Magic Mutations Alistair Venora
Contents
Hone
Spark Theme & Persona
The Purifier spark imparts one goal into Alistair - to cleanse the 'Blight' from those around him, by any means necessary. It seeks to create an orderly and sanitized world, free of filth, immorality (by his subjective views) and heresy.
Aesthetically, all runes will appear white-gold, shining with a heavenly gleam, with more powerful runes igniting with the appearance of a purifying white flame rising from them. [ Approval ]
Witchmark
Alistair's Rune of Naming is a somewhat transparent white-gold rune that is shaped almost like a dragon's maw, wrapping above and beneath Alistair's nipple on his left pectoral.
Mutations
Competent
Cleansing the Vile
Alistair can only place runes on those he considers to be pure, by his own very subjective measures of morality, sanitation and even religion. Those who are given runes by him that are not pure in his mind will immediately experience a vivid burning sensation, as if the rune is searing into them - because it is. It will burn a malignant scar into their flesh before vanishing, unable to cooperate with those Alistair views as blighted. This can even occur after a target is given a Rune; if they commit a deed Alistair considers dishonorable, vile, repulsive or otherwise against his purist code, all of the Runes on their body will writhe in searing agony before vanishing.
Enemies cannot be marked with Runes at all, as even to be burned by the Purifier spark is a symbol of the feasibility of redemption. However, Alistair and those who remain in his spark's favor are given a heightened degree of potency within their runes, trading the quantity of rune-marked for the quality of their script. On these individuals, the potency of all runes appears to be increased roughly by a third. The spark does not offer any potency bonus on strangers or poorly known individuals affected by runes, as it has not determined their purity.
PSF Approval: here
Expert
Deathwight Purification
This effect cannot be negated as the energy of the Lucis Runes is essentially "burning away" at the thralls due to it's inability to handle the power of the Rune. Anywhere a Rune is placed, the tissue or material around it will begin to glow white hot and begin to corrode. Within the span of one trial the thrall will be completely consumed with this corruption and will be reduced to dust. The damage of the Lucis corrosion cannot be undone even if the duration of the Rune lasts for less than a trial. However, welled thralls can be considered an exception to this, as determined by the power of the well. Ezymite wells will somewhat reduce the Runic corrosion of thralls; Imedyte will dramatically reduce corrosion, and Emetyte and comparable wells (or higher) in thralls can regenerate corrosion like any other wound, considering the strength of these wells.
PSF Approval: here
Master
Empathic Sanitation
Doing so provides the mage with an immeasurable level of clarity and fulfillment, almost euphoric and heightened by more and more callous acts of violence, though it provides no true benefit to him other than ephemeral pleasure. This sensation and desire to 'cull' is even more heightened when he believes such individuals to be a threat to his allies or ideals, compelling his mind to slaughter the individual, or group of individuals.
Additionally, aesthetically, all of Alistair's ether now manifests with a white-gold color, with more costly displays of ether fluctuating between a more solid and shimmering white or gold.
PSF Approval: here
Statuesque
Though the physical alterations of the mutation are quite dramatic, Statuesque does come with it a very useful ability: the 'Cleanse'. Alistair always exudes an aura of purity, one that emits unbearable and even disorienting heat to those he deems impure (within ten feet of him), and instead radiating a comfortable warmth from his form to those he is benevolent or ambivalent towards. Additionally, within the same radius those nearby Alistair whom he considers "worthy" are granted the subdued effect of a Rune of Regeneration. Their wounds and ailments including Alistair's will slowly heal overtime at half the speed of a fully charged Rune of Regeneration. Simply being near Alistair will clot blood and stabilize those who are wounded or sick. This ability also helps Alistair remain standing in combat for longer without needing to use up a Rune slot. There is, as a result of this, a very slight but constant drain on Alistair's ether, preventing him from recovering his ether quite as quickly and - as a result - pushing him to overstepping a little sooner than normal. It will still only result in overstepping from the active and heavy use of his magic, but can be seen as another expenditure for the sake of overstepping.
PSF Approval: here
Necromancy
Alistair Venora was initiated into Necromancy at Character Creation.
