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[✗] [Magic Lore] – Electric Evocation


ZythusRequiem
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Origin

Electrical Evocation hails from a similar nature of that from the other evocations. Ever since the Descendants have walked the Mortal Plane, there have been those who have wished to bend the elements to their will. Through the usage of the void and mana, these descendants coined evocation. From evocation came the five derivatives of elemental evocation, as such, electrical evocation is one of them. This deadly art is one that involves producing lightning based strikes.

 

Magic Explanation

Electric Evo works by calling forth energy from the void, this potential energy is then formed in the real world as a static charge. From this static charge, a mage can use energy to produce electricity (in the form of visible sparks). Where normal electricity is normally invisible, electric evocation instead works by producing constant arcs, these arcs bounce off of air particles and can be controlled to a slight degree by the mage. Once the electricity arcs through the air, it travels at tremendous speeds. As a result, Electric Evocation is primarily viewed as a combat energy. Though since the fundamental nature of the magic is to evoke high energy charges, it requires more time and preparation than other evocations to cast, leaving the mage considerably more vulnerable during this critical stage. 

  • Electric Evocation takes up [1] Magic Slot, it is not a feat. 
  • Electric Evocation requires a stable connection to the void and ample mana to cast. 
  • Electric Evocation is of the subclass Evocation under the class of Voidal Magic
  • Electric Evocation can be learned from those who possess a [TA] in the magic.
  • Electric Evocation users must have a valid [MA] to use it in-game.

 

Casting Electric Evocation

The casting process for Electrical Evocation is in principle very similar to other evocations. The mage starts by connecting to the void, creating a mental space in their mind. In this mind, they can use the properties they’ve learned of the element to form a picture. This picture can then be drawn into the real world. However, Electrical Evocation is slightly unique in this process. It is instead the evocation of charged particles into the world, instead of visualizing the resultant electrical arcs. The visual arcs come from the particles being charged which have been drawn from the void. These particles then bounce off each other in a controlled manner around the mage, who can then discharge the sparks in any direction they please, completing the casting process. Casting Electric Evo is considerably longer and requires more energy than other evocations, as a result, casting mages are significantly more vulnerable as they charge up their spells, very liable to distraction, etc. 

 

Learning Electric Evocation

To learn Electric Evocation, one must have a sophisticated understanding of the nature of charged particles. To do this, they must seek out a teacher to aid them in establishing the void connection as well as understanding electricity. Since electricity is only typically viewed in nature as lightning, mages generally seek to use lightning as an analogy for their spells. It must be taught to the student that lightning is the result of charged energy from the void. Since technology is primitive and less understood at this point in time, mages choose to understand this concept as “charged mana,” or “charged potential” instead. They use this charged potential energy in the void and then draw it into the world, producing arcing sparks, these sparks, then as described above can be discharged in a variety of different manners. Electric Evocation is learned under basic progression times.

 

Properties of Electricity

Electricity is hard to understand for many Descendants, as a result the properties must be clearly outlined in a way that can be interpreted easily by students and learners. Electricity moves fast, and produces light. The charged energy can also produce a lot of heat at the location where it strikes, possibly resulting in burns. Descendants must also understand that electricity is moved by conductors, like metals and iron, and resisted by insulators like wood. 

