Plasma // Constructs
"Their constructs are fueled by my burning passion.
To beat a Plasmacer you have to break their spirit!
Whittle down their defiance and cease all ambitions.
To emerge victorious against a Plasmancer you have to extinguish the very soul that fuels them.
Remember that!
If you see the transparent orange armour switch your tactics. If they believe they can win, you risk burning your fingers."Flaming Zealots war manual: Issue 4
The rarest ability of the Gate of autumn, Plasmancers are classified as a powerhouse of exotic proportions and known on the battlefield as arcanists of passion they get exclusively seen on the offensive. But for a spell class of such a name, tainted by war, have Plasmancers developed many useful utilizations of their gift.
Causterize // Incinerate
Plasmancers are reasonably asked in the medical department. Being able to shed plasma like flakes their mere idle usage of it makes work under sterile conditions painfully easy. Plasmancer field medicians are crucial for less developed nations, even if the very nature of their ability doesn't really support usage in such a depressing environment.
"Have you seen her eyes!? She let me witness nothing but joy and dedication while treating my wounds.
I can't tell if I am fascinated or frightened by her unwavering passion."
Other useful applications can be found in many workflows, where the cauterizing aura of the Plasmancer replaces tools to guarantee a sterile workplace or require heat for a step in the process, tempering for example.
If these flakes of the fourth state get however focused are Plasmancers able to cast forth the maybe most precise and deadly beam of ionized energy that is feared by all on the battlefield. Even more if combined with a gun catalyst turning the beam of destruction into an effective sniper usable even against vehicles and Behemoths. Most of the time Plasmancers only use one finger as a catalyst to preserve energy, but the usage of all fingers at once can turn the tides merging into one massive and draining beam.
Constructs // Armaments
The Arcane Arcanum classifies the power of Plasma as an ability that is highly dependent on the user's creativity and imagination. The more nimble one is with their mind, the better they can mentally imagine things as 3D constructs, the more effective are their constructs made of pure plasma.
Plasma constructs can be divided into two subcategories, while both share the same duration and limitations: Hot and cold plasma constructs.
Hot plasma constructs are in their entirely connived only to be used by the Plasmancer themselves as they are way too hot for others to even touch. Applications for the searing blocks can be fire-starting, cauterizing needles or any matter of tool that might benefit from a fiery inside.
Cold plasma constructs are made to be of use for others. It is a special technique, that uses up all the heat necessary to create the construct, to temper the same instead of fueling it. This technique can get used to creating temporary tools, bowls, and even shackles made out of 'thin air'.
Each subcategory has its benefits and drawbacks but suffers both from the main breaking point, that renders trusting a Plasmancer a grave risk: its time limit. After 5 - 20 minutes will the construct destabilize and emit all unnaturally condensed heat in a plasma explosion of varying intensity. Even cold plasma explodes and emits heat from up to 80°C, which is far from desirable for non-Plasmancers interacting.
"People ask me always why my plasma shackles never explode nor harm my 'customers'.
And much rather implode without power, as if they have used up all of it.
I won't tell, it is a hitman's secret. Just so much to give an idea of kobold craftiness.
Foolish Plasmancers strive always for flawless perfection.
I much rather strive for fleeting perfection, a collapsing curve."Regor Trestl
As it is the case with all abilities can this one be utilized for combat as well. Plasmancer soldiers create their own armour, one which is especially effective in close combat. The transparent orange armaments are able to withstand a couple of blows before exploding in a fueled fiery tempest to retaliate sacrificing defence for an unparalleled offence only they are immune against. Same deal with weapons. Form an unstable thrusting weapon to let it destabilize after piercing the enemy.
"If you are seeing one of these orange glowing zealots charging have I only one tip for you.
If you can't eliminate them with ranged weapons, retreat!"
Aquired Through:
Symbiosis with a -todo-
General Name
Plasmancer
Symbiosis with a -todo-
General Name
Plasmancer
Related School
Exotic manifestation of the gate of summer
Related Element
Extreme association to the fire element / weak association to the wind element
Effect Duration
Constructs last for 5 - 20 minutes
Effect Casting Time
Charge time normal conditions:
10 seconds
Charge time while superheated:
5 seconds
10 seconds
Charge time while superheated:
5 seconds
Range
Constructs: Touchbased / Beams: Based on intensity
Body alternations
Most abilities of the Veil come with radical body alteration to complement the new spells and guard the user from their own magic. In the case of a Plasmancer takes this place as a full exchange/enhancement of one's blood, ionizing it and causing the blood cells to not only be highly resistant against heat but to carry the burning desire of one's soul to the skin to control the fourth state. This results in a vastly improved core temperature between 42°C and 48°C.
In fact, the whole body of a Plasmancer appears now to be highly resistant to heat and fire and impervious to burn.
In the superheated state it is said that they can even survive a brief dip into magma without any damage whatsoever.
"It is absurd, just why?
We Pyromancers are resistant against our element, but Plasmancers are plain immune?!
I don't see them breathing fire, only using their fancy beams and goofy constructs.
We should be immune against our element!"Butthurt Pyromancer
Superheated Mode
A lasting state, that can happen to Plasmancersm when they overuse their abilities. The body gets more and more ready to produce new plasma and shortens therefore reaction and creation times by a whopping 50%.
The inner core of them gets close to a body temperature of 60°C, rendering touching an overstrained Plasmancer a challenge
It is impossible to create any cold plasma constructs in this state.
A Gatling gun can overheat when used too long in suppressing fire and has to eventually cool down.
A Plasmancer is a slow starter, but never let them corner you.
The brighter their passion burns, the dimmer are your chances of survival.
I think they could be udans.
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