without repair. Half Expatriation: Combative Through experimentation and innovation with Translocation, mages have created a method to establish two constant mana anchors in two different places. Half Expatriation gives the mage the ability to open two rifts within a distance of each other, allowing objects to pass through one of the rifts and exit through the other and vice versa. Spells - Shifting A similar concept to Expatriation, yet rather than utilizing the void as a means of storage, one uses it to transport themselves quickly. Likewise, the Translocationist creates a mana anchor on the desired target and may then teleport to the target location. Minor Teleportation: Combative The bread and butter of voidal shifting this spell allows mages to magically teleport from point A to point B. The mage simply focuses on the location they wish to go and places a visible magical ‘anchor’ before dragging themselves to that point. Brisk Step: Combative Known as “Blinking” to some, this is a quick use of voidal shifting over a small area. This tactic is employed by mages who want to get escape areas as fast as possible. Greater Teleportation: Non-Combative A feat that is done by those who have mastered the art of teleportation. It allows a mage to set “permanent” anchors at places their soulstones have been bound too. With this, it allows them to open up a magical rift, a door of sorts, that only they may enter and be teleported to the place of this anchor. Group Teleportation: Combative With theory one can send themselves through the void but what about their friends? Through testing and study comes a new ability with voidal shifting to focus your magic and shift a willing person from point A to B. This would, of course, follows the same properties as normal shifting not exceeding normal standards in any way. The only difference notable is that a shroud of the casters aura would begin to cover the target, alerting anyone if they were unsuspecting. Material Teleportation: Combative In recent times with the resources of the Enchantry study on new forms of teleportation were created, a spell called Material Teleportation is one. Following the steps of minor teleportation but instead of focusing on dragging oneself through the void you would do such with an object in a similar fashion, the only problem being that these items need to be stationary. This is a more intermediate spell learned later in one’s studies. Tier Progression Tier 1 - Novice The mage has just learned to connect, assuming they haven’t learned such already. Should they be able to establish and maintain said connection, they will be able to deconstruct small items after intensive study of their makeup, and reconstruct them with relative ease. They may form anchors with some struggle, at short range, and may only teleport once before being exhausted. Lasts two [OOC] weeks. Tier 2 - Apprentice The mage has increased their proficiency in connecting to the Void, able to deconstruct larger items after sufficient study, and teleport similar distances but with significantly less strain, anchor formation coming more easily. They now have sufficient aptitude to traverse the void without an anchor, but only very short distances, and at significant cost. Lasts three [OOC] weeks. Tier 3 - Adept The mage has mastered their connection proficiency, now capable of deconstructing and reconstructing yet larger items with relative ease, and may teleport further and more cheaply, with or without an anchor. Anchor formation is now natural enough for them to form two, and they may to teleport others, as well as materials, all with significant strain. Lasts five [OOC] weeks. Tier 4 - Expert The mage has reached near-mastery of their practice, anchor formation coming as second nature, and items able to be swiftly assessed for deconstruction. No new spells are gained, but expertise with all is further improved, allowing greater ease of use and efficiency of cost. From here, the mage requires no mentor to further master their art. Lasts six [OOC] weeks. Tier 5 - Mastery The mage has mastered every aspect of Voidal Translocation, and gains the unique ability to teleport themselves great distances through Greater Teleportation. Anchor formation requires negligible concentration and effort, very large items may be stored in the Void Pocket and are swiftly understood in order to do so. All other skills come more easily and efficiently. The mage may now seek to teach their art to others. Red-lines: - Cannot Expatriate living organic matter in the void for storage/half rifts. Living organic matter may be teleported through the void (Shifting). - Magic cannot be translocated. - Cannot Shift more than 4 people. Including the caster. - Cannot translocate combative potions. - You may utilize any Voidal Shifting spell in tandem with swinging weaponry without disrupting connection in the same emote. - So long as Line of Sight is maintained (if necessary), teleportation of someone casting a spell