  • Electricity is wild, it is hard to control and harder to tame. As a result, once a spell of electricity is launched, it is launched and cannot be undone
  • Electricity normally does not have an appearance, instead it is the arcing of the energy off the particles which the mage commands that produces the visible light.
  • Electricity that arcs as described above produces visible light, this visible light can be either yellow, white, purple, or blue. These colours are unique to the mage and typically model the closest colour to the mage’s aura (not the colour of the aura, but a close cousin of that colour instead). This means that there should normally be no black or red lightning.
  • Electricity moves extremely fast, faster than sound even in normal conditions. This is exactly why you hear thunder after seeing a flash of lightning, for light moves faster than sound. This makes reversing damage from an electricity spell impossible, unlike a fireball, a mage cannot fizzle out a spell mid-cast, since it is a near instantaneous effect. These instant projectiles can be countered with metal deterrents, or shielding insulators like wood. 
  • Electricity takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles.
  • Metal attracts electricity very effectively, since metal is a conductor of electricity. This means that those wearing armour will be affected with more severe burns, but will not suffer similar immobilization as unarmored foes, and the electricity will arc off normal course towards metals and magnetic apparatus in the close radius of a mage casting electricity; somewhat attracted towards armoured targets naturally.
  • It is a common misconception that water is a natural conductor of water, while this is normally true, water with minerals is what actually provides the ionic particles required to conduct electricity. Pure water itself (water drawn from water evocation for instance), is incapable of conducting electricity and will not attract bolts towards them. 
  • The larger an arc, or rather the longer a projectile travels, the more energy required to cast it. This is because arcs normally do not occur in electricity, rather they occur from the attraction between point a to b. As a result, spells that have larger distances to cover will naturally be more taxing than ones that are closer.

 

Spells and Abilities

Electrical Evocation knows a variety of spells and abilities which can be applied. These different spells cover the bases for what can and cannot be done in situations requiring the usage of the evocational magic. Electrical Evocation is primarily focused around the manipulation of electricity for use in combat, however, this does not necessarily exclude some minor utilitarian spells as well. 

 

Sparks [Non-Combat]
Sparks allow the mage to call forward small sparks of electricity for non-combatical usage. These are non-harmful sparks of electricity which can be held at the fingertips of the mage. These can be used for playful shocks against friends or perhaps heating up some food by passing the electricity as far as it can through the food. Sparks summoned by this spell have no usage in combat and will not be applicable to such a situation.

 

Spoiler

Mechanics:

  • This spell takes two emotes to be cast. 
  • Sparks can be summoned for utility purposes, such as the following:
    • Heating up food
    • Playful shocks
    • Demonstrations
  • Sparks is a strictly non-combat spell, it will inflict next to zero damage besides a quick tingling of a shock felt if touched. 
  • Sparks can be launched in a projectile form for an upwards of 5m in front of the mage, this projectile, like as described above does zero damage other than a minor shock. 

Red Lines:

  • Sparks inflict zero damage whatsoever, it is strictly utilitarian and non-combat.
  • Sparks cannot start fires from heat.

 

Bolt [Non-Combat]
Bolts become the first step in offense for the mage. Bolts can be summoned and charged to be used as projectiles which travel at near instantaneous speeds, but inflict relatively lower amounts of damage than other projectile spells. Bolts inflict minor to medium burns, and can be casted in multiples if skilled enough. Bolts produce powerful sparks that travel up to a decent distance, they are lightweight, and a staple in dealing distracting damage. 

 

Spoiler

Mechanics:

  • This spell takes three emotes to cast. Summoning two bolts requires Tier 3+.
  • Bolts are primarily used as projectiles, as such they travel very fast and cannot be avoided. However, they can be countered with shields (metal or wooden) to take the strain that a person cannot. 
  • These shields (if wooden) will be heated up greatly, but will not be lit on fire by bolts alone. 
  • Bolts are capable of affecting one, or two targets (if two are summoned). 
  • Bolts can travel an upward of 15m in front of the mage before it becomes too weak, within their respective line of sight, and cannot arc off path, unless metal is present. 
  • Bolts deliver 1st degree burns, potentially 2nd degree burns if a second bolt is delivered in the same area.
  • Bolts that target the skin will send electricity through the body, causing immobilization for 2 emotes, 3 if two bolts are used.
  • Armoured targets will feel burning sensations as it arcs towards them rather than a target, or in some cases directly to them. Bolts will have the same effects, but instead will not immobilize the target rather causing burns instead. These burns are 2nd degree burns in every case. 

