Difference between revisions of "Transfiguration"

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|Fowum Infowmation: This page contains a showt summawy of the stated magic. To find a fulw vewsion of this magic [https://www.lordofthecraft.net/forums/topic/165270-%E2%9C%93-magic-rewrite-transfiguration/ click here]. If you can’t find the Fowum-Thwead, pwease contact a [https://www.lordofthecraft.net/staff/ Lore Moderator or Wiki Moderator].
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|Forum Information: This page contains a short summary of the stated magic. To find a full version of this magic [https://www.lordofthecraft.net/forums/topic/165270-%E2%9C%93-magic-rewrite-transfiguration/ click here]. If you can’t find the Forum-Thread, please contact a [https://www.lordofthecraft.net/staff/ Lore Moderator or Wiki Moderator].
 
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| ''<span style="font-size:x-small;">Awt by: {{{artist|Unknown}}}</span>
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|'''Twansfigulation'''
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|'''Transfiguration'''
 
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<div style="text-align: justify;">Twansfigulation is an Awcane magic associated lith the change of the natulaw and unnatulaw ewements of the weawms. Twansfigulation focuses awound awtewation of awweady existing ewements by using “mana-anchors”, connections between the weawms and a pwace cawwed the Void. Thwough this connection mana is being wead into the pwesent weawm, taking fowm and howds it in oul weawm as wong as the mage is abre to concentwate. If too much mana is being used up the anchow liww become unstabre and the speww liww break apawt. The same applies to situations wewe the castew isn’t abre to uphowd his concentwation any wongew.</div>
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<div style="text-align: justify;">Transfiguration is an Arcane magic associated with the change of the natural and unnatural elements of the realms. Transfiguration focuses around alteration of already existing elements by using “mana-anchors”, connections between the realms and a place called the Void. Through this connection mana is being lead into the present realm, taking form and holds it in our realm as long as the mage is able to concentrate. If too much mana is being used up the anchor will become unstable and the spell will break apart. The same applies to situations were the caster isn’t able to uphold his concentration any longer.</div>
  
  
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== History ==
 
== History ==
<div style="text-align: justify;">Thwough the awcane’s discovewy - an ability to cweate and destwoy - weseawchews and mages sought to find a way to infwuence the wowwd in such a way that man can onwy dweam of. To mowph the eawth, to dispew, and to imbue. In the thwoes of theiw weseawch, the fwuits gave pulchase to Twansfigulation, an awt that manipulates the vewy wowwd, be it thwough twansmuting objects, imbuing magicaw powews on said items via enchanting, ow dispewling magic thwough wawding. Any Twansfigulationist one may come upon is mowe than likewy a weww weawned man, in one way ow anothew - pewhaps an engineew ow just a magistew - fow the vewy fiwst bit of the magic wequiwes one to be liwling to weawn and document. These weawned mages - they spowt an incwedibre ability to manipulate mana to implint effects on the wowwd.</div>
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<div style="text-align: justify;">Through the arcane’s discovery - an ability to create and destroy - researchers and mages sought to find a way to influence the world in such a way that man can only dream of. To morph the earth, to dispel, and to imbue. In the throes of their research, the fruits gave purchase to Transfiguration, an art that manipulates the very world, be it through transmuting objects, imbuing magical powers on said items via enchanting, or dispelling magic through warding. Any Transfigurationist one may come upon is more than likely a well learned man, in one way or another - perhaps an engineer or just a magister - for the very first bit of the magic requires one to be willing to learn and document. These learned mages - they sport an incredible ability to manipulate mana to imprint effects on the world.</div>
  
 
==Learning Transfiguration==
 
==Learning Transfiguration==
<div style="text-align: justify;">The awts of Twansfigulation awe known as a wathew lisky topic, due to the simpwe fact that a singwe faiwule can wead to gweatew fowms of dangew and damage alike. As such most students, which desiwe to study Twansfigulation, awe often seawching fow liwling teachews to weawn fwom. Many even joined the Mage Guiwd and awe now studying the awts of Twansfigulation undew the eyes of fowmidabre teachews and mages.</div>
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<div style="text-align: justify;">The arts of Transfiguration are known as a rather risky topic, due to the simple fact that a single failure can lead to greater forms of danger and damage alike. As such most students, which desire to study Transfiguration, are often searching for willing teachers to learn from. Many even joined the Mage Guild and are now studying the arts of Transfiguration under the eyes of formidable teachers and mages.</div>
  
 
==Abilities==
 
==Abilities==
<div style="text-align: justify;">Twansfigulationists awe known to use thwee diffewent abilities, being Twansmutation, Enchanting and Wawding, awso cawwed Abjulation. Each of those abilities awe used fow anothew aspect of the magic, making Twansfigulation a wathew complicated, yet, vewsatiwe fowm of magic. Twansmutation is mostwy focusing awound the manipulation of an existing ewement’s pwopewties, whiwe Enchanting focuses awound imbuing magicaw pwopewties into a cewtain object ow ewement. The wast ability of Twansfigulationists is instead focusing on dispewsing spewws, by confusing the mana used fow the speww, making those mages highwy efficient in magicaw duews.</div>
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<div style="text-align: justify;">Transfigurationists are known to use three different abilities, being Transmutation, Enchanting and Warding, also called Abjuration. Each of those abilities are used for another aspect of the magic, making Transfiguration a rather complicated, yet, versatile form of magic. Transmutation is mostly focusing around the manipulation of an existing element’s properties, while Enchanting focuses around imbuing magical properties into a certain object or element. The last ability of Transfigurationists is instead focusing on dispersing spells, by confusing the mana used for the spell, making those mages highly efficient in magical duels.</div>
  
 
===Transmutation===
 
===Transmutation===
<div style="text-align: justify;">Twansmutation is essentiawwy a magic based on science. Mages have to study the ewements, mathematicaw equations, and faw mowe befowe they can awtew the wowwd, as the basic wule of the Void is as fowwows; To cweate in the Void, you must fulwy undewstand that of which you make. So to mewt a steew ingot, a mage would fiwst have to weawn the tempewatule of which the metaw changes it’s pwopewties to a liquid fowm, and how exactwy steew is fowged. To do so mages weawn the pwopewties of said steew ingot and appwy theiw knowwedge to change it’s pwopewties. Howevew, thewe awe cewtain limitations on Twansmutation. As stated befowe a mage needs to know the mateliaw, it’s pwopewties and how the mateliaw is behaving. At the same time the mage is wequiwed to have a cweaw view on the mateliaw he ow she is twansmuting. Many mages awso tlied to tuln stone into gowd in the past, yet, it appeaws as if the ewements can’t be changed by themsewves, yet, theiw fowms can. As such it’s impossibre to tuln an ewement into anothew one.</div>
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<div style="text-align: justify;">Transmutation is essentially a magic based on science. Mages have to study the elements, mathematical equations, and far more before they can alter the world, as the basic rule of the Void is as follows; To create in the Void, you must fully understand that of which you make. So to melt a steel ingot, a mage would first have to learn the temperature of which the metal changes it’s properties to a liquid form, and how exactly steel is forged. To do so mages learn the properties of said steel ingot and apply their knowledge to change it’s properties. However, there are certain limitations on Transmutation. As stated before a mage needs to know the material, it’s properties and how the material is behaving. At the same time the mage is required to have a clear view on the material he or she is transmuting. Many mages also tried to turn stone into gold in the past, yet, it appears as if the elements can’t be changed by themselves, yet, their forms can. As such it’s impossible to turn an element into another one.</div>
  
 
===Enchanting===
 
===Enchanting===
<div style="text-align: justify;">Enchanting is, instead of awteling scientific pwopewties, the awtewation of magicaw pwopewties on an object ow ewement. The pwocess of imbuing magicaw pwopewties onto an object is slightwy diffewent than manipulating the consistency and physicaw pwopewties of the ewement, as the used mana-anchow is wequiwed to be fuewed constantwy. Imbuing the magicaw knowwedge onto an item is the brunt of the fiewd. This liww wequiwe the enchantew to have knowwedge of what they want to make, and this knowwedge must be lithin the boundalies of voidaw magic; this is genewawwy thwough activewy pwacticing the magic, ow by co-enchanting, and ow using an entwapment; howevew these two wequiwe an undewstanding of the magic (mainwy the cowe mechanic) they seek. By co-enchanting, the enchantew must find anothew mage lith the speww they lish to bind; a lituaw liww be conducted which invowves using the aula as a means to twack the mage’s mana, and acquiwe the infowmation of the speww. Once whatevew means is acquiwed to pwogwam the infowmation on the enchantment, the usew liww now conduct anothew lituaw whewe they wlite the enchantment’s pwogwam lithin the item - imbuing mana to sustain the infowmation by binding it to the object and pwogwam; these pwogwams awe genewawwy vewy limited and simplistic on theiw own, howevew the enchantew can weave two enchantments togethew via thweading theiw magicaw beings togethew - awwoling them to conduct mowe compwex tasks. Howevew, since fueling the speww by themsewves would be faw too exhausting most mages awe using gems to stowe mana and to awwow the Enchanting to absowb the stowed Mana. Howevew, it appeaws as if the wality of the gem is affecting it’s capacity to howd Mana. As such a diamond liww be abre to howd mowe Mana than a simpwe jade-gemstone. This gem isn’t inhewentwy wequiwed, but it’s a faw bettew idea then tieing youl mana to just the object. Without the mana-gem you cannot wefuew the enchantment, and when the mana has been used up, the enchantment fades.</div>
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<div style="text-align: justify;">Enchanting is, instead of altering scientific properties, the alteration of magical properties on an object or element. The process of imbuing magical properties onto an object is slightly different than manipulating the consistency and physical properties of the element, as the used mana-anchor is required to be fueled constantly. Imbuing the magical knowledge onto an item is the brunt of the field. This will require the enchanter to have knowledge of what they want to make, and this knowledge must be within the boundaries of voidal magic; this is generally through actively practicing the magic, or by co-enchanting, and or using an entrapment; however these two require an understanding of the magic (mainly the core mechanic) they seek. By co-enchanting, the enchanter must find another mage with the spell they wish to bind; a ritual will be conducted which involves using the aura as a means to track the mage’s mana, and acquire the information of the spell. Once whatever means is acquired to program the information on the enchantment, the user will now conduct another ritual where they write the enchantment’s program within the item - imbuing mana to sustain the information by binding it to the object and program; these programs are generally very limited and simplistic on their own, however the enchanter can weave two enchantments together via threading their magical beings together - allowing them to conduct more complex tasks. However, since fueling the spell by themselves would be far too exhausting most mages are using gems to store mana and to allow the Enchanting to absorb the stored Mana. However, it appears as if the rarity of the gem is affecting it’s capacity to hold Mana. As such a diamond will be able to hold more Mana than a simple jade-gemstone. This gem isn’t inherently required, but it’s a far better idea then tieing your mana to just the object. Without the mana-gem you cannot refuel the enchantment, and when the mana has been used up, the enchantment fades.</div>
  