does not interrupt that cast. - Voidal Shifting may be performed immediately on the emote which the spell is ready to cast, as a means to evade oncoming attack. - Expatriation does not carry velocity. Half-Translocation is an exception to this. - Translocation requires line of sight. - An item must be fully understood in order to be Expatriated. Half-Expatriation is an exception to this. - People may not be trapped in the void with Expatriation. - A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable. - If you move to a point where your anchor is beyond your placement range, the anchor dissipates and the spell fails. Author’s Note I effectively rewrote/clarified this rewrite since there were a few issues with the accepted lore, such as unclarified ranges on spells, being able to translocate 12 blocks (which is far too much) and other minor problems. Unfortunately, I believe that these parameters were left vague on purpose to be loopholed and abused by one of the co-authors. I apologize to the Translocation community that I couldn’t just make a simple amendment post, but there were so many minor changes that I figured I might as well pick it apart and throw in some edits, with the addition of a new flavor spell. I’ve received permission from Toxcat to post this amendment/reformat. Credit Where Credit’s Due Elindor’s Original Translocation Lore: https://www.lordofthecraft.net/forums/topic/88176-lore-magic-complete-void-translocation/ Phil’s Translocation Additions: https://www.lordofthecraft.net/forums/topic/150186-additionsamendments-for-void-translocation/ Pandan’s Original Shifting Lore: https://www.lordofthecraft.net/forums/topic/127428-magic-voidal-shifting/ Tox's Shifting Additions: https://www.lordofthecraft.net/forums/topic/168442-✓-arcane-magic-voidal-shifting-additions/ Tox, ttwestern and I's Translocation Lore https://www.lordofthecraft.net/forums/topic/188035-✓-magic-lore-voidal-translocation/ Amendments Author - Isaac Current Rewrite Authors - Isaac, Toxcat, ttwestern
  12. I did my best to create clear red-lines. Would you mind pointing out what you think I might’ve missed?
  13. I understand the concern with Grand Enchanting. If scroll up, you'll see I offered my reasoning on the subject in a reply to Suxals criticsm. As for the magic taking up more than a slot, I feel pretty strongly about this. Transmutation in its own is not worth a slot, and neither is Warding/Abjuration considering its only got two basic spells. Enchanting and Warding/Abjuration require you to know magics in their own right, so in a sense, it is more than one slot. I said this in my Author's Note. Thanks for the feedback, Mystery.
  14. This is an issue that lies in the community. This has always been an issue and hypothetically, let’s say the auction house were to be removed, it wouldn't stop Enchanters from selling their 64th fire sword to make minae. In essence, bad mages will be bad mages. Which is why I made T4-T5 enchantments require magegold implements along the item or to be made entirely in Arcanium. When magegold implements are struct, it will deactivate the enchantment, if the magegold is broken/fracture, the enchantment will be rendered permanently useless. This is what I did to balance it.
  15. ((Credit to Lathander1987)) "The world is the canvas, and you are the painter." - Avenel Synalli, Father of Transfiguration Introduction As magi traversed the Arcane, many thaumaturgical abilities surfaced, such as the evocation of elements in their purest form and breaching of one’s mind to deceive their senses. A highly sought for art was a practice that would allow magi change and shape the world around them, and so came forth the discovery of Transfiguration. Through an intensive understanding of the world and its properties, Alterationists could morph materials to their desire, dispel opposing voidal incantations, and imbue items with magical essence that gives them incredible properties potentially on tier with that of a mastered mage. Magic Explanation Transfiguration, in essence, entails the manipulation of mana in the world on a complex level, such as adjusting the shape of an object or material to their whim (as long as it follows the law of equivalent exchange), enchanting by binding a known spell’s information into an object, and creating fields of disruptive mana that can nullify spells that an adversary casts. For the most part, Transfiguration has little true combative value and is intended to be used for utilitive purposes only. Learning Transfiguration As it is the pinnacle of Alteration, Transfiguration is a challenging and rigorous magic to learn. Even magi who’ve mastered a few arts will have a difficult experience in figuring the magic out. As Transfiguration focuses on the manipulation of mana, in order to manipulate such, one must come to understand what they are manipulating, meaning that the Alterationist must know the mana-makeup of iron and its properties to properly manipulate it, or one must