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Threads Consumed
A Spellspeak Permanent Passive Universal Translation Language.
Phase 0 // 5 (Per Turn) Osmosis through objects.
Marionette 30 // 2 // 15 (Per Marionette) Command inanimate object.
Grab 15 // 5 (Per Turn) Steal control of someone's companion.
D Alter Form 30 Transform into your alternate self.
Ethereal Cloak 30 // 2 Become a form which cannot harm or be harmed.
Imbibe 15 Create a second you that can use your abilities.
M Haven 10 // 5 (Per Rune) Create a destination point.
Return 35 (Per Person) // 2 Teleport to one of your destination points.

Ability List
ACOLYTE

Spellspeak
Permanent Passive
Understand any language. Additionally, any speaker is able to understand you. This includes magical languages. This is also a magical language; You are not speaking the target’s language itself.
A permanent passive is a constant effect that the user cannot dismiss. Spellspeak is activated automatically when a Metathurge speaks.
Spellspeak is an Arcanic language which allows the speaker to both understand and communicate with any other language. When using Spellspeak, the speaker is universally understood regardless what language they are speaking. In turn, any language they speak is universally understood when spoken by them. Spellspeak is most notably spoken by Lessers and Metathurges. However, it can also be learned by Glyph enchantment.
Spellspeakers are able to speak to anyone as fluently as their own native tongue. They may have accents and idiocies. Those who observe the speaker will not be able to tell that the speaker is not speaking their language naturally, however, certain words or structures may not transfer clearly. Spellspeak only applies to languages and does not allow one to communicate with lower creatures who are not intelligent enough to form a native language. Once Spellspeak is learned, the speaker will not be able to prevent others understanding them even if they change languages.
Your first task is to go to three-rock and gaze into the Abyss. Of course, it gazes back. You do not see much, but you hear, from deep within, the words of a thousand voices, speaking to you in a language you can’t understand. Perhaps unsettling at first, but as the days pass, you begin to hear them clearly. They tell you things. Billions of things, all at once, traveling within your head and overwhelming your mind. But they want you to listen, so that is what you must do. Perhaps you can see now, these are your teachers, guiding you into their world, and all you must do is listen until you can hear and think nothing else. Soon the words are filled with farewells, and as a parting gift, a newfound understanding of all that is spoken.
Phase
Threads: 0 // 5 (Per Turn)
Osmosis through objects. This does not make you immune to damage.
Each emote you make while using Phase will deduct 5 threads from your power pool. This will take effect any time any part of your body is phasing.
Phase's ability is dictated by object mass and complexity, or, by how much of your body is within the surface at any moment of time. For thin surfaces, such as walls, or small surfaces, such as rocks, this is only a mere amount unless one lies within these surfaces for long periods of time. Phasing does not work on the ground because it is too large of an object.
Phasing as a matter of will. While touching a surface, any immediate contact point will become diffused while the rest of your body remains touchable. This means that any part of your body inside of a surface is intangible for just a moment before emerging outside of the surface once more. Phase does not allow you to become intangible unless you are traversing an object. Phase does not prevent you from tripping over objects. If one had enough time to ready a phase, they probably could have just as easily jumped or moved out of the way.
Any phase through a living creature is possible, but dangerous to yourself. Excessive movement during a phase may twist your gut or pull a muscle. If the target is injured from your phase, the injuries will be mirrored upon yourself.
The Abyss seems to travel with you, speaking to you at times. The obstacles which live around you, the walls, the houses, each time you find yourself passing these things, the abyss screams for you. Run at them. Conquer them. You are not in their way, you are their way. And so, when you make this faithful leap, you find that those objects were not truly there. Instead of stopping you, you pass through. The ability to walk through walls. A symbolic, captivating violation of reality, and a simple Arcanic trick.
Marionette
Threads: 30 // 2 // 15 (Per Marionette)
Imbue an inanimate object with artificial life, commanding it to assist you. You may have as many as you wish. There is no duration.
Your first emote must include creating the companion. Your second emote may include the standby or actions of your companion. You may also choose for them to be fully created in the first emote so long as they remain idle until your second emote.
Each Marionette will temporarily deduct 15 threads from your power pool. You cannot replenish or use dedicated threads until you dismiss this ability. You will automatically gain these threads back when the Marionette is unrisen.
Marionettes are normally fighting companions which can be easily made suing the objects around you. Some users have favored marionette types, while others may only use them for a second or two.  When creating, use the guide here. The creation guide also details damage, repairs, and design specifications.
Any Marionette can become a permanent companion so long as you are willing to permanently deduct its dedicated threads. You will also need to submit a reference for them.
A sense of reverence boils within you, as does the strong desire to bend something, anything, to your will. And truly you mean anything, as by your hand, rocks, weapons, and even clothing rise to life at your command.
Grab
Threads: 15 // 5 (Per Turn)
Take control of a magically commanded object or creature. Only one can be commanded at a time. Commands will terminate if the object or creature is not being controlled.
Each emote you make while a stolen creature is under your control will temporarily deduct 5 threads from your power pool. You cannot replenish or use dedicated threads until you dismiss this ability. You will automatically gain these threads back when Grab is dismissed.
Grab allows you to redirect control of another controlled creature so that it follows your command. Unlike similar abilities, when using Grab, the creature will perform any command asked of it to the best of its ability without hesitation.
When Grab is activated multiple times on the same target, its ownership goes to the most recent cast of the ability. This means that those who use Grab can take back their stolen creatures.
A sudden desire to overrule the commands of others imbues you with the power to gain mastery over the companions of others. Once it is controlled, it is forced to follow your command.