Spark Theme & Persona
The Insider The Insider is a spark that is truly pervasive. It not only feeds into his other sparks, influencing their own themes and mutations, but also influences every aspect of Alistair's humanity. It is a spark that deeply wishes to not only command the dead, but to be one of them, and so it alters Alistair from that of an outsider commanding over dead controlled only by ether, to a kindred scion of undeath. Alistair's perceptions naturally change through the 'Insider', and so do the dead's perceptions of him, as they come to view him as one of their own. [ Approval ]
Witchmark
A unique witchmark, Alistair does not appear to have a reflection, perhaps as a symbol of how he lies in the ether between life and death. Even in pools of clear water, Alistair cannot be seen, meaning the mage truly has no conception of what he looks like unless painted by another. [ Approval ]
Mutations
Competent
Desecration
As long as the brain of a dead body remains, Alistair can commune with it by channeling ether into its neurological system. This will allow him to ask dead bodies questions regarding recent events or important things that resonated within their minds in life. In rare cases, such as with the very recently dead, Alistair may be capable of communing with them before their soul has moved on and can carry extended conversations with them. These conversations, however, are typically horrifying to observe as the Insider appears to be subjugating the dead's mind to his will, interrogating them before allowing them to move on.
Whether as a result of this ability or the compulsions of the spark, Alistair carries no sanctity for the dead and is deeply disturbed at their cremation or dismantling. He is incapable of observable empathy for others who have lost loved ones, at least in regards to the death itself, as he views the dead as muses to his will.
Approved here
Expert
Morbid
All conventional thralls carry within them an instinctual hunger for flesh, organs and blood, and are capable of feasting upon such properties without backlash to their physiology. This mutation simply imparts Alistair with the same effects, sharing this trait between the Insider and his thralls. Alistair can now feast on raw flesh and may cannibalize others freely, without any resulting drawbacks upon his body. In fact, cannibalizing other sentient humanoid species appears to offer him increased nourishment, supplying the mage with enriched physical health, supplementing his strength and endurance for seven trials. This mutation permanently alters all of Alistair's teeth to be razor sharp, akin to that of a shark's maw in appearance.
Unfortunately, however, the psychological component of a thrall's cannibalistic hunger is also infused into Alistair who will go into feverish withdrawals if he has not feasted upon such flesh in the last seven trials.
Approved here
Master
Sanguine Morte
Rather than bright red, Alistair’s blood is an amber-colored jelly. When cut, he does not bleed as the viscous gore remains thick around his bones and organs. Should any of his blood be removed from his body and skin it instantly reverts to hot, living blood before eventually coagulating. Alistair can no longer perish from blood loss. However, this change has had other effects as well. His skin is cold to the touch and he cannot easily bear freezing temperatures, as they steal the movement of his limbs. He cannot be poisoned by anything carried through the blood nor infected by any sickness of the blood. Likewise he can never receive a transfusion (should such technology be available) and each wound he receives will always scar black-red.
As a result of this mutation and the spark developing this far, it is much more difficult for Alistair's thralls to consider turning on him. Even in such cases as heavy overstepping many will hesitate, considering Alistair to be 'one of their own'.
Approved here
Lord Revenant
Revenants are a thrall deeply familiar to Alistair, whose spark resonates with them. Moreso than any other Necromancer, Alistair's Revenants are bound to him and their soulbindings are eminently strong. Rather than the typical bond of subjugation, Alistair's Revenants forge an alliance with his spark, which offers their soul the opportunity to move on if they do not desire to create a pact with the Insider, who will offer them strength and eternal life.
As a result of this closer binding, his Revenants are allowed to keep a higher level of sentience that reflects upon their intellect and personality. In nearly all ways, Revenants of Alistair are similar to Stonehearts. In this regard, the great weakness of this mutation comes into effect; though Alistair's Revenants do not loathe him as others do their masters, they carry a much higher degree of free will and are capable of refusing his orders and performing deeds without his explicit will or permission. In the case of a Revenant refusing his orders, Alistair may maintain utter control by expending a slight amount of ether until he can move them to agreement or until they calm.
