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IsaaKc

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  1. On 9/15/2020 at 3:30 PM, NotEvilAtAll said:

    If the typical LOTC’er can’t understand what the CA even is about, much less how to obtain it’s powers, then that makes it a lot easier to keep within your clique of magic users.

    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.

    Spoiler

    Praetors, The Voidscarred Amazing (out of this world)s

    Hide contents
    Preface:

    This is a total (of everything or everyone) merge of the Powerful official and Spellforged writes understood/created by myself and Isaac, and is by no means identical to old Powerful officials beyond beauty-related. With a focus on the extension of transfiguration as a means of power, Praetors are basically different in attitude/set of opinions and abilities; much effort has been invested into securing/making sure of all parts of this (old stories/old knowledge) are properly balanced without unnecessary, abusable unclearness which was a fault/problem of First Generation Powerful officials. Like any other magical group and niche, the Voidal magic community is deserving of an "endgame" due to its lack of flavour for a variety of reasons. Praetors are a solution to this issue by acting both as an (act of something getting bigger, wider, etc.) to the darker parts of the external Void, while also encouraging interaction between void mages. The flavour options given in this (old stories/old knowledge) also add/give to character development, as well as the development of a more defined culture for the Void magic community, something that is sorely not having enough a (wide view of a nature scene/wide area of beautiful land) where the magic is seen as a tool.

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    "Power... created/formed with curses, much like living - how attractively old-fashioned."

    - Avenel Synalli, Former Primarch.

    Origins

    Power. Power is chased after by the (able to do something well/very good) and learned in the hard to see/hard to catch practise of magic, a (something that makes you want to do something/the feeling of wanting to do something) that carelessly sickens the hearts of the morally right, the snobby and the dangerous. It was this pursuit of power that (controlled the speed of a device/choked) wise men of old, self-labeled masters of the art, and rediscovered that which was abandoned, rejected and feared - the difficult to understand; old and worn out huge books that described/explained unnatural means for a (child, grandchild, etc.) to go beyond their not well known abilities for a price.

    Yet they took it, whatever the cost was, for such is the self-love of death.

    Their people/(the kindness of people), these wise men centuries ago researched/dug in where no Man dared research/dig. Stubborn in their pursuit of this unnatural knowledge, just like their parents/grandparents, many did not (accomplish or gain with effort) the change, the accomplishment of what sanity would think impossible, the hugging/supporting of the opposite of existence, the Cover - the nothingness.

    Yet they (continued to do something hard or annoying), whatever the cost was, for such is the strength of mortal beliefs.

    But eventually, one succeeded. He who named himself The Primarch, first of his Kind, the peak of not well known amazing abilities, the first Powerful official. The change, however, came with a price that he ignored in the heat of passion; it would take away the happy (the state of having no knowledge) that spreaded (or existed) throughout the minds of even the most learned wise men, creating and displaying him privy of what the very old (bowl/area drained by a river) of power he so liked and respected truly was - something beyond the understanding of the mortal, maybe even the wonderful/God-related mind. It was all and it was nothing, a weird, puzzling, and unexpected (a term that means two very different things at the same time) that he came to clearly show/include. From now on did this (discovered at that time/just-discovered) (knowing about something), a short look into infinity, begin chewing at the (tough cords in the body) of his sanity and the delicate and breakable fabrics of his people/(the kindness of people), made bold by the never dying he had now been cursed with as a vessel of the never-ending, the Void.

    xLyEMTRbNJNp6jh14qgmqESpW-CBuZV42c53gtaD3U7kACxJRl2ynAsXQUrdFWLNTYHM_pGo2RYZ1CQZOXFeoF1XcVG73I-mqLd7Kqo7sfiPqHC6cWsN8lOuB0w1nT_tUI-wBSU1

    Trouble. Over his never-ending years, cursed with never dying, he found a means of having babies that which he had seen. It was a (self-loving/useless) yet lasting (through) effort to share his troubles in the middle of his lessening people/(the kindness of people), the kindness that he once held for (children, grandchildren, etc.) of his kind of person/type of thing dripping from his soul, (more and more) used/ate/drank/destroyed by the entropic energies that he had offered it to.

    "Man has searched for/tried to get never dying in many ways... tried to go beyond death; yet none dared touch the nothingness." - The Primarch, first of the Powerful officials

    This way came the day when the Primarch won, creating what is now known as the lost art of forming/creating the "not well known piece of cheap jewelry" by drinking it with the energies of the nothingness that had used/ate/drank/destroyed him, for the purpose of allowing it to consume another. It is (unexpected yet interesting, because something happened that is the opposite of what you'd expect), the impossible-to-understand abilities of such a weak device--yet, it served those abilities. The cursed gift of hugging/supporting the nothingness was offered by the Primarch only to those of smart ability; those that accepted the price they had to pay for the power they wished to reach. And so rose up an order of Powerful officials who projected their not well known ability and wisdom across the worlds - was/were amazed and strongly feared and disliked by the childlike (because of a lack of understanding).

    The rise of the Powerful officials came as quickly as their fall, for even the incapable of dying cannot go beyond the neverending march of time. They disappeared, the Primarch and his many pursuivants, to a place no mortal soul can ever understand/create. To the severely upset feelings of many, the departure of the Powerful officials was as traceless as the disappearance of the manuals of the craft. Maybe it was for the better that their cursed (something given to future people) was put to rest. This way followed many generations without question - until there rose up a question.

    Even though there remained no (event(s) or object(s) that prove something) of the lost art of malforming one's soul with the energies of the nothingness to become a famous Powerful official, it did not stop the neverending (instances of chasing after something or trying to do something) of the morally right, snobby and dangerous.

    They (continued to do something hard or annoying), whatever the cost was, for such is the strength of mortal beliefs.

    And the cycle continued; against (very big/very strong) odds, the becoming of an Powerful official, now dubbed Praetors was revitalised and rediscovered by modern changeists, basically changed from their (related to religion or the soul) people or things that came before. It was proof of the amazing and interesting intelligence of death, the pride of the Creator. This restored generation of Praetors offered (children, grandchildren, etc.) the same unnatural change that had sickened and gave power to/permitted their parents/grandparents, but with the original art lost to time, the strength was watered-down, the process careful/very clean and unforgiving. (anyway/in any event), the attraction of excellence was enough for many of their kind of person/type of thing, who took to hugging/supporting it once more like their parents/grandparents, happily childlike (because of a lack of understanding) of the price they had to pay - they paid, and the Praetors returned, created/formed of the mastery of transfiguration, of mana.

    Truths gave/given, Perceptions (officially made or ordered) - The Void, touched.
    Description

    yEUEsgwc6eXxxD3zWbWfm6rQGO0Irg9f1eT5lzxnQd2vWXN0O4BIVVzHN1DxmDTrJcyShxdfQVIiM2Bt6qlYvn9WZyrGo0dq36MMPReHJ94ySEtSwtUnTUCgfK-eu7Jy2DxkMUFB

    "Great truths hide behind your eyes, carve them out and see." - Doviculus

    The Praetors are a product of something unnatural that very badly (and very offensively) fights against the bounds of the (activities and suffering in life), for it is where the soul of a lower/move downward/originateent is scarred by the nothingness, (strange-looking) by the pieces of the cover and void. Where this unable to be separated link brands one's being with curses does it also provide many boons gave/given transfigurationist willing to make the sacrifice - the enlargement of their not well known abilities and never dying. It is only because of their very deep/extreme understanding of the art of transfiguration that Praetors can keep their very own (honest and good human quality/wholeness or completeness), for the (full of violently swirling disorder) currents of mana that bless and affect (with disease) are no good for the common Man.

    The Boons of Excellence

    (permission to not do something) from the heavy loads of the (activities and suffering in life)

    Though the soul is claimed by the nothingness, and the (child, grandchild, etc.)'s being running/flowing with the (basic, built-in, important qualities/scents) of the nothingness, the mortal tube (in the body) remains ever-present and needy. The same as the life they once had, the Praetor is still subject to the heavy loads of the (activities and suffering in life), bearing blood, bone and muscle that must still be sustained through nutrition and food. However, as their being is powered by the nothingness, neglect of these mortal needs will no longer lead to death, while disease becomes unnecessary, null. One may hunger, but never die/go bad to starvation. One may thirst, but never die/go bad to (not having enough water). One may suffer, but never die/go bad to suffering. The Praetor may fake (the state of having no knowledge) for these bodily needs, as the survival of their souls are no longer dependent on their loyalty to dealing with mortal suffering, but the mortal tube (in the body) will most certainly weather the results. If one does not sustain the (honest and good human quality/wholeness or completeness) of their muscles, then one will certainly pay the price of a compounding weakness.

    A curse that goes along with the good qualities/the advantages of this never dying are the results/consequences of crossing a point of no return for the body, creating and displaying its (honest and good human quality/wholeness or completeness) torn away with the heavy loads of vesselhood and the base not knowing anything about the Praetor towards their mortal needs.

    It is for the very same reason that a Praetor would lack a need for sleep, unlike the common Man, for the very mana that flows through their veins provide a source of food for the Amazing (out of this world) - this allows them to (in an accepting, calm way/without trying to stop or change what's happening) get better their energy over the same extent of time a mortal would require sleep. The same as any other functions of mortalkind, it is not effectively impossible, simply a suffering/difficult situation for one that has went beyond from death, demanding deep thinking for its kindness where a Praetor (only for a short time) casts their frame of mind back to people/(the kindness of people) in (copying/desire to copy and exceed) of the act.

    Breathing is unnecessary in both of the Amazing (out of this world)'s tubes (in the body), as the Mana surging with their blood keeps their (activities and suffering in life) alive. Although air-chokes won't interfere with the Praetor, blood-chokes can still prove effective, as it cuts off blood flow to the brain, leaving the Amazing (out of this world) unconscious. Should a Praetor 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 help via CPR (this is not to say that the lungs are completely unnecessary, damage to the lungs will still be just as painful as before and will definitely handicap the Amazing (out of this world). If their lungs were removed completely, the Praetor would die, as it'd be impossible to remove them without damaging major blood tubes (in the body) around the organs). Due to this, the Praetor would be fully capable of surviving within the Void in both of their forms.

    Amazing (out of this world) Skill

    This state of being gives the Praetor with boons beyond simply never dying, for the nothingness, after all, is the very old source of all voidal magics. It must be carried/held in mind however, that time weathers, and the once-difficult/impressively strong strength of Praetors has been no exception to this, weakened by its (very upset feelings). Relative to ordinary (child, grandchild, etc.) wise men, Praetors are still capable of casting voidal spells with relative ease, naturally able to effectively manage their hidden/covered up mana pool. This rids the Amazing (out of this world) of any negative feeling of love, hate, guilt, etc. decreasing the strength of their casting and much lessens the mental strain of high level spells.

    Unlike their people or things that came before, who (worked at or played with every once in a while) in controlling/moving around/misleading the (basic, built-in, important qualities/scent) of spells, modern Praetors have left alone this careless and dangerous practise, for going beyond what is beyond the abilities of one's soul is foolish and harmful. Instead, it has been understood that the born-in potentialities of excellence lie in the increased/improved moving around/misleading and tricking of mana, this way enabling Praetors to extend this understanding of transfiguration to perform feats (too terrible to think about) to their ordinary and boring kind of person/type of thing.

    The intimate and now aware (and a little nervous) association of the soul of Praetors to the nothingness, however, has awakened what was once not moving/powerless abilities (to hold or do something). Being souls scarred by the nothingness, claimed by its entropic energies, Praetors are now able to practise lesser versions of certain magics with (in almost the same way) close associations to the nothingness, namely a weakened form of blinking and non-(always wanting to fight) (moving things with your thoughts). This very deep/extreme understanding also gives Praetors with the ability to understand/explain Moonspeech, the puzzling tongue of the very things/businesses that without purpose roam the very old (from the beginning of time) planes of the Void.

    TrGdaPlLBH-PYAdd-pyyWGypWsRt-b7L7qv2NqgiGkP2N5r67YUk4ngbdQR5GXMJO8GYs0quVt9kz_lveWRftEPsw3BdVsDOxQTBfCBDP39X8ExH82uv2GhhqOsoywmfiGmBvDp1

    A amazing (out of this world) Praetor possessing red almost-magical quality.


    Maybe the most defining feature of Praetors would be their surprising and amazing ability to give up their mortal vessels at will to the otherwise held down and stopped energies that course through their being. The change ends in the removal of their mortal vessel as it (falls apart or breaks apart into tiny pieces) into the nothingness, after that replaced by a fluid, humanoid body encased in a strange not well known hide, allowing them to flow freely without the interferences of the vessel - (floating over/staying close to) becomes reasonable, though not to any (always wanting to fight) extent but simply as an other choice means of movement.

