Golem Quest Mordre Abilities

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Skill-sets


Languages Known: Common, Premen, Yeti, Mornostic, Land Of Dragons Low tongue, Land Of Dragons High tongue. Mordre has also displayed strong abilities in mimicry and throwing his 'voice'.

Can continue to operate indefinitely, as long as 12 base souls are available, with a -1 soul for every month of activity. In addition, Mordre must consume a minimum of five pounds of metal a day.

Soulfire: At the cost of three souls, creates a penultimate fire, able to burn stone, water, metal, anything but a Soul Grave can be reduced to ash by this conflagration. However, there is a limit to how long the flames will persist, and as the souls used to fuel them are used up, the flames will dissipate. Approx. lifespan of flames: 30 seconds


[ A little more information on Pristine Souls, and proto-souls]

Pristine Souls: Mordre has the apparently unique ability to generate and use these Pristine Souls, little pockets of Chaos trapped within a sheath of Order. Any action Mordre takes can have a Pristine soul used on it. Pristine Souls are highly situational, but always beneficial when used. There is a standing offer of a 5 PS award if someone were to figure out why Mordre generates PSs.
-Examples of usage:

-Soulfire: would greatly increase size and spread of flames, and cause the flames to burn hotly enough that Soul Graves could start to melt and soften within the inferno produced.
-Fighting: could be used to drastically boost general performance for a few seconds, or be applied to a singular attack to radically multiply its potency.
-Eating metal: would be able to consume worked Lortoxite for a short time (only long enough to eat a couple hundred pounds at most per Pristine Soul used), could be used to allow a consumed metal to permeate your body much more thoroughly than normal (eat 300 pounds of something, whole body can be converted: first Pristine Soul provides 100-fold increase, additional Pristine Souls increase that by a factor of ten (e.g. 2nd PS gives 1000X increase, 3rd PS gives 10000X increase))
-Gaining competencies: 1 to spontaneously generate basic golem crafting; 2 to spontaneously gain Soul Magic


Magic

Mordre, as a Soul Grave, is blessed with the combined magical stamina of every soul in his furnace (which discounts Hero and Mage souls). This means that Mordre is able to recover expended energy much faster than all but the most powerful of magic users. This is true for all Soul Graves, with the rate of their magical energy recover being proportionate to how many souls they possess.

Mordre currently has three casting points: the innate, and the two Soul Nexus.

Available Fuel Sources

WORLD:
(minor mages): Comprehension of how to tap Leylines for World magic, but otherwise no capability to draw ambient World magic.

WILL:
(gift from Lenryt + numerous others): Fully developed comprehension on the tapping of Will.

BLOOD:
(Daobo The Bloody + Gorkin Shamans): Mordre has a heightened affinity with blood of all kinds, providing a bonus to manipulating Blood Iron (that being the iron in blood cells). Mordre is able to fully manipulate the Blood Iron in his form, cause the Blood Iron to flow (which currently requires intense concentration, i.e. Mordre switches Will Magic for Blood), and use Blood as a magic source while the Blood Iron flows.

SOUL:
(Yeti Shamans + 2 Pristine Souls): Mordre, through the application of two Pristine Souls, forced the few Yeti Soul Mages to give up their secrets of Soul Magic, meager as they are, to him, gaining the ability to use Soul Magic bound to the Soul Grave's ability to sense souls. This allows Mordre to: passively sense the Chaos and Order of souls, speak with the Heroic Souls within Mordre's form when intensely focused, manipulate the Chaos/Order balancing of a Soul whom is unresisting, alter the Chaos/Order balance of compliant consumed Hero Souls.

Available Fields

Magnetomancy (gift of Lenryt, Verther): Universal capability at any form of Magnetomancy, limited only by the magical potency possessed. Currently the equivalent of an experienced and competent Magnetomancer.

Geomancy (Domintus Geomancers): Enables earth sliding and transformation of stone into any of the same type (currently: Igneous, Sedimentary, and Metamorphic).

Pyromancy (Domintus Pyromancers): Allows control over existing flames, giving us power over the direction, velocity, and intensity of the flames. With enough amplification, Inferno Golems can melt straight through metal prisons with relative ease.

Kinitemancy (Gorkin Shamans): Allows redirection of force vectors and creation of new ones at will with sufficient magic behind it.