Red Lines:

  • Bolts cannot light areas on fire, they cannot produce enough heat to ignite flammable materials. 
  • Bolts cannot travel further than 15m from the mage’s position, and must be in their line of sight. 
  • Bolts cannot inflict greater than 2nd degree burns on targets. 

 

Electrifying Jolt [Combat]
This spell, relatively unique in the Evocationist’s arsenal is not a ranged spell. This means it is easier to summon stronger energies as it does not need to arc across a range. Electrifying Jolt is a spell that can inflict a great deal of burns and immobilization on an enemy, should the mage be able to make physical contact with the target’s body (or armour) with their hands. 

 

Spoiler

Mechanics:

  • This spell takes three emotes to cast.
  • Electrifying Jolt is a spell that must be applied in very close range to a target. The mage must channel the sparks to their fists and then “punch” the target with the charged fists.
  • When the electricity has been channeled into the target, it will begin to affect them. This spell is capable of inflicting 2nd degree burns. 
  • Electrifying Jolt is not a projectile and must be applied in melee range.
  • Electrifying Jolt can be easily countered by putting reasonable distance (any distance) between a target and the mage. Once the mage applies the impact, the effect is instantaneous however. 
  • These jolts are not powerful enough to inflict something as severe as a heart attack, but are very much capable of distracting a casting mage or distracting someone from combat.
  • Against non-armoured targets, this spell will immobilize the target for two to three emotes, and deliver 2nd degree burns to the site where it was applied.
  • Against armoured targets, this spell will deal 3rd degree burns but will not immobilize the target.

Red Lines:

  • Cannot be cast as a projectile, arcing over a distance. It must be applied as a melee attack. 
  • Cannot inflict burns greater than 3rd degree against armoured targets, and 2nd degree against non-armoured targets.
  • Cannot kill a target with a heart attack or seizure. 

 

Spark Stream [Combat]
One of the more advanced techniques in the Electrical Evocationist’s arsenal is the capacity to conjure forth channeled streams of electricity. This is similar to arcanist’s beam, but rather channels constantly delivered spark streams against a single target. Shorter range than a bolt, but very much powerful. Spark Streams can bring targets to a very vulnerable state. 

 

Spoiler

Mechanics:

  • This spell takes four emotes to cast. 
  • Spark Stream will only affect a single target at a time. 
  • Spark Stream has a range of 8m in front of the mage in their line of Sight. 
  • Spark Streams are channeled bolts of electricity that are delivered towards a target, as such this can be very devastating. Due to this, Spark Streams can only be channeled for a maximum of three emotes. 
  • If an unarmoured target remains in the spark stream for 1 emote, they will suffer 2nd degree burns, if they remain in the stream for 2 emotes, they become immobilized for the duration of the spell plus 3 emotes afterwards, if they remain in the stream for 3 emotes, they begin to suffer 3rd degree burns and extreme pain. This extreme pain will in most cases indicate a very vulnerable, near death state. 
  • If an armoured target remains in the spark stream for 1 emote, they will suffer 2nd degree burns, if they remain in the stream for 2 emotes, they suffer 3rd degree burns, if they remain in the stream for 3 emotes the electrical overload of causes the target to become immobilized for 1 emote, with severe burns covering their entire body. 
  • Spark Stream can be countered by shields, however Spark Stream’s potential has the capacity to light flammable materials on fire. As a result, using a metal shield (that is not attached to your body by a conductor) to absorb the electricity is ideal. Furthermore due to the casting time, it may be possible to seek shelter away from the mage, moving further than 8m from them also due to the low range. 
  • Spark Stream can only affect a single target. Furthermore it cannot be redirected to other targets, once the channeling starts, it cannot be changed. The channeling also must be used up completely, meaning you can’t interrupt the channeling.
  • Targets cannot roll out of the spark stream by themselves, and should aim to be pushed out by an external object or person. Including armoured targets. 