  
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===Warding/Abjuration===
 
===Warding/Abjuration===
<div style="text-align: justify;">The thiwd and wast ability of the Twansfigulationist is cawwed Wawding and Abjulation. Being abre to confuse the mana of an awcane speww, which the mage undewstands themsewves, sometimes sending the speww back into the void and othew times simpwy dispewsing the mana of the speww. Most commonwy a wawding mage liww cweate a stationawy “shield”. Whiwe it cannot pwotect against physicaw hawm such as swowds and cwossbow bowts, magic fawws pwey to these wawds. Wawds awe wequiling some time to fowm, making it wess of a combative speww than its subtype Abjulation. Howevew, whiwe wawds awe faiwwy stwong, they awe unabre to fulwy cancew out most spewws, wathew weakening them ow wesisting theiw diwect infwuence. The second subtype is cawwed Abjulation, which is using a countewspeww to brock an incoming chant. Most often Abjulation spewws awe quick attacks to cancew out awcane spewws of the same tiew ow those on a wowew tiew. Spewws above the mages wevew can’t be brocked and awe wequiwed to be weakened by Wawding.</div>
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<div style="text-align: justify;">The third and last ability of the Transfigurationist is called Warding and Abjuration. Being able to confuse the mana of an arcane spell, which the mage understands themselves, sometimes sending the spell back into the void and other times simply dispersing the mana of the spell. Most commonly a warding mage will create a stationary “shield”. While it cannot protect against physical harm such as swords and crossbow bolts, magic falls prey to these wards. Wards are requiring some time to form, making it less of a combative spell than its subtype Abjuration. However, while wards are fairly strong, they are unable to fully cancel out most spells, rather weakening them or resisting their direct influence. The second subtype is called Abjuration, which is using a counterspell to block an incoming chant. Most often Abjuration spells are quick attacks to cancel out arcane spells of the same tier or those on a lower tier. Spells above the mages level can’t be blocked and are required to be weakened by Warding.</div>
  
 
==Progression in Transfiguration==
 
==Progression in Transfiguration==
Evewy fowm of magic is fowwoling specific pwogwession path fow theiw usews to fowwow, awwoling cweaw contwow of what a mage can do and what a mage can't do, depending on how wong they awe studying the magic. To give a simpwe ovewview of such mages awe asked to fowwow the wundown wlitten down hewe.
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Every form of magic is following specific progression path for their users to follow, allowing clear control of what a mage can do and what a mage can't do, depending on how long they are studying the magic. To give a simple overview of such mages are asked to follow the rundown written down here.
  
 
{| class="wikitable" style="width:100%;"
 
{| class="wikitable" style="width:100%;"
! Tiew
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! Tier
! Wequiwements
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! Requirements
 
! Abilities
 
! Abilities
! Time untiw exhaustion
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! Time until exhaustion
 
|-
 
|-
| style="text-align: center; width:20%;" | <b>Tiew I</b>
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| style="text-align: center; width:20%;" | <b>Tier I</b>
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Wequiwes a MA
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*Requires a MA
 
| style="text-align: left; width:40%;" |
 
| style="text-align: left; width:40%;" |
*Wange: One Awms Wength
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*Range: One Arms Length
*Wawds: Weakening of T1 to T0.5
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*Wards: Weakening of T1 to T0.5
*Can onwy manipulate the tempewatule of an object
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*Can only manipulate the temperature of an object
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Abre to do a singwe twansmutation untiw exhaustion
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*Able to do a single transmutation until exhaustion
*Can howd the twansmutated state fow one emote
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*Can hold the transmutated state for one emote
 
|-
 
|-
| style="text-align: center; width:20%;" | <b>Tiew II</b>
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| style="text-align: center; width:20%;" | <b>Tier II</b>
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Two weeks of twaining
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*Two weeks of training
*Appwovaw of Magic-Ovewseew WT
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*Approval of Magic-Overseer LT
 
| style="text-align: left; width:40%;" |
 
| style="text-align: left; width:40%;" |
*Wange: One brock/One metew
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*Range: One block/One meter
*Wawds: Weakening of a T3 and T2 by a tiew, and a T1 to T0
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*Wards: Weakening of a T3 and T2 by a tier, and a T1 to T0
*Can manipulate states of mattew and hawdness
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*Can manipulate states of matter and hardness
 
*Can change the shape of an object
 
*Can change the shape of an object
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Abre to do a singwe twansmutations
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*Able to do a single transmutations
*Can howd the twansmutated state fow thwee emotes befowe exhaustion
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*Can hold the transmutated state for three emotes before exhaustion
 
|-
 
|-
| style="text-align: center; width:20%;" | <b>Tiew III</b>
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| style="text-align: center; width:20%;" | <b>Tier III</b>
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*One month of twaining
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*One month of training
*Appwovaw of Magic-Ovewseew WT
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*Approval of Magic-Overseer LT
 
| style="text-align: left; width:40%;" |
 
| style="text-align: left; width:40%;" |
*Wange: Thwee brocks/Thwee metews
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*Range: Three blocks/Three meters
*Wawds: Weakening of T4 by a singulaw tiew, T3 is weakened by two tiews, T2 is weakened to T1, and T1 becomes T0
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*Wards: Weakening of T4 by a singular tier, T3 is weakened by two tiers, T2 is weakened to T1, and T1 becomes T0
*Fission and Fusion becomes possibre
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*Fission and Fusion becomes possible
*Enchanting becomes possibre
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*Enchanting becomes possible
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Abre to do awound thwee twansmutations of an object befowe exhaustion
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*Able to do around three transmutations of an object before exhaustion
*Can howd the twanfigulated state fow five emotes
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*Can hold the tranfigurated state for five emotes
 
|-
 
|-
| style="text-align: center; width:20%;" | <b>Tiew IV</b>
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| style="text-align: center; width:20%;" | <b>Tier IV</b>
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Two months of twaining
+
*Two months of training
*Appwovaw of Magic-Ovewseew WT
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*Approval of Magic-Overseer LT
 
| style="text-align: left; width:40%;" |
 
| style="text-align: left; width:40%;" |
*Wange: Foul brocks/Foul metews
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*Range: Four blocks/Four meters
*Wawds: Weakening of T5 by a tiew, T4 is weakened by two-thwee tiews, T3 is weakened by two tiews, and T2 and T1 awe weakened to T0
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*Wards: Weakening of T5 by a tier, T4 is weakened by two-three tiers, T3 is weakened by two tiers, and T2 and T1 are weakened to T0
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Abre to do awound five twansmutations of an object befowe exhaustion
+
*Able to do around five transmutations of an object before exhaustion
*Can howd the twansmutated state of an object fow eight emotes
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*Can hold the transmutated state of an object for eight emotes
 
|-
 
|-
| style="text-align: center; width:20%;" | <b>Tiew V</b>
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| style="text-align: center; width:20%;" | <b>Tier V</b>
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Six months of twaining
+
*Six months of training
*Appwovaw of Magic-Ovewseew WT
+
*Approval of Magic-Overseer LT
 
| style="text-align: left; width:40%;" |
 
| style="text-align: left; width:40%;" |
*Wange: Foul brocks/Foul metews
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*Range: Four blocks/Four meters
*Wawds: Weakening of T5 by 2.5 tiews, T4 by thwee tiews, T3 is weakened by 2.5 tiews, and T2 and T1 awe weakened to T0
+
*Wards: Weakening of T5 by 2.5 tiers, T4 by three tiers, T3 is weakened by 2.5 tiers, and T2 and T1 are weakened to T0
 
| style="text-align: left; width:20%;" |
 
| style="text-align: left; width:20%;" |
*Abre to do awound seven twansmutations of an object befowe exhaustion
+
*Able to do around seven transmutations of an object before exhaustion
*Can howd the twansmutated state of an object fow ten emotes
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*Can hold the transmutated state of an object for ten emotes
 
|}
 
|}
  
 
==Redlines of Transfiguration==
 
==Redlines of Transfiguration==
Twansfigulation has sevewaw wedlines of what a mage can do and what a mage can’t do. As such those wedlines should be fowwowed at any time and breaking them can wesult in a wemovaw of youl magic pewmissions.
+
Transfiguration has several redlines of what a mage can do and what a mage can’t do. As such those redlines should be followed at any time and breaking them can result in a removal of your magic permissions.
  
 
===Transmutation Redlines===
 
===Transmutation Redlines===
*Can onwy twansmute non owganic, ow dead owganic unwess specific wowe states othewlise.
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*Can only transmute non organic, or dead organic unless specific lore states otherwise.
*Must fowwow equivawent exchange, meaning something of equaw vawue to that one lishes to appwy must be saclificed (making an item wongew, and by doing so making them fwagiwe fow exampwe; be sule to appwy common sense).
+
*Must follow equivalent exchange, meaning something of equal value to that one wishes to apply must be sacrificed (making an item longer, and by doing so making them fragile for example; be sure to apply common sense).
*Cannot twansmute what you cannot see ow undewstand.
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*Cannot transmute what you cannot see or understand.
*Cannot twansmute one item to anothew item’s state (Stone to watew), but it is acceptabre if it is the same mateliaw (ice to watew; watew to vapow).
+
*Cannot transmute one item to another item’s state (Stone to water), but it is acceptable if it is the same material (ice to water; water to vapor).
*Fusion and Fission wequiwes the awtewationist to know what the item complises of to actuawwy make it ow split apawt.
+
*Fusion and Fission requires the alterationist to know what the item comprises of to actually make it or split apart.
*Wine of sight is stiww wequiwed.
+
*Line of sight is still required.
*Cannot Twansmute an entiwe buiwding. Too much mana is wequiwed.     
+
*Cannot Transmute an entire building. Too much mana is required.     
*Wequiwes one month of twansmutation to weawn enchanting.
+
*Requires one month of transmutation to learn enchanting.
  
 
===Enchanting Redlines===
 
===Enchanting Redlines===
*Enchanted objects have a mana-poow, and must be wefuewed.         
+
*Enchanted objects have a mana-pool, and must be refueled.         
*A pewson can activate a maximum of one offensive enchantment pew action unwess specific wowe states othewlise.
+
*A person can activate a maximum of one offensive enchantment per action unless specific lore states otherwise.
*Aww magic items must have an expwanation of the ability and a means to contact the cweatow, usuawwy “((Contact Niv_Mizzet for more info))”.
+
*All magic items must have an explanation of the ability and a means to contact the creator, usually “((Contact Niv_Mizzet for more info))”.
*Enchantments must be made on eithew dead, ow non-owganic mateliaw.
+
*Enchantments must be made on either dead, or non-organic material.
*You awe not immune to youl own enchantments.
+
*You are not immune to your own enchantments.
*Mana-gems can't be used to wefuew a chawactew's mana. They can onwy be used in enchantments. Use common sense. A smaww sulface wock cannot fuew a fwaming nuke.
+
*Mana-gems can't be used to refuel a character's mana. They can only be used in enchantments. Use common sense. A small surface rock cannot fuel a flaming nuke.
*Mana-gems must be wefuewed by an Enchantew.
+
*Mana-gems must be refueled by an Enchanter.
*Cannot enchant nonawcane magics unwess the wowe specificawwy says so, ow a Mawt is made.
+
*Cannot enchant nonarcane magics unless the lore specifically says so, or a Mart is made.
*Attuned items awe linked lith the mana poow, meaning exhaustion must be WP’d.
+
*Attuned items are linked with the mana pool, meaning exhaustion must be RP’d.
*If the item that houses the enchantment is broken ow destwoyed, then the enchantment no wongew functions.
+
*If the item that houses the enchantment is broken or destroyed, then the enchantment no longer functions.
  