Ignimancy (Gorkin Shamans): Allows the building of electrical charges to create positive or negative bolts of energy (charge-up required to use).

Combat Magic

Mordre can utilize Combat Magic that, at the most basic levels, involve only the (left) fist and the heart known to consumed souls, with more style options opening up as we form more Soul Nexuses. Currently, we can learn almost all forms of the Winding Way.

To use Combat magic, both the Body - Heart and Left Hand Soul Nexus must be devoted to magic. So no IG or speed/consuming bonuses.

Mass Connection

Jade Soul Style
Jade Fist:
-Signature move of the Jade Soul style, a direct gathering of Soul energy around the fist by means of expanding the soul itself to encompass more area than it normally would. This causes supernatural impact, compounding the fact it is used on a Siege Fist.
-The Soul field can somewhat ablate and negate magical defenses, in proportion to Mordre's own soul. Considering that it is ultimately slaved to the Soul Grave furnace containing several thousand souls, it can pierce considerable amounts of magic.

Ethereal Strike:
-A projection of energy, a replica of one's hand that is emitted as a projectile impact, possessing some of the Jade Fist's piercing ability, but little of its kick. The fact it can be used in rapid succession opens the options to which it can be applied.
-The projection has a range directly related to the originating source of energy, Mordre's Soul Furnace, and as such can reach ranges normally not considered feasible for the move, some several hundred feet before half the energy has dissipated, and more than a thousand before it completely decays.

Warding Palm:
-A gathering of energy for hardening, rendering the hand far more durable, if much less flexible while active.
-While under the effect of Warding Palm, any magical attack that strikes the palm can be unraveled, most of its energy breaking up before even reaching Mordre's hardened hand.

Rending Grasp:
-A move reserved only for approved students, it has the built in condition that to work, the practitioner's hand must be in contact with the foe's body for one full second before the ability can be triggered.
-Once the condition has been met, the move allows for far amplified armor piercing to Jade Fist, in all areas in direct contact with the hand. If all magical protection is pierced, excess energy goes towards weakening the material being touched, allowing an omniruinous attack.

Heroic Souls

Merrack The Swift (Body - Heart): Provides the NIMBLE NITRO Ability.

Thomro the Strong (1/2) (Left Arm): Formerly fueled the growth of spectral spikes along Mordre's siege fist, capable of bypassing conventional armor. Now provides ACCELERATOR ability.

-The other half of Thomro's soul is in the Small Tomb protecting the main entrance to the duke's palace in the ruins of Trodar.

The Fang Taker (Left Arm): Provides the SPECTRAL GORGING ANIMA ability.

Ozmand the Hammer (Anti-Golem Cannon): Creates a ghostly hammerblow followup to any Anti-Golem Cannon shot.

Luo of the Winding Path (Right Arm): Converts the Sable Executioner from the claw base-form into a trio of bladed ribbons.

Keen Eyed Balboa the Butcher (Body - Shoulder Guns): Enables the vacuum-field bubbles in which Mordre's shots travel after firing.

Jade Soul Monk x4 (John, Paul, George and Ringo) (Left Arm): Spread out throughout Mordre's Left Arm, using the Body - Heart and Left Hand Soul Nexus as magical focus points to simulate the Jade Soul Style moves above.

Lumingo the Blademaster (Body - Spell Matrices): Provides considerable default skill with all manner of bladed weaponry.

Yogoko the Time Thief (Left Arm): Provides the CHRONAL BANDITRY ability.

Bagata the Inverter (Left Arm): Provides the INVERTER ability.

Abaeloth the All Consuming x2 (Body - Heart): Provides the HANDS OF HUNGER ability.

Zagrath the Unseen (Eyes): Allows Mordre to passively pierce through any visual illusion not powered by Soul Magic, and with Zagrath's willing cooperation, upgrade the Amaranthine Annihilator to Level 3.

Goran the Magic Eater (Body - Heart): Provides the FEASTING VESTMENTS ability.

Todwick Revelrik The Rocket Hammer (Anti-Golem Cannon): Produces runes and a hollowed pit with thrust capacity on the back of the cannon rounds, creating self-propelling shells.

Guuten the Hungry (Body - Heart): Was eaten by Goran, who gained even more potency.