Red Lines:

  • Cannot instant cast Spark Stream, also cannot hide this. Charging up Spark Stream produces visible sparks of electricity which gives people ample time to get out of the range or way of the mage. 
  • Spark Stream cannot kill instantly, but it can bring people to the brink of death provided they are unarmoured and remain in the stream for it’s full duration. 

 

Electrifying Field [Combat]
Electrifying Field is a unique spell in the Electrical Evocationist’s kit. This spell allows the mage to create a field of electricity around them (which is visible by minor sparks arcing around) in a sort of dome formation. Anyone who attempts to enter this field will suffer the usual effects, such as burns and immobilization at the border of the field. However, while mages can create this zone preventing exit/entry of people, elemental evocations and matter can still be thrown through the barrier so as long as it is not conductive. Metals and conductive material on the other hand, will be stopped by the field and either bounced off the field or be stuck in the field momentarily before falling to the ground on the other side. 

 

Spoiler

Mechanics:

  • This spell takes four emotes to cast.
  • Electrifying Field creates a physical dome of electrical energy around the mage, visible by gentle and subtle but visible arcs of electricity moving around the edges like veins in the peripheral of the dome. This zone covers a 3m radius, 5m if Tier 5. In this zone, the mage can have allies shielded and protected from oncoming attackers if they choose to. 
  • Electrifying Field causes magnetic and metallic objects, as well as conducting objects to be flung away from the field if they are launched at the people inside. Arrowheads are included here, the field will cause arrows to fall to the ground. On the other hand, elemental evocations such as fire or air cannot be blocked with this spell, and they will pass through normally. The same for non-conductive or magnetic material like wood. 
  • Electrifying Field primarily exists to deter attackers from entering the field and protecting from melee attackers. 
  • As a result, unarmoured enemies who try to enter or even exit the field (allies potentially), will suffer 2nd degree burns the moment they try and enter and will be flung backwards with an electrical force. If said enemy tries to re-enter the field after this failed attempts, the burn elevate to the 3rd degree and the enemy is immobilized after being flung back a second time for 3 emotes. 
  • Another attempt to exit/enter the field after these two failed attempts results in death.
  • Armoured enemies who make an attempt to enter will be flung back, suffering 2nd degree burns. On the second time they try and enter, the burns are elevated to the 3rd degree, but they are not immobilized. 
  • Another attempt to exit/enter the field after these two failed attempts results in death.
  • Electrifying Field can be cast around a group of people like a trapping net if the mage wishes to. It can also be used as a defensive measure.
  • Electrifying Field can be countered by using projectiles that are non-magnetic. Additionally, if someone absolutely must enter the field, they can use iron “lightning rods” at the peripherals of the field. By setting up two lightning rods, much like a gate, they can divert the electricity of the field and create a hole in the field to allow safe passage. But this technique would require intimate knowledge of the behaviour of electricity.

Red Lines:

  • This spell cannot set anything or anyone on fire by any means. Those who enter/exit the field suffer the effects dictated in the mechanics. 
  • Must have a good knowledge of electricity or be an Electrical Evocationist yourself to perform the technique described as a gateway counter. This is metagaming if not.

 

Chain Lightning [Combat]
Chain Lightning is the ability to loop an electrical bolt through 3 different targets. This ability is essentially the same damage of bolt, but will “jump” from target to target if they are within a proper range. Chain Lightning is a powerful ability that can be used to stun and immobilize multiple attackers in the right hands. 

 

Spoiler

Mechanics:

  • This spell takes four emotes to cast.
  • Chain Lightning is a devastating ability that is used on multiple targets. It can be used on a maximum of 3 different targets, “jumping” from target to target.
  • Every instance of Chain Lightning follows the same damage mechanics as the spell “Bolt.” Refer to such spell for the specific damage effects the lightning has on each target affected.
  • Chain Lightning has an initial range of 10m, from that point on it seeks out targets in an instantaneous 5m radius each of the target. 
  • If cast on a single target, and there are no other targets nearby, the chain lightning has nowhere to go. In this case, it only affects one target. Vice versa for two targets.
  • Once a chain lightning strike hits it’s first target, it will seek out a second target in a 5m radius around the target that it had just hit, if there is a target in this radius, the lightning will then seek out a second target and chain towards that target, looking once again for another target within 5m, if this can be found, it will jump to that target and cede.
  • Chain Lightning will loop through metals and conductive materials like normal targets.  

