Difference between revisions of "Transfiguration"

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*Range: Four blocks/Four meters
 
*Range: Four blocks/Four meters

Revision as of 15:54, 6 August 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.
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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.


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