As a result, though his Revenants are of greater utility than others, they are best managed through negotiation rather than overt mental command.
Approved here
Rupturing
Spark Theme & Persona
Predator - The Predator spark is built on two concepts; one, that Rupturing is to be used by Alistair as a form of murderous predation, and two, it is an instinctual aspect of his life that is natural to his daily interactions. The Predator's spark is inherent and key to his personhood, and moreso than any other spark has blended with his personality, or perhaps derived from it. [ Approval ]
Witchmark
Alistair's voice appears to travel farther and longer than other's do, and with an infused predatory undertone to his words that can be highly disconcerting to others. [ Approval ]
Mutations
Competent
Predators Purview
Alistair’s eyes are - literally - very small portals, gifted with sight but still natured in ether. They appear always with the wild, twisting motions of a watery vortex, clearly supernatural. While this makes it obvious to anyone and everyone that he is a mage, it does come with a benefit. Alistair can link his vision to a Scrying portal he has created, trading off vision between his natural eyes and another portal. This is done by closing his eyes, creating a scrying portal and linking it to his own portal-eyes, and peering through it, helping him track prey from a distance. The portals in question, only requiring one side to cast, cost minimal ether and therefore can be used with considerable frequency.
[ Approval ]
Expert
Wild Hunt
Alistair may feed an insignificant amount of blood of an individual to any one of his portals, soothing the inherent bloodthirst of the spark. In return, for a duration of three trials, Alistair may Scry to the target’s location with pinpoint accuracy, enabling him to hunt them relentlessly. In exchange, the mage has found that his portals will enter open disobedience if ever sparing a foe recognized by Alistair as prey, and will demand their share of the dead after battles even if it detracts from his ability to animate thralls. If these demands are ignored, Alistair will be blinded (as his eyes are portals) and his portals will not manifest until properly fed — at which point they will violently dismantle corpses flung into their jaws.
If Alistair fails to catch his prey in those three trials, the effect will not extend. Instead, his spark will grow hungry, and the next time Alistair manages to hunt and kill prey his spark will demand significantly more to feast upon. It should be noted that Alistair will not view every individual he battles with as prey or find it necessary to hunt them; but rather, genuine enemies of his. Similarly, the Wild Hunt does not necessarily need to be used for the sake of murderous predation. The spark also enjoys simply observing things from afar and watching their movements, if only to learn of their weaknesses and the way in which they operate.
As a physical alteration, a single tick mark will manifest upon Alistair’s right shoulder blade for every hundred sentient individuals he has killed, including posthumously.
[ Approval ]
Master
The Purview Grows
Unlike other Rupturers, Alistair can create Beacons without leasing the construct a sliver of his soul. He may create them through this method, but instead he will typically craft these monuments a different way. Alistair may instead craft Beacons through an elaborate ritual involving the devotion of a powerful foe's heart, blood and bones, dissolved and immersed within an ethereal tapestry that is then utilized to craft a Beacon at the place of their demise, with the final sacrifice being the victim’s soul which will remain to power the Beacon thereafter. It must be said that an objectively weak entity will not be valid for the creation of the Beacon.
This follows the same extensive weakness of dangerous ether drain and nearly immediate overstepping as a result, but allows the mage to create Beacons as monuments to his victories. The Beacons, once formed, appear to act as manifestations for his Spark's bestial hunger. They appear not as transparent flecks of light that might be called upon at a time of need, but large and visible horrors. They will generally appear to be still, statue-like entities crafted by blood, charred marrow and torn fibers, and will rip open their chests to allow usage once called upon for long-distance travel.
When crafted, the Beacons will greedily feast upon the remains of the fallen foe used to construct them before reforming themselves as a twisted, gory malformation of the entity they once were. In addition to all of this, Alistair's appearance has begun to grow more bestial. His canines have expanded in size, his nails and toes will typically extend lengthy claws that cannot be cut, and beneath his voice lies a perpetual humming growl rather than merely a faint undertone.