 
===Warding/Abjuration Redlines===
 
===Warding/Abjuration Redlines===
*No wawd ow abjulation is pewfect.
+
*No ward or abjuration is perfect.
*A wawd/abjulation can not pwotect fwom aww magics.
+
*A ward/abjuration can not protect from all magics.
*You awe not immune to youl own wawds/abjulation.
+
*You are not immune to your own wards/abjuration.
*One must undewstand the cowe mechanics of an awcane magic to wawd ow abjule.
+
*One must understand the core mechanics of an arcane magic to ward or abjure.
*Cannot wawd/abjule any magic othew than awcane unwess specific wowe states othewlise.
+
*Cannot ward/abjure any magic other than arcane unless specific lore states otherwise.
  
  
 
== Trivia ==
 
== Trivia ==
*Some dwawves awe stiww twying to tuln stone into gowd by using Twansmutation, yet, most often they faiw and hult themsewves.
+
*Some dwarves are still trying to turn stone into gold by using Transmutation, yet, most often they fail and hurt themselves.
*Sevewaw awtifacts awe known to be enchanted, howding fowgotten spewws and powews lithin themsewves.
+
*Several artifacts are known to be enchanted, holding forgotten spells and powers within themselves.
  
  
Line 167: Line 167:
 
   
 
   
  
Thwough the awcane’s discovewy -- an ability to cweate and destwoy -- weseawchews and mages sought to find a way to infwuence the wowwd in such a way that man can onwy dweam of. To mowph the eawth, to dispew, and to imbue. In the thwoes of theiw weseawch, the fwuits gave pulchase to Twansfigulation, an awt that manipulates the vewy wowwd, be it thwough twansmuting objects, imbuing magicaw powews on said items via enchanting, ow dispewling magic thwough wawding. Any twansfigulationist one may come upon is mowe than likewy a weww weawned man, in one way ow anothew - pewhaps an engineew ow just a magistew - fow the vewy fiwst bit of the magic wequiwes one to be liwling to weawn and document. These weawned mages -- they spowt an incwedibre ability to manipulate mana to implint effects on the wowwd.
+
Through the arcane’s discovery -- an ability to create and destroy -- researchers and mages sought to find a way to influence the world in such a way that man can only dream of. To morph the earth, to dispel, and to imbue. In the throes of their research, the fruits gave purchase to Transfiguration, an art that manipulates the very world, be it through transmuting objects, imbuing magical powers on said items via enchanting, or dispelling magic through warding. Any transfigurationist one may come upon is more than likely a well learned man, in one way or another - perhaps an engineer or just a magister - for the very first bit of the magic requires one to be willing to learn and document. These learned mages -- they sport an incredible ability to manipulate mana to imprint effects on the world.
  
 
   
 
   
Line 173: Line 173:
 
===Transmutation===
 
===Transmutation===
  
m9KDUc3Dva4whvKeVEWu4F3qk0xW2a1Xa0hk8IF63UGpxefU6IFvFhxMEWsveYod-f7u8KMwMCuf-kusQa5ZWHtF8NKWV5_Q8WwS4K13gIxVOdh3z4BOPq6WKhsF96tJIP9EhEBv
+
m9KDUc3Dva4rhvKeVEWu4F3qk0xW2a1Xa0hk8IF63UGpxefU6IFvFhxMEWsveYod-f7u8KMrMCuf-kusQa5ZRHtF8NKRV5_Q8LwS4K13gIxVOdh3z4BOPq6RKhsF96tJIP9EhEBv
  
A twansmutationist, awteling the shape of the watew.
+
A transmutationist, altering the shape of the water.
  
((Cwedit to Dai Nguyen))
+
((Credit to Dai Nguyen))
  
   Twansmutation is the act of manipulating an item’s pwopewties, doing so by cweating an anchow on the desiwed object and enacting manipulation on its mana, so wong as it does not change one object to anothew; howevew feats such as fusion (mowding two mateliaws to make one) ow fission (splitting an item apawt to get the exact mateliaws) has pwoven possibre. This manipulation-- typicawwy done cwose by, at thwee metews (brocks) wength-- can wange faw and lide, and the wasting effects can be pewmanent. The twansmutationist liww wequiwe much study, having to weseawch and document the mateliaw they lish to manipulate, studying an item much like a mage would study an ewement they cawe to evocate. Thewe awe downsides to this magic howevew, nothing owganic can be twansmuted unwess dead owganic, and twansmutation scawes on the size of an item.
+
   Transmutation is the act of manipulating an item’s properties, doing so by creating an anchor on the desired object and enacting manipulation on its mana, so long as it does not change one object to another; however feats such as fusion (molding two materials to make one) or fission (splitting an item apart to get the exact materials) has proven possible. This manipulation-- typically done close by, at three meters (blocks) length-- can range far and wide, and the lasting effects can be permanent. The transmutationist will require much study, having to research and document the material they wish to manipulate, studying an item much like a mage would study an element they care to evocate. There are downsides to this magic however, nothing organic can be transmuted unless dead organic, and transmutation scales on the size of an item.
  
 
   
 
   
  
The smawwew the showtew time, the wawgew the gweatew time. Even then, this awt wowks off equivawent exchange, which effectivewy means something of equaw vawue must be given fow something ewse. This means that manipulating items liww wequiwe one to fowwow equivewant exchange of the item to gain theiw desiwed fowm; fow exampwe, if one wanted to make spikes on a baww, they would need to make baww smawwew as the metaw shapes the spikes fwom its own being. Twansmutation is wequiwed to weawn Enchanting ow Wawding.
+
The smaller the shorter time, the larger the greater time. Even then, this art works off equivalent exchange, which effectively means something of equal value must be given for something else. This means that manipulating items will require one to follow equivelant exchange of the item to gain their desired form; for example, if one wanted to make spikes on a ball, they would need to make ball smaller as the metal shapes the spikes from its own being. Transmutation is required to learn Enchanting or Warding.
  
 
   
 
   
  
Scawe:
+
Scale:
  
 
   
 
   
  
Tiny (any item up to 2.11 cubic feet  in awea): 2-3 emotes to manipulate, lith 3 being at the maximum.
+
Tiny (any item up to 2.11 cubic feet  in area): 2-3 emotes to manipulate, with 3 being at the maximum.
  
Smaww (any item up to 3-5 cubic feet in awea): 3-4 emotes to manipulate, lith 4 being at the maximum.
+
Small (any item up to 3-5 cubic feet in area): 3-4 emotes to manipulate, with 4 being at the maximum.
  
Medium (any item up to 5.1 - 6.5 cubic feet in awea): 4-5 emotes to manipulate, lith 5 being at the maximumt.
+
Medium (any item up to 5.1 - 6.5 cubic feet in area): 4-5 emotes to manipulate, with 5 being at the maximumt.
  
Wawge: (any item up to 6.6-8 cubic feet in awea): 5-6 emotes to manipulate, lith 6 being at the maximum.
+
Large: (any item up to 6.6-8 cubic feet in area): 5-6 emotes to manipulate, with 6 being at the maximum.
  
 
   
 
   
  
Evewything exceeding scawes up by an emote fow evewy two feet.
+
Everything exceeding scales up by an emote for every two feet.
  
 
   
 
   
  
Exampwe:
+
Example:
  
 
   
 
   
  
Mastew:
+
Master:
  
 
   
 
   
  
  Jon stawes at the baww, issuing a sigh as he culws in his fingews, eyes gwoling. Wisps of enewgy faintwy fumes fwom the metaw baww, an aiw of heat sulwounding it. In doing so, the heat buiwds up, noticeabre by the pwums of smoke which woft fwom it.
+
  Jon stares at the ball, issuing a sigh as he curls in his fingers, eyes glowing. Wisps of energy faintly fumes from the metal ball, an air of heat surrounding it. In doing so, the heat builds up, noticeable by the plums of smoke which loft from it.
  
 
   
 
   
  
  The iwon now takes a gwoling hot cowow, its fowm weceding into itsewf. Soon enough, the heated solid tulns into a liquid, keeping a steew cowowation.
+
  The iron now takes a glowing hot color, its form receding into itself. Soon enough, the heated solid turns into a liquid, keeping a steel coloration.
  
 
   
 
   
  
Beginnew:
+
Beginner:
  
 
   
 
   
  
Jon focuses on the baww, culling in his fingews, eyes gwoling.
+
Jon focuses on the ball, curling in his fingers, eyes glowing.
  
 
   
 
   
  
Fumes of twanspawent enewgy coiw about the baww. In doing this, sweat dlipping fwom his brows.
+
Fumes of transparent energy coil about the ball. In doing this, sweat dripping from his brows.
  
 
   
 
   
  
His brow tlitches, his face weddening and shouldews swacking as he tightening his fingews as heat issues fwom the metaw.
+
His brow twitches, his face reddening and shoulders slacking as he tightening his fingers as heat issues from the metal.
  
 
   
 
   
  
An owange light takes howd of the steew, a mowten gwow as it wecedes on itsewf.
+
An orange light takes hold of the steel, a molten glow as it recedes on itself.
  
 
   
 
   
  
The gwoling mass finawwy tulns to a liquid. As soon as it changes its state howevew, the item snaps back to its oliginaw state as the castew swumps ovew - exhausted.
+
The glowing mass finally turns to a liquid. As soon as it changes its state however, the item snaps back to its original state as the caster slumps over - exhausted.
  
 
   
 
   
Line 247: Line 247:
 
   
 
   
  
Tiew Guide:
+
Tier Guide:
  
 
   
 
   
  
(Stawt): The usew’s fiewd of wange is awms wength. The manipulation of objects take an extwa two-thwee emotes to do, and aftew one twansmutation - they liww become exhausted fwom the intense usage of mana. At this state, they can weawwy onwy manipulate the tempewatule of an object. Twansmutations awe not pewmanent and wevewt back aftew one emote.
+
(Start): The user’s field of range is arms length. The manipulation of objects take an extra two-three emotes to do, and after one transmutation - they will become exhausted from the intense usage of mana. At this state, they can really only manipulate the temperature of an object. Transmutations are not permanent and revert back after one emote.
  
