The nonmagical element is a fanon element in Prodigy.
Overview[]
It serves as a method for OCs and fan characters that do not have the ability to cast spells, have no abilities or natural affinities for anything in the canon or fanon game(s), or otherwise "lack magic" to continue to exist and participate in combat, albeit in an unorthodox way.
Astral and Nonmagical Conversion Therapy[]
If players choose to convert to being nonmagical instead of Astral in nature, they will need to have beaten the game's canon storyline and have completed all 100 floors of the Dark Tower. The conversion process is not necessarily permanent and lasts until the player makes the choice to convert back to being Astral in nature.
Astral-to-nonmagical conversion therapy does not involve anything negative or religious in nature, but rather involves a long mathematics test that can be taken in the Academy Sub-Basement under the guidance of The Smuggler. Exactly 100 math questions must be answered correctly, in a row, without making mistakes for The Smuggler to confirm that the player has converted.
In the case of passing the test, The Smuggler will let the player ascend up to the Academy and leave under a different elemental nature at the cost of the player's:
- spellbook (they will be given a tablet to store and execute nonmagical moves, which are considered spells that take up turns in battle)
- ability to remember how to cast spells from relics, Ancient relics, wands, or by their free hands
- The Ancient's permission to let the player participate in their trials and Rune Run
- The Arena Coordinator's permission to let the player participate in PvP at the Coliseum Arena as well as Prince E. Spell's permission to let the player participate in the Harmony Island Arena
They may still be able to keep these objects and will not lose any heart bonuses or power bonuses from equipment--power bonuses will be nonmagical in nature and not produced randomly from Spell Power Bonuses. Players may still participate in PvP initiated by direct challenges.
Conversion back into the Astral nature requires returning to The Smuggler for another mathematical test with 100 questions and the same requirements. If successful, the player exchanges the tablet back for their spellbook, is no longer capable of using nonmagical-specific weapons in combat (they can still be equipped, but deal no extra damage and have no combat benefits), and is returned all magic-based powers and spells.
Strengths and Weaknesses[]
Entities of nonmagical nature are normally:
- immune to Shadow spells.
- strong against Astral spells.
- neutral against from nonmagical moves.
- weak against Earth, Ice, Storm, Fire, Water, Wind, and Land spells.
Extra properties of the nonmagical element:
- Any nonmagical move that is successfully executed at the same time as another nonmagical move, when successfully executed, will negate any effect and cause no entities to experience loss of hearts.
- Any nonmagical move that is successfully executed at the same time as a spell has a base 10% chance of negating any effect and causes no entities to experience a loss of hearts. This can be changed through nonmagical properties of equipment and weapons as well as by abilities and affinities.
Nonmagical Moves[]
Innate Nonmagical Moves[]
For most entities in the FourSevensRueful version of Nonmagical nature, these can be learned by leveling up.
- Lash Out (Combat Range 1)
- Blinding Blitz (Combat Range 3)
- Confounding Speech (Combat Range 1)
Nonmagical Item Moves[]
Entities that can use battle items can use these moves.
- Mini-Discus (Range Varies)
- Can Grenade (Range 3)
Special NPC Moves[]
Special NPCs, mostly bosses, are sometimes given unique or semi-unique Nonmagical moves.
- Toxic Environment (Technical Range 6)
Console Technical Moves[]
NPCs with the Console Access ability may use Spell Download to add a simulated spell or other console move to add to a previously empty spell slot.
Trivia[]
- The nonmagical element has an icon as well, and is multiplied by 2, 3, or more in move slots depending upon how many targets the moves can affect at a time. Icon(s) appear faded when their associated moves are disabled.
- This icon looks like a gray-outlined, Prodigy teal firearm crosshair embedded in white.
- It is best incorporated into the canon through an analogy of data sets. While the Astral element is described as the superset of numerical elements that represent the elements of Earth, Ice, Storm, Fire, and Water, the Shadow element is an inverse set and the Nonmagical Element is a null element, unable to interact with the sets, but able to interact with individual elements. It is also described as the "non-element" that is vulnerable to the primordial ones while impervious to the two big-picture elements.
Improving Gameplay[]
If the nonmagical element were applied to the game, the combat meta would be heavily shaken whether or not entities could apply nonmagical moves (spells, but without use of spellcasting energy) or possess the element themselves would be permitted to join in for PvP or select PvE (player-versus-environment) battles.
Math Factor[]
Conversion therapy, under both methods, takes mathematical skill and plenty of preparation. It may be considered one of the most math-heavy challenges of fanon Prodigy.
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