Untethered Magic [Warhammer Fantasy/Nasuverse, kind of] [Eventual Multicross]

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For reasons beyond your understanding, you have been gifted with a magic system wholly disconnected from the Realm of Chaos. No catch, no drawbacks - just make sure you improve upon your Crest, Cores and Circuits as much as you can, create new Structures as needed, and survive long enough for you to find a way out.
I: Charater Creation, Part 1
Mallus is a doomed world; there is no questioning that. Since the moment the great Polar Gates collapsed into Chaos and the monstrous Dark Gods made their eldritch mark across every shadowed and lightless place across this planet, its somber fate was painstakingly etched into the very fabric of the multiverse. Now the time is drawing near for this forsaken world to be consumed by warpfire and blackstone, and there is nothing anyone can do to stop it from happening.

Or perhaps, not until now.

For reasons far beyond your infinitesimal comprehension, you have been granted access to a powerful magic system, one that may in time become the most powerful in all of existence. It is a peculiar form of magic, involving four classes of interlinking magical Structures, each dependent upon and complementing the Structure above it, along with a number of Tiers and subordinate Qualities. Although there may not be sufficient time for you to save the world in its entirety, an escape remains quite possible.

Your position within this doomed world, too, remains somewhat in flux. Time and space are mere suggestions at the moment, although regardless of your choices here, you will remain a child of poor villagers living in a backwater province of Sigmar's Glorious Empire.

[] Starting Location

(Choose one)

-[] Averland

Nestled right between the River Reik and the River Aver, the Grand County of Averland could be considered one of the most fertile locales within the Empire. Famines are a thing of mere legend in Averland, and the wine and steak sourced from within fetch excellent prices in markets throughout the Old World.

But do not be deceived; Averland is just as dangerous of a place as any other province, and there is no greater testament to this than its close proximity to dreaded Sylvania.

-[] Hochland

By far the smallest of the Electoral Provinces, the Grand Barony of Hochland is comprised of vast tracts of woodland and wilderness, along with the stony peaks of the Middle Mountains in the north. Almost all food here is acquired through hunting and fishing, and as a result a strong culture of game tracking has arisen throughout the province.

Beastmen and Forest Goblins are numerous within Hochland's many forests, and as such it would be wise for you to avoid those dark places unprepared.

-[] Ostermark

Situated between the Dwarfen holds of the Worlds Edge Mountains, the icy realm of Kislev, and the terror that is Sylvania, the League of Ostermark is as frontier as a frontier can get. Warm days are quite rare, even in the summertime, and those who live there are hardy, rugged warriors, always on guard against the League's numerous threats.

Even more so than Averland, Ostermark is a breeding ground for conflict and Chaos. Danger lurks behind every corner, and it would be best for you to always watch your back.

-[] Stirland

The Grand County of Stirland is a poor country, populated by folk who are known for their superstition and racial intolerance. There are many within the Grand County who are still sore over the centuries-old cession of the Moot to the Halflings, and their resentment towards the other races is similar in strength.

Technically speaking, the County of Sylvania is a part of Stirland. However, most are well aware that the true ruler in those corrupted lands are the von Carstein vampire counts, who answer to no one but themselves.

- - -

Depending on your choice in the following section, you may either have more than enough time to avert the tide of Chaos or barely enough time for you to escape cursed Mallus.

[] Starting Year

(Choose one)

-[] 2393 IC (Hard Mode)

From your youth, you have fond memories of sitting around the hearthfire with all the other children, listening to the village elder spin long and winding tales about the Great War against Chaos. She may be long dead now, but her horrid descriptions of the myriad servants of the unknowable Ruinous Powers give you all the motivation you need in order to go to action.

The current Emperor is Leopold of the Unfähiger dynasty, a ruler deep in debt for the concessions he made in other to gain the throne. In two years' time he will embark on the ambitious project of establishing a penal colony in the Southlands, named Leopoldheim in his honor.

-[] 2441 IC (Harder Mode)

Less than a century remains before the End Times, more than enough time for you to plan a serviceable escape route for yourself and perhaps many others. Dieter IV's foolish sale of Marienburg remains a fresh memory in the eyes of the nobility, though most commoners like yourself would be quite unaware of where Marienburg even lies.

The current Emperor is Mattheus II, a far more competent man than the vile Dieter, but far too willing to pursue democratic reforms for any of the Electors' liking.