have knowledge on a magic in order to enchant an object with its properties or nullify the spell. These three OOC Explanation - Transfiguration takes up [2] Magic Slots. It is not a feat. - That being said, Transfiguration has little combative value, existing as a “utility magic.” - Transfiguration requires a voidal connection and mana to cast. - Transfiguration may be taught by players who possess a valid [TA]. - Players must have a valid [MA] to use Transfiguration as an in-game magic. Spells Through the understanding of an object’s properties, a Transfigurationist may change the shape and state of non-living materials, bind spells to objects through a ritual and fizzle out adversary spells. The arsenal of a Transfigurationist is quite a spectacle to see in action, often respected due to the years of practice it takes to perfect such abilities—some never reaching a peak in their potential. A Quick Clarification on Vocabulary Alterationist - A mage who alters the properties of the world. A Transfigurationist is an example of an Alterationist. Transfigurationist - A specific type of an Alterationist that encompasses Transmutation, Enchanting and Warding/Abjuration. Feel, Felt - the action of using Voidal Feeling. Spells - Voidal Feeling ((Credit unknown)) "Form an intimate relationship with this steel ingot, get to know it, inquire politely—as if speaking with a stranger." - Sarrion Zytiaear, First Enchanter The first step in a Transfigurationist’s studies. The mage creates a stream of mana which they imbue into a non-living object. The mage may then slowly “chip away” at an object in search of its properties. The mage may then remove the mana from the object to gain knowledge of its properties. Alterationists describe it as a rather intimate process between the mage and the object, such as two individuals getting to know each other on a high level. The Transfigurationist must be free of distraction especially when Feeling large objects, being best to have a silent environment to do so in. This is generally learnt in preparation for Transmutation, as a deep understanding of the material is required. Voidal Feeling Tier Progression: Novice (T1) - The mage has been connected to the Void and is ready to learn. They’ve merely scratched the surface for Voidal Feeling and will become immensely exhausted upon casting it. This lasts for 2 weeks with consecutive lessons. Student (T2) - The Transfigurationist moves forwards in their studies, digging deeper as they explore the properties of objects, capable of Feeling normal objects with fair potency, scratching the surface of alloys and may now experiment with Feeling small enchanted oddities, though very fatiguing to do so. This lasts for 3 weeks with consecutive lessons. Adept (T3) - Having grasped a good understanding of Feeling, the Transfigurationist can Feel most medium sized objects (no bigger than a beach-ball) with little difficulty and enchanted items/alchemical reagents with fair potency, having a good understanding of the physical properties of an object. They can delve deeper into alloys and learn more. This lasts for five weeks with consecutive lessons. Expert (T4) - The Transfigurationist has years of experience under their belt, able to Feel mundane materials with incredible ease and draw alchemical and enchantment information with little difficulty. They may now delve into finding the chemical properties of an object. This lasts for six weeks with consecutive lessons. Master (T5) - The Transfigurationist has become highly acquainted with their ability. Feeling small objects and small enchantments is no sweat off their back. Medium objects Felt objects no bigger than a cubic meter come with little difficulty, and anything larger could tire out a mage for about a narrative hour. This tier is reached after the magic has been practiced for 16 weeks total. Spells - Transmutation ((Credit to Dai Nguyen)) "A sympathetic link is required for all levels of equivalency—the greater the link, the more easily they influence each other." - Ithrendas “Crumena” Regis, The Artificer Through learning the exact attributes of an object, one may learn to change the physical properties found in the latent mana of the material. This could be used to do something as intricate as craft a complex oddity, or simply change an object’s state of matter as long as it does not violate the law of equivalent exchange. Alterationists generally relate this chronologically with Voidal Feeling, the Transmutation of a material being the state where the Transfigurationist becomes one with the object and may shape it to their desire, the feeling comparable to a dance with a lover. Alter Temperature: Non-Combative The Alterationist may add or remove heat from an object to their desire. This could be used to do something as simple as cook a cut of meat and heat up some tea. 