    This change also awakens all their otherwise inactive (always wanting to fight) abilities, with the exception of being able to tear apart advanced spells with ease. Becoming swirling currents of the very energies they capture and control, almost-magical quality and (allowing something to happen without reacting or trying to stop it) mana, Praetors in their amazing (out of this world) forms can add to/addition twice fold the mana compared to an (usual/ commonly and regular/ healthy) wise men in voidal (series of actions always done the same way for religious or other reasons), with this channelling of mana further extending to arcanium forming/creating, (in which/during which/in what way/in what) the roll (dividing line/point where something begins or changes) will be reduced by 4 for a Praetor.
    The Curses of Excellence

    (related to/looking at/thinking about) the Mortal Vessel

    As is a repeating idea, the purchase/getting/learning of never-before-seen power in the beings of mere (children, grandchildren, etc.) comes with a price that is to be paid - curses that are to torture the Praetor, constant (forever) sicknesses. As the soul has already been scarred, used/ate/drank/destroyed and made drunk by the bad behaviors/crimes of the nothingness, the Praetor will be unable to hold any deific magics, with nearly every dark magic with the exception of Pale Blood Magic being impossible to practice and master. The mortal tube (in the body), as established prior, also remains easily able to be harmed or influenced by the results of harm, creating and displaying it pervious to abilities such as necromantic draining, and other forms of physical (serious physical or emotional harm). Naturally, if the mortal tube (in the body) is subject to deadly (serious physical or emotional harm) - the too much/too many loss of blood - mana will begin to drain out of the body, slowly but certainly spelling the end of the Praetor, unless the wound is healed in some way.

    Alchemical substances applied upon the outer skin of the mortal vessel will still yield function, but any eaten medicines will prove no longer useful/no longer used for the Praetor as the nothingnessal energy and active mana that courses through their being nullifies any effects planned by the material alphabet - things that make people drunk are no exception, with their effects mostly watered down to a very, very small extent.

    If two Praetors were to have babies, conception would be impossible; however the making babies between a (child, grandchild, etc.) and a Praetor brings about a terrible and unfortunate creation. The unborn child is likely to die before (rescue from harm/escape from evil) (possibly creating difficulties for the carrier) and, if born, will suffer from permanent Voidal Weakness--a reduced amount of the ability to work hard for a long time and an inability to gain unstoppable amounts of muscle, also badly troubled by an unstable form of Magical Change out of the children/child's control. Objects that the cursed child touch and hold have a minor chance horribly (twisting/bending/changing the shape) in shape once they have made physical contact with it for long enough, or (every once in a while) items around them moving/changing through the Void weirdly (in a bad way), reappearing a few inches off from where they once were. This is not a controlled form of Change, nor may it be used to gain any useful or (always wanting to fight) advantage - it is a weird and unpredictable, spreading (or existing) throughout curse that will forever affect (with disease) the child/outcome.

    (related to/looking at/thinking about) the Amazing (out of this world)

    In their amazing (out of this world) form, being completely composed of (full of violently swirling disorder) currents of (allowing something to happen without reacting or trying to stop it) mana, the Praetor buys (and owns) (discovered at that time/just-discovered) and magnified weaknesses which are the enemy of their given power to/permitted being. Getting/causing a direct cut of a thanhium-mix/mixture (of metals) weapon, the opposite of magic, will make/give the Praetor's not well known abilities weakened to Level 3 abilities for the rest of the (always wanting to fight) meeting and disrupt their concentration for three expresses (emotions) as the Praetor thinks and worries very much in the extremely painful pain of thaumburn, unable to recover their focus from the disruptive mana. Extreme strikes will kill the Amazing (out of this world) in the matter of a couple seconds: a thanhium-mix/mixture (of metals) sword steeply dropped into a very important area, such as the (middle part of the body), will surely lead to their death. Auric Oil and Aurum-based weapons get/cause an almost the same, although less magnified effect upon Praetors, disrupting its concentration for one express (emotion), leaving a burning feeling at the site of its wounds - (based on facts and other evidence) more effective than ordinary and boring weapons.

    Other forms of anti-magic that may prove dangerous towards the abilities of the amazing (out of this world) Praetor, such as (sick/defective/weak and shaky) Mages. Their mana-draining almost-magical quality will be twice as strong on the Praetor against/compared to/or the average (child, grandchild, etc.). The Confusion spell will last for four expresses (emotions) rather than two, and the Tear away (something thrown or fired at high speed) spell will last for five expresses (emotions) in contrast to its average three express (emotion) length. Should a Amazing (out of this world) be hit with Cancel Mana, it will prevent them from casting completely for two OOC hours.

    (anyway/in any event), ordinary and boring weapons still present/cause a threat, although to a lesser ability/quality/gun size of anti-magical means. The Amazing (out of this world) form possesses no bones, organs, nor skin, yet are still subject to the pain of steel fighting/disagreeing against their (like a fascinating dream) tube (in the body), equal in ability to last to their (child, grandchild, etc.) body. The damage dealt to their Amazing (out of this world) form will reflect onto their Mortal Coil. If a warhammer were to strike the Amazing (out of this world) form's arm, it would be just as painful and handicap the arm as if they were in their Mortal Coil. Once they go back to their physical form, the bone would be broken and separated. Should a limb be cut off in their Amazing (out of this world) form, it will reflect onto their physical body. In place of blood, their Mana internals will leak from the wound in misty bodies should they be cut with any sort of blade, anti-magical or not. This is just as painful as regular blood loss.

    The amount of mana held within the Amazing (out of this world)'s being is numbingly huge, and so their presence can be easily detected by any Wise men within a four meter radius, the magical power unable to be hidden. While those Wise men may not understand the Praetor, feeling an almost the same feeling/excited feeling to that of a powerful spell being cast, should a Transfigurationist come near enough to cast Voidal Feeling upon the Praetor, they will gain a level of understanding as to what the Amazing (out of this world) is and the nature of their soul's twisting together with the nothingness. This grants the Transfigurationist with the ability to Reject Amazing (out of this world)s, should they so choose to. The use of an Rejection (something thrown or fired at high speed) on a Praetor will stun them for two expresses (emotions), creating and displaying them unmoving beyond their current position for that length of time. Ward Shields will act as physical (things that block or stop other things) to the Amazing (out of this world), (unable to do something) of being passed as if they were steel shields.

    Strengths Shortened

    Hide contents


    - Praetors are incapable of dying beings, showing no signs of age, that have gone past the need for food or watering/filling with water. They may feel the strong desire, but it can be controlled and hidden. As a result, their Mortal Vessel will thin and wear away unless they take in necessary (vitamins, minerals, protein, etc.).

    - Praetors do not require sleep, instead, like any other (related to processing and using food) function, use the surging (allowing something to happen without reacting or trying to stop it) mana within their body for food - their the ability to work hard for a long time actively naturally (grows again/gives life to again) over the same extent of time overnight, drawing/presentation sleep incredibly very hard.

    - Praetors do not need to breathe, though they are still easily able to be harmed or influenced by unconsciousness via blood chokes.

    - Praetors can manage their mana more effectively and negative feelings of love, hate, fear, etc. will no longer affect the strength of their spells, leaving them with less mental strain (related to/looking at/thinking about) higher level magical songs, as well as and allowing them to perform increased/improved spells (related to/looking at/thinking about) Change.

    - Praetors can practice a lesser form of Quick and energetic Step and use non-(always wanting to fight) (moving things with your thoughts).

    - This lesser version of Quick and energetic Step can only be used twice per combat meeting, possessing the same redlines and mechanics as the original spell, though only capable of shifting the Praetor by 3 blocks.

    - Praetors may not speak, but rather understand/explain and understand Moonspeech.

    - The Praetor gains access to a second form, twisting and flowing with (allowing something to happen without reacting or trying to stop it) mana taking on the color of their almost-magical quality. This form allows them to (do/complete) their increased/improved Change abilities, and add/give twice as much Mana to a Circling (series of actions always done the same way for religious or other reasons) than the average Wise men. In Arcanium Forming/creating, their presence reduces -4 to the roll (dividing line/point where something begins or changes).

    Weaknesses Shortened

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    - The Praetor is locked into voidal Magic, unable to practice any God or Dark Arts with only Pale Blood Magic being an exception. Knowledge-based feats such as Animatii Creating, Sorvian Creating, and other Further Magic (with chemicals) processes that do not affect the state of mind or the soul.

    - The Praetor is still easily able to be harmed or influenced by (related to death of skin or other living tissue) drains in the Mortal Vessel, along with physical damage and blood loss.

    - Alchemical creations taken orally will no longer affect the Amazing (out of this world). However, surface-level medicines and solutions will remain effective in their Mortal Vessel.

    - Making babies between two Praetors is impossible, but through a Amazing (out of this world) and a (child, grandchild, etc.), a child with permanent Voidal Weakness and unstable Magical Change is born.

    - Thanhic Mix/mixture (of metals) will produce no special effects to their Mortal Vessel, affecting them just as it would to any other (child, grandchild, etc.).

    - Their amazing (out of this world) form is needed/demanded for all (series of actions always done the same way for religious or other reasons) and (always wanting to fight) spells.

    - In their Amazing (out of this world) form, blood will leak out as fumes of their Mana internals, just as extreme and painful as (usual/ commonly and regular/ healthy) blood loss.

    - In their Amazing (out of this world) form, thanhic-mix/mixture (of metals) will feel as if the wound was lit on fire, disconnecting them for three expresses (emotions) and limiting their ability to Level 3 for the rest of the meeting.

    - In their Amazing (out of this world) form, Aurum/Aurum mixtures (of metals) and Auric Oil will leave a mild burning feeling, disconnecting them for one express (emotion).

    - In their Amazing (out of this world) form, (always wanting to fight) (sick/defective/weak and shaky) (things thrown or fired at high speeds) will last for an added two expresses (emotions) and the AoE Cancel Mana spell will prevent them from casting for two OOC hours.

    - In their Amazing (out of this world) form, Rejection (things thrown or fired at high speeds) make/give the Praetor unmoving and stunned for a single express (emotion) while Ward Shields will act as physical (things that block or stop other things) to them, impassable. These Rejection spells will only work if the enemy Transfigurationist has voidally Felt the Praetor.

    - In their Amazing (out of this world) form, strikes from ordinary and boring weapons are still effective and reflect upon their physical body. If their arm is struck with a mace, it will be just as painful and will remain limited in movement until tended. The Amazing (out of this world) must go back to their Mortal Vessel to tend to these wounds, otherwise, they will not heal.

    - The presence of a Amazing (out of this world) can be felt by any Mage within four meters. These Wise men will feel a huge amount of mana radiating off of them.
    Creation and The Ceremony of The Trance

    When a (child, grandchild, etc.) voidal mage has mastered two Voidal Magics and become (good at doing something) (T3) in Transfiguration, nearing the limits of their definite abilities, they may try to continue desiring the help/relief of buying (and owning) power and change themselves into maybe the peak of voidal mastery - a Praetor. To do so, they must first search for an Older (person) Praetor, which in itself may maybe be a trial and trouble. Every Praetor may hold a many-colored opinion towards the hope of/future of giving their boons upon a mortal, as is commanded/written down by their mind. An example would be that Praetors who reject their people/(the kindness of people) may be more (previously) influenced to rejecting people that look (for) them out to join their group - the direction of responses is completely dependent on the player's character.

    -WBX4dPYEQkHkBPjpftZtM0tsU9Iphr5ocXfqPjvOhy2Eg4-96h7PInKkNb1wQHyRnoSazabmDDcQped1aaIcMag2pn9BH7kKbEQ4kvU_6P1IILKXpNQ0rMI-T5O_s57ulRSBBRg

    "Hug/support the change, let your soul never again be killed, let truth be gained."

    Time weathers all, and the means of becoming a Praetor are no exception to this rule. With many centuries of neglect and moves/changes in way of thinking, the method in which the famous mana piece of cheap jewelry can be created has been lost to (throughout history/many years to come). The process of becoming a Praetor remains depended on the mediation of an Older (person) Praetor, for it is they who must (do/complete) the ceremony of the trance upon a (someone who wants to achieve something) wise men without risk. Voidal heaths, hollows and nodes possess the most very deep/extreme connection to the nothingness - this way, with the (not being there; not being present) of the mana piece of cheap jewelry, Older (person) Praetors must substitute this need by (doing/completing) the ceremony upon these puzzling planes.

    Upon this desirable site, the Older (person) Praetors must situate himself before the happening soon Praetor, hugging/supporting their amazing (out of this world) form for the process. Make better/make more pured Focus Crystals, at least five should be laid out in a polygonal manner around where the target Mage will sit, upon (compared to other things) level ground with no moving or unstable structure. The respected teacher Amazing (out of this world) will after that drink their own mana towards that of the focus crystals, (focusing one's effort/increasing/mainly studying) it together with the hidden/covered up energies of the health of the Earth/the surrounding conditions, (in the end) directing this group of companies of mana into the started Praetor. In the process of this (series of actions always done the same way for religious or other reasons), the Older (person) Praetor will sing a confusing, difficult to understand magical song in an unknown tongue of the nothingness which will only be visible as unclear, twisted/partially untrue/lied about echoes starting from within the Praetor's being. These sayings mark the coming of the (child, grandchild, etc.)'s soul becoming (strange-looking) by the nothingness as a never-before-seen amount of voidal energy is channeled into the mortal vessel - the strain of this process upon the target's soul causes one to instantly fall unconscious at its beginning. The trance begins.