Red Lines: 

  • This spell cannot be used on any more targets than 3, and each instance of damage reflects the red lines and mechanics of the spell Bolt.

 

Calldown [Combat]
Calldowns are definitely the most powerful spell in the Electrical Evocationist’s arsenal. Calldowns are as the name suggests, the art of calling down a great burst of electricity from the skies down onto a target. Calldowns bring down a mimic’d lightning bolt, while not true lightning, these bolts thunder with enough force under a target to easily kill them. These bolts of lightning are evoked from the skies underneath towards a single target, damaging an area of effect radius as well as easily igniting flammable materials and creating an explosion of force. 

 

Spoiler

Mechanics:

  • This spell takes five emotes to cast. 
  • Calldowns can be cast in a radius of 12m around the mage, as long as it is cast within the mage’s Line of Sight.
  • Calldowns are as the name suggests, large amounts of electricity called down from the skies and onto a target. Generally, calldowns only target a single person. However the explosive effect around them can cause other people to be caught in the concussive damage. 
  • Calldowns create an explosive zone of a 3m radius around a target, anyone in this zone will experience concussive damage, throwing people backwards, barring the target who is not moved at all but suffers a more grim fate.
  • Calldowns will thunder down on targets, however, if the target is standing within a 6m radius of someone armoured, the bolt will direct to that armoured target instead and cause the effect on said target.
  • Unarmoured targets will experience a great amount of force thundering down upon them, they will feel the bolt inflict 3rd degree burns all over their body with their vision completely blinded for 4 emotes, and their bodies immobilized for 4 emotes. This is in a good case. In the case of weaker targets, immediate death may occur from either the amount of pain or the electricity overloading their nervous system.
  • Calldowns light all flammable materials in the 3m explosion radius on fire, as well as anything the target or individuals in the radius are wearing that happens to be flammable.
  • Armoured targets experience 3rd degree burns all over their body with their vision being blinded for 4 emotes. They will experience immobilization for 4 emotes. They however do not become liable for death, but they will be in a state very close to death. 
  • Calldowns can be countered by using metallic deflectors in the same way that armoured targets are prioritized. This requires knowledge of electrical behaviour. Calldowns can also be countered by moving out of the Line of Sight of the mage or inside a building.
  • Calldowns cannot be cast underground or inside buildings for obvious reasons. 

Red Lines:

  • Calldowns are capable of instantly killing unarmoured individuals, however armoured individuals have protection against lethal blows. This however does not shield them from certain damage, bringing them to a near death state from pain and burns alone.
  • Calldowns cannot be cast indoors or underground. 
  • Calldowns can sometimes backfire on the mage if they are not properly and carefully cast. 

 

Red Lines

Like all magics, Electricity has an array of red lines that must be followed. These red lines are universal to every spell and must be understood and avoided in order to properly roleplay electrical evocation. Breaking any one of these red lines or going against what they state is considered powergaming and may lead to punishment. 

  • All evoked electricity and every spell cast must follow in the mage’s line of sight. If this does not happen, the electricity does not work and cannot be cast.
  • Electricity follows a path that prioritizes conductive metals and materials of such. As a result, people with armour will be prioritized. As a general rule of thumb, if there is a target wearing metal within 5m of a person being targeted with a spell, the electricity diverts towards them over the target. This armour also extends to >3 blocks arranged in a row of iron or gold, or iron bars.
  • Iron bars are capable of absorbing electricity and blocking any spells that try and pass through. 
  • Electricity cannot pass through walls, however it can pass through gases and liquids if they are conductive. Arcanism gas or air evocation gas does not count, and electricity can arc through these materials. Mist and condensed water does not also block electricity. Physical, non-conductive matter that is solid however cannot be passed through.
  • Must roleplay fatigue, electrical evocation is a very tiring magic and requires more mana than other magics in general.