Conventional Armaments

Siege Fist (Left hand): Of prodigious size it is designed to smash through walls and doors, three feet across at the knuckles. The Immortal Genocide is set in this fist.

Sable Executioner (Right Hand) (HS: Luo of the Winding Path): Three Black Steel ribbons, each some twenty feet long, that take the place of Mordre's right forearm and hand. The ribbons are lined with fine saw teeth, and are subtly edged, with great cutting power. Each individual ribbon can be manipulated independently, and all three ribbons can be wrapped about to form a saw-toothed lance of coiled Black Steel ribbon some seven feet long (with upper arm included, total reach in this state is 13 feet, and uncoiled each ribbon has a range of 25 feet). When so wound, if the point of this coiled lance is placed against an object and forcefully unwound, it can act as a drill until such time it finishes uncoiling (3 seconds maximum, with shorter duration uncoiling having more intense drilling take place). Wounds caused by it have a high chance of infection, are prone to higher amounts of bleeding, and heal more slowly. The Black Steel ribbons are able to saw through hardened targets with sufficient force.

-Sable Sanguine Steel Slicer: By coating the Sable Executioner with magically charged blood, and using the Inverter to invert the Executioner's nature of magic-rejection to allow the blood to soak into the Sable Executioner, Mordre unlocks a new form of Sable Executioner. The Slicer scoffs at normalcy, growing larger and smaller in turn, a myriad of outlines and shapings warring as if it tries to be dozens of things at once, its color the color of blood, an undulating scarlet. Can overcome even Goran's impressive non-magically protected physical defense with ease. The Slicer requires active Blood Magic, Blood Iron flow active in the Sable Executioner, and some form of magically charged blood to trigger Sable Sanguine Steel Slicer state.

Anti-Vanguard Blade Launcher (Right Shoulder Mount) (HS: Balboa The Butcher): Carries up to six large, fanged circular blades that can be launched individually. Each blade is capable of cleaving through armor far more effectively than the standard Anti-Infantry rounds. Further, Magnetomancy can be used to control their flight path. Blades create a vacuum field around themselves, and suffer no loss of speed to air friction. Each blade takes 1 hour to regenerate, with multiple able to regenerate simultaneously (10 minutes to regenerate with Magnetomancy fully focused on the act). Range 600 ft (Control via Magnetomancy), 2500 ft (no control) After the possession by the Other, the six disks that were in the launcher during the possession now have a more wilder, irregular set of teeth on their edge, with stark and feral runes. The blades can spin open into a large saw ring when rotating, and gain a severely amplified magnetic field in that hole, allowing Mordre to use the blades not only as saws, but as magnet-shields.

Anti-Golem Cannon (Left Shoulder Mount) (HS: Ozmand The Hammer, Balboa The Butcher, Todwick Revelrik The Rocket Hammer): An enlarged and elongated cannon with heavy rifling, that fires a massive, spiral-etched rocket spike, designed to punch through even large masses of metal. Each shot has incredible piercing power, and anything the shell punches through will be struck by a ghostly hammerblow, able to crush stone and break bones. Further, the shell creates a potent vacuum about itself, and is able to maintain maximum velocity until impact. The round is larger and more complex than normal, and takes three hours rather than one to regenerate (4-5 minutes with dedicated blood-based Magnetomancy use provided sufficient metal). Further, the cannon itself takes up extra room, the massive cylinder of the cannon protruding both to the front and rear of the golem’s shoulder. Range 30ft+ (Maximum range limit: what Mordre can perceive and direct it to target.)

-Super Rail Shot: By lining up all the altered AV disks, single file, with the cannon, in conjunction with Ignimancy and Magnetomancy, a superpowered railgun is constructed. Only one shot can be fired at a time, as the friction superheats the metal of the cannon, rendering a second shot close after the first inadvisable unless one wants the cannon to rend itself apart in an explosion of molten metal; one shot is highly effective though: the round flies faster than sound, producing a massive vacuum in the air in the path the round took, leading to loss of structural integrity of that which surrounds the vacuum as they are violently used to fill it, and the shot itself cores through even highly durable structures with extreme ease.