    -QoL8pNrA0ywh_10xFOPhPvBBte3DbIWzRqYf9PHCG26otKjkCkoNKj8vxj_H3bXAaALjxn9MsWLJ9Am22N9XUsjAjsMLFL-EpYSJiBK4_cvh8QY24oIAlLgAZrakslOQfafc

    The departure of the soul from the mortal plane as it is claimed by the nothingness.


    It is following this unconsciousness when the unnatural effects of this (series of actions always done the same way for religious or other reasons) begin to seep into the upcoming Praetor's being, an effect of the nothingnessal energies that overcome their mortal tube (in the body). As the soul begins to be scarred, (strange-looking) by the nothingness, physical changes begin to appear upon the Praetor's body in indication of this terrible change. One's body mass would reduce, tissues and muscles insult/get worse and skin pale, the results the mortal tube (in the body) suffers for excellence. The running/flowing of mana through a Praetor's veins shifts their eye colour to a mixture of their almost-magical quality and that which they once possessed, yet that is not all for the change, for the mortal tube (in the body) is not the only part of one's being.

    Much to one's surprise, the length of time of the (series of actions always done the same way for religious or other reasons) is when the Praetor experiences maybe the final peacefulness of their lives, before it is replaced by a very upsetting, maybe even scarring blast/attack of visions before awakeness/awareness is recovered - sights of the nothingness, the truths of existence, the uselessness/pointlessness of death, among other permanent true sayings of the nothingness and the cover that one may witness in this resulting insanity. The sights will be along with frustrating, crazy and (related to a changed mental state caused by drugs) whispers, the nothingness's terrible (group of different sounds that sound beautiful together) of harsh-sounding, weird and scary yells.

    In this sensory big amount, (in which/during which/in what way/in what) all five senses are sunk into complete (placing underwater/surrounding someone with something), they will experience the Void and the seen/obvious, yet minute creation of the Material World. If the intelligent Mage's understanding was the tip of the iceberg, then the starting Praetor would be steeply dropped beneath the water into the dark bottomless pit to look up at what the rest of the cold mass offers. It comes to understanding how moody/unpredictable they are in comparison to the knowledge-basedity beyond the Material World: shapes without form, colors indescribable to the (child, grandchild, etc.) mind, and the unimportance of time; the Void's (without limits or an end) potential becomes seen/obvious. To the start, it may seem like years have passed by, but in reality only fifty seconds, exactly. In short, a Mage experiencing the Trance is an ant that comes to the (thing that is suddenly shown or understood) that they are, infact, an ant, but could become the size of an elephant through the (without limits or an end) possible power or ability that lies in the Void.

    Every soul has a different/disagreeing reception to the nothingness, this way the experience of Praetors will naturally differ, however it is needless to say that the experience follows a common thread of understanding what is beyond the (dividing lines/points where things begin or change) of death.

    Creation Red-lines:

    - The target Mage must be Level 3 in Transfiguration and at least Level 5 in two other Voidal Magics.

    - The target Mage must not be a Machine Spirit. Their soul must be contained in a natural mortal tube (in the body).

    - The target Mage may not possess any Magic or art affecting the soul or mind that isn't Voidal, including Kani but leaving out/keeping out Pale Blood Magic. Exceptions to this are knowledge-based feats, like construct creation such as Sorvians or Robots. (sick/defective/weak and shaky) Magic may not be possessed either due to its anti-magical properties.

    - The (the study of beauty) of the (series of actions always done the same way for religious or other reasons) is mostly up to the people (who were part of a study, etc.) as long as the requirements are met and the needed/demanded changes go ahead/move forward.

    - An Older (person) Praetor must start the (series of actions always done the same way for religious or other reasons). It is unachievable without them.
    Forms

    The Mortal Vessel

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    People are maybe the Praetor's greatest advantage, the preservation of one's original form good evidence of the constant state of the soul. One's former being and soul are (permanently tangled together) linked, for the body has been the vessel of the soul ever since beginning, a basic tie defining of the mortal's very existence on its plane. Upon the becoming of a Praetor, the body remains, now acting as the mortal vessel of the forever-living soul, permanently changed in form, (a good representation of) the nothingnesscarred it houses.

    The (skin color/skin tone) of the mortal tube (in the body) is pale, the color of its eyes moved/changed to a mixture of the Praetor's almost-magical quality and its original, with areas of visible veins giving off a glow of the Praetor's almost-magical quality as mana becomes full of one's cheerful lifeforce, the blood-red watery discharge of blood. The mortal tube (in the body) will experience some physical weakness in result of the nothingnessal energies that insult/get worse one's tube (in the body), only further worsened by one's desire to neglect bodily needs; a Praetor's strength will be almost the same as that of an ordinary and boring mage, unable to skilledly use heavy weapons, with their body (unable to do something) of lasting (through) the strain of plate (protective metal or other covering).

    The Amazing (out of this world)

    NneDAJFQPIcr_3_nicYTloxttSB4C3dejPhBYZ2r1x-4bAtiWqnBqfTcjrosDcjNnRLubsgNCvGIYwzfq0FVzQ4q3GtYCJY6ZPpt4HBVW-8i7VlRCJzUdY7loPbqYVi-bxFNUa5F


    Went beyond, the Praetor hugs/supports the hidden/covered up, held down and stopped energies of the nothingness as they permit it free rule over their very being, unlocking what is usually limited/held down for the purpose of keeping their mortal face. The change is a very painful/extreme process for most, an expected result of allowing not well known to overcome the mortal vessel, burning and burning away bones, (tough cords in the body), skin, and other parts of the ordinary and boring body, moving/changing to a weird, (full of violently swirling disorder) mist of not well known energy in the colour of their almost-magical quality which is mildly encased by an invisible, but able to be touched/real hide. Naturally, the born-in nature of one's soul will cause the amazing (out of this world) Praetor to adopt a humanoid form, identical to that of their original being, however the importance and definition of features is under the (ability to make wise decisions) of the Praetor. A visible outline of a mouth, eyes, and other bodily features can be copied by the reforged through the utility of different textures and shades of their almost-magical quality, though the change of one's being does not change the nature of one's voice, which moves/changes to a twisted/partially untrue/lied about, deep tune.

    "In my tiredness, I looked at it -- An angel, yet it spoke no words of good and right behaviors nor flames of morally right fire.

    I looked and stared upon great strong winds (that blow in circles), a hailing frost; One made of lack of feeling and of no shame and guilt, great gigantic dangerous storms of flame fighting/disagreeing as a brilliant light and airy light covered it. In the center of this very old (from the beginning of time) noise and confusion was the angel, blue eyes looking at my own. Their whole body, their rims, and their spokes; Their wings, the same bright blue glowing pieces of wood washing/swimming their wonderful/God-related form.

    I questioned my sight, my voice and mind -- For whenever GOD had to murder or punish, he had sent an angel. I couldn't perceive what laid before me; Even now, the features seem so dream-like, yet I am sure -- An angel fell from the heavens and came to punish the evil.

    I felt sorrow for past sin -- Holding (in hand) the cross that guided me; The blind faith that gave me reason. My knees cradled by the freezing snow, yet it mattered not. My whole life praising GOD to see an angel, wings dipped in blood.

    It went ahead, caring not for me; The great power followed, without turning it passed me."

    - The Ravings of A Witness.

    Change

    mo6mCxJCF-8CqsHcU0VXgiAz-B4vpszmqv9R7TilUyDdrupIZESPTbalJDlHbzeJSzJgb2EachS1xVzGEy8cfXPadnPEEE1LUpxC0HTgWnx6rJDuSPTtCyPAQoKHn4OFkM2F5S4p


    Becoming:

    The figure begins to here and there/rarely twitch and body-shake (from being upset), the veins about his eyes and arms beginning to radiate a brilliant violet almost-magical quality.

    [!] The flesh and bones of the figure begins to burn away with an able to be heard hissing, his outer regions/feet and hands replaced by plumes of purple almost-magical quality. The mist-turned flesh would remain in place, an unable to be touched not well known hide beginning to show.

    [!] As the not well known hide ends/decides its obviousation, the figure's being now purely composed of packed not well known energy, a plume of violet almost-magical quality rising from his head, a (related to ghosts or the colors of the rainbow) fog replacing his legs.

    Returning (to a previous state):

    The violet Praetor body-shakes (from being upset) and (violently shakes all over the body) in place, a harsh-sounding crackling coming from his being as bones, begin to show within, the change cover/hide by a cover of purple fog.

    Muscles and (tough cords in the body) form about the bones, the mists covering/hiding the figure slowly soaked up (like a towel) inwards, converted into flesh with time.

    [!] With time, the change completes, the Amazing (out of this world) now fully returning (to a previous state) into his original form, body twitching from the strain of the change as he took lifting up/throwing (something heavy) breaths, the soul getting familar with itself to the heavy loads of the mortal vessel.

    (series of actions always done the same way for religious or other reasons)

    SzrP1ovB_1b5ViXTw1hXsxOL6R8Xm8wCvrzpvFyupdtxWemQabMcrJhGydnKgUhqVRF7htQv9lgWK-BqvuLu7Y8wUrZd_nfAY1NIgQ07aCgga2luY31b_hhzlxvri0yiQNlw6owk


    Ceremony of Name/label - [N] - Greater

    A Praetor may give power to a large stone, turning it into a pipe/pathway of voidal energy, showing off to people the Praetor's increased/improved abilities

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    Mechanics:

    The Praetor, along with themself, needs/demands two other voidal mages who have grown to be at least T3 in any voidal magic. Using two ordinary and boring focus crystals, the mages will help the Praetor (who doesn't require a focus crystal) to channel energy, and place it into the large stone. The Praetor afterward (overloads and surrounds with too much of something) the leftover/extra mana of the nothingnessal mages, fully give power toing it so that the large stone changes into a pipe/pathway of voidal energies which becomes linked to the Praetor.

    Properties:

    Upon completion, the large stone would begin to (float or hover)- dripping liquid mana colored in the Praetor's almost-magical quality. Radiating not well known energy would be visibly flowing through the large stone, constantly (forever) flowing through its cracks.

    All those within the area of the large stone would easily sense and feel the power which the large stone stirs up interest in, seeing as it is directly linked to their voidscarred soul.

    Redlines:

    Large stones are only for beauty-related purposes, they do not give power to magics in any way.

    If the (series of actions always done the same way for religious or other reasons) is performed again, the previous large stone will be made unusable and no longer useful/no longer used.
    8BU6QcSY9zi7fZtg8GWz7MTvE1kJpBXANR2lRFctXBm4cE5-5gO_jSP8DkpDtAY7G0VjShp8huemtQwjCevexW2IpxBVtcA4OFPIy0FEy85xtIB3qHpgCZdFhkTi5I_ltUM0rb4k


    Hollowing - [N] - Greater

    The Praetor releases large amounts of Mana with weird properties into the area surrounding them, scarring the land to create a smaller copy of a Voidal Hollow. This is often cast because the Amazing (out of this world) naturally finds comfort in Voidally-scarred lands.

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    Mechanics:

    This (series of actions always done the same way for religious or other reasons) takes 1 connect + 2 charge + 1 cast. After the ability is used, the Praetor will be unable to cast any magic for one story day and may not Hollow anymore land for another 24 hours. The Amazing (out of this world) may Hollow an area up to 5x5 meters in size each time the spell is cast. RO permission must cast this in nations or charters. As the mana sweeps the area, grass and green plants become bright blue, purple, or pink; trees may (twist/bend/change the shape) in weird and ridiculous shapes and rocks will churn into Focus Crystals. Flora and animal population within the area will (twist/bend/change the shape) and come out with never-before-seen properties. Any water within the area will shine with the Praetor's Almost-magical quality and hold an (a) little (acid-like/harsh) taste. Following the Voidal Hollows (old stories/old knowledge), (children, grandchildren, etc.) who spend extended periods of time within the Hollow may give in to mental (rotted, inferior, or ruined state), emotional outbursts, and other unpleasant signs of sickness. These effects aren't permanent unless the (child, grandchild, etc.) spends (more than two, but not a lot of) days within the Hollow with no departure.

    Red-lines:

    - Beauty-related (freedom/extra time/extra space) is granted with this spell so long it does not violate any (old stories/old knowledge) or grant an (always wanting to fight) advantage.

    - (children, grandchildren, etc.) will fall victim to mental (rotted, inferior, or ruined state) and other unpleasant thinking-related signs of sickness should they spend (more than two, but not a lot of) days in a Hollow with no break.