 

Tier Progression

Electrical Evocation knows many different tiers of progression and skill. These tiers are graded on a scale of 1-5. Each Tier has access to a unique different array of spells and abilities. These spells and abilities are also performed at varying levels depending on skill. The most skilled masters (Tier 5), know all the spells of the magic, however this is not the case for every tier. Electrical Evocation follows standard progression times for voidal magics.

 

Tier 1: Novice
The new mage is just beginning to learn of Electrical Evocation, forging their voidal connection and building their small mana pool. Learning of the aspects of electricity and it’s properties, conjuring even a few sparks for the novice mage is generally tiring. Under the guidance of their teacher, they are just taking their first steps into the magic.

 

Spoiler

Spells:

  • Sparks

Changes:

  • N/A

Limitations:

  • Limited greatly by their mana pool, Novice mages cannot cast even a small amount of sparks without feeling greatly tired. They cannot do anything in-combat, and are reduced to baby steps in progression.

 

Tier 2: Student
Student mages are beginning to become more formidable, though limited by mana pool and whatnot. Student mages learn more techniques of the magic, able to practice them under the careful guidance of a teacher. This gives the mage a more practical scope of the magic, moving past simple theory and void connection at this point.

 

Spoiler

Spells:

  • Sparks
  • Bolt
  • Electrifying Jolt

Changes:

  • Summoning small sparks becomes easier for the student mage.

Limitations:

  • Student mages are limited still by their mana, as it is quite a small amount of mana. Spells like Bolt and Electrifying Jolt are a challenge for the mage, and probably shouldn’t be used in combat due to the instability and risk of them backfiring. 

 

Tier 3: Adept
Adept mages are getting somewhere, they’ve learned a larger amount of techniques offered to mages of Electrical Evocation. They are refining their craft into something more fiercesome and powerful, now becoming formidable on the battlefield as “average mages.”

 

Spoiler

Spells:

  • Sparks
  • Bolt
  • Electrifying Jolt
  • Spark Stream
  • Electrifying Field

Changes:

  • Adepts are able to cast bolts with greater ease, as well as Electrifying Jolt. These spells are not too much of a problem for them. Sparks is extremely easy for the adept as well.

Limitations: 

  • =Adept Mages are able to try more challenging techniques like Spark Streams and Electrifying Field. These techniques require a bit of practice, but are possible. They are a challenge for the Adept.
  • Adept Mages have an average amount of mana, less exhaustion occurs on them as a result, however they are still exhausted by the taxing nature of electric evocation. 

 

Tier 4: Expert
Expert mages are above average mages. They are able to cast very powerful spells and have mastered more techniques. These mages have great spells for a variety of combat situations, and are a force of power given time to cast these spells in ordinance with the longer casting times of Electrical Evocation.

 

Spoiler

Spells: 

  • Sparks
  • Bolt
  • Electrifying Jolt
  • Spark Stream
  • Electrifying Field
  • Chain Lightning

Changes:

  • Experts are able to cast sparks, bolt, jolt, stream, and field with greater ease. Now less hindered by their adept shackles. Experts cast these techniques with poise and sophistication.

Limitations:

  • Chain Lightning is a much more powerful technique these experts have, however this is an advanced and taxing technique. As to channel successive bolts of power through numerous targets requires practice. To perfect these techniques, experts may be required to spend a few weeks practicing on metallic dummies and then progressing to wooden dummies.
  • Expert mana pools are above average, they suffer less exhaustion but still must experience exhaustion from all of their spells. Chain Lightning is significantly exhausting for experts.

