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[Shelved][✓] [Magic Lore] Elementalism Storm Pact


Bardmancer
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Storm Elementalism

Important Info:

  • Most metals are conductive, but not all are. Check beforehand.

  • Water conducts electricity. Most waterlogged objects therefore conduct, but to a lesser degree.

  • Wood, paper, glass, ceramics, terracotta, stone, quartz, cotton, and leather are not conductive and will drop a spell’s effectiveness by two tiers.

  • No Storm Elementalism spell is strong enough to stop a person’s heart.

  • Spell effects last for one emote from the victim only, unless otherwise specified. No Palpatine lightning channel.


 

The shaman has the ability to manipulate storms and static after forming a pact with a storm spirit and several lessons. Manipulation of storms and static is only allowed at T2 due to the shaman’s inexperience at T1. The shaman must have a pact with a different spirit of at least T4.

 

General Redlines:

  • Voidal or otherwise magically summoned static electricity cannot be manipulated.

  • Do not force stop hearts.

  • Do not shoot lightning.

  • Levitation is forbidden.

 

Combat Spells

 

Static Manipulation

Instead of calling down great lightning bolts and moving them, a Storm Elementalist imbues static power into objects and other elements to apply shocks to people around them. The shaman is not protected from shocks should they touch an affected conductive material.

This applies fatigue for the duration of the chant. The shaman may not move while chanting. This can be used out of combat for mundane reasons.

 

T2:

  • May charge a suitably conductive material with a small amount of static electricity.

  • Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of two blocks away. This requires physical contact with the material.

  • Static may do no more than cause a painful sting to bare skin via conductive materials.

T3:

  • May charge a suitably conductive material with a moderate amount of static electricity.

  • Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of five blocks away. This lasts for two emotes.

  • Static applies a charge to bare skin via conductive materials, strong enough to inflict a small burn and cause muscles to spasm.

  • Muscle spasms last for one emote, but do not severely hinder movement.

T4:

  • May charge a suitably conductive material with a decent amount of static electricity.

  • Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of ten blocks away. This lasts for three emotes.

  • Static applies a strong charge to bare skin via conductive materials, inflicting minor burns that rise after two emotes and cause strong spasms in muscles that are in contact with conductive materials.

  • Muscle spasms last for one emote, and hinder movement.

T5:

  • May charge a suitably conductive material with a large amount of static electricity.

  • Requires two emotes of chanting to imbue a charge in a conductive material up to a distance of twenty blocks away. This lasts for three emotes.

  • Static causes a severe jolt to bare skin via conductive materials, inflicting severe burns that rise after two emotes and paralysing muscles that are in contact with conductive materials.

  • Paralysed muscles are locked for two emotes, and completely stop movement.

 

Suitable materials and blocks-

  • Iron and gold armour, weapons, blocks, and tools (check for conductivity of RP metals).

  • Plants (capped at T2 strength). 

  • Water (capped at 1 block maximum). Waterlogged objects are suitable, but capped at T3 unless metal.

Redlines:

  • Cannot be used to move lightning.

  • Cannot instantly kill someone or stop their heart unless it is directly touched by an imbued object.

  • Skin must be in DIRECT contact with a suitable conductive material. If it is blocked by cloth, the effects are reduced by two tiers.

  • Concentration is broken by severe wounds, such as being stabbed, stunned, or knocked down. Small cuts and light punches to the body do not disrupt concentration.

  • The shaman cannot attack in any other fashion while manipulating any element.


 

Fast Current

The shaman is able to imbue certain elemental abilities with a shocking jolt. This only works for Metal, Water, Air, and Fire elementalism.

 

T3:

  • Afflicts an enemy with a jolt strong enough to cause a painful jolt when hit by the projectile.

  • Requires an additional two emotes of chanting. This applies fatigue.

  • Does not affect Runes or Elementals.

T4:

  • Afflicts an enemy with a jolt strong enough to cause a painful muscle spasm when hit by the projectile.

  • Requires an additional two emotes of chanting. This applies fatigue.

  • Does not affect Runes or Elementals.

T5:

  • Afflicts an enemy with a jolt strong enough to cause a painful muscle spasm that can shock metal objects from the hand when hit by the projectile.

  • Requires an additional two emotes of chanting. This applies fatigue.

  • Does not affect Runes.