    - Hollowing Nations/Charters needs/demands RO permission.

    - Land may only be Hollowed once every 24 OOC hours.

    - The Praetor may not cast any spells for a single story day after the land is Hollows.

    - Focus Crystals may be gathered/collected from these Hollows and will grow in small patches every few days.

    - A sign must be placed down to represent the effects of the Hollowed land in a clear and well-organized way.

    hMqDpniu9Q9bm9pA40wiZRiwuqiAzNVsoUVr5831ZSxpM-JjPG-SpplhpMOKCk8ec-R3AxSnklnrT9ZjoG-MYJg4zf3gFV9uww_rN9tRsbqQwOsM2mjwzdG2s4IWjXQQt4zKrT1p


    Voidal Communion - [N] - Greater

    A Praetor can (do/complete) a (series of actions always done the same way for religious or other reasons) in which they look (for) knowledge and (understanding of deep things) from the deep void.

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    Mechanics:

    The Praetor must (focus one's effort/increase/mainly study) (with difficulty), channeling their energy upon their palm before making contact with a huge stone found within a voidal heath, or a mana large stone within voidal nodes and hollows. Interacting with such a dangerous and unstable, puzzling structure is unpredictable, a game of knowledge-based chance, and will result in one of the four results below.

    Roll a 20 with an ST present;

    1-5; Failure with results, the Praetor will have a part of/amount of their mana took, causing extremely painful pain upon the Praetor and making (always wanting to fight) spells unusable for 3 OOC days.

    5-9; Failure without any side effects

    10-14; The Praetor will hear confusing moonspeak within their mind, which will cause lasting mental damage, (without any concern about/having nothing to do with) cooperating with/producing/giving up some manner of unclear information.

    15-20; The Praetor will hear clear and well-said (with a small number of words) (understanding of deep things) within their mind.

    A Praetor might choose to do such for some reasons, possibly to predict what is next to come in a line of events or to steer themselves clear of upcoming disasters.

    Redlines:

    Needs/demands ST mediation

    After communion is attempted, the Praetor cannot (do/complete) the (series of actions always done the same way for religious or other reasons) for 10 OOC days.


    8W3EMfhsAMFCM42Jb0qYrVqcc_7VVyq0gLyWV7FUQWOPxjDUlAND3x-9F59nKQ1KRI_F7FRx9zEymUyjydqrd8W4k49TKvXwsApqaV8cMGEVIS0XD1qfNiPa4CzudP9jfdIeUgD3

    Sacraments of Sealing - [N] - Greater

    A gathering of Praetors and voidal mages may seal and (remove or clear out bad things) a voidal tear from the cover.

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    Mechanics:

    Sealing a voidal tear within the mortal plane is no easy feat to perform, maybe (many people would say) harder than creating one in the first place. When (the breakdown or decline of something into random disorder) is brought upon the world, its very nature makes/gives it a suffering/difficult situation to (remove or clear out bad things), this way needing/ordering a difficult/impressively strong (group of people/device made up of smaller parts) of voidal wise men to reverse its effects. Two Greater Praetors and 6 voidal mages, with at least 2 T5 and the rest at least T3 (Praetors count as voidal mages). The gathering must first call for their voidal energy and almost-magical quality, channeling it among and within each other while close together to the tear. After a few moments, the tear would begin to deeply (shake from a loud sound/make a person feel strongly about something), like that of a heartbeat. At that point, the gathering must expel their mass amounts of mana and energy into the very air and (surrounding conditions) around them, effectively leaving them exhausted. Yet the process is not over, they would then need to connect to the tear, drawing as much mana and voidal energy from it, until the tear itself becomes exhausted- disappearing (or wasting) and shrinking and dying away.

    Effects:

    The nothingnessal tear would become weak, shrinking and dying, and shaking (with fear or emotion)- before immediately closing, due to a lack of energy. The (not being there; not being present) of the tear naturally (removes or cleans bad things) any sicknesses caused on the surrounding (surrounding conditions), the process happening over a period of two OOC weeks as the nothingnessal energies filled within slowly get old, then fade.

    Redlines:

    Needs/demands ST approval and supervision.

    The (series of actions always done the same way for religious or other reasons) must go ahead/move forward (happening continuously or constantly).

    MiwpJ9DV6JOsU5ek7a8Y3BEnmKLq1ov56euTSvR13v32bSoyRd2nvT7Zf8NrlLVm1zes6DgsrHpayN00C6ufBE7IGA5nqMeYpyF4BAEaHVG1bk3oeYDFYn_kuREjWf6Zl3aVKkg_

    Ceremony of the Trance - [N] - Older (person)

    Once a Praetor has mastered their increased/improved ability and become certain of their went beyond being, they may pass the torch down to another trusted Transfigurationist, should they wish.

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    Mechanics:

    This spell needs/demands 1 connect + 2 charge + 1 cast express (emotion). The Praetor can create another of itself so long they meet the judging requirements talked about/said earlier. After the (series of actions always done the same way for religious or other reasons), the Praetor will be unable to cast Magic for a single story day. For more details (related to/looking at/thinking about) the (series of actions always done the same way for religious or other reasons), see Creation.

    Red-lines:

    Cannot be (did/done/completed) in combat.

    OOC permission is needed/demanded by the player to become a Praetor.

    Follows all information and red-lines talked about/said in Creation.
    k-prHyoyWGwhPXTtqhPX6QzWKJj3YIMrWDvIOE7Bsfhkdrufh32cb2HsVAT7-mM2d1ox5Bw0VqqydDrdwMfSRZTjzpcq5Lqik1O-UelUZCodTUpDNa_tbECzmrYeynkTO6trC

    Severance - [N] - Older (person)

    Just as a Praetor may be created, they may be denied their Excellence. Through the power of multiple Praetor and Transfiguration Wise men, a Amazing (out of this world) may be (removed from a ruling position)/legally stated under oath of their collected power and ability. This could be for many, many reasons, such as (very mean, unfair treatment) of power, betrayal to (together in friendship)/(got together as partners) Amazing (out of this world)s or simply because the Amazing (out of this world) desires a return to people/(the kindness of people).

    Hide contents


    Mechanics:

    This (series of actions always done the same way for religious or other reasons) needs/demands 1 connect + 3 charge + 1 cast express (emotion). In order to disconnect a Praetor, three Went beyond Wise men and three Level 5 Transfigurationists must be present. Unlike the Ceremony of the Trance, no requirements are needed/demanded bar the presence of the Amazing (out of this world)s and other go withing Wise men. It begins with the Praetor either willingly or unwillingly limited/held down. The circle begins after each Mage connects. With the three Praetors leading the Circle, they begin to pull at the Mana within the Praetor, taking the (full of violently swirling disorder) energies within the amazing (out of this world). During these three expresses (emotions), the target Praetor will feel an almost the same feeling/excited feeling to when they were connected except in a reverse-fashion: the memories of the Trance will slowly fade from their memory as seconds go by, the (series of actions always done the same way for religious or other reasons) ending on the final express (emotion) with a burning feeling lasting for around ten seconds.

    Red-lines:

    Beauty-related (freedom/extra time/extra space) is granted with disconnection so long it doesn't stray from the needed things.

    Three Praetors and three T5 Transfiguration Wise men are needed/demanded to (do/put into law) the (series of actions always done the same way for religious or other reasons).

    Only one Praetor has to be capable of the disconnection (series of actions always done the same way for religious or other reasons); the other two going along with Amazing (out of this world)s are not needed/demanded to know it.


    Spells and Abilities

    The Amazing (out of this world) is capable of amazing feats surrounding an improved form of Transfiguration. They are much more effective when changing (in form) materials and can put up a threatening defense against enemy spells.


    ZNhPHPyDhVs2jdEqb-geJ8Q6EPJWtbWyA9OBHzJxE-px82PcBUEnmWtrYRhiFNZxNhISJ0zjY3pkc0f8i-GVVf5uwD8-6tWMlJyKSRWaELGLtGs1rmilEyCF8IyqacNJZUt0n9t1


    Psychometry: Non-(always wanting to fight)

    Your average Transfigurationist's basic tool, however the Praetors possess the ability to view the history of the changes an object has gone through, such as figuring out the forming/creating process for a (not very long ago) hand-made sword.

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    Mechanics:

    This spell follows the same express (emotion)-count scale for the Voidal Feeling spell (see Transfiguration lore). By Feeling an object, the Amazing (out of this world) can choose to look deeper and see up to seven OOC days back to view all physical changes that the object has gone through, such as changes in temperature, shape, color, fusion/fission with/from another substance, mana content, and whether or not the object had been haunted/impressed and the details of said interesting/exciting (thing).

    Red-lines:

    You may not see an object's history further than seven OOC days.

    Cannot be used to gain an (always wanting to fight) advantage.

    You are only viewing the changes conducted upon the object. It may not be used to metagame who or what (did/done/put into law) these changes.

    You cannot figure out the exact processes for creating magical/unusual materials. For example, a Praetor will gain some understanding of the (complex piece of music) of Arcanium, but they will not be able to completely understand how the material is formed/created; (trying new things out/testing ideas scientifically) will be necessary.

    Obeys all red-lines in Voidal Feeling.


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    (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts): Non-(always wanting to fight)

    Change includes the forgotten art of (moving things with your thoughts), which allows one to apply gentle amounts of speed and power to influence an object's location. Although its (always wanting to fight) use has got less in power, minor cantrips are still possible.

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    Mechanics:

    This spell takes 1 connect + 1 charge + 1 cast express (emotion). The total weight is capped at 20 lbs (9kg) and may be distributed among (more than two, but not a lot of) objects with the exception of fluid substances or particles of sand, dirt, or (mix of little rocks). The speed of these lifted objects are dependent upon its air resistance. Something such as a paper or father could be moved with huge speed, while anything wooden or iron may not be moved/steered/navigated with great speed. Out of combat, this spell is mostly freeform, though (definitely/as one would expect) one must still bear red-lines in mind when using this ability. Even though one may very well use this ability in combat, it would most certainly be (not having common sense/way too full of problems).

    Red-lines:

    Out of combat, beauty-related (freedom/extra time/extra space) is given, this ability being mostly freeform with a maximum range of 10m.

    Though (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts) is majorly ineffective in combat, if use is attempted (anyway/in any event), the following guidelines must be followed:

    Cannot lift more than 9kg/20 lbs.

    Maximum speed that an object can reach is 1m/s

    Only ONE object can be controlled/moved around/misled within a 2m range

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    Minor Quick and energetic Step: (always wanting to fight)

    A partial ruining (of something) of a method created by Translocationists, a Praetor may skip through the Void to get away from attacks and incoming threats, although not close to as freeform and open as the average Translocationist.

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    Mechanics:

    This spell takes 1 connect + 1 cast express (emotion). It doesn't leave a significant strain on the Praetor's Mana reserves, but the Amazing (out of this world) may only use it twice per (always wanting to fight) picture/situation. They may only move up to three blocks per Quick and energetic Step and may not attack in the same express (emotion).

    Red-lines:

    Cannot be used more than twice per (always wanting to fight) picture/situation.

    Cannot Quick and energetic Step more than three blocks.

    May only Quick and energetic Step linearly (diagonal, north, south, west, east).

    Follows all red-lines of Quick and energetic Step unless specified otherwise.


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    Improved Change: Non-(always wanting to fight)

    With such a long/big understanding of their Magic, the hidden/covered up mana in objects can be controlled/moved around/misled (producing more with less waste)ly than the average Transfigurationist.

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    Mechanics:

    The Praetor can change (in form) objects with more strength and speed, subtracting one express (emotion) from any given Change spell. Also, their range and scale are increased, capable of changing (in form) objects up to twenty meters around them and objects up to 3 cubic meters in size with an added express (emotion) (see Transfiguration lore).

    Red-lines:

    Cannot be used to gain an (always wanting to fight) advantage.

    Follows all red-lines of Change spells.

    This does not apply to (always wanting to fight) uses of Improved Magelight.

    Change Appearance: Non-(always wanting to fight)

    Their big and wide understanding of the Material World and beyond allows them to change their physical form as if they were changing (in form) an object. The options surrounding this are fairly freeform.

    Hide contents


    Mechanics:

    The Praetor can cast spells such as Change Shape and Change Color all around their body to change skin color, make minor changes to bone structure such as jawline, fat placement, and skin, etc. At any time, the Praetor may return (to a previous state) the changes over the course of a single express (emotion), returning them to their appearance that they adopted once they became a Amazing (out of this world).

    Red-lines:

    Change Appearance cannot be used to gain an (always wanting to fight) advantage.

    You may not change the appearance of other people or other Praetors: yourself only.

    Change Appearance follows equal exchange. You cannot use it to change (in form) fat into muscle.

    Change Appearance leaves out/keeps out the following Change spells: Change Temperature, Fusion, Fission, Change Density, and Improved Magelight.

    Change Appearance cannot be used to heal wounds.

