Difference between revisions of "Transfiguration"

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Transfiguration is an Arcane magic associated with the change of the natural and unnatural.
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The Art of Transfiguration
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First let’s talk about “mana-anchors”. Now this is some super simple stuff, a mana-anchor is simply the invisible connection from the Void, to the spell we’re casting. This connection holds the spell in our world, it breaks when we use up our mana, or when we sever the connection.
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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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We make a connection, we tap into the Void, we use mana to draw our spell into the real world. If our connection is broken, so is the mana link or anchor. But there is also another detail, when mana is used, it is given a task. When a typical mage uses let's say fire evocation, he makes a fireball. In this fireball is a portion of invisible mana (This mana is literally the anchor), which has been tasked with holding that fireball in the real world for as long as it's fueled with mana, or is dispersed by another means. All mages program mana to some extent, but only Alterationists learn how to manipulate this fact
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|'''Transfiguration'''
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==Transmutation==
 
  
Transmutation is essentially science-magic. You have to study elements, mathematical equations, and all sorts of complicated knowledges before you 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, you would first have to learn the temperature of which it becomes liquid form, and how exactly steel is forged. You learn the properties of said steel ingot, and you now use your genius mind to create and apply a new list of properties to this steel ingot.
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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>
  
There are a few limitations on transmutation. The mage first needs to to know what he is transmuting, the material and it’s properties, as was said before. He would still require sight and proximity to the material he is to transmute. Transmuting is also governed by the term “Equivalent exchange”, so you cannot turn stone into gold, or diamond. It’s not strictly impossible, as diamond is extremely compressed coal, this would take far too much mana, and is something only achievable through the natural process of the world.
 
  
===Red lines===
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__TOC__
  
*Can’t transmute anything while it’s living.
 
  
*Must follow equivalent exchange.
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== History ==
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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>
  
*Can’t transmute one material into another of a different state (no stone to water), but acceptable if it is the same substance (water to ice).
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==Learning Transfiguration==
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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>
  
*Can’t transmute what a mage doesn’t understand, or see.
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==Abilities==
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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>
  
==Enchanting==
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===Transmutation===
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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 is instead of altering scientific properties, altering and applying magical properties onto objects. The process of imbuing magical properties is slightly different than applying scientific ones on the world, as the mana-anchor mages use must be constantly fueled, else the enchantment would fade. The source of an enchantments mana is stored in a gem. The definition of a gem is “a precious or semiprecious stone, when cut and polished or engraved”. This means it could be any stone, just in gem form. The higher quality, or bigger this gem is, the more mana it is capable of holding.
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===Enchanting===
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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>
  
So to create an enchantment; you enchant an object/weave a spell into it, you then get this gem and pour your mana into it, and you apply this gem to the object in some way. As an enchanter, you then connect the gem to the enchantment, it’ll then feed it from the mana pool you’ve provided. 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. A GM is suggested to name, and enchant MC items to correlate with the enchantment.
 
  
Mana-gems have three different states:
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<div style="text-align: center;>'''Please inform either a Game-Staff or Lore-Staff to name and enchant your item to correlate with the roleplay-enchantment!'''</div>
  
*'''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 takes quite a bit of time to do.
 
*'''Broken:''' If the mana-gem is cracked severely, or is broken all together.
 
  
===Red lines===
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===Warding/Abjuration===
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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>
  
*Enchanted objects have a mana-pool, and must be refueled.
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==Redlines of Transfiguration==
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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.
 +
 
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===Transmutation Redlines===
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*Can only transmute non organic, or dead organic unless specific lore states otherwise.
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*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).
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*Fusion and Fission requires the alterationist to know what the item comprises of to actually make it or split apart.
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*Line of sight is still required.
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*Cannot Transmute an entire building. Too much mana is required.   
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*Requires one month of transmutation to learn enchanting.
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===Enchanting Redlines===
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*Enchanted objects have a mana-pool, and must be refueled.       
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*A person can activate a maximum of one offensive enchantment per action unless specific lore states otherwise.
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*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.
 
*Enchantments must be made on either dead, or non-organic material.
*Enchanters are not immune to their own enchantments.
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*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.
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*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.
 
*Mana-gems must be refueled by an Enchanter.
*Mana-gems cannot be enchanted themselves, and need to be attached to something that is enchanted.
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*Cannot enchant nonarcane magics unless the lore specifically says so, or a Mart is made.
 
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*Attuned items are linked with the mana pool, meaning exhaustion must be RP’d.
==Warding/Abjuration==
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*If the item that houses the enchantment is broken or destroyed, then the enchantment no longer functions.
 
 
In all arcane spells regardless if it’s evocation, illusion or conjuration, a key detail binds them all. This binding detail is the mana-anchor. Wards are puffs of mana which are programmed to collide with mana-anchors to disrupt them. Once the mana-anchor has been confused or disrupted, the fuel for the spell vanishes, and thus so does the spell itself.
 
 
 
You may also be wondering “What’s an Abjuration?”, so we should touch on the subject briefly. Wards and Abjurations are very similar, and are essentially the same. They both do the same thing in essence, but in different forms. Wards are generally used as shields, used to stop incoming spells, while Abjurations are used like projectiles, generally to stop a spell mid-flight. Both have the same effect on magic, however Wards can stop more than one kind of magic, but take longer to create. Abjurations can only ward one magic at a time, are projectiles, and are used morso in quick succession.
 
 
 
There are a few rules to follow in regards to Wards and Abjurations. It’s wise to note that to ward a spell, you must first completely understand said magic you’re warding. An Abjuration/Ward made for Conjuration will not stop an evocative fireball, or illusion. As mentioned before. Abjurations are only capable of warding one magic at a time. While regular Wards can be made to stop many magics at once, however at the cost of large amounts of time to prepare said ward. Wards are also governed by the casters ability and power. Someone who is a novice in warding cannot disrupt a masters fireball.
 
  
It is also notable that Ward/Abjurations are also capable of disrupting other magic-types, such as necromancy, and Shamanism. Although this is only able to be done once the Mage has outstanding knowledge of said magic-type. So only those who understand exactly how Necromancy, or Shamanism works can actually ward it.
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===Warding/Abjuration Redlines===
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*No ward or abjuration is perfect.
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*A ward/abjuration can not protect from all magics.
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*You are not immune to your own wards/abjuration.
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*One must understand the core mechanics of an arcane magic to ward or abjure.
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*Cannot ward/abjure any magic other than arcane unless specific lore states otherwise.
  
===Red lines===
 
  
*A ward can not protect from all magics.
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== Trivia ==
*Wards do not do anything to cursed or blessed people.
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*Some dwarves are still trying to turn stone into gold by using Transmutation, yet, most often they fail and hurt themselves.
*Only magics that are understood on how they work can be warded.
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*Several artifacts are known to be enchanted, holding forgotten spells and powers within themselves.
*Mages are not immune to their own wards.
 
  
  

Revision as of 15:55, 19 May 2018

circle info req sam.png Forum Information: This page contains a short summary of the stated magic. To find a full version of this magic click here. If you can’t find the Forum-Thread, please contact a Lore Moderator or Wiki Moderator.
Missing.png
Art by: Unknown
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.

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.


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