 
   
 
   
  
(1 week): The usew’s fiewd of wange is 1 brock. The manipulation of objects take an extwa emote to do. Twansmutation is stiww vewy exhausting; at this point, the mage can awtew the object’s states of mattew and hawdness. The usew can twy to expeliment lith manipulating shape at this point. Twansmutations awe not pewmanent, and wevewt back to nowmaw aftew thwee emotes, ow instantwy (if the usew lishes so).   
+
(1 week): The user’s field of range is 1 block. The manipulation of objects take an extra emote to do. Transmutation is still very exhausting; at this point, the mage can alter the object’s states of matter and hardness. The user can try to experiment with manipulating shape at this point. Transmutations are not permanent, and revert back to normal after three emotes, or instantly (if the user wishes so).   
  
 
   
 
   
  
(2 weeks): The usew’s fiewd of wange is 1 brock. The manipulation of objects no wongew takes any extwa emotes. The usew can shape an object to theiw whim, being abre to have wess difficulty in awteling heat, hawdness, and so on - so wong as it fowwows equivawent exchange. Fusion and Fission can be weseawched and used.
+
(2 weeks): The user’s field of range is 1 block. The manipulation of objects no longer takes any extra emotes. The user can shape an object to their whim, being able to have less difficulty in altering heat, hardness, and so on - so long as it follows equivalent exchange. Fusion and Fission can be researched and used.
  
 
   
 
   
  
(3 weeks): Fiewd of wange is now 2 brocks. Fission and Fusion can be done lith some difficulty, evewything ewse can be done lith littwe effowt. The Twansmutationist can awso compact, expand, shape and manifest lith some effowt, as weww as do othew fowms of shaping and manipulation - so wong as it fowwows equivawent exchange.
+
(3 weeks): Field of range is now 2 blocks. Fission and Fusion can be done with some difficulty, everything else can be done with little effort. The Transmutationist can also compact, expand, shape and manifest with some effort, as well as do other forms of shaping and manipulation - so long as it follows equivalent exchange.
  
 
   
 
   
  
(One month): Fiewd of wange is now 3 brocks. Fission and Fusion can be done lith modewate difficulty. The othew abilities awe abre to be done lith incwedibre ease. At this point, the usew can do enchanting.
+
(One month): Field of range is now 3 blocks. Fission and Fusion can be done with moderate difficulty. The other abilities are able to be done with incredible ease. At this point, the user can do enchanting.
  
 
   
 
   
  
Anything past this point liww onwy affect the ease of using the magic.
+
Anything past this point will only affect the ease of using the magic.
  
 
   
 
   
  
Wedlines
+
Redlines
  
Can onwy twansmute nonowganic, ow dead owganic unwess specific wowe states othewlise.
+
Can only transmute nonorganic, or dead organic unless specific lore states otherwise.
  
Must fowwow equivawent exchange, meaning something of equaw vawue to that one lishes to appwy must be saclificed (making an item wongew, and by doing so making them fwagiwe fow exampwe; be sule to appwy common sense)
+
Must follow equivalent exchange, meaning something of equal value to that one wishes to apply must be sacrificed (making an item longer, and by doing so making them fragile for example; be sure to apply common sense)
  
Cannot twansmute what you cannot see ow undewstand.
+
Cannot transmute what you cannot see or understand.
  
Cannot twansmute one item to anothew item’s state (Stone to watew), but it is acceptabre if it is the same mateliaw (ice to watew; watew to vapow)
+
Cannot transmute one item to another item’s state (Stone to water), but it is acceptable if it is the same material (ice to water; water to vapor)
  
Fusion and Fission wequiwes the awtewationist to know what the item complises of to actuawwy make it ow split apawt.
+
Fusion and Fission requires the alterationist to know what the item comprises of to actually make it or split apart.
  
Wine of sight is stiww wequiwed.
+
Line of sight is still required.
  
Cannot Twansmute an entiwe buiwding. Too much mana is wequiwed.
+
Cannot Transmute an entire building. Too much mana is required.
  
Wequiwes one month of twansmutation to weawn enchanting.
+
Requires one month of transmutation to learn enchanting.
  
 
   
 
   
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===Enchanting===
 
===Enchanting===
  
v6p4x4DuYmoUpJH8jZMe4JHwwC8uOjBAXvIHDzP5b_aMiMKXGTo1P3fJN-WVDqw_ekwGe1FH8t5Ms14mj8n-pOJGWybrI_51wEvyvyDx5Wb1NnXoKC9W_7xWW7WD3gBtsw3tvMJY
+
v6p4x4DuYmoUpJH8jZMe4JHwlC8uOjBAXvIHDzP5b_aMiMKXGTo1P3fJN-WVDqw_ekwGe1FH8t5Ms14mj8n-pOJGRybwI_51wEvyvyDx5Rb1NnXoKC9R_7xLL7LD3gBtsw3tvMJY
  
~A gobrin enchantew lith his imbued weapon, pwesumabry an awchemicaw made fwame pwopewwed via lind evocation~
+
~A goblin enchanter with his imbued weapon, presumably an alchemical made flame propelled via wind evocation~
  
((Cwedit to Jack Wang))
+
((Credit to Jack Wang))
  
 
   
 
   
  
Thwough an awtewationist’s powew to manipulate mana, they become abre to imbue magicaw pwopewties on an item, so wong as it is nonowganic ow dead owganic; though some items awwow fow mowe potent enchantments, as weww as mowe yiewd fwom the mana gem. The pwocess of imbuing magicaw pwopewties onto objects is dubbed enchanting by the pwactitionews and the fowk who awe abre to get a howd of these magicaw items. This pwocess is wong and litualistic, invowving cweating a magicaw pwogwam on the item, once this pwogwam is made, the usew can eithew weave it at that - doing so liww make it a one time onwy speww - ow make a mana gem; the enchantew liww need to take a gem of vawying quality and fiww it lith mana. When the pwocesses awe done, the mage liww have cweated theiw enchantment - items limitwess in theiw cweativity.   
+
Through an alterationist’s power to manipulate mana, they become able to imbue magical properties on an item, so long as it is nonorganic or dead organic; though some items allow for more potent enchantments, as well as more yield from the mana gem. The process of imbuing magical properties onto objects is dubbed enchanting by the practitioners and the folk who are able to get a hold of these magical items. This process is long and ritualistic, involving creating a magical program on the item, once this program is made, the user can either leave it at that - doing so will make it a one time only spell - or make a mana gem; the enchanter will need to take a gem of varying quality and fill it with mana. When the processes are done, the mage will have created their enchantment - items limitless in their creativity.   
  
 
   
 
   
  
   Imbuing the magicaw knowwedge onto an item is the brunt of the fiewd. This liww wequiwe the enchantew to have knowwedge of what they want to make, and this knowwedge must be lithin the boundalies of voidaw magic; this is genewawwy thwough activewy pwacticing the magic, ow by co-enchanting, and ow using an entwapment; howevew these two wequiwe an undewstanding of the magic (mainwy the cowe mechanic) they seek. By co-enchanting, the enchantew must find anothew mage lith the speww they lish to bind; a lituaw liww be conducted which invowves using the aula as a means to twack the mage’s mana, and acquiwe the infowmation of the speww. Fwom that point, the enchantew must move that infowmation on the object, effectivewy binding the magic to an item; now we move onto entwapments - these awe items which awe enchanted to stowe magicaw infowmation, genewawwy wequiling anothew magi lith the wespective magic the enchantew lishes to imbue. Simiwaw to a co-enchanting lituaw, anothew must be made, but this time the knowwedge is scwaped fwom theiw mana and pwaced lithin this item via a binding lituaw; these items liww typicawwy wequiwe fuew to keep the infowmation, mowe often than not keeping them bound to wawge mana gems and wechawging said items befowe they weach theiw end. Onwy an enchantew can access and use theiw infowmation via the same way they would lith a pawtnew.   
+
   Imbuing the magical knowledge onto an item is the brunt of the field. This will require the enchanter to have knowledge of what they want to make, and this knowledge must be within the boundaries of voidal magic; this is generally through actively practicing the magic, or by co-enchanting, and or using an entrapment; however these two require an understanding of the magic (mainly the core mechanic) they seek. By co-enchanting, the enchanter must find another mage with the spell they wish to bind; a ritual will be conducted which involves using the aura as a means to track the mage’s mana, and acquire the information of the spell. From that point, the enchanter must move that information on the object, effectively binding the magic to an item; now we move onto entrapments - these are items which are enchanted to store magical information, generally requiring another magi with the respective magic the enchanter wishes to imbue. Similar to a co-enchanting ritual, another must be made, but this time the knowledge is scraped from their mana and placed within this item via a binding ritual; these items will typically require fuel to keep the information, more often than not keeping them bound to large mana gems and recharging said items before they reach their end. Only an enchanter can access and use their information via the same way they would with a partner.   
  
 
   
 
   
  
Once whatevew means is acquiwed to pwogwam the infowmation on the enchantment, the usew liww now conduct anothew lituaw whewe they wlite the enchantment’s pwogwam lithin the item - imbuing mana to sustain the infowmation by binding it to the object and pwogwam; these pwogwams awe genewawwy vewy limited and simplistic on theiw own, howevew the enchantew can weave two enchantments togethew via thweading theiw magicaw beings togethew - awwoling them to conduct mowe compwex tasks. When an enchantew begins, the powew of the item is wathew simplistic, howevew - should they pwogwess and achieve a gweatew undewstanding, the items liww become mowe potent, but the mowe potent, the mowe fuew it liww wequiwe.
+
Once whatever means is acquired to program the information on the enchantment, the user will now conduct another ritual where they write the enchantment’s program within the item - imbuing mana to sustain the information by binding it to the object and program; these programs are generally very limited and simplistic on their own, however the enchanter can weave two enchantments together via threading their magical beings together - allowing them to conduct more complex tasks. When an enchanter begins, the power of the item is rather simplistic, however - should they progress and achieve a greater understanding, the items will become more potent, but the more potent, the more fuel it will require.
  
 
   
 
   
  
   Awguabry, to have an efficient enchantment, one liww wequiwe a gweatew means to fuew; entew the managem. The managem is a gem that contains mana inside of it, awwoling it to fuew an enchantment once it is linked to the enchantment thwough thweading the magicaw enewgies of the gem and the enchantment togethew; howevew this can onwy be done if the enchantew has fulw knowwedge on the magicaw pwogwam that wesides in the item. When it comes to how much fuew a mana gem can howd, and what constitutes is a mana gem valies faw and lide; a gem can simpwy be a cut stone, ow a fwawwess diamond; the mowe vawuabre the stone is, the gweatew amount of mana; the wawgew and mowe compact the stone the gweatew vawue it can howd. Notabry, when a twansfigulationist is of a highew tiew, they liww be abre to stowe mowe mana lithin the managem lithout the wowwy of ovewfiww -- the lisk of a managem combusting -- the amount they can put it in must be lithin weason howevew, fow enchantments awe wondwous and fowmidabre toows.
+
   Arguably, to have an efficient enchantment, one will require a greater means to fuel; enter the managem. The managem is a gem that contains mana inside of it, allowing it to fuel an enchantment once it is linked to the enchantment through threading the magical energies of the gem and the enchantment together; however this can only be done if the enchanter has full knowledge on the magical program that resides in the item. When it comes to how much fuel a mana gem can hold, and what constitutes is a mana gem varies far and wide; a gem can simply be a cut stone, or a flawless diamond; the more valuable the stone is, the greater amount of mana; the larger and more compact the stone the greater value it can hold. Notably, when a transfigurationist is of a higher tier, they will be able to store more mana within the managem without the worry of overfill -- the risk of a managem combusting -- the amount they can put it in must be within reason however, for enchantments are wondrous and formidable tools.
  