Omnidirectional Body Maw (Head/Neck): After Goran took a bite out of our neck, and exposed our Soul Furnace, an Other took control over Mordre's Soul Grave. It repaired the damage, by simply making the neck non-existent. Where the neck was, there is now a set of fangs, flat and tipped with tiny saw-teeth, surrounding a hole, from which slowly exudes a deluge of Soulfire that drifts and swirls around Mordre's visage. This modification detached Mordre's head from his neck (allowing Mordre to see in all directions, though not at once) and gave the head a wider set of teeth, ending with fangs. The supernatural effect of this modification is that anytime Mordre mass consumes souls, the maw belches out a particularly dense patch of Soulfire, whose nimbus of energy empowers the suction: all souls, disembodied or near the verge of dying (i.e. severely wounded), within a hundred feet from Mordre, are indiscriminately pulled into Mordre's maw.

Titanic Spike: A massive spike formed by condensing and melding Blood Iron and other metals together with Magnetomancy.

-COMBO MOVE: Titanic Spike [Boosted] + Ozmand's Hammerlance: After firing the Titanic Spike (with Magic Amplifier Boosted Magnetomancy), all six rounds of the Anti-Golem Cannon are fired at the Spike, velocities modified so that all rounds will impact simultaneously. This move helps in overcoming the target's defense, as even if they could stop the Spike, it is an altogether different matter stopping the Spike and six Anti-Golem rounds backed up with Ozmand's soul. This combo can even pierce through Goran's impressive physical defense, utterly destroying the arm he tried to block it with.

Magical Equipment

Soul Nexus

Soul Nexus, one of the methods for a Soul Grave to evolve, form in places where souls of similar natures gather. (Souls with very similar natures, like Thomro and Fang-Taker, more easily form a Soul Nexus; though, so long as enough Heroic Souls are concentrated into a body part, a Soul Nexus will form. The only known exception to that is the Heroic Souls that add runework to the body part, like the souls within the shoulder mounts.) What makes it so potent is that as each soul is added, every single other soul, in whatever form it can be used, grows stronger from the addition, including the new soul. As the amount of souls in the Soul Nexus grows, it can cause the applications of souls within it to grow stronger, to evolve. Further, if no ability in the Soul Nexus is active at a given time, it can be used as a secondary source of spells, allowing for more complex casting.

Please note that Kyorto can show us how to link Soul Nexuses together to achieve each others' effects in tandem (e.g. if Mordre were to ever form a Soul Nexus in his eyes, we can link that Soul Nexus and our Body - Heart Soul Nexus so that the rubies emit the HANDS OF HUNGER, even when they are out and about).


Soul Nexus, Left Hand:

-ACCELERATOR: When activated, anything that comes into contact with Mordre's hand will, upon losing contact, have it's velocity greatly amplified in whatever direction Mordre wishes. Applications include: imparting incredible speeds to thrown objects, deflection of slow-moving attacks.

-SPECTRAL GORGING ANIMA: When activated, a ghostly skull of gigantic proportions will manifest through Mordre's hand, and phases through inorganic matter while annihilating living tissue with spectral fangs. Can venture up to three feet from Mordre's hand. Can be stopped by certain large-scale runes, so is best used on smaller fleshy targets. During the possession by the Other, the Spectral Gorging Anima was used (maybe; Mordre detected the vestiges of the Spectral Gorging Anima in the attacks...) as an expanding field that harmed only flesh. It is unknown how this was achieved.

-INVERTER: When activated, any magic (not including the Soul Nexus itself of the souls comprising it) anchored in Mordre's Left hand or in direct contact with it can have its function inverted. The end result of this depends on what is inverted. Built largely as a combination based ability.

-CHRONAL BANDITRY: When activated, anything Mordre's hand is touching can have it's sense of time/anchoring in time be leached, to the extent that it slows down, both in action and, if capable of thought, its speed of thought. The time stolen is 'added' to Mordre, giving a hastening effect. The ability is short-lived once contact with whatever time is being stolen from is lost.