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. Alter Shape: Non-Combative By fiddling with the shapely properties of an object’s mana configuration, the Transfigurationist can adjust the spatial distribution/shape by willing it with their mind. This could be applied to assist in crafting processes, or simply artistic expression. Alter Color: Non-Combative As color is a physical property, the Alterationist can learn to shift an object’s hue. This may come in handy for someone such as a tailor being unsure how they want to distribute the color on an outfit, or anyone else who specializes in crafting processes that entail aesthetic decisions. Fusion: Non-Combative Once the Alterationist can Transmute objects with fair efficiency, they can combine two or more materials into a single mixture. This could be utilized to create alloys, such as melding tin and copper into bronze, or combining a bottle of ink into a sheet of paper to swiftly write a letter. Fission: Non-Combative The inverse of Fusion—the Transfigurationist may split a mix of materials down into their base components, such as fissioning a novel into a blank book and ink, or breaking down brass into copper and zinc. Alter Density: Non-Combative By altering the distribution of the latent mana in the object, the Transfigurationist may either compact an object to make it more durable or expand it to decrease its volume and make it less durable. This is difficult for beginning Alterationists and is a more complex spell. Enhanced Magelight: Non-Combative/Combative If the mage was already not acquainted with this spell, it allows them to cast a small orb of light up to the user’s color. However, Transfigurationists are able to take this spell to a higher caliber. By drawing in light from the surrounding area, they can concentrate it to be much brighter. This could be done to make their light’s influence greater, or if overcharged enough, may act as a flashy distraction for a foe at the cost of it being mana intensive. Scale for Transmutation (this does not apply to spells that have a hard cap on the size capable of being Transmuted): Items that may be physically held: 1 emote Beach ball sized: 2 emotes 1 cubic meter: 3 emotes 2 cubic meters: 4 emotes (Anything larger would require a circling ritual) Transmutation Tier Progression Novice (T1) - The mage has just been connected to the Void and cannot use Transmutation. They are still experimenting with Voidal Feeling. This lasts for 2 weeks with consecutive lessons. Student (T2) - The Transfigurationist has begun their studies in Transmutation, only capable of adding heat or removing it from objects. Changes in shape are very minor and are incredibly taxing. This lasts for 3 weeks with consecutive lessons. Adept (T3) - Through experimenting further with the properties of materials, the Transfigurationist has expanded their influence into more complex fields of Alteration. They may now mix and split mixtures of materials and alter an object’s color. Their Transmutations are now permanent. This lasts for 5 weeks with consecutive lessons. Expert (T4) - Having mastered basic shaping and temperature manipulation whilst becoming proficient at Fusion and Fission, the Transfigurationist has a solid grasp on Transmutation. They may alter the environment within a fair range and with great potency, beginning to experiment with the manipulation of an object’s density. This lasts for 6 weeks with consecutive lessons. Master (T5) - The Transfigurationist has become incredibly well acquainted with Transmutation. Fission and Fusion may be performed with ease as altering the density of materials comes with less difficulty. This tier is reached after the magic has been practiced for 16 weeks total. Transmutation Red-lines: - Line of sight is fairly lenient due to the freeform nature of Transmutation. That being said, liberties may be taken as long as they aren’t ridiculous, such as Transmuting entire objects and complex creations behind you. - Equivalent exchange must not be violated. You cannot create or destroy matter with Transmutation and anything that entails the changing of shape will always invoke a consequence. That being said, you cannot change materials into others (e.g. stone to gold). - Transmutation does not necessarily allow you to automatically learn complex processes. Unless a Transfigurationist knows the detailed process of forging a sword or creating clockwork, they cannot make said object. - Transmutation may not be cast on living matter. It must be dead-organic/inorganic. - Transmutation, at its peak, may not be cast on objects larger than two cubic meters. Anything larger requires a circling ritual. - The larger the object, the more exhausting it is to Transmute. There is no hard mana system for Transmutation, but be sure to RP exhaustion for large tasks. - Transmutation cannot change chemical properties. - Gas may be transmuted, although it must be concentrated in a certain area. You may not freeze air solid out in the open. -Enchantments made of transmutation spells may only directly effect the item enchanted. For example, an alter