 
   
 
   
Line 327: Line 327:
 
   
 
   
  
Diminished: The mana-gem is active and can be fiwwed.
+
Diminished: The mana-gem is active and can be filled.
  
Non-active: The mana-gem isn’t active, it has eithew wost aww of it’s mana, ow it has been hit lith a powewful wawd. The onwy way to weactivate it is to have an enchantew study the mana-gem, and weactivate it. This liww wequiwe one to wefuew it lith mana, and liww take some time to do.
+
Non-active: The mana-gem isn’t active, it has either lost all of it’s mana, or it has been hit with a powerful ward. The only way to reactivate it is to have an enchanter study the mana-gem, and reactivate it. This will require one to refuel it with mana, and will take some time to do.
  
Bwoken: If the mana-gem is cwacked sevewewy, ow is broken aww togethew. When it is cwacked sevewewy, the mana liww seep out much like a watew spewed fwom a broken pipe; the shattewed mana gem liww cweate a smaww expwosion, doing littwe in hawm and kinetic enewgy - mowe than likewy bulning skin evew so slightwy if it's exposed.
+
Broken: If the mana-gem is cracked severely, or is broken all together. When it is cracked severely, the mana will seep out much like a water spewed from a broken pipe; the shattered mana gem will create a small explosion, doing little in harm and kinetic energy - more than likely burning skin ever so slightly if it's exposed.
  
Active: The mana lithin is active, weady to be linked and used in an enchantment
+
Active: The mana within is active, ready to be linked and used in an enchantment
  
  
 
   
 
   
  
Finawwy, aww the necessawy wequiwements awe finished,and the enchantment is now opewating and abre to be used. Enchantments go faw and lide, fwom being something as combative as a staff that brasts fiwebawws, to an item such as a miwwow that makes one wook fat; it is up to the cweativity is the usew. Thewe awe two types of enchantments, ones that wun constantwy and othews that awe activated thwough a slitch ow command. When an enchantment is activated, thewe liww mowe than likewy be buiwd up wequiwed fow specific spewws, genewawwy wequiling the same amount of actions as a standawd speww, awbeit minutewy sliftew due to the item not connecting to the void.
+
Finally, all the necessary requirements are finished,and the enchantment is now operating and able to be used. Enchantments go far and wide, from being something as combative as a staff that blasts fireballs, to an item such as a mirror that makes one look fat; it is up to the creativity is the user. There are two types of enchantments, ones that run constantly and others that are activated through a switch or command. When an enchantment is activated, there will more than likely be build up required for specific spells, generally requiring the same amount of actions as a standard spell, albeit minutely swifter due to the item not connecting to the void.
  
 
   
 
   
  
Exampwes of enchanted items being used:
+
Examples of enchanted items being used:
  
 
   
 
   
Line 350: Line 350:
 
   
 
   
  
Cwavicus whiwws his stave, cindews and embews culling out of the fwawwess wuby head.
+
Clavicus whirls his stave, cinders and embers curling out of the flawless ruby head.
  
 
   
 
   
  
The smowdeling pawticwes meet one anothew as they helix inches fwom the ownate staff head, cwumping into one anothew to fowm a fwame.
+
The smoldering particles meet one another as they helix inches from the ornate staff head, clumping into one another to form a flame.
  
 
   
 
   
  
Mowe piwe into the fwame, fueling and shaping it as it takes the shape of a baww, smoke and fiwe weaking fwom it. Pointing the stave towawds his tawget, a fiwebaww hulws fowwawd.
+
More pile into the flame, fueling and shaping it as it takes the shape of a ball, smoke and fire leaking from it. Pointing the stave towards his target, a fireball hurls forward.
  
 
   
 
   
Line 366: Line 366:
 
   
 
   
  
Malic Vimmawk dwaws his swowd fwom sheath, wunning his hand awong the brade, lisps of fwame spwouting in the wake of his gauntwet.
+
Maric Vimmark draws his sword from sheath, running his hand along the blade, wisps of flame sprouting in the wake of his gauntlet.
  
 
   
 
   
  
[!] Soon, the fiwes wweath the swowd.
+
[!] Soon, the fires wreath the sword.
  
 
   
 
   
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Simiwaw to linking mana gems to an enchantment, the enchantew can opt to link the enchantment to theiw pewson, theiw own pewsonaw mana poow. By doing this, the usage of an item is detewmined by the usew’s own mana suppwy, and can be wechawged lithin an houl to fulwy wepwenish the mana poow. Whiwe the enchantew can attune an item to themsewves, they can awso attune an item to anothew mage ow nonmage.  This is an awtewnative to using mana gems, lith its own cons - mana dwain. When one uses an attuned item linked to them, the usew liww feew theiw mana being siphoned, and can eventuawwy wead to mana fatigue and the usewessness of othew attuned magicaw items. The attunement speww is a lituaw cast, and cannot be done in combat, and the connection can be wemoved lith wewative ease, even fow any nonmage attuned to it.   
+
Similar to linking mana gems to an enchantment, the enchanter can opt to link the enchantment to their person, their own personal mana pool. By doing this, the usage of an item is determined by the user’s own mana supply, and can be recharged within an hour to fully replenish the mana pool. While the enchanter can attune an item to themselves, they can also attune an item to another mage or nonmage.  This is an alternative to using mana gems, with its own cons - mana drain. When one uses an attuned item linked to them, the user will feel their mana being siphoned, and can eventually lead to mana fatigue and the uselessness of other attuned magical items. The attunement spell is a ritual cast, and cannot be done in combat, and the connection can be removed with relative ease, even for any nonmage attuned to it.   
  
 
   
 
   
  
To attune an item the enchantew made to someone othew than them, they would need to guide the usew in bonding theiw mana lith the item. This is done thwough a lituaw that invowves weaching the mana waced lith the enchantment towawds the pewson they want to attune it to, fwom thewe - the attunee can choose to accept the bonding, ow weject it. This pwocess can awso be done by any othew enchantew, wathew than the cweatow - should they undewstand how the enchantment wowks.
+
To attune an item the enchanter made to someone other than them, they would need to guide the user in bonding their mana with the item. This is done through a ritual that involves reaching the mana laced with the enchantment towards the person they want to attune it to, from there - the attunee can choose to accept the bonding, or reject it. This process can also be done by any other enchanter, rather than the creator - should they understand how the enchantment works.
  
 
   
 
   
  
Wedlines
+
Redlines
  
 
   
 
   
  
Enchanted objects have a mana-poow, and must be wefuewed.
+
Enchanted objects have a mana-pool, and must be refueled.
  
A pewson can activate a maximum of one offensive enchantment pew action unwess specific wowe states othewlise.
+
A person can activate a maximum of one offensive enchantment per action unless specific lore states otherwise.
  
Aww magic items must have an expwanation of the ability and a means to contact the cweatow, usuawwy “((Contact Niv_Mizzet for more info))”.
+
All magic items must have an explanation of the ability and a means to contact the creator, usually “((Contact Niv_Mizzet for more info))”.
  
Enchantments must be made on eithew dead, ow non-owganic mateliaw.
+
Enchantments must be made on either dead, or non-organic material.
  
You awe not immune to youl own enchantments.
+
You are not immune to your own enchantments.
  
Mana-gems can't be used to wefuew a chawactew's mana. They can onwy be used in enchantments.
+
Mana-gems can't be used to refuel a character's mana. They can only be used in enchantments.
  
Use common sense. A smaww sulface wock cannot fuew a fwaming nuke.
+
Use common sense. A small surface rock cannot fuel a flaming nuke.
  
Mana-gems must be wefuewed by an Enchantew.
+
Mana-gems must be refueled by an Enchanter.
  
Cannot enchant nonawcane magics unwess the wowe specificawwy says so, ow a Mawt is made.
+
Cannot enchant nonarcane magics unless the lore specifically says so, or a Mart is made.
  
Attuned items awe linked lith the mana poow, meaning exhaustion must be WP’d.
+
Attuned items are linked with the mana pool, meaning exhaustion must be RP’d.
  
If the item that houses the enchantment is broken ow destwoyed, then the enchantment no wongew functions.
+
If the item that houses the enchantment is broken or destroyed, then the enchantment no longer functions.
  
 
   
 
   
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===Warding & Abjuration===
 
===Warding & Abjuration===
  
u-HHYNAx-xhaq8cqmKWhyW4bI8F21mvXnuSfwWuH0CwwVpmiGnP1DMywOMUqPvg6B9wfdXkeX72MyyeBzkiazutk8iAfIXPQiup0hVxXJFqUW1HpYw4Wq8ayiJb0aOI4wm3eybWW
+
u-HHYNAx-xhaq8cqmKRhyW4bI8F21mvXnuSfwWuH0CwlVpmiGnP1DMylOMUqPvg6B9wfdXkeX72MyyeBzkiazutk8iAfIXPQiup0hVxXJFqUL1HpYw4Wq8ayiJb0aOI4lm3eybWL
  
~An abjulationist dispewling an ewectwomancew’s brast~
+
~An abjurationist dispelling an electromancer’s blast~
  
((Cwedit to Jewemy Jawvis))
+
((Credit to Jeremy Jarvis))
  
Anothew ability of the awtewationist: Being abre to confuse the mana of a speww of an awcane magic the awtewationist undewstands, sometimes into the void and othew times simpwy wesisting the speww. These spewws can weaken, ow simpwy dispew. Visibre in the titwe, this ‘mana confusion’ is broken into two types: Wawding and Abjulation.
+
Another ability of the alterationist: Being able to confuse the mana of a spell of an arcane magic the alterationist understands, sometimes into the void and other times simply resisting the spell. These spells can weaken, or simply dispel. Visible in the title, this ‘mana confusion’ is broken into two types: Warding and Abjuration.
  
 
   
 
   
  
Wawding: A stationawy ‘shield’. Whiwe it cannot pwotect against physicaw hawm such as swowds and cwossbow bowts, magic fawws pwey to these wawds. Wawding takes some time to cweate, making it wess of a combative speww than its brothew Abjulation. This mowe than likewy wequiwes foul to five emotes to make. These wawds awe unabre to fulwy cancew out magics, wathew onwy abre to weaken and wesist theiw infwuence. These can be made in an awea, howevew fow evewy twewve metews, it liww take thwee actions on top of the foul to five.
+
Warding: A stationary ‘shield’. While it cannot protect against physical harm such as swords and crossbow bolts, magic falls prey to these wards. Warding takes some time to create, making it less of a combative spell than its brother Abjuration. This more than likely requires four to five emotes to make. These wards are unable to fully cancel out magics, rather only able to weaken and resist their influence. These can be made in an area, however for every twelve meters, it will take three actions on top of the four to five.
  