Soul Nexus, Body - Heart:

-NIMBLE NITRO: Mordre gains both personal maneuverability, and flat speed. Without any Magnetomantic enhancement, Mordre, with Nimble Nitro active, can now reach some 65 miles per hour, and with sufficient traction shift on a dime. WITH Magnetomancy on, wear on joints accelerates, such that prolonged use requires increased amounts of magic to be diverted to repair. With both Soul Nexus and the default casting all bent on this, Will could push speed to 150 miles per hour, and make Mordre one of the fastest things of his scale and weight. If Blood Magnetomancy is likewise maximally directed toward self amplification, the metal itself will start to buckle, as Mordre starts to become a genuine speed demon, both in flat mobility and rapidity of movements. In this form, impact damage is MUCH worse do to extra strain on body, so hits that normally wouldn't phase Mordre are damaging, in exchange to some of the greatest speeds of direct body movement achievable, limited only by the strength of your Blootz Steel. But the more Blood magic is turned to Magnetomancy on oneself, the more Mordre's Blood Iron will synchronize, making form more enhanced when controlled by Mordre.

-FEASTING VESTMENTS: Body directly consumes the raw magic of nearly all spells on contact, unless overwhelming in nature, converting the energy into a temporary pool to draw upon for further personal spell boosting. If not used, this pool will drain away like the Immortal Genocide's pool.

-HANDS OF HUNGER: Body emits grasping hands of shadow, range one foot, from all parts of the body. Any corporeal material it comes into contact with will be eroded and unmade while in contact. Think Physical eating, to match against Magic eating, for what form does. Keep in mind emits from feet too, so either have some magical platform to stand on, or be prepared for some shifting footing.

Runed Body Abilities

Mordre can eat other Soul Graves (or their body parts) so that any enchantments on that Soul Grave will migrate to Mordre. Requires runes of Chaos to be inscribed on the body part beforehand so as to forcibly mutate the enchantments to match with Mordre's spell matrices.

Immortal Genocide (w/ 2 Pristine Souls):

-Default Function: Upon activation, draws ambient heat, ambient magic and assorted other forms of energy.

-Primary Function: When a charge has successfully been stored in the IG, any melee attack will, assuming the target survives the brunt kinetic trauma the blow conventionally brings, have part of it's own energy (soul, heat, life, etc) be converted by the stored energy into the magical equivalent of explosives. So the amount of charge affects the amount of energy converted into internal explosive force.

-Secondary Function: When energy has been successfully collected from the environment via the default function and the absorption process halted, the stored energy can be used to power a burst of magical annulment, rendering spell-casters caught in it's grasp unable to cast temporarily and ending any active magics it touches. The size of the burst is proportional to the amount of energy absorbed during use of the default function.

-Tertiary Function: The default function can be re-purposed to absorb unbound souls, and start fusing them together into chimeric masses. Each mass usually requires ten ambient souls to be fully formed, and each mass will require a soul from Mordre's personal reserves to properly bind them. At this point, however many masses are created and bound can then manifest as Soul Soldiers, spectral warriors bound to Mordre's will. They require general orders on what to do, but otherwise can handle the specifics of general orders themselves (order them to attack enemies, they won't need to be told how to attack them.). Soul Soldiers vanish after approximately ten minutes.

-COMBINED ABILITY: Immortal Genocide Tertiary Function + Soulfire: Inferno Golem: At the cost of 40 souls from Mordre's reserves, a short lived construct of Soulfire can be created. Capable of flight, blinding to the naked eye and able to incinerate or melt conventional materials with relative ease, the Inferno Golem is a modified Soul Soldier. Among the key differences besides power, Inferno Golem must consume themselves to provide themselves power, and constantly diminish in potency as they take actions (and even by existing). Depending on the amount of activity they endure, they can last anywhere from 30 seconds to 5 minutes. Inferno Golems must also be more intensively controlled to be effective, so the more simultaneously active, the less precise each will be under Mordre's handling.

-COMBINED ABILITY: Immortal Genocide Default Function + Inverter: Soul Infusion: A significant number (63 were used to heal Oggroth) of souls are infused into the target, swiftly healing all injuries and granting them increased power. A side effect is that the souls remain in the target, causing the one healed to have strange dreams, involving the souls' lives and how they ended, and fusing together into one mass of soul, eventually overtaking the body. This essentially turns them into a sapient Life Golem.

-COMBINED ABILITY: Immortal Genocide Secondary Function + Inverter: Magic Amplifier: A large amount of souls (256 were used to empower our Pryomancy during the first fight against Eisenhardt, Bob has stated that a minimum of a hundred souls, fluctuating based on the complexity of spell, are needed) are consumed to give an act of magic much greater power than usual.


