Guild

The Magic of Transmutation, created by Saint Flammel

Magical effects

The effects of Guild are simple but have a high potential in a wide variety of capacities. Its effects change the composition of an object; it is theorized that this changes the actual elements that make up objects into other elements.

Offensive

When used in offensive capacity an alchemist can alter the air their opponent breathes into toxic gases, or with sufficient power turn them to stone. Or even, if the user has a particular flare for the dramatic, turn the air above them to stone.

Defensive

When used in a defensive capacity, an alchemist has a more limited range of options. Most magics do not affect the physical world and are thus immune to Guild. If there is a physical attack, they could manipulate the air to slow or deflect the attack or turn the weapon into a gas.

Practical

Guild has the most potential when used in a practical capacity, famously turning lead into gold. It's main practical application includes being able to create on demand resources, often used in tandem with Tinker in order to create machinery. Additionally, the 7th circle's original landmass was quite small so using alchemy they transferred the water around their shores into steel creating new land.

Effect on user

Reservoir

Guild poles from the user's mental capacity, literally using their imagination as finite resource in order to create physical objects. This has the strange side effect of users in middle age having the least power and those in young and old age having more capacity.

Overuse

If the capacity for imagination, which is renewable, is used up, the capacity for logical thought, which is not renewable, begins to be stripped away. Should an Alchemist go over their limits for too long they begin to lose their mind. As previously stated, children and the elderly have more a capacity for the use of Guild, however they have less capacity for logical thought and can more easily go insane.

World effects

Flora

Species of flora in the region have been observed to have modified their stromata to intake a variety of gases. Additionally, most likely due to a magical mishap, several divergent species of trees have incredibly large iron content, creating shells of metal around themselves.

Fauna

The fauna in surrounding regions are unsurprisingly incredibly tough, in fact, creatures in the region have frequently been seen devolving into lower cell organism to avoid human Alchemists. In addition, they have been seen to be non-carbon based, with Lithium or Helium based lifeforms occasionally appearing.

Societal

Local

In regions with a high concentration of artificers, there is usually a more strict reliance on technology to do things that most would rely on magic for. Additionally, these regions often have a high concentration of wealth, due to their ability to litterally manufacture valuables. An unusual phenomenon in that gold and other valuable materials are less valuable in the local region due to their abundance. In the further regions of the world, however, the finite number of Artificers maintains this value. As such the ecconomics of these regions relly on imports of food and exports of valuables.

Global

Globally Artificers are well to do across. They accelerate massive construction products, create a steady supply of gold, and are generally used to repair labor. They can use basic magical abilities to earn massive profits globally. When trained militarily, regions that are within the seven circle create soldiers who can litterally create gas into the air, or crush their enemies with single spell.
Magical Patron: Saint Flamel
  User: Alchemist or Nick
  Region: 7th circle
 
  • Offensive: 6/10
  • Defensive 2/10
  • Practical 9/10

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