Interestingly, these Beacons change the dynamic of Beacons in general. Directly contrary to the purpose of a Beacon and acting as a huge weakness, Alistair cannot use Beacons for inter-continental travel. Instead, he can only utilize them to travel within the same region, but may do so much more often at the cost of high ether expenditure if traveling from one end of the same region to the other end. However, these ether costs are based entirely on distance traveled and do not ramp up based on uses per season. This change is directly correlated to Alistair's Beacons acting as almost totemic monuments that mark his territory rather than methods of inter-continental travel as they were originally conceived. In terms of limitations, Alistair may create up to fifty of these totemic Beacons at any one time.
[ Approval ]
Dominion
While within the same city area as one of Alistair's Beacons, the mage's presence will leak ambient ether into the air that will resonate on the same powerful frequencies as the Beacon constructed. From within this field of domain, Alistair is capable of imbuing ether into divets of space that will thereafter act as Portal-Traps for unwanted guests. Those who wander too near to these areas where ether has been stored for the creation of a trap - typically within ten feet of said trap - will generally be Pushed or Pulled into a portal that will open and lead the prey into Alistair's clutches. Generally this will be done within areas Alistair is protecting such as his home or other sensitive parts of his 'dominion', particularly as he must physically be present and channel his ether into the space before him in order to create such traps.
Furthermore, Alistair is able to intuitively sense his prey more and more clearly the nearer they draw to one of his Beacons. The Beacon's surroundings will act as a field that will relay information back to the magister, specifically regarding entities his spark as recognized as enemy or prey. He will be able to use his Purview to directly Scry onto them in such cases, enabling him to hunt the target very effectively.
As a downside, Alistair must feed considerable ether on a constant basis to keep the traps from dismantling, even in hibernation. Imbuing such traps can be expensive and as a result, this mutation is rather costly to maintain actively (if one wishes to utilize the traps) other than the inherent Beacon's intuition. Additionally, Alistair's Beacons become intricately linked to him in a way that cannot be denied even with immense meditative and disciplinary skill. Destroying them will viciously haunt the mage with nightmarish anguish, terror and rage for a minimum of seven trials and will weaken his Rupturing magic an entire mastery level for thirty trials.
In terms of noted physical effect, Alistair seems to affect all animals and non-humanoid life forms around him with predatory urges, perhaps as a part of the same 'frequency', or at least the presence of his ether nearby. Canines will viciously bark and may snap at others who draw near; cats will claw their masters and desperately seek prey. Already violent and highly carnivorous animals will attack relentlessly, with much of this ire focused on the mage himself as if these creatures feel cornered by him.
This category currently contai
[ Approval ]
Transmutation
Spark Theme & Persona
Chevalier The Chevalier spark is a chivalrous one, perhaps due to being imparted into Alistair as an agreement between Lords. It is predicated upon supplying Alistair with martial prowess, supporting his ability to perform his noble duties in times of war. As such, the majority of the Chevalier's mutations directly impact his ability to be battle-ready at any moment to defend his loved ones. It also supplies him with a mentality of heroic gallantry that is often supplanted by hypocrisy, but with good intent.
[ Approval ]
Witchmark
Alistair's witchmark of Transmutation is a silvery-chromatic scar at the center of his left shoulder that appears visibly to be a crown, and is fairly large.
[ Approval ]
Mutations
Competent
Boneturner Fists
Alistair makes great use of metal in his fighting. Constantly engaging in difficult battles has caused his Transmutation Spark to respond in kind. Each finger on his hands takes on a regal and armor-like appearance, his knuckles gilded with the appearance of gold and his hands and fingers bearing an ivory bone-like appearance and texture. This prevents Alistair’s hands from being easily cut and imbues a painful grip and force akin to if he were wearing a gauntlet. His fists may also mold any material over them and several inches past the wrist, similar to an armored gauntlet with exceptional durability beyond even that of the material utilized. As materials, Qualities and other Transmuter abilities may be applied to these gauntlets. Should these hands be shattered, however, they take twice as long to naturally heal as the bone reknits itself.
