Negation: Difference between revisions
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=Powers and Abilities= | =Powers and Abilities= | ||
''' | '''Mandate''' - Acquired at Novice. A Mandate is a specific trigger woven into a barrier codifying what will activate the shield. Mandates can be as broad or as specific as the mage requires but the more specific the Mandate, the more time-consuming it is to implement. The more familiar the mage is with the subject of the Mandate, the easier it will be to weave into the aether of their shield. Absent of a Mandate, a shield will be continually active whereas imposing a Mandate upon a shield will mean it is only active when that specific trigger causes it to activate. | ||
Acquired at Novice. | '''Buckler''' - Acquired at Novice. Guard. The mage creates a concentrated plate of aether typically no wider than the length of their forearm. Woven into the buckler is a simple task which is to block, getting no more specific than that. Due to the broadness of the task, the Buckler is well suited as a quick defensive measure during hostile encounters. A Buckler tends to deteriorate rapidly due to the lack of specificity in its tasking and thus burns through its aether quickly unless actively sustained. | ||
'''Shelter''' - Acquired at Novice. Ward. A shelter is a simple barrier that has been erected over a small area, typically no larger than a small encampment of five or less people. Incapable of incorporating highly detailed tasking, Shelters are comprised of only a select few layers and generally only sustain basic directives such as blocking sound, light, or smell and other such simple instructions. | |||
'''Riposte''' - Acquired at Novice. Guard. A rapidly constructed single-use shield, the Riposte is invoked in the heat of the moment where imminent danger is clear. Requiring the mage visibly see the danger coming their way, the Negation mage weaves together a simple shield made of thinly spun aether with but a single task, which is to defend against the oncoming assault. As soon as the assault is absorbed by the shield, it immediately shatters, having performed its function. | |||
''' | '''Cage''' - Acquired at Apprentice. Ward. A defensive trap requiring at least a single Mandate to activate. A Cage is a barrier that is woven into a given area intended to entrap those who trigger it in the given space as opposed to keeping them out of it. | ||
Acquired at | '''Bulwark''' - Acquired at Apprentice. Guard. Weaving together a shield comprised of tightly spun aether, the Bulwark is an evolution of the Buckler capable of covering the entirety of the mage’s body. Requiring active sustainment, the Bulwark provides greater coverage while still allowing for maneuverability. | ||
'''Static''' - Acquired at Journeyman. Guard. Negation is built upon the concept of reinforcing the Laws of the Mundane, wherein it prevents the shift in aether that allows a paranormal event to take place. The power of Static is a concentrated reinforcement of that concept in a focalized area, distributed in short bursts. This creates a series of pulses sent out from the mage wherein the aether targeted by them is essentially frozen into an unmoving state for a short period of time, thus disrupting its flow and grinding any aetheric movement to a halt. This in turn prevents any magical effects from occurring in the area where the mage’s focus is directed. | |||
'''Sanctum''' - Acquired at Journeyman. Ward. Capable of encompassing most small buildings, a Sanctum is a barrier comprised of multiple layers that incorporates more moderate levels of tasking such as being able to block a specific person (but not their relatives) or to allow all sound but the occupants of the Sanctum’s voices to pass outside its boundaries. | |||
'''Aegis''' - Acquired at Expert. Ward. A powerful barrier that is capable of encompassing a very large area including up to several buildings. An Aegis is comprised of multiple layers and usually several Mandates while also being able to sustain advanced levels of very specific tasking. | |||
The | '''Web''' - Acquired at Expert. Guard. Intended to be used in the face of hostile magic. A single-use advanced technique wherein the Negation mage creates a type of netting out of their aether. The strands of the Web remain flexible enough to bend in the face of hostile magic only for the Negation mage to pull them taught resulting in a rebound effect wherein the magic directed at the Web is either deflected in another direction or is reflected back at the caster. The Web then crumbles after its function unless actively sustained or recreated by the mage. | ||
