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[✗] [Magic Lore] Electric Evocation


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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 offensive, bright, 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. Not only this but the magic itself could be considered more dangerous and wild to cast, if one were to mess up hard enough the magic itself could backlash upon the user, as the magic itself forms differently.

 

  • 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 visualising the actual arcs themselves. 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 Evocation is considerably longer and requires more energy than some other evocations, On top of this, unlike other evocations, Electric evocation can not be fizzled out half way through the casting process as it is a far more wild art, nor can it be held for longer than the amount of time (emotes) without an overcharge back lashing on the user when cast.

 

Learning Electric Evocation

To learn electric evocation one must have both a connection to the void as well as a teacher to be able to teach them. 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, once it begins to form is a wild force meaning that it is hard to control, as well as 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 is extremely fast.  This means that when released it cannot be cancelled and depending upon how far the caster is into casting a spell - he may personally suffer from it as they would be building up a wild, dangerous force only to try and quell it. To prevent the caster from simply stopping he is more likely to let out a small arc of electricity which can easily be prevented with metal deterrents, or shielding insulators like wood.
  • Due to electricity being extremely fast it takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles, as the user is NOT visualising the arcs of lightning.
  • Things such as metal attract electricity very well due to it being a conductor. This means that casting against one in armour is somewhat easier, though they may have some resistance against it. The most likely scenario is that the recipient of the spell will gain worse burns though they will find the stunning aspect of the magic to not affect them as much. This can also be an issue for a caster as if they are in urban areas with large quantities of metal about they could find their spells are less effective against the recipient as electricity will arc off course towards metals and magnetic apparatus in the close radius of a mage casting electricity, though it will naturally make its way towards the user - taking an extra duration of time (an extra emote or two) and reaching the recipient though its effects can be severely dampened.
  • 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.
  • In no way can electricity be manipulated to do a fancy 90 degree turn in the air once cast, as attacks are fast and travel from caster to its recipient (From A to B) unless it makes its way to the target through an external path such as travelling through metal and lashing out at the recipient
  • When said electricity hits a recipient on bare skin they will find themselves being stunned for a brief duration through a small amount of sparks will not stun someone, it is more comparable to a static shock or a pinch. In no way does this mean that they are immobilised. When a recipient is stunned they will be slowed or find themselves somewhat dazed (Meaning they can still stumble backwards in a retreat or do their best to raise their defence against a caster but, as it states, they are stunned - like being minorly  tazed). If they are directly struck on the skin with another attack right afterwards (for example the t3+ ability with Bolt) they will instead be immobilised.
  • The physical appearance cannot be manipulated, though when cast the light appearance of the arc can be somewhat flavourful depending on the emotion of the caster. For example a calm and collected caster’s bolt might appear more tamed and controlled as it shoots from A to B.
     

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, primarily being displayed in flashes of lightning.
 

 

Sparks [Non-Combat]

Sparks allow the mage to call forward small sparks of electricity for non-combat 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 one connection emote and Two emotes to be cast. 

  • Sparks can be summoned for utility purposes, such as the following:

Heating up food

Playful shocks

Demonstrations

Starting small fires

  • Sparks is a strictly non-combat spell, it will inflict next to zero damage besides a quick tingling most comparable to a static shock.

  • Sparks can be launched in a projectile form for an upwards of 2m, and 5m when the user is t3+, in front of the mage, this projectile, like as described above does zero damage other than a minor shock and will cease to exist upon making contact with a recipient.

 

Red Lines:

 

 

  • Sparks inflict zero damage whatsoever, it is strictly utilitarian and non-combat.

  • Sparks can start fires if they have assistance from something such as tinder, they cannot do so independently

  • Sparks will cease to exist if they travel past 2m.

  • Sparks will cease if it makes contact with another person or living thing.

  • For a new electric evocationist, they will find they are only able to create sparks and struggle to move them about, at t2 they find they can begin to perform playful shocks and at t3 they find they can perform demonstrations with ease, as well as heat up food. At t3+ they will be able to create small fires with the help of items such as tinder.

  • Sparks cannot be used to create larger effects, such as using water to shock someone.

 

 

 

Bolt [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 rapid speeds to its destination, but inflict relatively lower amounts of damage than other projectile spells. Bolts primarily inflict minor burns to the naked skin, 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 one connection emote and three emotes to cast. Summoning two bolts requires both Tier 3+ as well as an extra emote for preparing the extra bolt.

  • 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, though to strike a second target one will need an extra emote on top of the extra one already required to summon a second). 

  • Bolts can travel an upward of 7m in front of the mage or 14m at t3+ before it becomes too weak, within their respective line of sight, and cannot arc off path, unless metal is present (see properties). 

  • Bolts deliver 1st degree burns, potentially 2nd degree burns if a second bolt is delivered in the same area.

  • Bolts that target the naked skin will have a higher effect, causing the opponent to be STUNNED for 1 emote, if they are hit with a second right after the first (literally in the next emote) they will be IMMOBILIZED for 2 emotes instead

  • 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 7m in front of the mage or 14m at t3+ , and must be in their line of sight. 

  • Bolts cannot inflict greater than 2nd degree burns on targets.

  • Stunned does not mean the recipient is incapable of reacting or moving. They are allowed to move up to 3m or 4m, casters preference when stunned.

  • To cast a second bolt you need to emote an extra charge so to speak, an extra emote on top of the normal three, then it can be used. When a recipient is struck with a second bolt right after (next emote) they will instead be immobilised.

 

 

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 one connection emote and 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 stun 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 stun 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 be used to kill a target with a heart attack or seizure.

  • Jolts cannot be used through a weapon or any kind of extension and must come from physical contact

 

 

 

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 one connection emote and four emotes to cast. 

  • Spark Stream will only affect a single target at a time. 

  • Spark Stream has a range of 5m in front of the mage or 8m at t3+ in front of the mage in their line of Sight. 

  • 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 stunned for 2 emotes and/or for the duration of the spell, 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 and the recipient will also become immobilized instead of stunned. 

  • 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 them.

  • 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 someone. However, if they are in the spark stream for the maximum emotes they will be severely affected by it as it is a constant stream of electricity.

  • 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.

  • Spark Stream cannot shift from a target to another if they are more than 1 meter (1 block) away from the original recipient.

  • If Spark Stream is held for the maximum three emotes the user will be exhausted afterwards and at t3+ they will be very tired instead.

 

 

 

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, stunning 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 one connection emote and  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 attempt, the burn elevates to the 3rd degree and the enemy will be stunned for 2 emotes after being flung back. 

  • Another attempt to exit/enter the field after these two failed attempts results in the user being immobilised for 3 emotes.

  • 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 will not become stunned. 

  • Another attempt to exit/enter the field after these two failed attempts results in the armoured recipient being stunned for 3 emotes.

  • 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.

  • When a recipient is flung back in no way is this like being swept off your feet with enough force to break a bone. It is getting flung back 2 or 3 meters from the dome.

  • You cannot part a specific section of the dome for someone to exit, Electrifying field must be taken down completely for people to do so (unless they are using ‘lightning rods’ to make an entry).

 

 

 

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 immobilise multiple attackers in the right hands.

Spoiler

Mechanics:

 

  • This spell takes one connection emote and  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.

  • 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.

  • Chain Lightning will stun the targets for 1 emote after passing on to the next. Meaning by the time the third target is hit by the chain lightning the original recipient will become unstunned.

 

 

Red Lines: 

 

 

  • This spell cannot be used on any more than 3 targets.

  • Chain Lightning cannot light areas on fire, they cannot produce enough heat to ignite flammable materials. 

  • Chain Lightning cannot inflict greater than 2nd degree burns on targets.

  • The stunning effect does not mean the recipient is incapable of reacting or moving. They are allowed to move up to 3m when stunned from Chain Lightning.

  • You must emote the chain lightning jumping from target 1 to target 2 (same from 2 to 3) you cannot say it strikes all of the targets in 1 emote.

 

 

 

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 seriously harm them. These bolts of lightning are evoked from the skies which is aimed 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 1 connection emote and 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 blurred for 3 emotes, and they will be heavily stunned for 3 emotes (For the first emote they will be immobilised, the next two they will be stunned as normal).

  • 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. (Outer layers only, it can also be extinguished)

  • Armoured targets experience 3rd degree burns all over their body with their vision being blurred for 3 emotes. They will be stunned for 3 emotes.

  • 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, however this does not negate the spell, it just gives the recipients a better chance at fighting back.

 

 

Red Lines:

 

 

  • Calldowns are not 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 an extremely poor state from pain and burns alone.

  • Calldowns cannot be cast indoors or underground. 

  • Calldowns can sometimes backfire on the mage if they are not appropriately or carefully cast.

  • Calldown does not instantly kill people, instead it sets the recipients in a pretty bad state depending on how they got hit.

  • After a user casts calldown they will be extremely fatigued and in no way should this effect be ignored. Failure to emote this appropriately will be considered power-gaming.