    Change Appearance cannot change the Praetor's height.

    Change Appearance cannot be used to change the constant Almost-magical quality shining in the Amazing (out of this world)'s eyes or veins.
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    Reinforce Mana Pool: Non-Combative

    The Transcendent reaches out to an ally Mage’s Mana Pool and funnel energy from themselves to the Mage, stabilizing their casting. This would often be used when a Praetor 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.

     Hide contents
     

    Mechanics:

    This spell requires 1 connect + 1 charge + 1 cast emote. The Praetor supplies Mana from themselves in order to sustain the ally Mage’s Mana Pool. Exhausting spells become only a quarter as fatiguing in the perspective of the target Mage. This spell can last for up to twenty emotes on the accompanying Mage before the Praetor’s mana reserves near their end, leaving the Transcendent incapable of casting for one narrative day. Fifteen emotes leaves them incapable of casting for roughly half the narrative day, ten emotes a quarter of the narrative day, and any less has virtually no effect.

     

    Red-lines:

    - Cannot be used in combat. This is a spell intended to assist a learning Mage.

    - Maximum casting time of up to twenty emotes on the ally Mage.

    - This spell does not function on other Praetors

    - This spell does not increase the tier of the target Mage.

    - The Praetor will be incapable of casting for a narrative day should they use the entire duration of the spell.

     

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    Purvey Spell: Non-Combative

    Most instructors of the Arcane present a spell to their student as a demonstration to aid their casting; however, a Praetor 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.

     Hide contents
     

    Mechanics:

    This spell takes 1 connect + 1 charge + 1 cast emote. The mentor Praetor must have a TA in the Magic they are projecting the spell of, otherwise, they cannot perform this ability. This doesn’t grant the accompanying Mage any clear advantage aside for understanding the makeup of a spell right off the bat.

     

    Red-lines:

    - Cannot be used in combat. This is a spell intended to assist a learning Mage.

    - This ability does not allow the Mage to cast spells above their tier.

    - This spell does not work on other Praetors.

     

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    Revitalisation: 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 Praetor can aid a Mage befallen in such peril by forwarding Mana from themselves to the ally Mage’s soul.

     Hide contents
     

    Mechanics:

    This spell requires 1 connect + 3 charge + 1 cast emote. The Transcendent can increase an exhausted Mage’s wellness by funneling Mana into their soul. Although the Mage will be incapable of casting for two hours after the fact, it will bring them to their senses and allow them to function better should they be faced with physical labor, critical thinking, or other tasks that require one to be in a healthy state of mind and stamina. The Praetor will be incapable of casting for one narrative day after the spell has been cast.

     

    Red-lines:

    - Cannot be used in combat.

    - The target Mage will be incapable of casting for two hours after the ability is used, though it will bring them to a healthy state of mind and stamina.

    - The Praetor will be incapable of casting for one narrative day after the spell has been cast.

     

     

     

     

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    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.
     

     Hide contents
     

    Mechanics:

    This requires 1 connect + 1 charge + 1 cast emote.  It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. Once the Transcended Mage has frozen a projectile spell, it will drain an amount of the Praetor’s Mana proportional to the tier of the spell, capable of freezing projectiles up to Tier 3 in power. Should multiple projectiles be fired off in a burst, such as a spell like Ice Projectile, Flame Projectile or Pebbles/Rock Spikes, it’s possible for the Praetor to impede all of the projectiles, though it will require an additional half of the singular projectile’s original mana cost, as these Evocation based barrages of projectiles oft lose power the more that are conjured in unison. The frozen projectile cannot be dispelled by the Mage and the Praetor may only keep the projectile frozen for upwards of three emotes before they will resume their intended path. While the projectile spell is frozen, the Praetor is confined to a slow walking speed and may not use any form of melee combat; however, they are capable of simply moving out of the projectile’s path so long they keep it in line of sight.

     

    Red-lines:

    - You cannot freeze projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

    - This spell will consume as much mana as it would take to normally cast the impeded spell (if I freeze Flame Projectile, then it will subtract as much mana from my pool as Flame Projectile consumes).

    - Only projectiles may be frozen. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be impeded.

    - The adversary Mage cannot dispel their projectile while it is being impeded.

    - While a projectile is frozen, the Transcendent may not move incredibly fast, but is capable of movement of no more than three meters per emote.

    - While a projectile is frozen, the Transcendent is incapable of any melee combat.

    - The Transcendent can impede bursts of projectiles, but they cannot freeze the path of projectiles cast by more than one Mage.

    - A projectile cannot be frozen for longer than 3 emotes.

    - After the spell completely finishes and the projectile resumes its course, there is a one emote cool down until you may begin charging Impede Projectile again.

    - The Praetor must be in their Transcendent form for this spell to be cast.

     

     

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    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.

     Hide contents
     

    Mechanics:

    This requires 1 connect + 2 charge + 1 cast emote. It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. The Praetor restrains their adversary from moving anything beyond the faint wiggle of their fingers or the slight bob of their head. This can be held for an upwards of three emotes and renders the Transcendent stationary, requiring all of their concentration and limiting them only to speech. While the adversary is being restrained, they may struggle and roll a d20 for each turn, with the threshold starting at 19/20 and decreasing by an integer of three each turn until the spell has ended. If the roll is successful, they will break free from the Transcendent’s immobilization. This spell will consume one-fifth of the Transcendent’s Mana reserves. 

     

    Red-lines:

    - The Transcendent may not move whilst casting Debilitate Mana.

    - The adversary is incapable of movement for upwards of three emotes unless they meet the roll threshold.

    - This spell will drain one-fifth of the Praetor’s Mana Pool.

    - The Praetor must be in their Transcendent form for this spell to be cast.

    - Only creatures the size of descendants or below can be debilitated by an individual Praetor – anything larger requires a circling ritual.


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    Expropriate Projectile: Combative

    An evolved form of Impede Projectile, the Praetor can hijack an adversary Mage’s projectile spell and tear their grip from the incantation, using it for their own doing.

     Hide contents
     

    Mechanics:

    This spell requires 1 connect + 1 charge + 1 impede + 1 hijack + 1 cast. The charging of the spell may be stalled upwards of two emotes before the Transcendent must either use it or dispel the ability. The first emote will be the preparation of Expropriate Projectile, the second being the freezing of the spell, the third being the hijacking of its Mana and the fourth allowing it to be cast. Only projectiles Tier 3 or lower may be impeded. If the stolen spell is not used within three emotes after its hijacking, it will return to the Void. The adversary Mage is incapable of dispelling the Projectile while it is being impeded, but is free of its focus once it has been hijacked. The Mana consumed will be twice the cost of the hijacked spell, making it a risky trick to use if the Transcendent is not making efficient use of their Mana. While the spell is hijacked, the Transcendent may not move more than three meters per emote. Similar to Impede Projectile, barrages of projectiles may be hijacked, though it renders the Praetor stationary and will consume a third of their Mana regardless of the spell’s original Mana cost. 

     

    Red-lines:

    - You cannot hijack projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

    - This spell will consume twice as much Mana as it would take to normally cast the hijacked spell (if I hijack Flame Projectile, then it will subtract twice as much mana from my pool as Flame Projectile consumes).

    - Only projectiles may be hijacked. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be hijacked.

    - Barrage projectiles may be hijacked, but they will consume one-third of the Praetor’s Mana Pool regardless of the spell’s original cost and will render the Praetor stationary.

    - The adversary Mage cannot dispel their projectile while it is being impeded but may disconnect their focus from it on the emote of its hijacking.

    - While a projectile is hijacked, the Transcendent may not move incredibly fast but is capable of movement of no more than three meters per emote unless they are hijacking a barrage.

    - While a projectile is being hijacked, the Transcendent is incapable of any melee combat.

    - The Transcendent can hijack bursts of projectiles, but they cannot hijack projectiles cast by more than one Mage.

    - A projectile will remain hijacked for three emotes. If nothing is done with it, it will return to the Void.

    - The Praetor must be in their Transcendent form for this spell to be cast.

     Level (development or increase over time/series of events or things)

    Lesser (T1)

    The Praetor has only (not very long ago) performed their excellence, this way inexperienced in effectively capturing and controlling the (more than needed) mana of their amazing (out of this world) being for practical purposes. Change from the mortal vessel to the amazing (out of this world) will cause a burning pain upon the Praetor, the same as being baptised in a fire; given an amazing/surprising (or: single) week of practise, the pain will begin to lessen to only a stinging feeling upon change. Returning to the mortal vessel will drive the Praetor to an unspeakable (having nothing left/having no strength left), (having difficulty breathing/very nervous or worried) as a result of the hard work one needs/demands to remanifest their original being.

    This stage lasts for two weeks.

    Features:

    Ease of casting (Available for mortal vessel)

    Spells: Psychometry, Improved Change, Change Appearance

    Going out of amazing (out of this world) form will get/cause debuffs for 9 expresses (emotions) (major (having nothing left/having no strength left), magic (only for a short time) weakened to Level 3 for this length of time)

    Greater (T2)

    The Praetor is moderately experienced, having exercised their abilities for two full years. With this time comes a natural growth in skill as the Praetor is better able to tap into the mana reserves of their being, in addition to experiencing little actual pain in the process of going beyond, but instead only an odd feeling that is more of an out of body experience. When returning (to a previous state), the Praetor will be out of breath at most, though their abilities will still be limited for some time. After a month as a greater Praetor, the effects of change will decrease in importance, though their abilities remain (compared to other things) the same.

    This stage lasts for 2 months.

    Features:

    Ease of casting (Available for mortal vessel)

    Spells: Psychometry, Improved Change, Change Appearance,

    (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts), Minor Quick and energetic Step, Reinforce Mana Pool, Supply Spell, Revitalisation, Stop/interfere with (something thrown or fired at high speed), Weaken Mana, Take (property from someone by the government) (something thrown or fired at high speed)

    Can aid and perform (series of actions always done the same way for religious or other reasons)

    Going out of amazing (out of this world) form will get/cause debuffs for 7 expresses (emotions) (minor (having nothing left/having no strength left))

    (series of actions always done the same way for religious or other reasons): Ceremony of Name/label, Sacraments of Sealing, Voidal Communion, Hollowing

    Older (person) (T3)

    The Praetor has become seasoned with many years of experience, with practise in controlling/moving around/misleading their mana and (doing/completing) (series of actions always done the same way for religious or other reasons). Upon this stage they become an Older (person) Praetor, one who can lead the (series of actions always done the same way for religious or other reasons) of excellence and severance. Change becomes a silly/extremely easy affair, however reversion will still get/cause debuffs upon their being.

    Features:

    Ease of casting (Available for mortal vessel)

    Spells: Psychometry, Improved Change, Change Appearance, (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts), Minor Quick and energetic Step, Reinforce Mana Pool, Supply Spell, Revitalisation, Stop/interfere with (something thrown or fired at high speed), Weaken Mana, Take (property from someone by the government) (something thrown or fired at high speed)

    Can lead (series of actions always done the same way for religious or other reasons)

    Going out of amazing (out of this world) form will cause incurrence of debuffs for 6 expresses (emotions) + minor (having nothing left/having no strength left) ((the state of having difficulty breathing))

    (series of actions always done the same way for religious or other reasons): Ceremony of the Trance, Ceremony of Name/label, Hollowing, Sacraments of Sealing, Voidal Communion, Severance

    Mental Description

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    The Ceremony of Trance exposes one to the true amazing/beyond what's natural--an wild and dangerous and foreign wild contra to the understood and recorded/supported voidal connections of the typical wise men. One becomes truly surrounded by the nothingness, drowned in a sea of (without limits or an end) wide area and blank nothingness. Huge number of visions are received, their contents weird, puzzling, and unexpected, a world where the natural laws of the (children, grandchildren, etc.) seem (something that sounds great but would never work in the real world). Very confusing and impossible-to-understand, one finds themselves a bendable thing/business in a plane of (the breakdown or decline of something into random disorder). Nonexistence becomes visible, its character beyond simple (lasting forever) blackness and unable to be clearly said in the mortal tongue. Also, one bears witness to a more including existence, shapes and colors indescribable and impossible, objects formed yet formless. The passing of time itself becomes (without any point or purpose); the visions will feel like they happen over short-lived seconds and at the same time/together over a thousand thousands of years. It is in this (like an expression that means two very different things at the same time) world, very scary and beautiful, that a (child, grandchild, etc.) becomes aware of their child-like childlike (because of a lack of understanding)ty, that their understanding of the material world is no more than that of an ant. And, it is here, that they climb the first rung on the ladder of truth.


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    The showed visions of a Praetor during excellence.