'''Mute''' - Acquired at Expert. Ward. Requiring that the Negation mage extend their own aether into the surrounding area, they overlap their aether across that of their surroundings and create a facsimile of it. As a result, any resulting external manipulation of aether in the area must first pass through the layer created by the mage allowing the Negation mage to actively reject or allow said manipulation to occur. | |||
'''Fortress''' - Acquired at Master. Ward. A Fortress is a multilayered, complex barrier typically with numerous Mandates moderating its activity and activation. This shield is large, capable of encompassing entire city blocks if necessary but it quite time consuming to construct due to the many factors necessary to implement it seamlessly. A Fortress is capable of incorporating very advanced tasking. | |||
'''Injunction''' - Acquired at Master. Guard. An evolution of the Mandate, rather than imposing it on their own barriers and shields, the Negation mage inserts their directive into an existing aether flow completely disrupting it or restructuring it. This in turn can cause the complete collapse of a magical activity or an interruption of it while not requiring the Negation mage to construct an entire barrier to counteract it. | |||
'''Monolith''' - Acquired at Master. Guard and Ward. The Negation mage creates a field of immovable aether centered on themselves wherein no external manipulation of aether can occur. Furthermore, they are able to project a physical barrier around themselves or in the immediate surroundings giving it any number of Mandates, layers, and tasks. This in turn can create a type of invulnerability for the period of time that the Monolith is maintained. While utterly demanding to maintain, encountering a Monolith is to encounter a person capable of defending against most anything with a mere flick of their thoughts. Invoking the Monolith will always induce levels of Overstepping simply because of how demanding actively maintaining such a widely adaptive shield requires. | |||
''' | |||
Acquired at | |||
=Tier Progression= | =Tier Progression= |
Revision as of 08:36, 5 January 2024
Where there has been magic, there have always been those opposed to its misuse. In the early days of mortal history there was very little to stand in the way of exceptionally powerful mages save for being a powerful mage oneself. As a result, Negation was created. This discipline of rune magic is among the few that have been created by mortals as opposed to being gifted to them by the gods. With it mages are able to craft subtle wards and powerful shields. These barriers can be placed over people, objects or even entire buildings or areas.
Origins
During the early days of Ransera, when mortals wielded magic heedless of its consequences either through ignorance or ambition, there was very little to stand in their way. A group of monks devoted to Keela, Dragon Goddess of Wisdom, spent many years in contemplation on the nature of Cardinal Runes and their powers. The culmination of their work resulted in the creation of the Rune of Negation. It is said that on the day of its creation, a great wave of power billowed out from the monastery where they lived. On that day all magic in the world came to a grinding halt and lasted for several days. When the monastery was found all of the monks were gone and resting at the center of the courtyard where they conducted their ritual was the very first Rune of Negation. The monastery has since been lost to time but it is said that it is a place where only the Great Gods retain their power.
Initiation
As with all disciplines of rune magic, an aspiring warden must find a mage who is willing and able to inscribe the Rune of Negation upon their flesh. Threshold sickness for ward mages is among the most curious of them all. It is a highly psychological sickness with most mages citing they experience an overwhelming numbness, crippling depression, or a complete aversion to social interaction with a desire to go into intense reflection. Some go into a comatose state, some have even experienced the complete loss of sensation or even use of limbs. Most successfully recover from the sickness brought on by the Rune of Negation, it is among the Primal Runes with the least likelihood of fatality.
Overstepping
In terms of use, Negation is among the safest disciplines of rune magic. Overstepping with it is exceedingly infrequent as the very nature of the magic prevents most of its effects from occurring. Of course, even with its relative safety it is not completely without its dangers. In the event that overstepping does occur with the Rune of Negation the effects can be quite dramatic and are more often psychological than physical. Historically this has involved mages whose sanity has been shattered due to continued abuse. This often leads to delusions of complete invulnerability that further leads to excessively reckless actions culminating in their deaths. A hastily constructed ward that has become distorted can act erratically.