 
   
 
   
  
Hewe is a scawe of what a wawd can affect depending on tiew.
+
Here is a scale of what a ward can affect depending on tier.
  
 
   
 
   
  
T1 Wawding: The Wawd is abre to weaken a T1 speww by hawf.
+
T1 Warding: The Ward is able to weaken a T1 spell by half.
  
T2 Wawding: The Wawd is abre to weaken a T3 and T2 by a tiew, and a T1’s speww is neaw usewess.
+
T2 Warding: The Ward is able to weaken a T3 and T2 by a tier, and a T1’s spell is near useless.
  
T3 Wawding: The Wawd is abre to weaken T4 by a singulaw tiew, T3 is weakened by two tiews, T2 is down a tiew, and T1 is neaw usewess.
+
T3 Warding: The Ward is able to weaken T4 by a singular tier, T3 is weakened by two tiers, T2 is down a tier, and T1 is near useless.
  
T4 Wawding: The Wawd is abre to weaken T5 by a tiew, T4 is weakened by two-thwee tiews, T3 is weakened by two tiews, and T2 and T1 awe neaw usewess.
+
T4 Warding: The Ward is able to weaken T5 by a tier, T4 is weakened by two-three tiers, T3 is weakened by two tiers, and T2 and T1 are near useless.
  
T5 Wawding: The Wawd is abre to weaken T5 by 2.5 tiews, T4 by thwee tiews, T3 is weakened by 2.5 tiews, and T2 and T1 awe neaw usewess.
+
T5 Warding: The Ward is able to weaken T5 by 2.5 tiers, T4 by three tiers, T3 is weakened by 2.5 tiers, and T2 and T1 are near useless.
  
 
   
 
   
  
Abjulation: A countewspeww; howevew onwy towawds one magic, wathew than multipwe. This is a quick shot, taking two to thwee actions to cast. It can cancew out awcane spewws scaling by each tiew, but anything othew than that liww faww to the same system as Wawding. It can be shot as a twanspawent bowt ow be used as a cwose wange pulsation on an awea.
+
Abjuration: A counterspell; however only towards one magic, rather than multiple. This is a quick shot, taking two to three actions to cast. It can cancel out arcane spells scaling by each tier, but anything other than that will fall to the same system as Warding. It can be shot as a transparent bolt or be used as a close range pulsation on an area.
  
 
   
 
   
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These speww(s) cweate a cwump, ow net of mana that liww hit a speww ow magic head on. Once so, the pwogwammed wawd ow abjulation, having its mana given the knowwedge of the speww/magic in question, liww twy to entline lith the speww and become one lith it lith as much mana as wequiwed, and by doing so -- the speww gets confused, knoling naught what to do -- the speww gets sent back to the void, weakened, ow manipulated. This is genewawwy done by having a gweatew amount of cwumped mana than the othew speww, meaning that some spewws might be enough to teaw thwough wawds and abjulation like a hit knife thwough buttew. As stated pweviouswy, to wawd ow abjule something, the castew liww wequiwe faiwwy good knowwedge, if not vewy in-depth knowwedge of the magic. This onwy wowks on Voidaw Magic though, west new situations and abilities unfowd themsewves.
+
These spell(s) create a clump, or net of mana that will hit a spell or magic head on. Once so, the programmed ward or abjuration, having its mana given the knowledge of the spell/magic in question, will try to entwine with the spell and become one with it with as much mana as required, and by doing so -- the spell gets confused, knowing naught what to do -- the spell gets sent back to the void, weakened, or manipulated. This is generally done by having a greater amount of clumped mana than the other spell, meaning that some spells might be enough to tear through wards and abjuration like a hit knife through butter. As stated previously, to ward or abjure something, the caster will require fairly good knowledge, if not very in-depth knowledge of the magic. This only works on Voidal Magic though, lest new situations and abilities unfold themselves.
  
 
   
 
   
  
As the awtewationist becomes mowe knowwedgeabre and pwogwess in Wawding/Abjulation, the usew liww be abre to weaken and cancew out magics of a highew speww capacity. This toow is useful, especiawwy lith dampening a pewhaps fataw speww. Yet, thewe is awways mowe to weawn.
+
As the alterationist becomes more knowledgeable and progress in Warding/Abjuration, the user will be able to weaken and cancel out magics of a higher spell capacity. This tool is useful, especially with dampening a perhaps fatal spell. Yet, there is always more to learn.
  
 
   
 
   
  
Wefwective Wawds/Abjulations
+
Reflective Wards/Abjurations
  
 
   
 
   
  
Entew the wefwective side of things. Simiwaw to how standawd wawds and abjulations entline lith the speww, this effectivewy does the same - but instead of sending it back to nothingness ow weakening the speww, it liww seek to ovewlide the speww's mana and send it ewsewhewe. Doing this liww have the castew tempowaliwy take contwow of the speww's active mana, having the victim speww's cost eat at theiw mana and weaving onwy enough time to divewt the speww, actuawwy hitting spewws back liww be highwy unlikewy - as one needs to account fow the amount of mana it takes to ovewlide and hijack.
+
Enter the reflective side of things. Similar to how standard wards and abjurations entwine with the spell, this effectively does the same - but instead of sending it back to nothingness or weakening the spell, it will seek to override the spell's mana and send it elsewhere. Doing this will have the caster temporarily take control of the spell's active mana, having the victim spell's cost eat at their mana and leaving only enough time to divert the spell, actually hitting spells back will be highly unlikely - as one needs to account for the amount of mana it takes to override and hijack.
  
  
 
   
 
   
  
Exampwe of Abjulation:
+
Example of Abjuration:
  
 
   
 
   
  
Jim wooks at Bob as he manifests a awcane enewgy, culling in his own hand; once he does so - twanspawent enewgies manifest (ow it can be an aula cowow, up to the castew) lithin his pawm.
+
Jim looks at Bob as he manifests a arcane energy, curling in his own hand; once he does so - transparent energies manifest (or it can be an aura color, up to the caster) within his palm.
  
 
   
 
   
  
As the awcane bowt flies, Jim pushes his hand outwawd, sending out an aulic pulsation that causes the bowt to shimmew and dissipate; becoming nothingness.   
+
As the arcane bolt flies, Jim pushes his hand outward, sending out an auric pulsation that causes the bolt to shimmer and dissipate; becoming nothingness.   
  
 
   
 
   
  
Exampwe of Wawding:
+
Example of Warding:
  
 
   
 
   
  
Velic issues a wow sigh as he outstwetches his hand, awcane spawks coiling about his fingews.
+
Veric issues a low sigh as he outstretches his hand, arcane sparks coiling about his fingers.
  
 
   
 
   
  
The spawks wulch outwawd, licking the aiw in fwont of the mage; the spawks appeaw to distowt now, becoming naught but twanspawent enewgies.
+
The sparks lurch outward, licking the air in front of the mage; the sparks appear to distort now, becoming naught but transparent energies.
  
 
   
 
   
  
Velic fulwows a brow, the enewgies continue to chuln and shift - awwoling faint lisps to pewvade its fowm - weaching about in fwont of him.
+
Veric furrows a brow, the energies continue to churn and shift - allowing faint wisps to pervade its form - reaching about in front of him.
  
 
   
 
   
  
The enewgies take the shape of a disc, briefwy shiveling lith brue awcane; the wawd was done.
+
The energies take the shape of a disc, briefly shivering with blue arcane; the ward was done.
  
 
   
 
   
  
Wedlines:
+
Redlines:
  
 
   
 
   
  
No wawd ow abjulation is pewfect.
+
No ward or abjuration is perfect.
  
A wawd/abjulation can not pwotect fwom aww magics.
+
A ward/abjuration can not protect from all magics.
  
You awe not immune to youl own wawds/abjulation.
+
You are not immune to your own wards/abjuration.
  
One must undewstand the cowe mechanics of an awcane magic to wawd ow abjule.
+
One must understand the core mechanics of an arcane magic to ward or abjure.
  
Cannot wawd/abjule any magic othew than awcane unwess specific wowe states othewlise.   
+
Cannot ward/abjure any magic other than arcane unless specific lore states otherwise.   
  
  

Revision as of 01:35, 2 April 2020

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Transfiguration


Transfiguration is an Arcane magic associated with the change of the natural and unnatural elements of the realms. Transfiguration focuses around alteration of already existing elements by using “mana-anchors”, connections between the realms and a place called the Void. Through this connection mana is being lead into the present realm, taking form and holds it in our realm as long as the mage is able to concentrate. If too much mana is being used up the anchor will become unstable and the spell will break apart. The same applies to situations were the caster isn’t able to uphold his concentration any longer.



History

Through the arcane’s discovery - an ability to create and destroy - researchers and mages sought to find a way to influence the world in such a way that man can only dream of. To morph the earth, to dispel, and to imbue. In the throes of their research, the fruits gave purchase to Transfiguration, an art that manipulates the very world, be it through transmuting objects, imbuing magical powers on said items via enchanting, or dispelling magic through warding. Any Transfigurationist one may come upon is more than likely a well learned man, in one way or another - perhaps an engineer or just a magister - for the very first bit of the magic requires one to be willing to learn and document. These learned mages - they sport an incredible ability to manipulate mana to imprint effects on the world.

Learning Transfiguration

The arts of Transfiguration are known as a rather risky topic, due to the simple fact that a single failure can lead to greater forms of danger and damage alike. As such most students, which desire to study Transfiguration, are often searching for willing teachers to learn from. Many even joined the Mage Guild and are now studying the arts of Transfiguration under the eyes of formidable teachers and mages.

Abilities

Transfigurationists are known to use three different abilities, being Transmutation, Enchanting and Warding, also called Abjuration. Each of those abilities are used for another aspect of the magic, making Transfiguration a rather complicated, yet, versatile form of magic. Transmutation is mostly focusing around the manipulation of an existing element’s properties, while Enchanting focuses around imbuing magical properties into a certain object or element. The last ability of Transfigurationists is instead focusing on dispersing spells, by confusing the mana used for the spell, making those mages highly efficient in magical duels.

Transmutation

Transmutation is essentially a magic based on science. Mages have to study the elements, mathematical equations, and far more before they can alter the world, as the basic rule of the Void is as follows; To create in the Void, you must fully understand that of which you make. So to melt a steel ingot, a mage would first have to learn the temperature of which the metal changes it’s properties to a liquid form, and how exactly steel is forged. To do so mages learn the properties of said steel ingot and apply their knowledge to change it’s properties. However, there are certain limitations on Transmutation. As stated before a mage needs to know the material, it’s properties and how the material is behaving. At the same time the mage is required to have a clear view on the material he or she is transmuting. Many mages also tried to turn stone into gold in the past, yet, it appears as if the elements can’t be changed by themselves, yet, their forms can. As such it’s impossible to turn an element into another one.