DISCIPLE

Incantation; Alter Form
Threads: 30
Shapeshift into a second form of tailored design. This form may be of any design, but it may not use magic you do not possess.
This ability summons an Alter Form. To create an Alter Form, use the guide here. You may only have one Alter Form per Metathurge.
To your character, an Alter Form is not something they have chosen. They must work with whatever they've turned into. For many, their Alter Form's purposes or strength are sometimes difficult to identify and utilize.
Another version of you lives inside yourself, and screams to come out! The voices of the Abyss have made you a form perfected to their vision of you. And even if it may seem bizarre or seemingly unintentful, they urge you to understand its strength and overpowering purpose. Your first transformation will be quite an experience.
Ethereal Cloak
Threads: 30 // 2
Become an entity which cannot directly harm or be harmed. Incoming magical attacks or objects will reflect back to the direction from which they came. Any other ability can be used so long as it does not cause harm to targets.
Your first emote must include beginning the transformation, and your second emote must include completing or failing the transformation. Ethereal Cloak cannot be cast while moving or activating other abilities.
Ethereal Forms are the same as your own, however, they are transparent and have the ability to levitate. While in Ethereal Form, you cannot be touched and your body can touch nothing. Your offensive abilities and any ability which harms another become unavailable. Ethereal Form has no duration time, so it may be assumed for many days or even years.
The Abyss and you have become more attuned. To exemplify this bond, you have gained access to a tranquil realm in-between the Abyss and your own, partially and temporarily causing your body to appear incorporeal.
Imbibe
Threads: 15
Split yourself into two. Your soul and threads may switch between either form freely. Your split self may also use any of your abilities. Damage is still taken. If it dies, it also removes any threads it possessed. Your true form is the one which possesses your soul.
When the Imbibe is created, it may be given some or all of your own threads to empower any ability of yours. Enchants and other mods will duplicate. Your true form is the body which contains your soul, while the other, your Imbibe, is considered a transparent life form. You may "switch" bodies by swapping your soul between the two no matter how far apart they are. Your Imbibe is an imitation of yourself, and although it may think and act like you, it is also its own entity which can make its own decisions. This is how lonely Metathurges talk to themselves.
If the bodies reconnect and the Imbibe i injured, you will sustain those injuries. If the bodies fail to reconnect because the Imbibe has died, you will lose any threads on its person at the time of its death. You may not swap bodies while Imprison is being cast on your Imbibe.
You may only give your Imbibe your own threads. However, your Imbibe's thread cap is duplicated from your own. This means, if replenished, you and your Imbibe may collectively replenish double the threads than what your thread cap usually allows. When the bodies connect, you will lose any threads which exceed your maximum thread count.
The Abyss grants you a very special kind of enlightenment; the ability to see yourself from your own perspective. As your body state may alter with your Alter Form and Ethereal Cloak, it may further be altered through copying yourself entirely.

MASTER

Rune; Haven
Threads: 10 // 5 (Per Rune)
Sear a rune into a surface of a static area. There is no limit to how many can be created.
Each rune will temporarily deduct 5 threads from your power pool. You cannot replenish or use dedicated threads until you dismiss this ability. You will automatically gain these threads back when the the rune is destroyed.
Unlike other Runes, you do not need to manually etch Haven yourself in order to learn how to summon it. Thanks, Abyss!
This ability allows you to sear this rune onto a surface. To customize Haven, use the guide here. The creation guide also details placement and design specifications.
In a safe place, the Abyss commands you to sanctify it with a special type of rune which is seared into the environment’s surface through your hands. While discreet, it seems to remain there permanently. You may note that this rune is quite similar to those used for teleportation.
Rune; Return
Threads: 35 (Per Person) // 2
Cast a rune around you and others which teleports you to one of your Haven runes. You may choose around you who teleports, however, you must also teleport. You may only port to one location at a time.
Your first emote must include creating the rune, which will be usable during your second emote. Ethereal Cloak cannot be cast while moving or activating other abilities.
Unlike other Runes, you do not need to manually etch Haven yourself in order to learn how to summon it. Thanks, Abyss!
This ability allows you to sear this rune onto a surface. To customize Haven, use the guide here. The creation guide also details placement and design specifications.
At a moment of great danger, the Abyss seems to momentarily command your body. Through it, you gain access to a second rune, which sears itself into the ground around you and teleports you to one of your Havens.
Verger
A visual marker of your choice appears on all creatures you've grabbed, such as a shackle or a rune.
Your Imbibe has a slightly different appearance to distinguish it from you. This does not effect soul swapping. When joining with your Imbibe, you have the option of taking its body, but it's able to be affected by TLF attacks.
Demicelestial
When your Imbibe dies, you automatically gain all its threads back.
Marionettes only take 1 turn to be created, but this is not instant and can be interrupted.
When your Imbibe rejoins with you, you gain all its threads regardless of your thread cap, but your threads cannot increase until your thread cap isn't exceeded.
Your Imbibe can rejoin with you from anywhere int he world and does not need to manually travel to you.
You can now Grab 2 creatures at a time.
Altar Form has 1 buffer spell of your choice, such as resistance to interruption.
Altar Form can use 1 magical ability from a creature its form was based off of.
You can touch surroundings while in Ethereal form but you become harmable when touching living creatures.

Metathurges wield secret arcanic spells taught by creatures of the Abyss.Unlike other animastics, Metathurges derive their skills from blessings of Abyssal creatures.

History

Metathurgy joined the power pact approximately 850 years ago. After the Deathcult received a third animastic, Exorcism, the Coven of Blood felt they power pact was imbalanced and sought to resolve an equal status. Malmarax did not extend His offering to them as He had to Exorcists, rather, He opened a gaping chasm in the earth which revealed the raw source of the cult's power; The Abyss. They requested for Malmarax to allow them access to the cursed realm with the intention to harness it for their Hive. Their request was granted. Over centuries, knowledge procured from Abyssal creatures was developed into additional abilities for the Bloodcult's animastics, and eventually, an entirely new animastic.

Despite meddling with the Abyss, Metathurgy is considered one of the safest animastics available to the Coven of Blood. This is because, while Malmarax opened its doorway, He also contains to protect His children. Metathurges are studious, curious, and mischievous. Like other members of their Coven, were not seen in high-ranking oppositions until the appearance of Grem and Godhand Tyrael, Shrine Enchanters, and Runemaker Gillian. Metathurges are responsible for the discovery of Glyphs and Mark Arcana. They also helped other Covens discover safe, practical runes to add to their animastic abilities. Although the Bloodcult is considered a dangerous practice, Metathurges are often respected because their efforts in Abyssal knowledge, overseen by the Lord, contributed to the advancement of the Hive. Their study of the Abyss brought their Hive Glyphs, rune spells, defense fortification, arcanic creatures, power management, and even increased the thread cap of users' power pools.

Archanimasts and Prominent Figures

Helga

Tyrael

Gil

Warden

Creation, Roleplay, and References

Metathurgists have several forms; Ethereal Form and Alter Form. You do not need a reference for Ethereal Form, but you do need to submit one for your Alter Form. Please use the guide below to create and submit your reference.

Creation Guides

Creating an Alter Form

Metathurgists can turn inanimate objects into companions. You will need to submit a reference for each PERMANENT companion, but you do not need to submit references for random Marionettes. Please use the guide below to create and submit your reference.

Creation Guides

Creating a Marionette

You may Roleplay your creatures yourself, or you may assign them to another member to play for you. Please keep in mind these creature's intelligence levels will vary depending on type and they are not intelligent enough to have fully formed motivations outside of their master's command.

Earning Your Power

Metathurgy is taught by Metathurgists or by the Abyss. Metathurgists will learn how to listen to the Abyss and understand its secrets. Even after centuries, very little is known about the Abyss, or who is speaking through it, but his is not needed to learn from it. Practicing Acolytes or Disciples often spend their time at Three Rock, looming over the Abyssal Gateway.

Combat Mechanics

A Metathurge's strength lies in their endurance and versatility. They are equipped with transformations and creatable companions to fight for them. Their niche abilities make it difficult for some classes to combat them.

Playability

Despite their seemingly simple ability list, Metathurge can be difficult to play. This animastic doesn't have any obvious "damage" ability. The abilities it does have are designed to be used creatively and require a bit of planning before executing. It's common for an inexperienced Metathruge to fall into using one or two abilities all the time, but a masterful user can quickly turn a battle on its side.


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