color enchantment would only be able to alter the color of the enchanted item itself. Spells - Enchanting ((Credit unknown)) “The Arcane is a wild, chaotic, otherworldly thing. It only makes sense that magic alone could bind other magic.” - Anordal Elverhilin The pinnacle of Transfiguration as an art—the ability for a Transfigurationist to impregnate an object with magical properties to replicate that of one, or multiple spells, the enchantment fueled by an artificial mana pool that the Atlerationist creates inside the object. The practice itself has been around for several centuries, but it’s only as of recently been refined into an elegant and surreal art within the last couple centuries or so. Lesser Enchantment: Non-Combative A mostly aesthetic enchantment that has no major effects or combative potential. This is done with incredible ease and will likely be the first step in the Transfigurationist’s path to Enchanting. Potent Enchantment: Non-Combative The Alterationist imbues a mundane item with an artificial mana pool, oftentimes no bigger than a handheld object. These enchantments are on the less powerful spectrum of magic, spells limited to the range of a novice to adept mage. Grand Enchantment: Non-Combative An experienced Transfigurationist implements magegold onto an object, allowing more room for mana to flow and more powerful spells to be cast, ranging from an Expert to Master mage. These enchantments are very taxing to the Transfigurationist and the participants involved. Co-Enchant: Non-Combative Through the aid of another talented Mage, a Transfigurationist is able to perform the ritual with them in order to enchant spells to objects that the Alterationist themselves do not know. The ritual is often a rather interesting process for the two, as they both experience arts that they’ve never practiced—similar to circling in that regard. Entrap Spell: Non-Combative A similar process to Co-Enchanting, except the Transfigurationist and the assisting mage lock the spell inside a closed jar or glass bottle for later use in enchanting. When the Transfigurationist chooses, they may draw the entrapped spell from the container and use it in an enchanting ritual. Mana Ley Line: Non-Combative By employing focus crystals, the Transfigurationist can weave mana in linear lines to redirect it into target enchantments. This could be used to draw mana from an obelisk something as simple as an Arcane gate, or perhaps an atronach. This can be difficult for beginning enchanters to accomplish. Triggers for Enchantments: Triggers for enchantments can be very versatile. Generally for non-combative enchantments, it can be something as simple as clapping your hands to ignite an orb of magelight, running your hand along the length of a blade to ignite it with flames, or perhaps a verbal tell. Either way, if the enchantment were a mage casting a spell, the trigger emote would be the “connection,” and takes one emote to complete a trigger. This tell can be unveiled if a Transfigurationist were to Feel the enchantment. Enchanting Tier Progression Novice (T1) - The Transfigurationist is only learning how to use Voidal Feeling. They have not even touched Transmutation, nor have they learned Warding and Abjuration. This stage lasts for two weeks with consecutive lessons Student (T2) - The Transfigurationist has stepped into Transmutation and has gotten a decent grasp on Voidal Feeling, yet they’re still incapable of enchanting. This stage lasts for three weeks with consecutive lessons Adept (T3) - Through experience with Transmutation and Voidal Feeling, the Transfigurationist has begun to study enchanting, slowly learning how to imbue objects with magical properties. Their enchantments may sometimes fail and come out as impotent with their first few attempts. This stage lasts for five weeks with consecutive lessons. Expert (T4) - The upward climb of the Transfigurationist’s studies continue. They’ve learned that by trapping the essence of a spell in a glass container, they can contain it for later use in enchanting, with the addition of directing mana from power sources. Spells of the past tier become less difficult to pull off and their ability to learn more complex practices expands. This stage lasts for six weeks with consecutive lessons. Master (T5) - A peak in the Transfigurationist’s ability to enchant has been reached. They can create enchantments that match the caliber of a mastered mage and imbue objects with potent magical essence easily. This tier is reached and remains after the last six weeks of Tier 4. Enchanting Red-lines: - Enchanting cannot be performed in combat (the non-combative labels on the spells are not to be confused with the enchantments themselves. Enchantments can be combative, they just may not be created IN combat.) - Enchantments are very susceptible to warding. If it were to come in contact with a ward, regardless of whether or not the enchanted object is active, it will stop as if it was blocked by