Attunement: Difference between revisions
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! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function | ||
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|[[Diviner]]||Mental||Enhancement||Water|| | |[[Diviner]]||Mental<ref name="aa1-a1">''Sufficiently Advanced Magic'' Appendix 1</ref>||Enhancement<ref name="aa1-a1" />||Water|| | ||
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance<ref name="aa1-a1" />. They are the only attunement that can make [[memory crystals]]. | |||
|- | |- | ||
|[[Elementalist]]||Fire||Air||Water|| | |[[Elementalist]]||Fire<ref name="aa1-a1" />||Air<ref name="aa1-a1" />||Water|| | ||
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned<ref name="aa1-a1" />. | |||
|- | |- | ||
|[[Enchanter]]||Transference||Mental||Light|| | |[[Enchanter]]||Transference<ref name="aa1-a1" />||Mental<ref name="aa1-a1" />||Light|| | ||
Enchanters can imbue items with mana to produce magical effects which differ based on the runes on the item. | Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Guardian]]||Enhancement||Life||Earth|| | |[[Guardian]]||Enhancement<ref name="aa1-a1" />||Life<ref name="aa1-a1" />||Earth|| | ||
Guardians can manipulate their shroud | Guardians can enhance their bodies with mana, as well as manipulate their [[shroud]] more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Mender]]||Life||Earth||Water|| | |[[Mender]]||Life<ref name="aa1-a1" />||Earth<ref name="aa1-a1" />||Water|| | ||
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do. | Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do<ref name="aa1-11">''Sufficiently Advanced Magic'' Chapter 11</ref>. | ||
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|[[Shadow]]||Umbral||Enhancement||Death|| | |[[Shadow]]||Umbral<ref name="aa1-a1" />||Enhancement<ref name="aa1-a1" />||Death|| | ||
Shadows are | Shadows are capable of concealing themselves from the senses and diminishing the senses of others<ref name="aa1-a1" />. They can create solid illusions, unlike other similar Attunements<ref name="aa1-11" />. | ||
|- | |- | ||
|[[Shaper]]|| | |[[Shaper]]||Earth<ref name="aa1-a1" />||Enhancement<ref name="aa1-a1" />||Perception|| | ||
Shapers are capable of forming mana constructs and shaping mana in the air. | Shapers are capable of forming mana constructs and shaping mana in the air<ref name="aa1-a1" />. | ||
|- | |- | ||
|[[Summoner]]||Air||Transference||Life|| | |[[Summoner]]||Air<ref name="aa1-a1" />||Transference<ref name="aa1-a1" />||Life|| | ||
Summoners | Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact<ref name="aa1-a1" />. | ||
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Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply. | Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply. | ||
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References | |||
<references /> |
Revision as of 05:44, 20 May 2021
Attunements are tattoo-like marks that allow creatures with them (known as Attuned), to use magic. These Attunements are earned in a Judgement or granted by a Visage, although earning them in a Judgement is more common. Attunements are the primary for of magic on the continent of Kaldwyn.
Attunement Locations
The location of the attunement on a person's body defines the primary method they will use to direct spells. All attuned will have multiple methods of directing spells, though spells directed through using the attunement are more potent. The location of the attunement also increases the rate of mana regeneration for that part of the body, potentially giving the attuned more access to a particular type of mana. The seven potential locations for attunements are the Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, and Right Leg.
Location | Effect |
---|---|
Hand (Right or Left) | Hand marks are the most common. Hand marked attuned generally direct spells through a gesture and excel at accurately directing spells at distant targets. |
Leg (Right or Left) | Leg marks allow for instantaneous delivery of powerful spells by channeling their mana directly through touching a target. Kicking is the most obvious method but mana can be channeled through the attunement to other parts of the body, to be delivered with a touch. |
Lung | Typically target and cast spells through verbal incantations, channeling mana into the air around them by speaking across a broad area. They are exceptional in large confrontations, such as siege warfare. |
Heart | Channel mana through their entire body into their heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity. |
Mind | Mind marks enhance the attuned's ability to sense and manipulate the mana inside their body. They are capable of casting spells inside their own bodies without any form of motion or verbal incantations purely through focusing their minds. |
Types of Attunements
Serpent Spire (Valia)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Diviner | Mental[1] | Enhancement[1] | Water |
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance[1]. They are the only attunement that can make memory crystals. |
Elementalist | Fire[1] | Air[1] | Water |
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned[1]. |
Enchanter | Transference[1] | Mental[1] | Light |
Enchanters can imbue items with mana to produce magical effects which differ based on the runes on the item[1]. |
Guardian | Enhancement[1] | Life[1] | Earth |
Guardians can enhance their bodies with mana, as well as manipulate their shroud more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes[1]. |
Mender | Life[1] | Earth[1] | Water |
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do[2]. |
Shadow | Umbral[1] | Enhancement[1] | Death |
Shadows are capable of concealing themselves from the senses and diminishing the senses of others[1]. They can create solid illusions, unlike other similar Attunements[2]. |
Shaper | Earth[1] | Enhancement[1] | Perception |