    Such experience is an understanding in its term, as the mage has bore witness to a higher world far beyond the perception of the public. As the (series of actions always done the same way for religious or other reasons) itself is super-important of ability and understanding, so too may it become super-important in personality. Praetors may slowly develop a snobbiness towards (children, grandchildren, etc.), viewing them as short-lived and (having no knowledge) while they have become never-ending. Yet, as no two wise men experience these voidal connections the same, and in fact the personalities of the thinking races being many in their own right, the extent of this effect will change/differ. Some may keep their old character while others will reject it completely. Never dying creates unlimited time to think about, and so those that receive its advantage will view and understand it (in a way unlike anything else) and changing (and getting better)ly.

    In the Amazing (out of this world) form one becomes an impossible-to-understand mass of magical being, the physical visible sign of one's own mana. Though they may almost/unclearly take on a humanoid form, their way of thinking may not. In fact Praetors in this state often adopt a personality/desire unlike that of a mortal tube (in the body), perceiving themselves as near god. Finding themselves less easily able to be harmed or influenced by the typical human feelings of love, hate, fear, etc. they may act more angry and insulting, a result of the (getting or giving power) that suddenly rushes/increases through, and (able to be shown) changes, their being.


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    Although Amazing (out of this world) minds mostly keep/hold personality before connection, the forbidden truth they've experienced will definitely command/(have someone write what you say) their future perceptions. They've experienced the (without limits or an end) (possible power or ability within/possibility of) the Void, the creation of the Material World, and the (thing that is suddenly shown or understood) that (child, grandchild, etc.)-kind are in an impossible-to-imagine way small, mere ants compared to what lies beyond the Cover and even further; however, they'll find that the exact details of this (thing that is suddenly shown or understood) are unable to be committed to words to share their forbidden knowledge with other (children, grandchildren, etc.), existing as a "third eye" or sixth sense. This is the cold and unforgiving reality that badly bothers the Amazing (out of this world)'s mind and represents the true change (from one thing to another) between Mage to Praetor.

    As for the Praetor's reasons for doing things and drive, anything having to do with the Not well known will draw fascination to them, be it a large and detailed interesting/exciting (thing), (like nothing else in the world) materials full of Mana such as Arcanium, or Voidally-influenced land, such as Hollows, Nodes, and Heaths. Especially, Amazing (out of this world)s will feel most at ease and comfortable in these magically scarred lands. What most find weird and disturbing would be a state of steadiness/balance in the eyes of a Praetor. Their interest in thaumaturgical (important events or patterns of things) and interesting things would likely drive a sense of invention of new things in them, focused on pushing the Not well known's abilities to their limits for the purpose of talking more about/adding to its (possible or/possible greatness or power or) increasing their own powe, possibly both.

    The rejection of people/(the kindness of people) involves very bad results for the Praetor - (dishonest actions that ruin your trust).

    (the study of thinking and behavior) Red-lines:

    - Change in attitude/set of opinions must be roleplayed. Although this doesn't mean that the Praetor must become a basically and mostly evil or dangerous character, they will not be of average way of thinking in comparison to a (child, grandchild, etc.) and will always lift up/raise up themselves above others (without any concern about/having nothing to do with) whether or not they hold onto their people/(the kindness of people).

    - It is impossible for a Praetor to (in a way that's close to the truth or true number) describe what they see in their Trance to another (child, grandchild, etc.). 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 explained details about, as the (child, grandchild, etc.) mind cannot understand what is seen in the Trance and it's truth cannot be worded through common language.
    Do you know of insanity?

    I have seen/looked it; I have grazed it. I have been in the (very upset feelings) of its reach. One minute I knew peace; the next, I was steeply dropped into a terrible, scary hellscape. There were voices in my head. Constant, itching, (irritating/making worse), pulsing, and harsh-sounding voices ringing out in a sickening (group of sounds that sound good together) / (complex music for a full orchestra); they launched an extremely careful and torture-like attack on my mind. I did not know even a moment of rest.

    I stared into the nothingness and saw horrors I could not and still cannot put into words. Frustrating, frustrating, frustrating sounds, sights, scents, and tastes filled up my senses with one feeling translated into many: insanity. I heard the conversation of enemies and bore witness to a (related to a changed mental state caused by drugs) attack of visions - I questioned the existence of a GOD.

    Those weak, shallow fools sexual desire for long life--for never dying. They do not understand; they cannot understand what it means to be incapable of dying. To be incapable of dying is to be (locked in a prison). I am doomed to a never-ending existence full of suffering, madness, and disgusting and terrible knowledge. Never dying is a curse, not an advantage.

    I wander the fields of existence alone - I am neither here nor there. If I was asked who I was or what I was, I would not be able to answer. I am a damned being of endless torture. I am everything and nothing.

    - The Ravings of a Praetor.

    (dishonest actions that ruin your trust)

    Heavily given great ideas from Zarsies' Original (old stories/old knowledge)

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    "Sometimes, insanity comes knocking. Other times, it tears down the walls."

    For a Praetor, weakness lies not only in the body, but permanently in the mind. Weakness (that could be used to hurt someone or something) lies in (time going on forever); the never-ending, able to be harmed or influenced. For time may wear one (not caring about the problems of others) and (sad/terrible/serious). Endless and impossible-to-understand like the Void they clearly show/include, a Praetor is easily able to be harmed or influenced by the (very upset feelings) of madness, for their existence is a (two separate things are both true, but this seems impossible) and can be mildly healed/made better by the ways of the world. The soul of a Praetor, neat/ well-organized/ well-behaved constructs that support the very opposite of its being, is a puzzling one, a living disagreement between two things, a (constant/not going away) (two separate things are both true, but this seems impossible). It is the reason every Praetor, as time weathers their (senses of right and wrong), walk on a tightrope over the endless (the breakdown or decline of something into random disorder) they have hugged/supported within themselves. To fall, all it takes is a little push. In the bottomless pit, people/(the kindness of people) fades and insanity results.

    Effects of (dishonest actions that ruin your trust)

    Those that choose to (in an emotionally intense way) reject their people/(the kindness of people), the foundation of their existence, are more easily able to be harmed or influenced by becoming the subject of the fading people/(the kindness of people) all Praetors experience. Over time, they may become (controlled the speed of a device/choked) into madness and (wild, over-energetic mental illness) through the obnoxious pride they gather, or the snobbiness they help grow, unnatural qualities that only chew at their mortal (honest and good human quality/wholeness or completeness) with the passage of time. Soon enough, as this (continues to exist/continues to do hard or annoying things)... the point in time when big changes happen comes, the fall begins and the spiral uses/eats/drinks/destroys.

    It is in this lowering/downward movement/family origins that a knowledge-based seed of (dishonest actions that ruin your trust) is planted within the (strange-looking) soul, of those that constantly submit or entertain their silly mistakes. Over the length of time of a year, the seed will slowly bud, causing weird and mentally sick ruinings in the mind of the amazing (out of this world) Praetor. As the seed continues to grow, a making worse madness happens until the amazing (out of this world) Praetor possesses a (like nothing else in the world) personality which irritates, separates and strong(ly) dislikes the Mortal Vessel. This can, for example, include a violent, violent and cruel amazing (out of this world) form or a depressive, self-harming amazing (out of this world) form.

    When the amazing (out of this world) fully develops its own personality, the soul of a Praetor is figuratively split, (in which/during which/in what way/in what) the amazing (out of this world) will look (for) control of the Mortal Vessel, wedging a crack (or argument) between the struggling forces within one being. If left untreated, the goal superior, the Amazing (out of this world) will continuously weaken the Mortal Vessel until their sanity is crushed, people/(the kindness of people) lost - the amazing (out of this world) personality becomes across both forms, an amazing/surprising (or: single) being.

    The only means in which this condition can be healed/made better is through holy magics that can remove sicknesses and sickness, for the means in which the Praetor's mana can be drained have been lost to time.

    Hide contents
    Redlines and Guidelines:

    (dishonest actions that ruin your trust) is simply a (something you choose to do, but is not required) avenue for Praetors that wish to explore the rejection of people/(the kindness of people) and get/cause its results.

    (dishonest actions that ruin your trust) does NOT give power to an Praetor in any way.


    Death

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    Where death is so final for mortal souls, a curtain's call, the final closing of a lifelong story, the final/very best support of dark that invites upon all... it is only the beginning of another chapter for the (strange-looking) soul of a never-ending being, a Praetor. Trouble, to not be gave/given a (the definite end of something) in one's existence is a cursed blessing, an unable to be separated two-part thing that gives power to and tortures. For a Praetor, every death appears to be a final tune of life's (group of sounds that sound good together) / (complex music for a full orchestra), yet it is only a dishonest (getting quieter), a fake calm that is only followed by the Praetor returning to the world through the nothingness's energies, remanifesting upon a selected/named large stone, or the Cloud Temple, reborn in the mortal plane. Upon their return, a Praetor will possess no memory of the events that lead up to their death, though the (serious physical or emotional harm) of the event will still be felt for some time. Every death a Praetor experiences involves the lessening of their soul, the process of answer/copy taking one's (basic, built-in, important qualities) purely for the purpose of securing/making sure of one's (when something keeps happening for a long time/delay in a court case). It is said that after three deaths, a Praetor loses their sense of self-image/snobbiness, of oneself as they truly lower/move downward/originate into something beyond madness, (in the end) making them (unable to do something) of returning to the mortal plane, casting their soul forever torn away in the bottomless pit of the nothingness.

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    Guidelines:

    3 lives given, (grows again/gives life to again) every 4 weeks of no death, when deadly wounds are sustained in CRP, the Praetor's body (falls apart or breaks apart into tiny pieces) into a lot of wisps that (appearing to be) blink out of existence, shunting to CT for reformation over one OOC day.

    Every death causes the counter to be deducted by one, and the pain of death will still be felt upon remanifestation, though the Praetor will have no memory of the events that lead up to it, following rules of Monk (coming back to life or popularity after a long time).

    The Praetor's CA must be updated in the same way/in that way by the ST to point to/show how many lives remain, be it after a death or lack of that/of it for a month. This information should obviously NOT be metagamed.
    General Red-lines:

    - This (old stories/old knowledge) is not common knowledge and the existence of Praetors is only known to those that have (before that/before now) saw their kind. One cannot simply say they have "read" of Praetors or "heard" of their properties.

    - Praetors do not have larger Mana Combines than average (children, grandchildren, etc.). Their only "battery boost" lies in their ability to change (in form) substances with more strength and a higher scale and range.

    - Mental change MUST be roleplayed. A Amazing (out of this world) does not necessarily become a basically and mostly evil or emotionless character, but they have a constant high/higher (quality of being better than everything else) in comparison to (child, grandchild, etc.) life, (without any concern about/having nothing to do with) whether or not they hold onto parts of their people/(the kindness of people).

    - To become a Praetor, the player must be Level 5 in two voidal magics and at least Level 3 in transfiguration.

    - Praetors may not practise deific or dark magics, with the exception of Pale blood magic.

    - The Amazing (out of this world)'s abilities may not be bound to interesting things. They are (like nothing else in the world) to them and them only.

    - Physical changes MUST be roleplayed. Praetors may not wear any sort of plate (protective metal or other covering) and incredibly the ability to work hard for a long time heavy weapons such as poleaxes, maces and warhammers are not practical and combat.

    Pros:

    - Offers Wise men a way to reach a peak in their ability and get never dying through (times of moving ahead or up) in Voidal Change.

    - Spells dedicated to oppose/to go againsting enemy magic (things thrown or fired at high speeds).

    - (not able to be harmed/not able to get a disease) to extreme climate and most ordinary and boring sicknesses.

    - Sleep and breathing are unnecessary and not needed/demanded by the Amazing (out of this world).

    - The Amazing (out of this world)'s powerful connection to the Not well known prevents negative feeling of love, hate, guilt, etc. from affecting their ability to cast.

    - Encourages interaction with other Wise men surrounding Circling, Arcanium Forming/creating, the non-(always wanting to fight) support spells and (series of actions always done the same way for religious or other reasons)

    Cons:

    - Weakness to anti-magical means such as Thanhic Mix/mixture (of metals), Auric Oil, Rejections and (sick/defective/weak and shaky) Magic.

    - Needed thing to move/change to Amazing (out of this world) form for the utility of (always wanting to fight) abilities, which also exposes you to a whole host of weaknesses.

    - No dark or deific magics with the exception of Pale Blood Magic.

    - Exclusive to Transfigurationists.

    - Limited lives before an absolute and total/without any limits or restrictions PK

    - Extremely changes the character's attitude/set of opinions, barring off a lot of "slice of life" roleplay from the character.

    - (not able to be harmed/not able to get a disease) to alchemical medicines that are eaten.

    - Alcohol is much less effective, needing/ordering three times the strength for a Praetor to experience its effects in the Mortal Vessel.

    - Unable to swing the ability to work hard for a long time intensive two-handed weapons.

    - (artificial leg, arm, etc.) limbs outside of Not well known origin will not work.

    - Making babies between a Praetor and (child, grandchild, etc.) brings about (very bad and upsetting) defects.

    Changelog

    - Added changelog

    - Removed ability to do things of selected/named large stones as "respawn points" to prevent difficulties.