-[] 2503 IC (GRIMDARK Mode)

One year ago on this day Karl-Franz I was elected Emperor of Mankind, and unbeknownst to nearly everyone he will be the last to reign before the Ruinous Powers claim this world for themselves. It will not even be two decades before the end of the world, so it would be wise for you to work on improving your Structures and forge new ones as fast as you can.

- - -

Am I really starting another quest not even a week after the previous one went stale? Yes, I am, and chances are this one isn't going to do very well, either.

I got the basis of this quest from the Essence of the Omniversal Soul Architect over on QQ's Essence Archive (I promise there's nothing explicit in the link), and although I think the Essence itself is based on the Nasuverse magic system, I'm still not quite sure since I know next to nothing about the setting. The insta-win fiat bullshit has been removed for obvious reasons, and even then there's probably going to be a lot of things that'll be different from the original Essence regardless.

At any rate, I think that's enough rambling from me now - go ahead and vote, if you want. I don't care.
 
A: The Magic Crest, Mana, Structures and Spells
Current Mana: 0/1010 (1.01k)

Mana generation rate: +1 per 1k seconds

Magic Crest
Terrestrial (I) Tier, Quality F- (1x potency multiplier)
Cost to improve Magic Crest:

Magic Cores
New Core creation cost: 500 mana

Magic Core A: Terrestrial Tier, Quality F- (1 subordinate Circuit, 1.01x Circuit->Core potency multiplier)

Magic Circuits
New Circuit creation cost: 200 mana

Magic Circuit A-1: Terrestrial Tier, Quality F- (1 subordinate Sub-Circuit, 1.01x Sub-Circuit->Circuit potency multiplier)

Magic Sub-Circuits
New Sub-Circuit creation cost: 100 mana

Magic Sub-Circuit A-1-I: Terrestrial Tier, Quality F-

Spells

Spell Limit: 1

Spell Slot 1: Ersatz Earthblood (School: Protection, Element(s): Earth, base cost: 20 mana, maximum range: self)
 
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B: Tiers, Qualities, Formulas, and Costs
List of Tiers: Terrestrial, Stellar, Celestial, Planar, Creation, Unity, Eternity, Origin, Infinity

List of Grades: F-, F, F+, E-, E, E+, D-, D, D+, C-, C, C+, B-, B, B+, A-, A, A+, S-, S, S+, X-, X, X+, EX-, EX, EX+

Formulas

Mana limit formula (add together for every Core): Base Core mana storage * Circuit->Core potency multiplier
Mana production formula (add together for every Core): Base Core mana production * Circuit->Core potency multiplier

Magic Core creation cost formula: 500 * number of Cores
Magic Circuit creation cost formula: 200 * average number of Circuits per Core
Magic Sub-Circuit creation cost formula: 100 * average number of Sub-Circuits per Circuit
Spell Limit formula: Crest Tier * number of Cores

Terrestrial, F- to Terrestrial, F: 500 mana
Terrestrial, F to Terrestrial, F+: 550 mana
Terrestrial, F+ to Terrestrial, E-: 1,100 mana (1.1 kM)
Terrestrial, E- to Terrestrial, E: 1,210 mana (1.21 kM)
Terrestrial, E to Terrestrial, E+: 1,331 mana (1.331 kM)
Terrestrial, E+ to Terrestrial, D-: 2,662 mana (2.662 kM)
Terrestrial, D- to Terrestrial, D: 2,928 mana (2.928 kM)
Terrestrial, D to Terrestrial, D+: 3,221 mana (3.221 kM)
Terrestrial, D+ to Terrestrial, C-: 6,442 mana (6.442 kM)
Terrestrial, C- to Terrestrial, C: 7,086 mana (7.086 kM)
Terrestrial, C to Terrestrial, C+: 7,795 mana (7.795 kM)
Terrestrial, C+ to Terrestrial, B-: 15,590 mana (15.59 kM)
Terrestrial, B- to Terrestrial, B: 17,149 mana (17.15 kM)
Terrestrial, B to Terrestrial, B+: 18,864 mana (18.86 kM)
Terrestrial, B+ to Terrestrial, A-: 37,728 mana (37.73 kM)
Terrestrial, A- to Terrestrial, A: 41,501 mana (41.5 kM)
Terrestrial, A to Terrestrial, A+: 45,651 mana (45.65 kM)
Terrestrial, A+ to Terrestrial, S-: 91,302 mana (91.3 kM)
Terrestrial, S- to Terrestrial, S: 100,432 mana (100.4 kM)
Terrestrial, S to Terrestrial, S+: 110,475 mana (110.5 kM)
Terrestrial, S+ to Terrestrial, X-: 220,950 mana (221 kM)
Terrestrial, X- to Terrestrial, X: 243,045 mana (243 kM)
Terrestrial, X to Terrestrial, X+: 267,350 mana (267.4 kM)
Terrestrial, X+ to Terrestrial, EX-: 534,700 mana (534.7 kM)
Terrestrial, EX- to Terrestrial, EX: 588,170 mana (588.2 kM)
Terrestrial, EX to Terrestrial, EX+: 646,987 mana (647 kM)
Terrestrial, EX+ to Stellar, F-: 7,116,857 mana (7.117 MM)
Terrestrial, F- to Terrestrial, F: 300 mana
Terrestrial, F to Terrestrial, F+: 330 mana
Terrestrial, F+ to Terrestrial, E-: 660 mana
Terrestrial, E- to Terrestrial, E: 726 mana
Terrestrial, E to Terrestrial, E+: 799 mana
Terrestrial, E+ to Terrestrial, D-: 1,598 mana (1.598 kM)
Terrestrial, D- to Terrestrial, D: 1,758 mana (1.758 kM)
Terrestrial, D to Terrestrial, D+: 1,934 mana (1.934 kM)
Terrestrial, D+ to Terrestrial, C-: 3,868 mana (3.868 kM)
Terrestrial, C- to Terrestrial, C: 4,255 mana (4.255 kM)
Terrestrial, C to Terrestrial, C+: 4,681 mana (4.681 kM)
Terrestrial, C+ to Terrestrial, B-: 9,362 mana (9.362 kM)
Terrestrial, B- to Terrestrial, B: 10,298 mana (10.3 kM)
Terrestrial, B to Terrestrial, B+: 11,328 mana (11.33 kM)
Terrestrial, B+ to Terrestrial, A-: 22,656 mana (22.66 kM)
Terrestrial, A- to Terrestrial, A: 24,922 mana (24.92 kM)
Terrestrial, A to Terrestrial, A+: 27,414 mana (27.41 kM)
Terrestrial, A+ to Terrestrial, S-: 54,828 mana (54.82 kM)
Terrestrial, S- to Terrestrial, S: 60,311 mana (60.31 kM)
Terrestrial, S to Terrestrial, S+: 66,342 mana (66.34 kM)
Terrestrial, S+ to Terrestrial, X-: 132,684 mana (132.7 kM)
Terrestrial, X- to Terrestrial, X: 145,952 mana (146 kM)
Terrestrial, X to Terrestrial, X+: 160,547 mana (160.5 kM)
Terrestrial, X+ to Terrestrial EX-: 321,094 mana (321.1 kM)
Terrestrial, EX- to Terrestrial, EX: 353,203 mana (353.2 kM)
Terrestrial, EX to Terrestrial, EX+: 388,523 mana (388.5 kM)
Terrestrial, EX+ to Stellar, F-: 4,273,753 mana (4.274 MM)
Terrestrial, F- to Terrestrial, F: 150 mana
Terrestrial, F to Terrestrial, F+: 165 mana
Terrestrial, F+ to Terrestrial, E-: 330 mana
Terrestrial, E- to Terrestrial, E: 363 mana
Terrestrial, E to Terrestrial, E+: 399 mana
Terrestrial, E+ to Terrestrial, D-: 798 mana
Terrestrial, D- to Terrestrial, D: 878 mana
Terrestrial, D to Terrestrial, D+: 966 mana
Terrestrial, D+ to Terrestrial, C-: 1,932 mana (1.932 kM)
Terrestrial, C- to Terrestrial, C: 2,125 mana (2.125 kM)
Terrestrial, C to Terrestrial, C+: 2.338 mana (2.338 kM)
Terrestrial, C+ to Terrestrial, B-: 4,676 mana (4.676 kM)
Terrestrial, B- to Terrestrial, B: 5,144 mana (5.144 kM)
Terrestrial, B to Terrestrial, B+: 5,658 mana (5.658 kM)
Terrestrial, B+ to Terrestrial, A-: 11,316 mana (11.32 kM)
Terrestrial, A- to Terrestrial, A: 12,448 mana (12.45 kM)
Terrestrial, A to Terrestrial, A+: 13,693 mana (13.69 kM)
Terrestrial, A+ to Terrestrial, S-: 27,386 mana (27.39 kM)
Terrestrial, S- to Terrestrial, S: 30,125 mana (30.13 kM)
Terrestrial, S to Terrestrial, S+: 33,138 mana (33.14 kM)
Terrestrial, S+ to Terrestrial, X-: 66,276 mana (66.28 kM)
Terrestrial, X- to Terrestrial, X: 72,904 mana (72.9 kM)
Terrestrial, X to Terrestrial, X+: 80,194 mana (80.2 kM)
Terrestrial, X+ to Terrestrial, EX-: 160,388 mana (160.4 kM)
Terrestrial, EX- to Terrestrial, EX: 176,427 mana (176.4 kM)
Terrestrial, EX to Terrestrial, EX+: 194,070 mana (194.1 kM)
Terrestrial, EX+ to Stellar, F-: 2,134,770 mana (2.135 MM)
Terrestrial, F- to Terrestrial, F: 70 mana
Terrestrial, F to Terrestrial, F+: 77 mana
Terrestrial, F+ to Terrestrial, E-: 154 mana
Terrestrial, E- to Terrestrial, E: 169 mana
Terrestrial, E to Terrestrial, E+: 186 mana
Terrestrial, E+ to Terrestrial, D-: 372 mana
Terrestrial, D- to Terrestrial, D: 409 mana
Terrestrial, D to Terrestrial, D+: 450 mana
Terrestrial, D+ to Terrestrial, C-: 900 mana
Terrestrial, C- to Terrestrial, C: 990 mana
Terrestrial, C to Terrestrial, C+: 1,089 mana (1.089 kM)
Terrestrial, C+ to Terrestrial, B-: 2,178 mana (2.178 kM)
Terrestrial, B- to Terrestrial, B: 2,396 mana (2.396 kM)
Terrestrial, B to Terrestrial, B+: 2,636 mana (2.636 kM)
Terrestrial, B+ to Terrestrial, A-: 5,272 mana (5.272 kM)
Terrestrial, A- to Terrestrial, A: 5,799 mana (5.799 kM)
Terrestrial, A to Terrestrial, A+: 6,379 mana (6.379 kM)
Terrestrial, A+ to Terrestrial, S-: 12,758 mana (12.76 kM)
Terrestrial, S- to Terrestrial, S: 14,034 mana (14.04 kM)
Terrestrial, S to Terrestrial, S+: 15,437 mana (15.44 kM)
Terrestrial, S+ to Terrestrial, X-: 30,874 mana (30.87 kM)
Terrestrial, X- to Terrestrial, X: 33,961 mana (33.96 kM)
Terrestrial, X to Terrestrial, X+: 37,357 mana (37.36 kM)
Terrestrial, X+ to Terrestrial, EX-: 74,714 mana (74.71 kM)
Terrestrial, EX- to Terrestrial, EX: 82,185 mana (82.19 kM)
Terrestrial, EX to Terrestrial, EX+: 90,404 mana (90.4 kM)
Terrestrial, EX+ to Stellar, F-: 994,444 mana (994.4 kM)

Terrestrial, F-: 1,000 mana (1 kM)
Terrestrial, F: 1,070 mana (1.07 kM)
Terrestrial, F+: 1,145 mana (1.145 kM)
Terrestrial, E-: 1,947 mana (1.947 kM)
Terrestrial, E: 2,083 mana (2.083 kM)
Terrestrial, E+: 2.229 mana (2.229 kM)
Terrestrial, D-: 3,789 mana (3.789 kM)
Terrestrial, D: 4,054 mana (4.054 kM)
Terrestrial, D+: 4,338 mana (4.338 kM)
Terrestrial, C-: 7,375 mana (7.375 kM)
Terrestrial, C: 7,891 mana (7.891 kM)
Terrestrial, C+: 8.443 mana (8.443 kM)
Terrestrial, B-: 14,353 mana (14.35 kM)
Terrestrial, B: 15,358 mana (15.36 kM)
Terrestrial, B+: 16,433 mana (16.43 kM)
Terrestrial, A-: 27,936 mana (27.97 kM)
Terrestrial, A: 29,892 mana (29.89 kM)
Terrestrial, A+: 31,984 mana (31.98 kM)
Terrestrial, S-: 54,373 mana (54.37 kM)
Terrestrial, S: 58,179 mana (58.18 kM)
Terrestrial, S+: 62,252 mana (62.25 kM)
Terrestrial, X-: 105,828 mana (105.8 kM)
Terrestrial, X: 113,236 mana (113.2 kM)
Terrestrial, X+: 121,163 mana (121.2 kM)
Terrestrial, EX-: 205,977 mana (206 kM)
Terrestrial, EX: 220,395 mana (220.4 kM)
Terrestrial, EX+: 235,823 mana (235.8 kM)
Stellar, F-: 1,886,584 mana (1.887 MM)
 
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II: Character Creation, Part 2
Today is Marktag the 22nd of Nachexen, in the 2441st year of Sigmar's Glorious Empire. On this day sixteen years ago, you were born to a family of struggling peasants living within the frontier province of Ostermark. Last night, you somehow acquired an unusual form of magic that no one within the Empire - nay, the Known World - has ever seen before. Now, as the sun begins to rise upon your nameless household's squalor home, the time draws near for you to make your final decisions before awakening.

[] Starting Village

-[] Eisental

Located on the River Blut and alongside the famed Peak Pass, the small town of Eisental is often seen as one of the many gateways to the Dwarfen mountains of Karaz Ankor. Never a month goes by without the arrival of a Dawi caravan from Karak Kadrin wishing to trade metals for foodstuffs and other goods. There is a not-insignificant population of Imperial Dwarfs living within Eisental, often coming at odds with the majority human villagers but there are times when both races can get along. If you need to escape Witch Hunters at some point in the future, then traveling up the Peak Pass might be the best way to go.

-[] Gross Selon

Within the Gryphon Wood

-[] Rheden

Situated on the south bank of the River Talabec, and by consequence the border between Kislev and the Empire, the village of Rheden is nothing remarkable. Almost everyone living here has some trace of Kislevite or Ungol blood in their veins, and you and your family are by no means an exception. Still, direct access to the major artery of trade and travel that is the River Talabec may prove to be a great boon in times of desperation; it could serve as an escape route in case the authorities were to pursue you for witchcraft, for example.

-[] Essen

Sandwiched between the dreaded Dead Wood and the gloomy Eerie Downs, the village of Essen is regarded by many as the last civilized outpost before one crosses into the haunted land of Sylvania. To some, it is not even that - rumors are abound across the Empire of the vast numbers of undead freely roaming the village, along with the ruling Schurz noble family's strange unwillingness to do anything about it. But you have lived in Essen for all your life, and you are confident in the fact that there is not one ghost, zombie or vampire lurking anywhere within your family's humble village... right?

- - -

Your control over the process of spellmaking is far from precise, and while you may never become capable of crafting each Spell to your exact desires, it is well within your ability to paint with broad strokes, so to speak.

There are two primary aspects to be determined when creating a Spell: School and Element. The School of any given Spell determines the types of effects said Spell could inflict, while its Element gives it an additional flair in order to further shape its abilities. Although as you refine your Structures you will gain access to more Schools and a dizzying variety of Elements - even going so far as to use multiple Elements in one Spell - for the time being you will be limited to four Schools and four Elements, which you will select from in order to forge your first Spell below.

[] First Spell School

-[] Conjuration

The School of creation, manifestation, and assembling.

-[] Evocation

The School of retaliation, physical manipulation, and destruction.

-[] Illusion

The School of disguise, deception, and mental manipulation.

-[] Protection

The School of spiritual manipulation, warding, and healing.

[] First Spell Element

-[] Air

An Element of change, freedom, and disorder.

-[] Earth

An Element of order, stasis, and stability.

-[] Fire

An Element of passion, action, and impulsivity.

-[] Water

An Element of mobility, adaptability, and instability.

- - -

Finally, there is the question of your name and base appearance. Choose wisely, for you will be stuck with it for quite some time.

[] Character Name

[] Male

[] Female

- - -

And here's the second update, also the last part of character creation. I hope this isn't too many options for you guys; I just wanted to get the Spell creation process all in one update, and if all these choices turn you away then I understand.
 
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III: Marktag, Nachexen 22, 2441 IC
You squint your eyes as you awaken to the first rays of Söll's light stream in from your bedroom window. You hoist yourself up from the cold, wooden floor before surveying your barren room. You have heard tales of noble children with vast bedrooms, full of toys and servants and other such luxuries, but if you were to choose between the life of a pampered prince and the life you lead right now, then you would remain right where you stand.

Going downstairs to the kitchen, you spot your mother, Elma, cleaning her pots and pans. You sit down for breakfast. Gruel, same as always. Its warmth is needed during this time of year, and it tastes quite pleasant to your inexperienced palette. Such is life.

Continuing down another flight of rickety stairs, you encounter your father, Bertrand, hard at work on another pair of leather shoes. He pauses for a moment to notice your arrival. "Ah, Luminoi, you are here. Come, we have plenty of work to do." You waste no time in taking a seat beside him.

Now, it would seem quite odd for a family with the surname Smith to have been cobblers for generations, wouldn't it? Well, there just so happens to be a very good explanation for this:

In a distant age when the Empire was still young, your ancestors did indeed practice the art of blacksmithing. But at some time during the troubled Dark Ages, the Smiths were forced to flee their former home in Sylvania before finding refuge in the frontier town of Eisental. There were more than enough smiths working there for your ancestors to make a good living, however, and so they took the somewhat daring move to change their trade and become cobblers.

This is the story your father has recounted to you time and time again throughout your youth, and upon your entry into the perilous world of adulthood you begin to doubt the authenticity of his tales. It's still a good story, regardless.

There is no question that you will continue to assist your father in his profession - at least, for today. But while you work, carving clogs and sewing shoes, you must take some time to consider the multitude of paths lain before you by your Untethered Magic. There are three choices in particular which stand out to you:

[] Plan of Action:

-[] Escape ASAP

It will only be a matter of time before someone finds out about your special gift, and when they do, they will stop at nothing to do everything in their power to keep you under their thumb. Perhaps the best course of action would be to leave your hometown altogether, and travel to someplace where you may not be at risk of capture as much - although in a world such as this, it may be very hard indeed to find such a location.

-[] Stay in Eisental, but don't tell anyone.

There is no point in running away from the place you have known for so long. However, it would be very unwise for you to simply blurt out your potentially world-shattering powers to anyone just passing by the street. In fact, you should take everything you have in order to prevent word of your gift to be released unto the townsfolk, while still attempting to use it to the best of your ability.

-[] Stay in Eisental, but tell a close friend.

There is no point in running away from the place you have known for so long. However, it would be impossible for you to keep your Untethered Magic hidden from the populace forever. It might be a good idea for you to tell one of your closest friends about this wonderful boon of yours, so that you might have an ally when worst comes to worst. But chances are, such an ally may not be as reliable as you might think...

- - -

In addition to the question of what you will do with your life, there is also the question of what you will do with your powers. The most obvious choice is to improve it as soon as you can; the real decision, however, is determining what you will improve. There are four immediate options:

-[] Plan of Growth:

-[] Refine Crest (-0.5 mana per ks, total cost 500 mana)

As a reminder: The Magic Crest is the base Structure, from which all others are tethered. It stores Spells, at a rate of one per Crest Tier times the number of attached Magic Cores. The Quality of the Crest determines the maximum complexity, power and efficiency of stored Spells. With each Crest Grade, total magical potency is increased by 1%, a percentage that is doubled with each Tier beyond Terrestrial.

-[] Create New Core (-0.3 mana per ks, total cost 500 mana)

As a reminder: A Magic Core is the second-highest class of Structure, and its primary purpose is to produce and store mana. Each Core increases magical power and throughput. The Quality of any given Core cannot surpass the Quality of the Crest it supports.

-[] Create New Circuit (-0.2 mana per ks, total cost 200 mana)

As a reminder: A Magic Circuit supports a Magic Core, and its primary purpose is to assist in the processes of magical refinement, production and regeneration. Circuits also improve magical efficiency and alacrity. Each Circuit improves the Core it supports by 1%. The Quality of any given Circuit cannot surpass the Quality of the Crest it supports.

-[] Create New Sub-Circuit (-0.15 mana per ks, total cost 100 mana)

As a reminder: A Magic Sub-Circuit supports a Magic Circuit, and its primary purpose is to assist in the processes of magical refinement, production and regeneration. Sub-Circuits also increase magical precision and control. Each Sub-Circuit improves the Circuit it supports by 1%. The Quality of any given Sub-Circuit cannot surpass the Quality of the Circuit it supports.

- - -

So here's the update. It's been posted a little bit later than when you or I anticipated, but hopefully it's got enough information to keep you guys hooked. In the future, I'll try not to leave more than a week between the closing of votes and the posting of a new update, which should be plenty of time for the both of us.

As a final side note, I was looking up the list of Star Signs in WHF and I discovered that Luminoi's Sign is the Big Cross. Prophetic, perhaps?
 
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