Shapers are capable of forming mana constructs and shaping mana in the air[1]. |
Summoner | Air[1] | Transference[1] | Life |
Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact[1]. |
Hydra Spire (Edria)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Assassin | Umbral | Water | Death |
Assassins can generate poison inside their bodies, then secrete that poison to apply it to weapons, put it into liquids, or apply it through unarmed attacks. |
Commander | Fire | Umbral | Air |
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells. |
Executioner | Death | Enhancement | Earth |
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds. |
Juggernaut | Transference | Fire | Earth |
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time. |
Legionnaire | Light | Air | Fire |
Legionnaires can extend their shroud into a defensive aura that bolsters the power of other nearby shrouds. This effect is cumulative, making large groups of Legionnaires almost invincible. |
Saboteur | Umbral | Earth | Fire |
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies. |
Scourge | Death | Air | Water |
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects. |
Shieldbreaker | Death | Transference | Fire |
The Shieldbreaker can enhance their offensive spells with a portion of their shroud, making it easier for them to break through defensive sorcery and making their spells more dangerous in general. |
Tiger Spire (Caelford)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Analyst | Mental | Umbral | Transference |
A knowledge gathering attunement that can rapidly gather and process sensory information. |
Architect | Perception | Umbral | Enhancement |
TBA |
Biomancer | Life | Mental | Light |
Allows for manipulation of mana in someone's body. |
Controller | Perception | Enhancement | Umbral |
Capable of directly influencing an individual or groups behavior by issuing mental compulsions. |
Forgemaster | Earth | Fire | Enhancement |
Capable of influencing and working metal with ease. |
Illuminator | Light | Water | Air |
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.[3] |
Sentinel | Earth | Mental | Enhancement |
Specialized in resisting physical and mental effects. |
Transmuter | Earth | Water | Air |
TBA |
Phoenix Spire (East Edria)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Cloudcaller | Water | Air | TBA |
TBA |
Conjurer | TBA | TBA | TBA |
TBA |
Dancer | TBA | TBA | TBA |
TBA |
Mesmer | Perception | TBA | TBA |
Alters emotions and perceptions. Can lure people into trusting them and trick people into believing they are a harmless person in the background. |
Purifier | Light | Fire | TBA |
An attunement known for it's heavy offensive capabilities. |
Pyromancer | Fire | Death | Umbral |
It is speculated to be the elementalist's equivalent for the phoenix spire, with flames that are difficult to extinguish. |
Shapeshifter | Perception | Earth | Life | "Shapeshifters learn how to partially or completely shapeshift into specific monster types. Partial shapeshifting is common; complete shapeshifting is much more difficult, and generally requires a relatively high (Sunstone+) attunement level, with varying difficulty based on the creature type." -Andrew Rowe (Possibly subject to change) |
Spellsinger | Perception | TBA | TBA |
"Spellsingers are experts at delivering spells through their voice. This is very similar to how Lung-marked attuned work, but Spellsingers are specialists in directing this mana in specific ways; for example, impacting one specific person, rather than broadly directing mana throughout an entire area." -Andrew Rowe (Possibly subject to change.) |
Tortoise Spire (Dalenos)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Acolyte | Life | Mental | TBA |
Focused on healing and neutralizing poisons. |
Champion | Enhancement | Water | TBA |
Focused on protective sorcery and ice magic. |
Illusionist | Enhancement | Umbral | TBA |
Capable of creating sophisticated illusions, such as concealing large areas of terrain. |
Seer | Mental | Air | TBA |
An information gathering focused attunement that can remotely view distances. |
Soulblade | Light | Life | Transference |
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry. |
Swordmaster | Fire | Enhancement | TBA |
Swordmasters are a weapon buff focused attunement, with the ability to imbue their weapons a variety of short-term and persistent effects. |
Wavewalker | Water | Transference | TBA |
TBA |
Wayfarer | Air | Mental | Transference |
Focused on mobility and teleportation through anchors. |
Restricted Attunements (Granted by the Visages)
Name | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|
Abjurer | TBA | TBA | TBA |
An attunement focused on breaking existing spells. Their most powerful ability is banishment - the ability to send a summoned creature back to their place of origin and prevent them from returning for some time. |
Arbiter | Transference | Life | Light |
An Attunement that allows a mage to imbue other attuned with a fraction of their power. |
Chronomancer | Transference | Perception | TBA |
A lost rumored attunement that can manipulate time and the perception of time. |
Hierophant | TBA | TBA | TBA |
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect. |
Necromancer | TBA | TBA | TBA |
Grants a mage advanced healing capabilities that even Menders cannot perform. Can also conjure bone constructs such as spears, bridges and projections. |
Paladin | Light | TBA | TBA |
Allows a mage to draw additional power from their patron visage during times of great need. |
Sovereign | TBA | TBA | TBA |
Can control or draw power from other Attunements. Can also absorb power from spells and possibly from enchantments. |
TBA | TBA | TBA | TBA |
TBA |
Ascended Attunements (Evolved from other Attunements)
Name | Base Attunement | Primary Mana | Secondary Mana | Tertiary Mana | Function |
---|---|---|---|---|---|
Invoker | Summoner | TBA | TBA | TBA |
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply. |
References