a barrier, though it does not do any damage to the ward itself unless the enchantment is active. - Enchantments are very susceptible to abjuration. If the Enchantment were to be struck with an abjuration, its magical properties will be rapidly stripped away, rendering it permanently useless. - You may only enchant with magics that you know at the given moment or through the use of Entrap Spell or Co-Enchanting. You cannot enchant with a magic that you have dropped. - Only one enchantment may be applied to an object. Anything more will require the submission of a MArt. - You may not enchant living matter. It must be performed on dead matter or non-organic material. - Cannot enchant non-voidal magics. - Enchantments will have their charge interrupted and any further casting disabled should the user dodge, parry, melee, or otherwise participate in melee combat. Dodging at range is unaffected by this. - You may move up to 3 (Three) blocks maximum while activating, charging, and casting an enchantment. - Enchantments may not be used to lower the amount count of spells. The trigger acts as the connection emote, followed by the charge, then the final cast emote. - An Enchantment’s artificial mana pool cannot be used to fuel a mage’s mana pool. - You are not immune to your own enchantments. - Enchantments represented by mechanical MC items require a description of what it does, the emotes to activate it, and a Story Team signature. -Constructs who do not bear a soul are unable to utilize Voidal Enchantments, as such are recharged by drawing from one's own soul. Examples include Animii, Homunculi, Golems, Anthroparions, etc. Spells - Warding and Abjuration ((Credit to OwenLeaf)) “You would hope to cast a spell, which I had taught to the teacher of your teacher, against I?” - Lhindir Elverhillin The furthest that Transfiguration gets in terms of direct combative capability, Warding and Abjuration requires the Alterationist to create masses of expropriating mana that hijack adversary spells’ mana, confusing its integrity and rapidly deconstructing them to return them to the void or deflect their path and throw them off course. This requires the mage to know or at one point have known that magic that they are attempting to deconstruct, otherwise, the abjuration would fail. Although one might consider such a form of alteration to be very circumstantial, the practice has proven to serve its purpose to Magi who’ve expanded their magical knowledge. Ward Shield: Combative Using the concept of expropriating mana to pull apart one’s spells, they can shape this disruptive mana into a disc-like shield that takes on the appearance of distorted, yet glistening air (or the mage’s aura). If a spell were to hit a Ward Shield, it would fizzle out into particles of its respective element/magic. Under some circumstances, it may bounce off the barrier. Abjuration: Combative A similar process to casting a Ward Shield, although rather than distributing the disruptive mana out into a barrier, it is compacted into a base-ball sized concentration of distorted air (or the mage’s aura) and launched as a projectile at an opposing spell, travelling at the speed of an arrow. Upon impact, the Abjuration will take control over the spell’s mana makeup, returning it to the void. Warding and Abjuration Tier Progression Novice (T1) - The Transfigurationist is only capable of Voidal Feeling and cannot perform Warding and Abjuration yet. This stage lasts two weeks with consecutive lessons. Student (T2) - The Transfigurationist is only capable of Transmutation and cannot perform Warding and Abjuration yet. This stage lasts three weeks with consecutive lessons. Adept (T3) - The Transfigurationist begins to experiment with creating fields of disruptive and expropriating mana, learning to create simple Ward Shields and experimenting with Abjuration. This stage lasts five weeks with consecutive lessons. Expert (T4) - The Transfigurationist delves deeper into how a mana anchor can be undone, increasing their potential to Ward and Abjure. They can make more efficient use of their mana in combat. This stage lasts for six weeks with consecutive lessons. Master (T5) - The Alterationist has mastered the nullification of spells and has reached a peak in their ability to destroy adversary Mage’s spells. They can cast more Ward Shields and are able to dispel the most powerful of incantations. Warding and Abjuration Red-lines: - You cannot Ward and Abjure magic that you, or someone accompanying, do not have an MA in. - You cannot Ward and Abjure non-voidal magic unless specific lore states otherwise. - 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. - Wards and Abjurations are not tangible and offer no physical. Warding Shields will tingle lightly upon touch and Abjurations will feel like puffs of air if a person is struck with one. - Requires line of sight. - You cannot cast other magic alongside your Wards and Abjurations. - Ward durability must be roleplayed. It is