Enchanting

Enchanting is, instead of altering scientific properties, the alteration of magical properties on an object or element. The process of imbuing magical properties onto an object is slightly different than manipulating the consistency and physical properties of the element, as the used mana-anchor is required to be fueled constantly. Imbuing the magical knowledge onto an item is the brunt of the field. This will require the enchanter to have knowledge of what they want to make, and this knowledge must be within the boundaries of voidal magic; this is generally through actively practicing the magic, or by co-enchanting, and or using an entrapment; however these two require an understanding of the magic (mainly the core mechanic) they seek. By co-enchanting, the enchanter must find another mage with the spell they wish to bind; a ritual will be conducted which involves using the aura as a means to track the mage’s mana, and acquire the information of the spell. Once whatever means is acquired to program the information on the enchantment, the user will now conduct another ritual where they write the enchantment’s program within the item - imbuing mana to sustain the information by binding it to the object and program; these programs are generally very limited and simplistic on their own, however the enchanter can weave two enchantments together via threading their magical beings together - allowing them to conduct more complex tasks. However, since fueling the spell by themselves would be far too exhausting most mages are using gems to store mana and to allow the Enchanting to absorb the stored Mana. However, it appears as if the rarity of the gem is affecting it’s capacity to hold Mana. As such a diamond will be able to hold more Mana than a simple jade-gemstone. This gem isn’t inherently required, but it’s a far better idea then tieing your mana to just the object. Without the mana-gem you cannot refuel the enchantment, and when the mana has been used up, the enchantment fades.


Please inform either a Game-Staff or Lore-Staff to name and enchant your item to correlate with the roleplay-enchantment!


Warding/Abjuration

The third and last ability of the Transfigurationist is called Warding and Abjuration. Being able to confuse the mana of an arcane spell, which the mage understands themselves, sometimes sending the spell back into the void and other times simply dispersing the mana of the spell. Most commonly a warding mage will create a stationary “shield”. While it cannot protect against physical harm such as swords and crossbow bolts, magic falls prey to these wards. Wards are requiring some time to form, making it less of a combative spell than its subtype Abjuration. However, while wards are fairly strong, they are unable to fully cancel out most spells, rather weakening them or resisting their direct influence. The second subtype is called Abjuration, which is using a counterspell to block an incoming chant. Most often Abjuration spells are quick attacks to cancel out arcane spells of the same tier or those on a lower tier. Spells above the mages level can’t be blocked and are required to be weakened by Warding.

Progression in Transfiguration

Every form of magic is following specific progression path for their users to follow, allowing clear control of what a mage can do and what a mage can't do, depending on how long they are studying the magic. To give a simple overview of such mages are asked to follow the rundown written down here.

Tier Requirements Abilities Time until exhaustion
Tier I
  • Requires a MA
  • Range: One Arms Length
  • Wards: Weakening of T1 to T0.5
  • Can only manipulate the temperature of an object
  • Able to do a single transmutation until exhaustion
  • Can hold the transmutated state for one emote
Tier II
  • Two weeks of training
  • Approval of Magic-Overseer LT
  • Range: One block/One meter
  • Wards: Weakening of a T3 and T2 by a tier, and a T1 to T0
  • Can manipulate states of matter and hardness
  • Can change the shape of an object
  • Able to do a single transmutations
  • Can hold the transmutated state for three emotes before exhaustion
Tier III
  • One month of training
  • Approval of Magic-Overseer LT
  • Range: Three blocks/Three meters
  • Wards: Weakening of T4 by a singular tier, T3 is weakened by two tiers, T2 is weakened to T1, and T1 becomes T0
  • Fission and Fusion becomes possible
  • Enchanting becomes possible
  • Able to do around three transmutations of an object before exhaustion
  • Can hold the tranfigurated state for five emotes
Tier IV
  • Two months of training
  • Approval of Magic-Overseer LT
  • Range: Four blocks/Four meters
  • Wards: Weakening of T5 by a tier, T4 is weakened by two-three tiers, T3 is weakened by two tiers, and T2 and T1 are weakened to T0
  • Able to do around five transmutations of an object before exhaustion
  • Can hold the transmutated state of an object for eight emotes
Tier V
  • Six months of training
  • Approval of Magic-Overseer LT
  • Range: Four blocks/Four meters
  • Wards: Weakening of T5 by 2.5 tiers, T4 by three tiers, T3 is weakened by 2.5 tiers, and T2 and T1 are weakened to T0
  • Able to do around seven transmutations of an object before exhaustion
  • Can hold the transmutated state of an object for ten emotes

Redlines of Transfiguration

Transfiguration has several redlines of what a mage can do and what a mage can’t do. As such those redlines should be followed at any time and breaking them can result in a removal of your magic permissions.

Transmutation Redlines

  • Can only transmute non organic, or dead organic unless specific lore states otherwise.
  • Must follow equivalent exchange, meaning something of equal value to that one wishes to apply must be sacrificed (making an item longer, and by doing so making them fragile for example; be sure to apply common sense).
  • Cannot transmute what you cannot see or understand.
  • Cannot transmute one item to another item’s state (Stone to water), but it is acceptable if it is the same material (ice to water; water to vapor).
  • Fusion and Fission requires the alterationist to know what the item comprises of to actually make it or split apart.
  • Line of sight is still required.
  • Cannot Transmute an entire building. Too much mana is required.
  • Requires one month of transmutation to learn enchanting.

Enchanting Redlines

  • Enchanted objects have a mana-pool, and must be refueled.
  • A person can activate a maximum of one offensive enchantment per action unless specific lore states otherwise.
  • All magic items must have an explanation of the ability and a means to contact the creator, usually “((Contact Niv_Mizzet for more info))”.
  • Enchantments must be made on either dead, or non-organic material.
  • You are not immune to your own enchantments.
  • Mana-gems can't be used to refuel a character's mana. They can only be used in enchantments. Use common sense. A small surface rock cannot fuel a flaming nuke.
  • Mana-gems must be refueled by an Enchanter.
  • Cannot enchant nonarcane magics unless the lore specifically says so, or a Mart is made.
  • Attuned items are linked with the mana pool, meaning exhaustion must be RP’d.
  • If the item that houses the enchantment is broken or destroyed, then the enchantment no longer functions.

Warding/Abjuration Redlines

  • No ward or abjuration is perfect.
  • A ward/abjuration can not protect from all magics.
  • You are not immune to your own wards/abjuration.
  • One must understand the core mechanics of an arcane magic to ward or abjure.
  • Cannot ward/abjure any magic other than arcane unless specific lore states otherwise.


Trivia

  • Some dwarves are still trying to turn stone into gold by using Transmutation, yet, most often they fail and hurt themselves.
  • Several artifacts are known to be enchanted, holding forgotten spells and powers within themselves.


Rewrite

Introduction

Through the arcane’s discovery -- an ability to create and destroy -- researchers and mages sought to find a way to influence the world in such a way that man can only dream of. To morph the earth, to dispel, and to imbue. In the throes of their research, the fruits gave purchase to Transfiguration, an art that manipulates the very world, be it through transmuting objects, imbuing magical powers on said items via enchanting, or dispelling magic through warding. Any transfigurationist one may come upon is more than likely a well learned man, in one way or another - perhaps an engineer or just a magister - for the very first bit of the magic requires one to be willing to learn and document. These learned mages -- they sport an incredible ability to manipulate mana to imprint effects on the world.


Transmutation

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A transmutationist, altering the shape of the water.

((Credit to Dai Nguyen))

 Transmutation is the act of manipulating an item’s properties, doing so by creating an anchor on the desired object and enacting manipulation on its mana, so long as it does not change one object to another; however feats such as fusion (molding two materials to make one) or fission (splitting an item apart to get the exact materials) has proven possible. This manipulation-- typically done close by, at three meters (blocks) length-- can range far and wide, and the lasting effects can be permanent. The transmutationist will require much study, having to research and document the material they wish to manipulate, studying an item much like a mage would study an element they care to evocate. There are downsides to this magic however, nothing organic can be transmuted unless dead organic, and transmutation scales on the size of an item.


The smaller the shorter time, the larger the greater time. Even then, this art works off equivalent exchange, which effectively means something of equal value must be given for something else. This means that manipulating items will require one to follow equivelant exchange of the item to gain their desired form; for example, if one wanted to make spikes on a ball, they would need to make ball smaller as the metal shapes the spikes from its own being. Transmutation is required to learn Enchanting or Warding.


Scale:


Tiny (any item up to 2.11 cubic feet in area): 2-3 emotes to manipulate, with 3 being at the maximum.

Small (any item up to 3-5 cubic feet in area): 3-4 emotes to manipulate, with 4 being at the maximum.

Medium (any item up to 5.1 - 6.5 cubic feet in area): 4-5 emotes to manipulate, with 5 being at the maximumt.

Large: (any item up to 6.6-8 cubic feet in area): 5-6 emotes to manipulate, with 6 being at the maximum.


Everything exceeding scales up by an emote for every two feet.


Example:


Master:


Jon stares at the ball, issuing a sigh as he curls in his fingers, eyes glowing. Wisps of energy faintly fumes from the metal ball, an air of heat surrounding it. In doing so, the heat builds up, noticeable by the plums of smoke which loft from it.


The iron now takes a glowing hot color, its form receding into itself. Soon enough, the heated solid turns into a liquid, keeping a steel coloration.


Beginner:


Jon focuses on the ball, curling in his fingers, eyes glowing.


Fumes of transparent energy coil about the ball. In doing this, sweat dripping from his brows.


His brow twitches, his face reddening and shoulders slacking as he tightening his fingers as heat issues from the metal.


An orange light takes hold of the steel, a molten glow as it recedes on itself.


The glowing mass finally turns to a liquid. As soon as it changes its state however, the item snaps back to its original state as the caster slumps over - exhausted.



Tier Guide:


(Start): The user’s field of range is arms length. The manipulation of objects take an extra two-three emotes to do, and after one transmutation - they will become exhausted from the intense usage of mana. At this state, they can really only manipulate the temperature of an object. Transmutations are not permanent and revert back after one emote.


(1 week): The user’s field of range is 1 block. The manipulation of objects take an extra emote to do. Transmutation is still very exhausting; at this point, the mage can alter the object’s states of matter and hardness. The user can try to experiment with manipulating shape at this point. Transmutations are not permanent, and revert back to normal after three emotes, or instantly (if the user wishes so).


(2 weeks): The user’s field of range is 1 block. The manipulation of objects no longer takes any extra emotes. The user can shape an object to their whim, being able to have less difficulty in altering heat, hardness, and so on - so long as it follows equivalent exchange. Fusion and Fission can be researched and used.


(3 weeks): Field of range is now 2 blocks. Fission and Fusion can be done with some difficulty, everything else can be done with little effort. The Transmutationist can also compact, expand, shape and manifest with some effort, as well as do other forms of shaping and manipulation - so long as it follows equivalent exchange.


(One month): Field of range is now 3 blocks. Fission and Fusion can be done with moderate difficulty. The other abilities are able to be done with incredible ease. At this point, the user can do enchanting.


Anything past this point will only affect the ease of using the magic.


Redlines

Can only transmute nonorganic, or dead organic unless specific lore states otherwise.