 

Tier 5: Master
Master mages have learned all of the techniques of Electrical Evocation. They are very formidable and good at what they do. These mages have mastered these techniques and the lower tier techniques with poise and sophistication. Master mages are revered and respected as powerful mages in their circles.

 

Spoiler

Spells:

  • Sparks
  • Bolt
  • Electrifying Jolt
  • Spark Stream
  • Electrifying Field
  • Chain Lightning
  • Calldown

Changes:

  • Mages are very much able to perfect the techniques of sparks, bolt, jolts, streams, fields, chain lightning and whatnot now. These masters have no trouble casting these spells, with their provided exhaustion. 

Limitations:

  • Master mages however are limited by their mana, they have a great deal of mana which causes them to feel a lower degree of exhaustion, but the taxing nature of this magic certainly requires that it is still felt.
  • Master mages should practice on Calldown, refining their accuracy even after reaching this point of mastery. No calldown is perfect 100%.

 

Purpose (OOC)

The purpose of writing this piece was to provide a draft for loregames. Currently my goal is to write drafts for all of the evocations so that they may persist after the games. I hope this draft was of sufficient quality and let me know if I can do anything to improve it. 

 

Citations (OOC)

I did not cite much material. However those who provided edits to this draft are cited very thankfully. Primarily my sources for writing this lore was the current accepted lore by Toodles which can be found in the following spoiler link.

 

Spoiler

 

 


Written by ZythusRequiem

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why do you still not have forum peks

also youre making the entire evocation write group sweat dude keep this up

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Absolute beast.. this is actually insane how many high quality post you bust out

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14 hours ago, ZythusRequiem said:

Metal attracts electricity very effectively, since metal is a conductor of electricity. This means that those wearing armour will be affected with more severe burns, but will not suffer similar immobilization as unarmored foes, and the electricity will arc off normal course towards electricity in the close radius of a mage casting electricity; somewhat attracted towards armoured targets naturally.

So what about Faraday Cages?

Edited by Mavromino
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I can’t tell if it would be helpful or dangerous for someone to learn this magic if they wear supportive metal braces on their limbs

Edited by hamberder
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1 hour ago, Mavromino said:

So what about Faraday Cages?


When electricity passes through a suit of armour it behaves like a Faraday cage. Most electric spells here DO NOT immobilize the target if they wear armour since the electricity is grounded safely. They are safe from that. They are NOT safe from the rapid current which produces resistance thus transferring into heat which then transfers into the skin of the target. This is why it burns but does not immobilize.

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1 minute ago, ZythusRequiem said:


When electricity passes through a suit of armour it behaves like a Faraday cage. Most electric spells here DO NOT immobilize the target if they wear armour. They are safe from that. They are NOT safe from the rapid current which produces resistance thus transferring into heat which then transfers into the skin of the target. This is why it burns but does not immobilize.

Plate armour was rarely one layer so I thought that’d mitigate a chunk of the burning but thanks for reply.

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2 hours ago, Mavromino said:

Plate armour was rarely one layer so I thought that’d mitigate a chunk of the burning but thanks for reply.


I don’t care. It needs to be balanced.

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2 hours ago, ZythusRequiem said:


I don’t care.

You're really good at this whole criticism thing

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Just now, ScreamingDingo said:

You're really good at this whole criticism thing

 

Talk to my manager. 

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11 hours ago, ScreamingDingo said:

You're really good at this whole criticism thing

image.png.c09449fea50365bf00ca10416663052a.png

I think the issue here is that we just don’t fulfil his criteria for having our criticism be relevant here because of the assumption of perfection.

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10 hours ago, Mavromino said:

I think the issue here is that we just don’t fulfil his criteria for having our criticism be relevant here because of the assumption of perfection.

 

A lore submission is not the place for petty drama. Take it to your PMs please.

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Thank you for submitting your Lore Games draft! You will receive input on what needs to be fixed within the next 2 or so weeks.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. I apologize in advance for the delay, things are rather hectic at the moment as most people have had finals.

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