your responsibility to keep track of your ward points, not your opponent’s. - Although Wards can deconstruct any magic that the Transfigurationist knows, Abjurations are created for a specific magic and cannot deconstruct more than one type of magic per projectile. - If an Abjuration hits an enchanted object, it will deconstruct the enchantment and render it useless. - If an enchanted object comes into contact with a Ward Shield, it will stop as if blocked by an invisible shield, regardless of whether or not the enchantment is active. - If the product of an enchanted object comes into contact with a Ward Shield, it will not deactivate the enchantment, but it will decrease the ward points by the corresponding tier of the enchantment. - Abjuration may not be enchanted onto objects. - Warding Enchantments can only Ward one magic that the Enchanter knows. They may not Ward multiple. - Circling does not allow you to Ward or Abjure magics that you do not know - One may not cast at all with a warding enchantment up. This includes any and all voidal magic. - Warding enchantments will nullify any other enchantments on the person. Author’s Note By God, it’s 4:30am as I’m writing this and I’ve never felt more satisfied yet depressed in my life—in all seriousness, Transfiguration is a widely enjoyed magic among the Voidal Magic community due to its expansive nature in and out of combat and I wanted to provide it with an adequate rewrite as no one seemed to pull anything together after ttwestern’s rewrite was denied. That being said, I’m sorry this took so long as I lost motivation halfway through, but regained my drive shortly after. Feedback is welcome and please spot out any grammar issues that you might find. As a final note, I know that there are some blokes out there that believe Transfiguration should take up more than one slot, and to the ST who believe that due to the amount of spells, there’s only three directly combative spells in the rewrite, and two of those spells are dependant upon the knowledge of other magics, so in a sense, it does take up more than one slot, along with the requirement of other magics or mages to create enchantments. Credit Where Credit’s Due Phil’s Original Lore: https://www.lordofthecraft.net/forums/topic/165270-%E2%9C%93-magic-rewrite-transfiguration/ Phil’s Voidal Feeling Lore: https://www.lordofthecraft.net/forums/topic/152043-%E2%9C%93-voidal-feeling/ ttwestern’s Mana Wire Addition: https://www.lordofthecraft.net/forums/topic/179665-%E2%9C%93-magic-addition-transfiguration-mana-wire/ ttwestern’s Transfiguration Rewrite: https://www.lordofthecraft.net/forums/topic/187728-%E2%9C%97-magic-lore-transfiguration-the-art-of-utility/?tab=comments#comment-1748411 Isaac - Author Phil, Lhindir, Mavromino, Pundimonium - Consultation Changelog for edits: - Cannot enchant Abjurations onto objects. 5:12am 5/26/2020 - Wards enchanted onto objects may only Ward one magic. 5:14am 5/26/2020 - Can’t Circle to Ward or Abjure magics you don’t know. 5:15am 5/26/2020 - Fixed some formatting issues. 10:44pm 5/26/2020 - Added Warding and Abjuration Red-line: “You must master a magic (have the magic for 4 months with consistent lessons) 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.” 2:35pm 6/30/2020
  16. IsaaKc

    h

    h
  17. please please please Literally so much better than classic Arcanism. It takes a bland all-in-one one shot evocation and significantly cuts down on its combative potential to create something that can actually effect other people’s roleplay and impact other characters along with the user themselves. I love this so ******* much. +1
  18. I believe the ward addition was implemented as a balancing issue. Telekinesis spells don't really have any counterpart drawbacks besides line of sight and physical protection such as armor/shields (which those listed go for most magic). I think it's perfectly fine.
  19. Lore isn’t horrible, but Electric Evocation is flawed as a concept on the server. A magic should do more than just “pew pew! you’re dead!” Even magics such as Air Evocation have a plethora of non-combative spells. The best it gets with Electric Evocation is light and cool sparks. -1, not because of the author or the writing, but because of the magic as a whole.
  20. No cap that’s horrible magic roleplay. If anything, l want arrow speed removed from telekinesis.
  21. Hate it. I’m really not a fan of immortality coming from runesmithing in general, but I feel like this wouldn’t be god-awful if you just wrote it to where lesser creatures don’t work. All stakes are removed when you could have some interesting RP with your character struggling between morals and immortality but instead you just go “I can punch pig and I’m immortal lol.” There’s a lot of other problems with this rewrite, but it’s not my place to point them out. They’re likely going to be pointed out by players more familiarized with the lore. Overall, a –1 from me.
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