Amaranthine Annihilator (w/ 3 Pristine Souls and Zagrath's willing cooperation): Our ruby eyes that were once the AGELESS EYES OF WINTER of a Yeti Clan. Runed by Arkus over the period of several weeks. Passively builds a charge by drawing power from Mordre's body movement; Zagrath contributes power as well. All collected charge is then stored, until such point the Amaranthine Annihilator is activated. At this juncture, all charge is expended, creating a beam with strength in proportion to the amount of charge gathered. After sufficient charge has built (the equivalent of three days nonstop marching), the resultant laser will slowly acquire a duration increase, becoming a sustained beam that follows Mordre's line of sight for as long as it last. The beam rapidly pushes massive amounts of heat out of whatever it impacts, with such force and speed that sufficient power can cause those nearby to be burned or even outright incinerated. Conversely, the target becomes frozen so swiftly it explodes, showering the nearby vicinity in razor sharp shards. A charge of four hours spent traveling or otherwise engaging in significant action will provide a sufficient charge to be lethal to all but the largest (or sufficiently magically warded) targets at up to 500 meters. Beyond that, the beam's intensity will slowly degrade with distance, and lethality cannot be assured. With Zagrath's willing cooperation, and his ability to fly, the Amaranthine Annihilators can now independently leave Mordre's form, allowing targets completely out of Mordre's line of sight to be hit and from many more locations (I'm between your legs, staring straight up at the sky...), and each eye can be fired independently of the other eye.

-COMBINED ABILITY: Amaranthine Annihilator + Inverter: Emerald Eradicator: Emerald Eradicator works much the same as Amaranthine Annihilator, save that it draws massive amounts of heat into whatever it impacts, instead of out. This ability is currently unavailable, as Bagata's soul is in Mordre left arm, instead of his eyes. It is likely we could regain use of the ability by holding one of the eyes and inverting it as it is fired, though this theory has not been tested.

-CHAINED ATTACK: Amaranthine Annihilator + Infernal Lance: By using Pyromancy to compress the heat and fire that spreads from wherever Amaranthine Annihilator hits into a spear of fire, a second devastating beam is created.


Disjointing Rune: One of the runes on Dulu's staff that were transplanted onto Mordre's chest, it is the only rune among that number to be able to be activated on a golem. The effect of this rune is to 'disjoint' the item upon which it was inscribed; the only known effect is the rejection of Magnetomancy use upon the item, if it is made of metal.

External Equipment

Edge of Oblivion: A space-locked and time-locked sword. Please note that all information on the Edge of Oblivion is suspect until we have determined all the effects the modifications Jioga has made to it.

-COMBINED ABILITY: Inverter + Edge of Oblivion: Cataclysmic Chaos Cleave: Transforms the sword into a swiftly growing, chaotically moving blade of unstoppable force, yet the protective enchantments are disabled and thus the sword is easily manipulated via Magnetomancy, and is damaged when being used in this way. Without repairs, this can be done two, maybe three times before the sword breaks. Repairs will be difficult; however, with the help of Velada, Burduko, and Murhyihal, if some time is set aside for the three to concentrate on the repair, the sword may well be as good as new after their care. With Blood-fueled Magnetomancy, Mordre can also repair the sword, though the process will take days or weeks.

-COMBINED ABILITY: Chronal Banditry + Edge of Oblivion: Temporal Lock Mordre: Steals the timelock from the Edge of Oblivion, resulting in complete stasis and thus invincibility for Mordre's body. However, Mordre is rendered unable to move its body during this. The sword becomes vulnerable to physical attack at this point, yet is still somewhat resilient due to the spacial lock still in place.


Void Bringer: This rocket-hammer, long-handled and five feet taller than Mordre with a head the size of Mordre's torso, is engraved with a multitude of runes: runes of almost entirely Chaos aligned Pyromancy with several Enhancement matrices fused with Kinetimancy to create a given vector conjoining with and magnifying the flames on the back of the hammer; runes of hardening and preserving about the rims of the metal craters that make up the rocket portion; runes of hardening inscribed over and over again about the head and haft in spiraling paths; and the titular void, a single, massive rune heavily engraved and inked into the hammer's head, Order made manifest in a magic-annulling rune. A special property of this hammer is that, if the cumulative damage the hammer sustains does not meet or exceed the scale of the magic-annulling rune, it reverts to a previous, unharmed state.


Still assembling information