Voidal Mage

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This lore received a rewrite and this version is not being used on the server anymore. This page should be updated with the new lore which can be found on the forums under implemented lore.


On the Voidal Mage


The voidal caster; someone who relies on the power of the nothingness and everything—commonly referred to as the void—to use their magic. By doing this, the magi will have to open their mind and soul up to the void, allowing them the power to create and destroy; yet, there comes a cost to this: degradation. When connecting to the void, the energies eat away at the user, making what once was a powerful brute of a man, to a thin and willowy form, lacking the muscle they once had, and when they begin—the user’s strength already, already making them thinner and weaker, making them unable to wield their weapons and armor as effectively as a seasoned warrior, as their stamina will be below the trained fighter; even then - due to their weakened state, a mage will surely have less strength in their blows than a warrior. While a knight might be able to hack into someone with a burst of motion and brute force, a mage will need to rely on momentum than applying force. This is a slow process however, and will require much experience from the void user to heavily degrade them; typically, this harsh degradation happens when the magic user reaches years of study (6 months of active magic roleplay).



The magi who practiced and gave years of their life to this school of magic are thin, frail—sporting limited muscle and no longer able to don their full suits of mundane plate effectively, fitted or not; only now can they clad themselves in armor such as half plate with the effect of stamina drain as anyone in plate would face, opening up more areas that a soldier, or any other can capitalize on. Their use of weaponry is still plausible however, though items such as incredibly heavy weapons, long polearms with a good deal of the weight on their heads (partisans, halberds) and items that require a lot of control and arm strength such as a rapier or an estoc will be tiring after moments of it being held, making a mage take on weapons such as arming swords, maces, or even use counterweights and magic to help them - yet, they are still by no means better than a seasoned warrior; their stamina is less than that of the trained fighter, even less than the average fighter.


A mage that has actively practiced magic for six months can no longer wear full plate effectively unless specific lore states otherwise (ex. enchantments). At best they can wear half plate or something similar, should they try to wear fullplate, they will be incredibly tired by the collective weight on them, making it hardly effecient.

A mage who has not reached that six month mark (again, this requires active practice of a magic) is able to wear fullplate at the best.

Incredibly heavy weapons and weapons that require a lot of arm strength will most likely be ineffective when being used. The stamina drain and weight being something they cannot handle. If anyone is curious about a weapon, please feel free to contact me and I will say if it’s possible or not.

Enchantments to make the items lighter will require some documentation, at least a document that the mage can show, with the name of who made it.

No mage will have a very ‘buff’ body. No body builder wizards unless specific lore states otherwise.

A mage will always be physically weaker than a trained fighter unless specific lore states otherwise.



Pain and its tolerance.



While a normal mage’s physical power is traded for the arcane, it by no means turns the mage into an unstoppable force, their weakened bodies become less tolerant to pain. When a mage casts, it is up to their opponent to deliver harm to the magister to damage, or stop their connection. By damaging their connection, the magic is weakened, making once hard hitting spells impact with less force; sometimes significantly less force. A mage is now more reactive to pain, as magic relies on focus and by hampering said focus, it will affect the magic.


A mage who has just started will have their connection severed by even the simplest things; the loudest sounds, the weakest of pushes and punches. It is up to them to keep practicing to strengthen that connection, which will provide boons later on. When they reach T3 in a magic, their connection will be strong enough to maintain focus when they take some hits, sometimes able to completely shrug off what happens to them; this all depends on what is used on them though.


- Minimal force such as a simple push or a light punch. This will do very little to hamper the connection, in fact anything below this point would do literally nothing.


- Harsh force such as strong punches to nonsensitive areas will cause the magic to drop by a tier in power, punches to pain sensitive areas like the head, torso, solar plexus, sternum, groin, etc will stop casting, and depending on where a strike is landed on, it may limit a mage to the most basic spells. Tackles will stop the cast as well. Should a mage be punched in nonsensitive areas with a gauntlet or cestus, even bashed with a pommel - their magic will halve in power, either hitting with less impact, or become slower.


- Stabs and cuts vary. Should a mage be stabbed, the pain of being stabbed will stop their magic, as it is too much to establish or maintain a connection. Cuts are a different animal, based on the amount of skin being cut. Small and shallow wounds, even scrapes will weaken the magic’s strength, and hamper the magic, yet deep cuts will absolutely stop the magic being used; the lingering pain likely stopping any further magic until the pain becomes bearable, or limiting the mage to very basic spells (Sparks, Magic Missiles, the things that require little focus). A medium cut will take two emotes to recover, for example.


- Heavy force such as blunt impact via a truncheon or a mace will stop any casting when it connects; depending on the area, it will either make a mage cast weaker spells, or stop them from casting. An example would be getting hit in the forearm with a truncheon, this alone would weaken a spell to a quarter power due to the lingering pain; strikes to areas such as the joints, femur, ribs, and so on will stop casting, and for as long as the pain remains and does not subside, the mage will have very basic magic control depending on the severity of their wound (basically, a broken forearm will likely limit the user to basic spells, but a broken femur will put a mage out of commission; use common sense. The more painful, the more likely the player will not be able to cast).


- The lingering pain of broken bones easily weaken magics to the very basic spells that lack little concentration (Sparks, magic missiles, other such things). Immense pain will ultimately stop casting for the duration of the pain, or until it becomes bearable. This depends on where the bones are broken, and how they are broken. A shattered arm will absolutely stop a mage from casting, but a small fracture on the hand will only weaken a magic by a tier.


- Armor, while being able to protect a mage from damage will still cause the mage to have their magics weakened or thwarted depending on the type of armor. For example, plate—while it is perhaps the best protection against cut and thrust, the impact can still be felt, and while minimizing the damage - the connection will be weakened and drop the magic by a tier. Any blunt force impact on that armor will more than likely disrupt the connection and cause weakened magics for two or three emotes.


- Noise, a horrible thing. When there is too much noise that is incredibly loud, like a volley of fireworks being blasted nearby, it will severely weaken the connection, causing the mage to use weakened spells. If it is painfully loud, they will not be able to cast for as long as the noise remains. The nonpainful loud sounds can be bypassed, as it requires for a magi to be desensitized first.


While this defines casting and its connection, there are obviously some things that are missing. To respond to that, use common sense. The more painful something is, the more it will weaken a mage’s magic or stop it completely. If the pain does not instantly fade, it will stop a mage from casting for however long the pain takes to become bearable.

Side Effects for the Void-Attuned

For those who have practiced the voidal arts for decades, they'll find that their connection to the void now feels like an extension of their being. Said connection can even behave like a reflex in some scenarios, happening quickly and involuntarily. It's not unheard of for a master fire evocationist to occasionally exhale coalish smoke after casting. Or an electrical evocationist to generate small sparks around them after a hiccup. Or even an arcanist expelling strangely coloured ectoplasm after a sneeze. The possibilities are many and unpredictable.

The cause for these quirky phenomenons can be explained quite simply. Those who have consistently made use of the void for several years have had their minds accustomed to it, no longer being perceived as a strange force by their psyche, but rather, as a part of them. Of course, the connection itself is unnatural, the mind merely believes it not to be, so it may involuntarily call upon it whenever a reflex is triggered. Sneezes, hiccups, surprises and many more sudden things can cause such an instance. Luckily, it never seems to have any adverse effects, or benefitial effects for that matter. It is entirely neutral. Each mage can have their own unique quirk, or quirks, in some cases. It all depends on what art the mage specializes in.