How It Works
Negation works on the principle of identity or rather, definition. Perhaps more so than most Primal Runes. The concept is simple, the application is what becomes complicated. At low levels the mage is simply reinforcing the identity of the area the barrier encompasses. This is to make the area less likely to allow for the shifting of the definition of reality that allows magic to take place. These wards are often rudimentary at best, prone to failing after negating just a few spells, and encompassing very broad ideas allowing for clever mages to circumvent them. At higher levels wards becomes far more refined. The warden seeking to construct a barrier need only tap into the power of their respective rune, determine an anchor point for the ward and build the shield around the concept of what they intend to block. After weaving this concept into the structure of the barrier, it then negates the properties corresponding to those parameters. This results in the object simply being unable to pass the threshold of the barrier or the type of magic specified simply not working within its borders.
Sustaining A Shield
Wards tend to be very persistent things unless disturbed. Even the most powerful of them will not last forever though. All wards will expire after a period of time if they are not maintained. Any mage bearing the Rune of Negation can repair a ward that has deteriorated if they are of equal or greater power than the mage who originally built it. A ward can only be willfully dispelled by the mage who created it, otherwise it must either be overpowered or simply allowed to deteriorate naturally. This goes back to the concept of identity, the wards recognize the power that created them and while other mages bearing the Rune of Negation can add to their power, they cannot take from it.
Powers and Abilities
Mandate - Acquired at Novice. A Mandate is a specific trigger woven into a barrier codifying what will activate the shield. Mandates can be as broad or as specific as the mage requires but the more specific the Mandate, the more time-consuming it is to implement. The more familiar the mage is with the subject of the Mandate, the easier it will be to weave into the aether of their shield. Absent of a Mandate, a shield will be continually active whereas imposing a Mandate upon a shield will mean it is only active when that specific trigger causes it to activate.
Buckler - Acquired at Novice. Guard. The mage creates a concentrated plate of aether typically no wider than the length of their forearm. Woven into the buckler is a simple task which is to block, getting no more specific than that. Due to the broadness of the task, the Buckler is well suited as a quick defensive measure during hostile encounters. A Buckler tends to deteriorate rapidly due to the lack of specificity in its tasking and thus burns through its aether quickly unless actively sustained.
Shelter - Acquired at Novice. Ward. A shelter is a simple barrier that has been erected over a small area, typically no larger than a small encampment of five or less people. Incapable of incorporating highly detailed tasking, Shelters are comprised of only a select few layers and generally only sustain basic directives such as blocking sound, light, or smell and other such simple instructions.
Riposte - Acquired at Novice. Guard. A rapidly constructed single-use shield, the Riposte is invoked in the heat of the moment where imminent danger is clear. Requiring the mage visibly see the danger coming their way, the Negation mage weaves together a simple shield made of thinly spun aether with but a single task, which is to defend against the oncoming assault. As soon as the assault is absorbed by the shield, it immediately shatters, having performed its function.
Cage - Acquired at Apprentice. Ward. A defensive trap requiring at least a single Mandate to activate. A Cage is a barrier that is woven into a given area intended to entrap those who trigger it in the given space as opposed to keeping them out of it.
Bulwark - Acquired at Apprentice. Guard. Weaving together a shield comprised of tightly spun aether, the Bulwark is an evolution of the Buckler capable of covering the entirety of the mage’s body. Requiring active sustainment, the Bulwark provides greater coverage while still allowing for maneuverability.
Static - Acquired at Journeyman. Guard. Negation is built upon the concept of reinforcing the Laws of the Mundane, wherein it prevents the shift in aether that allows a paranormal event to take place. The power of Static is a concentrated reinforcement of that concept in a focalized area, distributed in short bursts. This creates a series of pulses sent out from the mage wherein the aether targeted by them is essentially frozen into an unmoving state for a short period of time, thus disrupting its flow and grinding any aetheric movement to a halt. This in turn prevents any magical effects from occurring in the area where the mage’s focus is directed.
Sanctum - Acquired at Journeyman. Ward. Capable of encompassing most small buildings, a Sanctum is a barrier comprised of multiple layers that incorporates more moderate levels of tasking such as being able to block a specific person (but not their relatives) or to allow all sound but the occupants of the Sanctum’s voices to pass outside its boundaries.
Aegis - Acquired at Expert. Ward. A powerful barrier that is capable of encompassing a very large area including up to several buildings. An Aegis is comprised of multiple layers and usually several Mandates while also being able to sustain advanced levels of very specific tasking.
Web - Acquired at Expert. Guard. Intended to be used in the face of hostile magic. A single-use advanced technique wherein the Negation mage creates a type of netting out of their aether. The strands of the Web remain flexible enough to bend in the face of hostile magic only for the Negation mage to pull them taught resulting in a rebound effect wherein the magic directed at the Web is either deflected in another direction or is reflected back at the caster. The Web then crumbles after its function unless actively sustained or recreated by the mage.
Mute - Acquired at Expert. Ward. Requiring that the Negation mage extend their own aether into the surrounding area, they overlap their aether across that of their surroundings and create a facsimile of it. As a result, any resulting external manipulation of aether in the area must first pass through the layer created by the mage allowing the Negation mage to actively reject or allow said manipulation to occur.
Fortress - Acquired at Master. Ward. A Fortress is a multilayered, complex barrier typically with numerous Mandates moderating its activity and activation. This shield is large, capable of encompassing entire city blocks if necessary but it quite time consuming to construct due to the many factors necessary to implement it seamlessly. A Fortress is capable of incorporating very advanced tasking.
Injunction - Acquired at Master. Guard. An evolution of the Mandate, rather than imposing it on their own barriers and shields, the Negation mage inserts their directive into an existing aether flow completely disrupting it or restructuring it. This in turn can cause the complete collapse of a magical activity or an interruption of it while not requiring the Negation mage to construct an entire barrier to counteract it.
Monolith - Acquired at Master. Guard and Ward. The Negation mage creates a field of immovable aether centered on themselves wherein no external manipulation of aether can occur. Furthermore, they are able to project a physical barrier around themselves or in the immediate surroundings giving it any number of Mandates, layers, and tasks. This in turn can create a type of invulnerability for the period of time that the Monolith is maintained. While utterly demanding to maintain, encountering a Monolith is to encounter a person capable of defending against most anything with a mere flick of their thoughts. Invoking the Monolith will always induce levels of Overstepping simply because of how demanding actively maintaining such a widely adaptive shield requires.
Tier Progression
Novice (1-24)
The strength of the novice negation mage rests in their ability to creatively apply negating basic things. Whether that is simply blocking sound, blurring one’s perception of light, or concentrating on reinforcing the underlying identity of an object as opposed to preventing the occurrence of external forces. Their anchors and shields are slow to build and typically do not persist for very long without regular maintenance. They are limited to applying only a single parameter to their anchors at a time. Attempting to build anything more than simple 2D shields is courting overstepping.
Apprentice (25-49)
With a firm grasp on the fundamentals of Negation, the mage is now able to comfortably apply multiple parameters to their anchors at a time. Any more than a select few however is still exceedingly difficult. Their anchors and shields still take time to construct and properly affix to their decided location. Their ability to task becomes a tad more refined with the ability to take on more nuanced tasks becoming possible, such as warding against a specific mineral or a particular shape or a specific scent. Becoming overly specific however is still beyond the grasp of an apprentice.
Journeyman (50-74)
In gaining the ability to apply Layers to their shields, the Journeyman Negation mage has truly added some versatility to their practice. Constructing their anchors takes only a short amount of time as well as affixing them and building a shield outward from them. Applying a layer to the face of a shield however takes a fair amount of time, several minutes at the very least. Their grasp on the fundamental aspects of Negation have grown considerably.
Expert (75-99)
The expert Negation mage is a force to be reckoned with. The levels of nuance they can apply to their anchors and the shapes they can utilize in their shieldcrafting are vast. Building an anchor and constructing a barrier from there takes only moments. Their limitations are only the time they have to work and the amount of energy they themselves have to work with. At this level they gain the ability to project their anchors and thus Tunnel with their wards. While short lived, these snapshot anchors are invaluable in a pinch.
Master (100)
Having gained the ability to become a Monolith of Negation, the Master is a walking bulwark against any force they dedicate themselves to negating. While caution must be used so as not to negate their own effectiveness, the mage is limited only by their knowledge of how to creatively apply wards. Anchors and Shields are built and assigned tasks or even layers near instantaneously. At this stage, the only thing limiting a Master’s ability is their own energy reserves.