    - Nerfed (allowing something to happen without reacting or trying to stop it) (moving things with your thoughts)

    - Added added/more "con" (related to/looking at/thinking about) the ineffectiveness of alcohol

    - Added three new beauty-related abilities: Revitalisation, Reinforce Mana Pool and Supply Spell.

    - Cleared up that Praetors can only weaken (child, grandchild, etc.)-sized creatures at most.

    Authors' Note

    [To be added]


    Citations

    Phil's Original (old stories/old knowledge)

    Changes to Powerful officials

    Zarsies' (dishonest actions that ruin your trust) (old stories/old knowledge)

    Isaac's Spellforged Write

    My Powerful official Write

    Credits

    Johann and Isaac (Co-Authors)

    Zarsies ((dishonest actions that ruin your trust) Lore)

    Phil (Original Lore)

    ...and all those that myself and Isaac talked to over the length of time of this write.

     

  2. MC Name: CaesarTheCursed

    Character's Name: Judas

    Character's Age: 113

     

    Character's Race:

    High Elf

     

    Link to your accepted MA:

    https://www.lordofthecraft.net/forums/topic/191283-atronach-forgingmahotarcanismbeam/?tab=comments#comment-1771109

     

    What magic(s) will you be teaching?

    Atronach Forging

     

    Describe this magic or a creature as a whole:

    Atronach Forging is a magical feat surrounding Transfiguration that entails the binding of an evocation-based construct to a magical core and granting it sentience, an achievement similar to that of Automaton Crafting or Golemancy, but found in the infinite potential present behind the Veil. The creation process involves the construction of a large gem-stone based core encased in magegold, which wills tore the immense energy that powers the Atronach.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

    (I’m not sure if I have to describe every single Atronach that can be created, but LT reviewing this, please shoot me a PM if I have to).

     

     

    Can you give an example of a casting emote, of a spell of your choice?

    Judas, hands gloved, would grip the wrench in his palm tight, tightening the last nut on the joint of a to-be-created Atronach’s arms. Afterwards, he’d look upon the table to the rest of the skeletal-like formation of limbs and plating that would serve as the Atronach’s shell. After laying the arm on the table in tandem with the rest of the body, he’d cradle his hands around the core a—large rounded purple gemstone encased in gold. Ethereal lines of mana teared out of Judas’ fingertips, seeping into the core, clearly binding an enchantment to it. He’d feed the core mana for a solid thirty seconds until he’d take a step back, swiping the sweat from his forehead as water seemed to seep out of the core, beginning to elongate and occupy the space of the laid out limbs and plating on the table. In a matter of seconds, a water Atronach would push itself up to a sitting position, its faceless expression staring through Judas.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

    Judas seemed to be instructing a kha by the name of Dargo. The high elf was frequently gesturing to a Water Atronach infront of the two.

    “The core, you see is. . .” Judas would pause for a moment, as if having lost his words. Moments later, his mind would grab the near forgotten thought, “the core is what holds the Atronach together—think of the core as the foundation of an Orenian fortress,” he’d tell the dark-furred kha observing at his right. Judas brought his hand out towards the Atronach’s torso-plating, gripping and prying it opened with some difficulty. There, Dargo would see the core, suspended in the construct’s body as it shimmered with light green aura as it excreted water to the Atronach’s respective body parts.

     

    “And. . .what hawpeens eef yew remoove thaw ‘fawndayshun?’” Dargo asked curiously, folding his robed arms across his thin chest.

     

    Judas would tighten his fingers as he’d hover his hand over the core. The mana within it began to leak out of the core at Judas’ will, “the same that. . .that happens once an Orenian fort’s foundation is removed,” the water of the construct’s body would disappear without a trace, leaving the plating and limbs to fall to the ground with a loud clang, “it crumbles; defenseless.”

     

    Say your student powergames during or after teaching, how do you reprimand that?

    If I’m quite honest, I’m not sure HOW you can powergame a feat that is basically non-combative creation. At that rate, I believe it to be my student’s responsibility to correctly inform their atronachs of the limitations and red-lines surrounding them, as that is what I would do.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

    no

     

    Do you agree to keep the ST updated on the status of your magic app?:

    NO I HATE STAFF BUREAUCRACY (yes)

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

    no.

  3. 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

  4. spellforged_text.png

     

     

     

    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

    Spoiler

    Mechanics:

    This spell follows the same emote-count scale for the Voidal Feeling spell (see Transfiguration lore). By Feeling an object, the Transcendent can choose to look deeper and see up to seven OOC days back to view all physical changes that the object has undergone, such as changes in temperature, shape, color, fusion/fission with/from another substance, mana content, and whether or not the object had been enchanted and the specifics of said enchantment.

    Red-lines:

    - You may not see an object’s history further than seven OOC days.

    - Cannot be used to gain a combative advantage.

    - You are only viewing the changes conducted upon the object. It may not be used to metagame who or what enacted these changes.

    - You cannot figure out the exact processes for creating magical/unusual materials. For example, a Spellforged will gain some insight into the composition of Arcanium, but they will not be able to completely understand how the material is forged; experimentation will be necessary.

    - Abides by all red-lines in Voidal Feeling.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    The Spellforged can transmute objects with more potency and speed, subtracting one emote from any given Transmutation spell. Additionally, their range and scale is increased, capable of transmuting objects up to twenty meters around them and objects up to 3 cubic meters in size with an additional emote (see Transfiguration lore).

    Red-lines:

    - Cannot be used to gain a combative advantage.

    - Follows all red-lines of Transmutation spells.

    - This does not apply to combative uses of Enhanced Magelight.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    The Spellforged can cast spells such as Alter Shape and Alter Color all around their body to change skin color, make minor modifications to bone structure such as jawline, fat placement, and skin, etc. At any time, the Spellforged may revert the changes over the course of a single emote, returning them to their appearance that they adopted once they became a Transcendent.

    Red-lines:

    - Alter Appearance cannot be used to gain a combative advantage.

    - You may not alter the appearance of other people or other Spellforged: yourself only.

    - Alter Appearance follows equivalent exchange. You cannot use it to transmute fat into muscle.

    - Alter Appearance excludes the following Transmutation spells: Alter Temperature, Fusion, Fission, Alter Density and Enhanced Magelight.

    - Alter Appearance cannot be used to heal wounds.

    - Alter Appearance cannot change the Spellforged’s height.

    - Alter Appearance cannot be used to modify the constant Aura shining in the Transcendent’s eyes or veins.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell requires 1 connect + 1 charge + 1 cast emote. The Spellforged supplies Mana from their Anchor in order to sustain the ally Mage’s Mana Pool. Exhausting spells become only a quarter as fatiguing in the perspective of the target Mage. This spell can last for up to twenty emotes on the accompanying Mage before the Anchor stops funneling Mana, leaving the Transcendent incapable of casting for one narrative day. Fifteen emotes leaves them incapable of casting for roughly half the narrative day, ten emotes a quarter of the narrative day, and any less has virtually no effect.

    Red-lines:

    - Cannot be used in combat. This is a spell intended to assist a learning Mage.

    - Maximum casting time of up to twenty emotes on the ally Mage.

    - This spell does not function on other Spellforged.

    - This spell does not increase the tier of the target Mage.

    - The Spellforged will be incapable of casting for a narrative day should they use the entire duration of the spell.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell takes 1 connect + 1 charge + 1 cast emote. The teaching Spellforged must have a TA in the Magic they are projecting the spell of, otherwise, they cannot perform this ability. This doesn’t grant the accompanying Mage any clear advantage aside for understanding the makeup of a spell right off the bat.

    Red-lines:

    - Cannot be used in combat. This is a spell intended to assist a learning Mage.

    - This ability does not allow the Mage to cast spells above their tier.

    - This spell does not work on other Spellforged.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell requires 1 connect + 3 charge + 1 cast emote. The Transcendent can increase an exhausted Mage’s wellness by funneling Mana into their soul. Although the Mage will be incapable of casting for two hours after the fact, it will bring them to their senses and allow them to function better should they be faced with physical labor, critical thinking or other tasks that require one to be in a healthy state of mind and stamina. The Spellforged will be incapable of casting for one narrative day after the spell has been cast.

    Red-lines:

    - Cannot be used in combat.

    - The target Mage will be incapable of casting for two hours after the ability is used, though it will bring them to a healthy state of mind and stamina.

    - The Spellforged will be incapable of casting for one narrative day after the spell has been cast.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This requires 1 connect + 1 charge + 1 cast emote.  It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. Once the Transcended Mage has frozen a projectile spell, it will drain an amount of the Spellforged’s Mana proportional to the tier of the spell, capable of freezing projectiles up to Tier 3 in power. Should multiple projectiles be fired off in a burst, such as a spell like Ice Projectile, Flame Projectile or Pebbles/Rock Spikes, it’s possible for the Spellforged to impede all of the projectiles, though it will require an additional half of the singular projectile’s original mana cost, as these Evocation based barrages of projectiles oft lose power the more that are conjured in unison. The frozen projectile cannot be dispelled by the Mage and the Spellforged may only keep the projectile frozen for upwards of three emotes before they will resume their intended path. While the projectile spell is frozen, the Spellforged is confined to a slow walking speed and may not use any form of melee combat; however, they are capable of simply moving out of the projectile’s path so long they keep it in line of sight.

    Red-lines:

    - You cannot freeze projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

    - This spell will consume as much mana as it would take to normally cast the impeded spell (if I freeze Flame Projectile, then it will subtract as much mana from my pool as Flame Projectile consumes).

    - Only projectiles may be frozen. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be impeded.

    - The adversary Mage cannot dispel their projectile while it is being impeded.

    - While a projectile is frozen, the Transcendent may not move incredibly fast, but is capable of movement of no more than three meters per emote.

    - While a projectile is frozen, the Transcendent is incapable of any melee combat.

    - The Transcendent can impede bursts of projectiles, but they cannot freeze the path of projectiles cast by more than one Mage.

    - A projectile cannot be frozen for longer than 3 emotes.

    - After the spell completely finishes and the projectile resumes its course, there is a one emote cool down until you may begin charging Impede Projectile again.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This requires 1 connect + 2 charge + 1 cast emote. It may be stalled for upwards of two emotes before the Transcendent must either dispel the ability or use it. The Spellforged restrains their adversary from moving anything beyond the feint wiggle of their fingers or the slight bob of their head. This can be held for an upwards of three emotes and renders the Transcendent stationary, requiring all of their concentration and limiting them only to speech. While the adversary is being restrained, they may struggle and roll a d20 for each turn, with the threshold starting at 19/20 and decreasing by an integer of three each turn until the spell has ended. If the roll is successful, they will break free from the Transcendent’s immobilization. This spell will consume one fifth of the Transcendent’s Mana reserves. 

    Red-lines:

    - The Transcendent may not move whilst casting Debilitate Mana.

    - The adversary is incapable of movement for upwards of three emotes unless they meet the roll threshold.

    - This spell will drain one fifth of the Spellforged’s Mana Pool.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell requires 1 connect + 1 charge + 1 impede + 1 hijack + 1 cast. The charging of the spell may be stalled upwards of two emotes before the Transcendent must either use it or dispel the ability. The first emote will be preparation of Expropriate Projectile, the second being the freezing of the spell, the third being the hijacking of its Mana and the fourth allowing it to be cast. Only projectiles Tier 3 or lower may be impeded. If the stolen spell is not used within three emotes after its hijacking, it will return to the Void. The adversary Mage is incapable of dispelling the Projectile while it is being impeded, but is free of its focus once it has been hijacked. The Mana consumed will be twice the cost of the hijacked spell, making it a risky trick to use if the Transcendent is not making efficient use of their Mana. While the spell is hijacked, the Transcendent may not move more than three meters per emote. Similar to Impede Projectile, barrages of projectiles may be hijacked, though it renders the Spellforged stationary and will consume a third of their Mana regardless of the spell’s original Mana cost. 

    Red-lines:

    - You cannot hijack projectiles past Tier 3 in power (clarification: “Tier 3 in power” assumes the base spell is learned at Tier 3. A spell that increases in potency/effects as the Mage increases in tier may still be frozen [a Flame Projectile with Combustion applied to it]).

    - This spell will consume twice as much Mana as it would take to normally cast the hijacked spell (if I hijack Flame Projectile, then it will subtract twice as much mana from my pool as Flame Projectile consumes).

    - Only projectiles may be hijacked. “Projectile” being any spell that is fired off towards the Transcendent such as a Flame Projectile, Sand Blast, Gust or Ice Projectile. Area of Effect spells may not be hijacked.

    - Barrage projectiles may be hijacked, but they will consume one third of the Spellforged’s Mana Pool regardless of the spell’s original cost and will render the Spellforged stationary.

    - The adversary Mage cannot dispel their projectile while it is being impeded, but may disconnect their focus from it on the emote of its hijacking.