  • If a calldown is too close to the caster (in the explosive zone) friendly fire on the user is pretty much a guarantee.

 

 

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 prioritises conductive metals and materials of such. As a result, people with armour will be prioritised. 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. 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 a lot mana.
     

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 new connection or lesser understanding of the evocation, 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

Changes:

  • Summoning small sparks becomes easier for the student mage and they find they can begin to perform playful shocks with sparks.

Limitations:

  • Student mages are limited still by their new connection and/or limited understanding of the evocation. Bolt is 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 fierce-some and powerful, now becoming formidable on the battlefield as “average mages.”

Spoiler

Spells:

  • Sparks
  • Bolt
  • Electrifying Jolt
  • Spark Stream

 

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 and they find themselves able to perform demonstrations with ease, as well as heat up food by passing the sparks through as best they can.

Limitations: 

  • Adept Mages are able to try more challenging techniques like Spark Streams. They are a challenge for the Adept.

 

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 and chain lightning. 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 practising on 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)

This write is primarily aimed to bring electric evocation off the shelf, able to be taught, wielded and exist once again. I primarily focused on fixing what I heard were the issues with the magic, such as the one shot aspect it carried as well it being stated that it was ‘above other evocations’. The primary focus was on balancing the magic, without butchering it.

 

Citations

A majority credit for the work on explanations, casting section and a lot of the properties writing to Zythus from Zythus’ write, in which I directly sourced/took material from.  In this post Zythus stated that Toodles’ write was the primary source for the rewrite they did, so, Toodles’ write of electric evocation can also be found below.

Spoiler

 

 

Since I think its only fair for all to see what was edited/changed, I will link the doc used for the write.

 

https://docs.google.com/document/d/1juG0UE77fq8oRmVYLx_bREGUfDX-4zupowtm7rv65E4/

 

Permission was obtained to use / use material from Zythus’ write!

 

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Twi has been working hard for a good amount of time on this, and I'm glad they finally mustered the courage to post it after the ST got back to them.

Honestly, this write seems to identify and resolve a lot of issues I had with Electric Evocation in the past.. I'm not a big fan on Voidal magics, but I can get behind this one and a select few others.

While it may be used as a combative magic, I feel it has immense flavor potential in the right hand, which has me vibing. 

All in all, I dig it! +1 You did a good job, but  please release a Tesla coil dlc in the future.

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7 minutes ago, TranscendentalPoet said:

You did a good job, but  please release a Tesla coil dlc in the future.

?

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Twi has worked SO hard on this and it has a lot of potential... please let this happen!! ❤️

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I have always been warying of any form of Lightning magic in any rp setting. Not saying that this lore is written bad or anything but I have had my cheeks clapped by a Zeus child demi-god wannabe so many times that the moment I see sparks I just go “Ah **** here we go again.” I really enjoy the writing and the weaknesses you’ve added though, maybe I won’t get a lightning bolt up my ass as much with this iteration.

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15 hours ago, Requiem said:

I have always been warying of any form of Lightning magic in any rp setting. Not saying that this lore is written bad or anything but I have had my cheeks clapped by a Zeus child demi-god wannabe so many times that the moment I see sparks I just go “Ah **** here we go again.” I really enjoy the writing and the weaknesses you’ve added though, maybe I won’t get a lightning bolt up my ass as much with this iteration.

 

Yeah, as I stated the primary thing I messed with was trying to balance that out without just making it a useless magic. I’ve been told by a few to wipe TA’s so that the magic can have more ‘newer’ flavourful users though i’ve yet to actually make my mind up on that issue. – Thanks for the feedback though.

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Fire evocationist and former conjurationist here. I feel as if the details on summoning the electricity itself is a little bit vague and could use some more substance, but I otherwise completely support this, especially Twi’s writing on how Descendants understand electricity. Additionally, some non-combative uses could be outlined. I feel like there’s a lot Descendants can do with electricity at their fingers that could be covered. Overall, a wonderful rewrite for an underrated magic.

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On 3/1/2020 at 4:47 AM, ABitOfSunny said:

Fire evocationist

Yeah okke, fire Evo mage t3

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Lore isn’t horrible, but Electric Evocation is flawed as a concept on the server. A magic should do more than just “pew pew! you’re dead!” Even magics such as Air Evocation have a plethora of non-combative spells. The best it gets with Electric Evocation is light and cool sparks. 

-1, not because of the author or the writing, but because of the magic as a whole.

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Thank you for submitting your piece! Your piece is now under review and a reply will be given once a verdict has been reached.

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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.

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