Last Remnant
This discipline is the last remnant of what is known as ‘The First Magic’. It was once the dominant magical force of the ancient world, and the epic tools of world-tearing destruction of the mystical Interlopers. Though only a shadow of their former glory, this discipline is still considered an ideological and magical danger. The Last Remnant have bent their secrets of the First Magic into a form of martial arts, making it a very physical kind of magic that also requires a great deal of concentration and control over one’s mind to truly master it. The Disciples of the Last Remnant are masters of manipulating raw potentia, and due to their mastery over the aetherial essence, they have crafted an entire ideology surrounding their powers that follows the foundational belief that one day they will banish magic for good, so all can be equal. They have no true name or definition for practitioners of their magic, making them all that more mysterious and avoided.
History
After the Great Equilibrium ended the interlopers and their allies were scattered across Pannotia, driven to extermination by the victorious forces in every pocket they were found. The scarce number of survivors, the remnants as they called themselves, were soldiers and mid-level officers of the uprisings. They were not as well-trained in the great and immense power as the master mages whose rituals could make seas boil and mountains march, but they preserved what knowledge they could and created their own bastardized version. The idea hadn’t been defeated, only their tactics, and now they were ready to wage war again differently.
The Last Remnant took their interpretation of the first magic into the form of martial arts and body language, creating a weapon that could never be taken from them and that could never leave their side. For generations, they fine-tuned this idea into a powerful discipline of magic that would keep them up to scratch with the great opposition they face. Casters feared them for their abilities and prejudices, and non-casters distrusted them for their old allegiances, putting them in a precarious position just about anywhere they lay down their work.
In modern times Remnants are a rarer sight in the cities, as the rapid evolution of almost everything has put them in the past. They are a relic of an age of heroes and legend that tries to compete with a modern world that no longer fits into the Discipline's binary good and evil view. The scarce urban dwelling Remnants are often vigilantes or vagrants, struggling to fit into the world that wasn’t made for them. How they will continue persisting from here is up for a debate that most will take seriously, but with how things are done in Ironhurst we can never be certain.
Culture
As the practitioners are called, remnants live and die by the ideology their discipline was made for. To rid the world of all the wickedness that mortal hands have brought into the world with magic, and to strike a true balance like the interlopers failed to do. They pursue these goals through brave deeds to protect lives and to ensure the common good, and also by relentlessly persecuting magic users, cursed beings and all others whose existence can be deemed ‘disruptive’.
Generally, Remnants are considered well-intentioned and trustworthy. They tend to, however, prefer their own ideas over the law and other people’s opinions, giving them the public perception of being immovably stubborn. Remnants are also known for their controlled temperament. Their discipline requires a great deal of self-control and precision, leading Remnants to meditate to process emotions and rest their bodies and minds. A byproduct of their meditation is a trained mind that rarely needs to raise their voice or to lash out suddenly. By all means, they do possess anger and sorrow like anyone else, yet they are more likely to keep those emotions from gaining the upper hand.
Remnants dress modestly, in plain colors, and preferably in clothes that allow for fluid agility and athletics. Being fashionable or admired is not among the priorities of any self-respecting Remnant, choosing rather to live an ascetic life and finding comfort and fulfillment in pursuing their goals. Kindness and compassion are optional, but humility and patience are not.
Spells
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Acolyte's Shield | Surrounding themselves in a glimmering barrier of concentrated potentia, the caster becomes immune to spells cast from outside melee range. Additionally, enchanted items temporarily lose their enchantment bonuses when striking the caster. Lasts two turns. | Once per Combat | Action |
| Startling Throw | Launching an unseen burst of potentia at a target within 5 blocks with a clear line of sight, the caster makes a MYS vs DEX attack roll for 1d5 damage on a hit.
|
No Cooldown | Action |
| Hold | Seizing control of the potentia within a target, the caster forces a Magic User or Cursed being to halt. Make a MYS vs SCR attack roll; on a hit, the target is Dazed and Restrained. The target may reroll SCR at the end of each of their turns to break free. This spell requires Concentration to uphold, and ends automatically after five turns. | Once per Combat | Action |
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Quake | Driving a deliberate stomp into the earth, the caster sends a shockwave rippling outward toward a 5x5 area within 7 blocks. All targets within must make a DEX roll against the caster's MYS; those who fail take 1d5 damage and are knocked Prone for one turn. | Once per Combat | Action |
| Heightened Step | Drawing nearby potentia into a blurring shroud over themselves or one ally, the caster grants Advantage on their Flee roll and imposes Disadvantage on opponents' rolls to prevent it. | Once per Day | Free Action |
| Sense Potentia | The caster passively senses concentrated potentia - such as that emanating from Cymrinite, the Cursed, and Magic Users - within a 5 block radius as a persistent goosebump sensation. By closing their eyes and extending a hand, they can concentrate to pinpoint the source, the sensation sharpening to a burning feeling upon locating it. This causes no harm to the caster. | Passive | N/A |
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Absorb Magic | Intercepting a spell as it strikes them, the caster absorbs and redirects its potentia, choosing one of three effects:
|
Two Turns | Reaction |
| Siphon | Throwing their arms wide with a furious roar, the caster drives all potentia back within a 10x10 block area centred on themselves. Even the untrained eye can see it shimmering at the forcefield's edge. No magic may be cast within or into the area for the duration. Any damage dealt to the caster ends the spell immediately. | Once per Combat | Action |
| The Ritual of Touch | Laying a hand upon a restrained target's chest, the caster meditates in quiet concentration, infusing a disruptive surge of potentia into the target's form over 10 turns. On completion, the target is unable to use magic or any innate supernatural abilities for the next 24 hours. This ritual may additionally be used to purge a Curse afflicting the target. | Once per Week | Non-Combat |
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