In addition to this, Alistair’s hands - as tools of the chivalrous spark - will not break code in order to harm others and will actively resist his will. While Alistair May still murder others including innocents, he will not be allowed to hurt people he has truces with or assault locales he does not have a public declaration against, at least not with the assistance of his hands.
[ Approval ]
Expert
Ethereal Riposte
As Transmutation - particularly through Absorption - is often considered a mage-dueling magic, the chivalrous and noble nature of Alistair's spark naturally resonates with the ability. Not only can Alistair utilize Absorption through weapons rather than purely through touch, but Absorption in general carries a substantially increased potency that allows him to redirect more of an ethereal ability's power, or absorb more of its ether.
As a downside, the honor-bound nature of his spark no longer allows Alistair to reject a duel, no matter who offers it to him.
Additionally, Alistair’s hands will now perpetually channel absorption on things they touch unless concealed either by a glove or the gauntlets of Boneturner Fist. Absorption can still be willfully channeled through such materials but will passively channel if not inhibited. This does not drain his ether unless utilized to deflect attacks, as otherwise the ability will simply recycle the ether around him, drawing some in and bleeding it back out.
[ Approval ]
Master
Shapecrafter's Form
Alistair's body, the focus of his Transmuter's spark, is teeming with ether constantly seeking to lash out against his foes and reveal its strength. As a result of this, Alistair's form may sometimes appear to bear odd shapes of ether crawling above the skin, typically wild wisps of blue energy without any clear borders. If Alistair likes, he can channel Shapecraft through this ambient ether, pulling on a nearby resource to temporarily meld this Shapecrafted object to his form. This could result in a defensive mechanism, such as merging a metal band with his forearm to help reduce impact from an attack, or an offensive measure such as sprouting blades from his heels. Due to the nature of the spark, the shapes of ether will almost always be battle-focused in nature, meant to either defend his body or forge weapons to assail his foes.
As backlash to this ability, the objects may often grow dangerously melded into his skin, muscle or bone (the latter two typically unintentional) and must either be ripped off - taking skin and even flesh with them, and in very rare cases dislocating bones - or must expire. There is also a slight ether expenditure in crafting these shapes, though considering the light costs of Sculpting and Shapecrafting, it is not in any way significant, and depends on the extremity of the shape crafted. Equally, this is not a permanent Transmutation, and will eventually break off and crumble much like any other Transmuted object.
[ Approval ]
Mage Heart
A final manifestation of his spark, Mage Heart is a generally unwanted and unexpected side effect of seeking to utilize Transmutation solely for self preservation. To begin with, Alistair's chest area is now permanently accompanied by the ambient movement of blue ether, typically forming around his muscles to craft the visage of a thin, unfixed layer of energy.
During moments of duress, stress or fury - an emotion particularly common to the man - the pale blue ether will glow with eminence, forming a breastplate of luminescent blue ether that will lay transparently atop his skin, completely enveloping his abdomen, pectorals, his collar area and essentially the whole of his front torso, with wispy tendril-like strings floating around and above his shoulders. Equally, it will cover his back, though it does not defend his arms or his sides. This is the spark's method of protecting itself, and his body, though it can often result in highly negative consequences. First, this armor carries similar properties to an Ether Missile. It will never harm or affect Alistair, but like an Ether Missile, deconstructs materials that it makes contact with - other than his own body - such as armor, weapons, or other people. It will immediately, then, melt through his armor regardless of the ore or mineral utilized in creating it, as well as any other object he might have kept in his torso area. This does not function very well to protect him from magical or divine attacks or abilities, and instead of stopping such attacks or degrading the weapon, will typically dampen the blow depending on the severity of the attack.
As a result of the armor, Alistair cannot make close contact with others during moments of stress, anger, fear, anxiety and many other emotions, due to fear of dismantling their bodies or at least doing severe damage to their skin and flesh. The spark, in moments such as these, has the tendency to exacerbate these emotions, forcing Alistair into an emotional state that seeks out conflict and fights - as a Battlemage should.
As a benefit, the armor crafted around his chest is exceptionally powerful. It will nearly instantly disassemble any object that attempts to press beyond the aura of the armor, weapons and even organic materials.
[ Approval ]