    - While a projectile is hijacked, the Transcendent may not move incredibly fast, but is capable of movement of no more than three meters per emote unless they are hijacking a barrage.

    - While a projectile is being hijacked, the Transcendent is incapable of any melee combat.

    - The Transcendent can hijack bursts of projectiles, but they cannot hijack projectiles cast by more than one Mage.

    - A projectile will remain hijacked for three emotes. If nothing is done with it, it will return to the Void.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell takes 1 connect + 2 charge + 1 cast. After the ability is used, the Spellforged will be unable to cast any magic for one narrative day and may not Hollow anymore land for another 24 hours. The Transcendent may Hollow a region up to 5x5 meters in size each time the spell is cast. RO consent is required to cast this in nations or charters. As the mana sweeps the area, grass and vegetation becomes cyan, purple, or pink; trees may deform in absurd shapes and rocks will churn into Focus Crystals. Any wildlife or bugs within the area will deform and emerge with never-before-seen properties. Any water within the area will shine with the Spellforged’s Aura and hold a slightly acidic taste. Following the Voidal Hollows lore, Descendants who spend extended periods of time within the Hollow may succumb to mental decay, emotional outbursts and other unpleasant symptoms. These effects aren’t permanent unless the Descendant spends several days within the Hollow with no departure.

    Red-lines:

    - Aesthetic leeway is granted with this spell so long it does not violate any lore or grant a combative advantage.

    - Descendants will fall victim to mental decay and other unpleasant cognitive symptoms should they spend several days in a Hollow with no break.

    - Hollowing Nations/Charters requires RO consent.

    - Land may only be Hollowed once every 24 OOC hours.

    - The Spellforged may not cast any spells for a single narrative day after the land is Hollows.

    - Focus Crystals may be harvested from these Hollows and will grow in small patches every few days.

    - A sign must be placed down to represent the effects of the Hollowed land in a clear and cohesive way.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell requires 1 connect + 4 charge + 1 cast. Requires ST oversight. The Anchor may be restored if the Spellforged gathers two Tier 5 Transfiguration Magi and, similar to the Creation ritual, must lay out at least five refined Focus Crystals in a polygonal pattern on stable ground. Afterwards, the Spellforged stands in the middle and Circling ritual begins. The Transfiguration Magi began to channel Mana through the Focus Crystals for three emotes where  on the fourth emote, the Spellforged will direct the product of the Mana to the location of their Anchor, restoring it at the end of the fifth emote. After the spell, all participants will be exhausted for an entire OOC day, incapable of casting any Magic.

    Red-lines:

    - Cannot be performed in combat.

    - Requires ST oversight.

    - The preconditions of the ritual are required and two Tier 5 Transfiguration Magi must be present.

    - The Spellforged and the accompanying Transfigurationists will be exhausted for an entire OOC day after the ritual, incapable of casting any Magic.

     

    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.

    Spoiler

    Mechanics:

    This spell requires 1 connect + 2 charge + 1 cast emote. The Spellforged can create another of itself so long they meet the criteria mentioned earlier. After the ritual, the Spellforged will be unable to cast Magic for a single narrative day. For more details regarding the ritual, see Creation.

    Red-lines:

    - Cannot be performed in combat.

    - OOC consent is required by the player to become a Spellforged.

    - Follows all information and red-lines mentioned in Creation.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

     

    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.

    Spoiler

    Mechanics:

    This spell requires 1 connect + 3 charge + 1 cast emote. In order to disconnect a Spellforged, three Transcended Magi and three Tier 5 Transfigurationists must be present. Unlike the Rite of the Trance, no preconditions are required bar the presence of the Transcendents and other accompanying Magi. It begins with the Spellforged either willingly or unwillingly restrained. The circle begins after each Mage connects. With the three Spellforged leading the Circle, they begin to pull at the Mana within the Anchor, putting stress on the mysterious artifact. During these three emotes, the target Spellforged will feel a similar sensation to when they were connected except in a reverse-fashion: the memories of the Trance will slowly fade from their memory as seconds go by, the ritual ending on the final emote with a burning sensation lasting for around ten seconds. After the disconnection ends, the Anchor will crumble into fragile shards, exiting the former Transcendent’s body. A large bruise will be left in place of where the Anchor once was.

    Red-lines:

    - Aesthetic leeway is granted with disconnection so long it doesn’t stray from the requirements.

    - Three Spellforged and three Transfiguration Magi T5 are required to enact the ritual.

    - Only one Spellforged has to be capable of the disconnection ritual; the other two accompanying Transcendents are not required to know it.

    - Cannot be cast if the Anchor is absent.

    - When using this ability, the Anchor will glow the Transcendent’s aura.

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    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.

    Spoiler

    Spells:

    - Psychometry

    - Enhanced Transmutation

    - Alter Appearance

     

    Skill Level:

    The Spellforged is thrust into their unfamiliar form with the guidance of another Transcended Mage. Their ameliorated Voidal Feeling grants them the ability to explore the properties of objects even further with relative difficulty, becoming easier with each attempt. Their enhanced Transmutation seems odd and wrong at first, but they quickly adjust to the increased scale and range. With the aid of their mentor, they can begin altering their physical form; starting with minor modifications, within a couple weeks, they are easily able to change their identity.

     

    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.

    Spoiler

    Spells:

    - Psychometry

    - Enhanced Transmutation

    - Alter Appearance

    - Reinforce Mana Pool

    - Project Spell Framework

    - Mana Restoration

    - Impede Projectile

    - Debilitate Mana

    - Expropriate Projectile

    - Hollow Land

     

    Skill Level:

    Their non-combative Alteration spells grasped with a steadfast understanding, they dip their fingers into the waters of counter-magical abilities. By practicing with other Magi or their mentor, they may pick up Impede Projectile, learn to grasp the passive Mana around the Descendants and immobilize them, and, as an extension of Impede Projectile, they can learn to thieve other Magi of their incantations, or assist them with their casting. As they near the end of the Vicariant stage, the Hollow Land spell becomes available, giving them the opportunity to create lands of tranquility for their transcended souls.

     

    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.

    Spoiler

    Spells:

    - Psychometry

    - Enhanced Transmutation

    - Alter Appearance

    - Reinforce Mana Pool

    - Project Spell Framework

    - Mana Restoration

    - Impede Projectile

    - Debilitate Mana

    - Expropriate Projectile

    - Hollow Land

    - Anchor Recreation

    - Rite of the Trance

    - Deposition

     

    Skill Level:

    The Transcended Mage has reached a peak in their ability to alter the world, counter adversary Mage spells, bring rebirth to a potentially shattered Anchor and, assuming they’ve been taught the respective spells, may disconnect and create new Spellforged assuming they meet the resources necessary for both rituals. A Spellforged who has held onto parts of its humanity continues to innovate and push the limits of the Arcane while keeping themselves in check while a Transcendent that has rejected their humanity continues in their restless hunt to further their own power.

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    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.

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    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.

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    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.

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    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

  5. MC Name: MavrominosDad

    Character's Name: Judas

    Character's Age: 110

     

    Character's Race:

    High elf

     

    Link to your accepted MA:

    https://www.lordofthecraft.net/forums/topic/184643-transfigurationmacaesartheworst/

     

    What magic(s) will you be teaching?

    Transfiguration

     

    Describe this magic or a creature as a whole:

    Transfiguration is a 2 slot voidal magic under the School of Alteration. It involves the modification and reconfiguration of mana in the world.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

    Transmutation – the mage can alter an object’s physical properties so long it doesn’t break conservation of mass (change it’s shape, color, density, etc)

    Enchanting – the mage can imbue an object with magical properties, allowing a spell to be bound to it (fire sord). Arcanium and magegold can further augment the ability and power of these enchantments.

    Warding/Abjuration – the mage can destroy and counter adversary spells that they have active MAs in. 

     

     

    Can you give an example of a casting emote, of a spell of your choice?

    [Alter Shape]

    Judas would outstretch his hand towards the the ferrum ingot as mint green aura began to bathe the elf’s fingers.

    [!] The aura would swirl out from Judas’ fingers, imbuing itself into the ingot as it began the metal began to shake ever so slightly.

    [!] The iron would ripple as if it were a fluid, each end elongating in opposite directions as it formed the rough shape of a dagger’s blade.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

    [Voidal Feeling]

    “Transfiguration is, er. . .mastery over the Arcane, as I see it,” Judas began, crossing one leg over the other as he’d set a small rock on the table, parallel to the pupil. It was something you’d find on a grimy gravel path.

     

    The pupil would incline their head curiously, confused by Judas’ words, “mastery?” they would ask.

     

    Judas would curl his fingers around the rock as mint aura seeped into it. His eyes would close as the stone emitted a faint green aura. After about ten seconds, Judas would open his eyes as the aura around the rock disappeared. “You’re edging your magical influence into, uh. . . the material realm itself. Rather than throwing a stray fireball, or perhaps an ice shard, you’re understanding, all in itself, what an object is: this pebble, for example, is mostly granite,” he’d remove his hand from the rock, putting emphasis on it, “likely came to being from magma settling.”

     

    ”Ah. . .” the pupil nodded, squinting a tad at the rock.”

     

    ”Once you edge your Arcane prowess into an object, you see them as pieces to a puzzle—a, er. . .a puzzle larger than you or I can imagine.” He’d uncross his legs as he’d glance away out a window. “The more you push into the world, the more the ‘puzzle’ begins to make sense. Everything, uh. . .everything influences one another, even in the most minutely possible ways.”

     

    Say your student powergames during or after teaching, how do you reprimand that?

    During teaching, I’d constructively guide them and effectively elaborate on what they did wrong and some guidelines to follow in the future. Repeated offenses and I’d drop them.

     

    After teaching, I’d give them one shot before hitting up an LT moderator. That either assumes that A: i didn’t do my job, or B: they’re not listening to my guidance.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

    n/a

     

    Do you agree to keep the ST updated on the status of your magic app?:

    oui

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

    nonononono

  6. 3 hours ago, Mavromino said:

    When are you coming back from the store?

    once i get a good schedule with school ill probably hop on here and there and resume some lore i’ve been writing

    3 hours ago, Spoons said:

    What are unspoken RP rules that you abide by?

    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.

    Quote

    How many females have you done, only for them to turn out to be men OOCly?

    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.

    Quote

    Is Isaac your self-insert?

    yeah he’s kinda a bland character. i foresee myself shift right clicking him later on.

    Quote

    Do we sex ?

    not unless its by the angelo rock

    Quote

    You seem like someone who would wear socks with crocs/sandals. Can you confirm or deny this?

    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.

    Quote

    Archons rewrite part 2 when?

    lmk when >50% of the lt are voidal mages and then we’ll talk

    Quote

    make me archon

    Quote

    Connection terminated.

     

    I'm sorry to interrupt you Elizabeth, if you still even remember that name. But I'm afraid you've been misinformed. You are not here to receive a gift, nor have you been called here by the individual you assume. Although you have indeed been called.
     
    You have all been called here. Into a labyrinth of sounds and smells, misdirection and misfortune. A labyrinth with no exit, a maze with no prize. You don't even realize that you are trapped. Your lust for blood has driven you in endless circles, chasing the cries of children in some unseen chamber, always seeming so near, yet somehow out of reach.
     
    But you will never find them, none of you will. This is where your story ends.
     
    And to you, my brave volunteer, who somehow found this job listing not intended for you. Although there was a way out planned for you, I have a feeling that's not what you want. I have a feeling that you are right where you want to be. I am remaining as well, I am nearby.
     
    This place will not be remembered, and the memory of everything that started this can finally begin to fade away. As the agony of every tragedy should. And to you monsters trapped in the corridors: Be still and give up your spirits, they don't belong to you.
     
    For most of you, I believe there is peace and perhaps more waiting for you after the smoke clears. Although, for one of you, the darkest pit of Hell has opened to swallow you whole, so don't keep the devil waiting, old friend.
     
    My daughter, if you can hear me, I knew you would return as well. It's in your nature to protect the innocent. I'm sorry that on that day, the day you were shut out and left to die, no one was there to lift you up into their arms the way you lifted others into yours. And then, what became of you.
     
    I should have known you wouldn't be content to disappear, not my daughter. I couldn't save you then, so let me save you now.
     
    It's time to rest. For you, and for those you have carried in your arms.
     
    This ends for all of us.

    i’ll tell matpat

    Quote

    Sex Penis? 

    you’ll awaken him if you’re not careful.

    Quote

    r u rly desperate for attention?

    yeah

    Quote

    why dont you call me anymore

    there comes a time when the chimp must leave his guiding monke

    Quote

    u never sent me the pic of judas breaking dargos legs and it deeply upsets me

    i’ll have to dig through tox and i’s dms to find it

  7. 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

  8. On 8/3/2020 at 1:57 AM, ExcitedEXE said:

    The moment Phil leaves the server people instantly try to steal and appropriate a concept that he himself abandoned for being a grievous concept.

    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.

  9. 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.

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