Must follow equivalent exchange, meaning something of equal value to that one wishes to apply must be sacrificed (making an item longer, and by doing so making them fragile for example; be sure to apply common sense)

Cannot transmute what you cannot see or understand.

Cannot transmute one item to another item’s state (Stone to water), but it is acceptable if it is the same material (ice to water; water to vapor)

Fusion and Fission requires the alterationist to know what the item comprises of to actually make it or split apart.

Line of sight is still required.

Cannot Transmute an entire building. Too much mana is required.

Requires one month of transmutation to learn enchanting.



Enchanting

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~A goblin enchanter with his imbued weapon, presumably an alchemical made flame propelled via wind evocation~

((Credit to Jack Wang))


Through an alterationist’s power to manipulate mana, they become able to imbue magical properties on an item, so long as it is nonorganic or dead organic; though some items allow for more potent enchantments, as well as more yield from the mana gem. The process of imbuing magical properties onto objects is dubbed enchanting by the practitioners and the folk who are able to get a hold of these magical items. This process is long and ritualistic, involving creating a magical program on the item, once this program is made, the user can either leave it at that - doing so will make it a one time only spell - or make a mana gem; the enchanter will need to take a gem of varying quality and fill it with mana. When the processes are done, the mage will have created their enchantment - items limitless in their creativity.


  Imbuing the magical knowledge onto an item is the brunt of the field. This will require the enchanter to have knowledge of what they want to make, and this knowledge must be within the boundaries of voidal magic; this is generally through actively practicing the magic, or by co-enchanting, and or using an entrapment; however these two require an understanding of the magic (mainly the core mechanic) they seek. By co-enchanting, the enchanter must find another mage with the spell they wish to bind; a ritual will be conducted which involves using the aura as a means to track the mage’s mana, and acquire the information of the spell. From that point, the enchanter must move that information on the object, effectively binding the magic to an item; now we move onto entrapments - these are items which are enchanted to store magical information, generally requiring another magi with the respective magic the enchanter wishes to imbue. Similar to a co-enchanting ritual, another must be made, but this time the knowledge is scraped from their mana and placed within this item via a binding ritual; these items will typically require fuel to keep the information, more often than not keeping them bound to large mana gems and recharging said items before they reach their end. Only an enchanter can access and use their information via the same way they would with a partner.  


Once whatever means is acquired to program the information on the enchantment, the user will now conduct another ritual where they write the enchantment’s program within the item - imbuing mana to sustain the information by binding it to the object and program; these programs are generally very limited and simplistic on their own, however the enchanter can weave two enchantments together via threading their magical beings together - allowing them to conduct more complex tasks. When an enchanter begins, the power of the item is rather simplistic, however - should they progress and achieve a greater understanding, the items will become more potent, but the more potent, the more fuel it will require.


  Arguably, to have an efficient enchantment, one will require a greater means to fuel; enter the managem. The managem is a gem that contains mana inside of it, allowing it to fuel an enchantment once it is linked to the enchantment through threading the magical energies of the gem and the enchantment together; however this can only be done if the enchanter has full knowledge on the magical program that resides in the item. When it comes to how much fuel a mana gem can hold, and what constitutes is a mana gem varies far and wide; a gem can simply be a cut stone, or a flawless diamond; the more valuable the stone is, the greater amount of mana; the larger and more compact the stone the greater value it can hold. Notably, when a transfigurationist is of a higher tier, they will be able to store more mana within the managem without the worry of overfill -- the risk of a managem combusting -- the amount they can put it in must be within reason however, for enchantments are wondrous and formidable tools.


The states of Mana Gems:


Diminished: The mana-gem is active and can be filled.

Non-active: The mana-gem isn’t active, it has either lost all of it’s mana, or it has been hit with a powerful ward. The only way to reactivate it is to have an enchanter study the mana-gem, and reactivate it. This will require one to refuel it with mana, and will take some time to do.

Broken: If the mana-gem is cracked severely, or is broken all together. When it is cracked severely, the mana will seep out much like a water spewed from a broken pipe; the shattered mana gem will create a small explosion, doing little in harm and kinetic energy - more than likely burning skin ever so slightly if it's exposed.

Active: The mana within is active, ready to be linked and used in an enchantment



Finally, all the necessary requirements are finished,and the enchantment is now operating and able to be used. Enchantments go far and wide, from being something as combative as a staff that blasts fireballs, to an item such as a mirror that makes one look fat; it is up to the creativity is the user. There are two types of enchantments, ones that run constantly and others that are activated through a switch or command. When an enchantment is activated, there will more than likely be build up required for specific spells, generally requiring the same amount of actions as a standard spell, albeit minutely swifter due to the item not connecting to the void.


Examples of enchanted items being used:


Ex 1.


Clavicus whirls his stave, cinders and embers curling out of the flawless ruby head.


The smoldering particles meet one another as they helix inches from the ornate staff head, clumping into one another to form a flame.


More pile into the flame, fueling and shaping it as it takes the shape of a ball, smoke and fire leaking from it. Pointing the stave towards his target, a fireball hurls forward.


Ex 2.


Maric Vimmark draws his sword from sheath, running his hand along the blade, wisps of flame sprouting in the wake of his gauntlet.


[!] Soon, the fires wreath the sword.


Attuning


Similar to linking mana gems to an enchantment, the enchanter can opt to link the enchantment to their person, their own personal mana pool. By doing this, the usage of an item is determined by the user’s own mana supply, and can be recharged within an hour to fully replenish the mana pool. While the enchanter can attune an item to themselves, they can also attune an item to another mage or nonmage. This is an alternative to using mana gems, with its own cons - mana drain. When one uses an attuned item linked to them, the user will feel their mana being siphoned, and can eventually lead to mana fatigue and the uselessness of other attuned magical items. The attunement spell is a ritual cast, and cannot be done in combat, and the connection can be removed with relative ease, even for any nonmage attuned to it.


To attune an item the enchanter made to someone other than them, they would need to guide the user in bonding their mana with the item. This is done through a ritual that involves reaching the mana laced with the enchantment towards the person they want to attune it to, from there - the attunee can choose to accept the bonding, or reject it. This process can also be done by any other enchanter, rather than the creator - should they understand how the enchantment works.


Redlines


Enchanted objects have a mana-pool, and must be refueled.

A person can activate a maximum of one offensive enchantment per action unless specific lore states otherwise.

All magic items must have an explanation of the ability and a means to contact the creator, usually “((Contact Niv_Mizzet for more info))”.

Enchantments must be made on either dead, or non-organic material.

You are not immune to your own enchantments.

Mana-gems can't be used to refuel a character's mana. They can only be used in enchantments.

Use common sense. A small surface rock cannot fuel a flaming nuke.

Mana-gems must be refueled by an Enchanter.

Cannot enchant nonarcane magics unless the lore specifically says so, or a Mart is made.

Attuned items are linked with the mana pool, meaning exhaustion must be RP’d.

If the item that houses the enchantment is broken or destroyed, then the enchantment no longer functions.




Warding & Abjuration

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~An abjurationist dispelling an electromancer’s blast~

((Credit to Jeremy Jarvis))

Another ability of the alterationist: Being able to confuse the mana of a spell of an arcane magic the alterationist understands, sometimes into the void and other times simply resisting the spell. These spells can weaken, or simply dispel. Visible in the title, this ‘mana confusion’ is broken into two types: Warding and Abjuration.


Warding: A stationary ‘shield’. While it cannot protect against physical harm such as swords and crossbow bolts, magic falls prey to these wards. Warding takes some time to create, making it less of a combative spell than its brother Abjuration. This more than likely requires four to five emotes to make. These wards are unable to fully cancel out magics, rather only able to weaken and resist their influence. These can be made in an area, however for every twelve meters, it will take three actions on top of the four to five.


Here is a scale of what a ward can affect depending on tier.


T1 Warding: The Ward is able to weaken a T1 spell by half.

T2 Warding: The Ward is able to weaken a T3 and T2 by a tier, and a T1’s spell is near useless.

T3 Warding: The Ward is able to weaken T4 by a singular tier, T3 is weakened by two tiers, T2 is down a tier, and T1 is near useless.

T4 Warding: The Ward is able to weaken T5 by a tier, T4 is weakened by two-three tiers, T3 is weakened by two tiers, and T2 and T1 are near useless.

T5 Warding: The Ward is able to weaken T5 by 2.5 tiers, T4 by three tiers, T3 is weakened by 2.5 tiers, and T2 and T1 are near useless.


Abjuration: A counterspell; however only towards one magic, rather than multiple. This is a quick shot, taking two to three actions to cast. It can cancel out arcane spells scaling by each tier, but anything other than that will fall to the same system as Warding. It can be shot as a transparent bolt or be used as a close range pulsation on an area.


How they function:


These spell(s) create a clump, or net of mana that will hit a spell or magic head on. Once so, the programmed ward or abjuration, having its mana given the knowledge of the spell/magic in question, will try to entwine with the spell and become one with it with as much mana as required, and by doing so -- the spell gets confused, knowing naught what to do -- the spell gets sent back to the void, weakened, or manipulated. This is generally done by having a greater amount of clumped mana than the other spell, meaning that some spells might be enough to tear through wards and abjuration like a hit knife through butter. As stated previously, to ward or abjure something, the caster will require fairly good knowledge, if not very in-depth knowledge of the magic. This only works on Voidal Magic though, lest new situations and abilities unfold themselves.


As the alterationist becomes more knowledgeable and progress in Warding/Abjuration, the user will be able to weaken and cancel out magics of a higher spell capacity. This tool is useful, especially with dampening a perhaps fatal spell. Yet, there is always more to learn.


Reflective Wards/Abjurations


Enter the reflective side of things. Similar to how standard wards and abjurations entwine with the spell, this effectively does the same - but instead of sending it back to nothingness or weakening the spell, it will seek to override the spell's mana and send it elsewhere. Doing this will have the caster temporarily take control of the spell's active mana, having the victim spell's cost eat at their mana and leaving only enough time to divert the spell, actually hitting spells back will be highly unlikely - as one needs to account for the amount of mana it takes to override and hijack.



Example of Abjuration:


Jim looks at Bob as he manifests a arcane energy, curling in his own hand; once he does so - transparent energies manifest (or it can be an aura color, up to the caster) within his palm.


As the arcane bolt flies, Jim pushes his hand outward, sending out an auric pulsation that causes the bolt to shimmer and dissipate; becoming nothingness.


Example of Warding:


Veric issues a low sigh as he outstretches his hand, arcane sparks coiling about his fingers.


The sparks lurch outward, licking the air in front of the mage; the sparks appear to distort now, becoming naught but transparent energies.


Veric furrows a brow, the energies continue to churn and shift - allowing faint wisps to pervade its form - reaching about in front of him.


The energies take the shape of a disc, briefly shivering with blue arcane; the ward was done.


Redlines:


No ward or abjuration is perfect.

A ward/abjuration can not protect from all magics.

You are not immune to your own wards/abjuration.

One must understand the core mechanics of an arcane magic to ward or abjure.

Cannot ward/abjure any magic other than arcane unless specific lore states otherwise.


Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy