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[✗] Electricity Lore Re-Write


TheHeftyDonut
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Introduction: The magical arts of evocation is often viewed as simple and basic, given its straightforward nature. An aspiring mage is advised to learn a simple elemental evocation before they choose to delve further into the world of the arcane. With that being true, no spell is without its uses; the different elemental evocations offer the mage a diversity of tools that might be expanded upon further, depending mostly upon their expertise, experience, and creativity.

 Electricity is conjured into the world in a way no different than all other evocations; the mage must connect to the void, create electricity inside of it, and then tug it into the material plane so that it might temporarily be materialized there until whatever will the mage has is performed through it.

 

Magic Explanation: As previously described, the art of electromancy is performed as any other evocation might be. The mage connects themselves to the void, creates whatever construct of sparks they wish to form within the void, and then drag it to the real world through the use of their mana. 

 

A mage’s capacity to manipulate their element depends greatly upon their familiarity with it and their awareness of it. A novice mage would understand the physical concept of electricity - how it behaves whatever environment it’s in, but a mage who has mastered the magic will understand the very idea of electricity, the way it may be conducted by water or metal. The roar of a powerful thunder, of the destruction of a calldown. This understanding allows the mage to craft complex and unique spells.


 

Learning Electricity Evocation: when learning evocation it is much like the other evocations you must know the properties of electricity and how it works/flows. Much like the other evocations you learn this magic through tiers such as Tier one- Tier five getting more spells and more knowledge as you get taught and progress through the tiers. 


 

Properties of Electricity: some of the main properties are listed here. 

 

  • 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. -Zythus


 

Spells and Abilities:

[T1-T5]Orb of Electricity [Non-Combat/Combat]: Description:  With this spell the practitioner can channel sparks of electricity into an orb, and hurl it towards their target or enlarging the orb until it reaches a desired size to then dissipate.

Mechanics: This spell takes two emotes to use correctly meaning the Voidal Connection and then summoning the Orb. This spell can only cause someone to feel slight pain such as a small shock to the skin. As it is used for combat it is also used to light up your path making it another form of MageLight. This spell can be thrown up to a maximum of 10 blocks after 10 it will begin to lose form and die out fading away into nothing. The spell grows up to the size of a soccer ball, and is not able to phase through things.
Effects: Small shock to the skin causing very small burns.


 

[T2-T5]Bolt [Combat]:  Description: With this spell the practitioner is able to conjure a bolt of electricity and hurl it against their target, making it a fast and efficient attack.

Mechanics: This spell takes up to three or four emotes including having the connection, summoning an electricity orb and making the spark bigger and longer into an almost javelin type form along the forearm. This spell can be thrown/hurled up to 15 blocks. The spell is more sensitive to different types of metal. Effect (S): Small and Lethal Shocks and also being able to give an enemy up to 2nd degree burns also being able to stop the heart when lethal.


 

[T3-T5]Stream of Sparks [Non-Combat]:  Description: With this spell, the caster is able to form a stream of electricity, that is able to mesmerize those about with a show of light sparks of light flowing from the caster’s hands. Mechanics: This spell will be taking up to  4 emotes to do such correctly meaning, the connection of the void, the summoning of an electricity orb, then tossing it up making more and more spark appear over and over almost in a circle. No harm is done to anyone who reaches in your of doing this spell but they will feel almost a tickle sensation to the body or hand of some sort. It can not be tossed/hurled or thrown in any way shape of form. No Effects since you can not use it to harm anyone.

 

[T4-T5] Calldown [Combat]:  Description: With this spell the skilled caster is able to conjure a thunderbolt and hurled it at their target, making it for a lethal and noisy instance. Mechanics: This spell is one of the most powerful spells taking up to five to seven emotes to complete in this cycle, Connection of the void, focusing on a target (somewhere above it), making an electricity orb in mid-air, making it into a javelin shape/form in the air stretching wider and getting bigger then also making it cast down on something or even someone. You must be in direct sight of the object you wish to cast on and up to 25-30 block radius. This spell can only be used outside. Effect (s): Some effects of this will have to a human or any living being could be Death, Brain Damage, Losing limbs and much more, but a very high rate of death.  

 

[T2-T5]Electro Whip/Chain [Combat]:  Description: With this spell the caster may be able to conjure a whip or a chain that can reach up to three meters in diameter, being able to harm or hold the mage’s target in place. Mechanics: This spell will take the caster up to four to five emotes to complete in the cycle of, Voidal Connection, conjuring electricity orb, making the orb grow bigger and bigger turning into more of a snake like structure.build to it then  slinging it or whipping someone with it. It can reach up to six meters in length Effect (s): This spell could leave someone with small degree of burns leading up to maybe a cut/infection of some sort.

 

[T4-T5]Electricity Wall-Field [Defensive/Combat]:  Description: With this spell the caster may be able to materialize a field or a wall of electricity, making it so others can’t reach them through their barrier Mechanics: This spell takes up to 4 emotes as well in the cycle of Voidal Connection, focusing in front of yourself, making electricity flow in front as then it becomes almost like a shield. The spell can be  up to 1 block and only to the person's personas height will the wall reach. There can be up to one walls summoned at once, meaning that it requires continuous focus. Effect (s): This effect is just a push back leaving a small shock.


 

[T3-T5]Electricity Orb Blast [Combat]:  Description: With this spell the caster can make that the orb that was previously mentioned above implodes into a blast of electricity, making them able to electrify their opponents with sparks of electricity that were contained in the orb. Mechanics: This is a rather short spell. Consisting of three emotes. Once burst it can reach up to 3 blocks in front of the caster as it stays in front of the caster at all times in the casters hands.  Effect (s): This spells effect is simple leaving any open area to be hit with a small blast of electricity making a very stinging sensation and maybe if a strong enough mage uses it a small burn of some sort.

 

[T5]Electricity Coat [Combat]:  Description: With this spell the caster is able to constrict their opponents into a coat of sparks that the mage conjured, holding them in place to their possible dismay. Mechanics: This spell takes up to four or five emotes to use properly. The person you wish to cast has to be up to a 5 or 10 block radius, Creating up to 3rd degree burns.  Effect (s): This will go to be like a taser in a form wrapping almost a blanket around the targets body and shocking them. This could leaving to the heart failing. And some high degree burns.

 

[T4-T5]Electricity Shock [Defensive]: Description: With this spell the caster is able to let electricity surround them almost in a defensive state making it if someone wants to harm the caster it will shock them back but only to the physical takes upon the caster. Mechanics:  This spell is a spell used only in close range when an enemy tries to harm a person still having to connect to the void. This spell also takes up to three emotes to use properly and is maybe half a block away from the caster.  Effect (s): Leaving small degree burns to the one attacking.

 

 [T5] Minor Electricity Manipulation [Non-Combat]:  Description: With this spell the caster will be able to manipulate  small quantities of electricity such as sparks, so it can grant them convenient flexibility to the resources. Mechanics: This spell is a lesser form of electricity and acarnism baby in a way making the caster to connect to the void and basically manipulate Electricity in small shapes and small objects. This takes up to four emotes to do one minor spell and is mainly used as a helpful tool.  Effect (s): The effects on this spell depends on how the mage uses it.




 

General Redlines:

  • A mage cannot manipulate real world objects or the real world version of the element. 

  • All electricity pulled from the void has to be casted within a line of sight. 

  • Electricity follows a path of all conductive metals. 

  • Can not pass through walls and other solid objects unless conductive metal. 

  • A mage is not immune to his or her magic hen casting. 







 

Purpose:

The purpose of me and Iconic writing this over is to make sure we keep an important and a long lasting element to Lotc for the player base. We also did this because we would rather not let people just lose their magic of this element because no one re-wrote it. 





 

Citation: Some credits that we used to work on this piece are, https://docs.google.com/document/d/1qehcY6h4CYRNl1Rcd8VJAOAAiUMtl1LY9z1IKtF5lDM/edit

the original electrical lore and also this first rewrite from _ZythusRequiem. 




 

Credits: TheJollyHefty, Iconic_fluff

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This lore has been denied. 


Reasons;
Lore is too similar to Zythus’ (denied) write
Lore is too vague mechanically, offering little to description
Electric Evocation is hard shelved for a multitude of reasons; none of which are addressed in this write
Writer offers too little, with nothing onward it offers different or unique. 

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