  • Requires three extra emotes of chanting when placing down an Elemental to grant that Elemental a static coat that delivers a stinging jolt to anyone who comes into contact with it. This jolt is strong enough to make someone who strikes it with a metal weapon drop that weapon, unless protected by a non-conductive material.

Redlines:

  • Can be dulled by 2 tiers if the projectile hits a non-conductive surface.

 

Lightning Rune

The shaman is able to chant for three emotes and place a rune down in a set area, jolting anything that steps on its radius. The block that the rune is placed on is unaffected, offering the shaman or another person a place of safety should they put the rune at their feet. The shock is constant for the duration of exposure, and is strong enough to cramp muscles and makes contact with metal painful. The shaman has one emote to escape from the area. As soon as the rune is placed down it is active, and the duration timer begins on that emote.

 

T3:

  • Affects a 2x2 area.

  • The rune affects all people who come into contact with it, including the shaman.

  • The rune lasts for 2 emotes.

  • Does not harm victims enough to prevent them from escaping.

T4:

  • Affects a 4x4 area.

  • The rune affects all people who come into contact with it, including the shaman.

  • The rune lasts for 3 emotes.

  • Escape is potentially difficult as muscles cramp up painfully.

T5:

  • Affects a 6x6 area.

  • The rune affects all people who come into contact with it, including the shaman.

  • The rune lasts for 5 emotes.

  • Escape is difficult, and victims are often brought to their knees and must crawl from the area.

Redlines:

  • Cannot be negated with non-conductive materials on the feet.

  • Affects those wearing conductive materials, be it armour or jewellery, to a greater extent than those without.

 

Flash

At Tier Four a shaman is able to pull static from the area around them and manifest it into a ball of storm clouds, which explodes with blinding light and deafening noise. People in the area are blinded and deafened, including the shaman, unless precautionary measures are taken. The shaman may move while chanting, but may not attack.

 

T4:

  • Requires two emotes of chanting for one emote of light and noise.

  • Blinds for one emote.

  • Deafens for one emote.

T5:

  • Requires one emotes of chanting for one emote of light and noise.

  • Blinds for two emotes.

  • Deafens for three emotes.

Redlines

  • Cannot shock things.

  • Light doesn’t affect blind people. Noise doesn’t affect deaf people.

  • Noise can be negated by covering ears with hands. Light can be negated by covering or closing eyes.

  • Seer vision does not protect against Flash.


 

Non Combat

 

Switch Rune 

At Tier Two a shaman is able to place a Switch Rune down. This rune acts as a way to lock a secret conductive mechanism in place. The rune is invisible once placed, but will lightly shock anyone who touches it. To activate the rune and release the lock, the shaman must chant for two emotes and place their hand upon the rune’s location.
The creation of a Switch Rune requires the shaman to place their hand upon the surface, followed by chanting in Old Blah. Once finished chanting, the sigil of the spirit the shaman has pacted with appears in a burst of crackling static, before fading into the surface. Shamans may create their own sigil for their pacted spirit.

 

T2:

  • Requires three emotes of chanting.

  • The Switch Rune lasts for one IRL day.

T3:

  • Requires three emotes of chanting.

  • The Switch Rune lasts for two IRL days.

T4:

  • Requires three emotes of chanting.

  • The Switch Rune lasts for four IRL days.

T5:

  • Requires three emotes of chanting.

  • The Switch Rune lasts for seven IRL days.

 

Redlines:

  • The rune cannot create manipulable static.

  • The visual effects cannot be manipulated.

  • Runes cannot be placed on animals or living beings.

  • The shaman may dispel their own rune at any time at will.

  • Rune-locked iron blocks in a redstone structure cannot be magically forced open, and any attackers must deal with the repercussions of trying to dig through solid metal. Rune-locked iron doors cannot be forced open, and must be completely dismantled.

 

Magnetise

The shaman is able to magnetise certain magnetic metals, forcing individual pieces together to form a whole. It may be used to create clamps, bridges, stairs, and a multitude of other useful objects. While the shaman does not directly manipulate the affected materials, they are able to increase the level of magnetism in a way that brings pieces together.

 

T3:

  • Can magnetise up to 1x2 (2) blocks worth of conductive material.

  • Can affect up to two separate pieces of conductive material.

  • Requires four emotes of chanting and applies fatigue. The effect lasts for four emotes.

  • Can only encourage objects up to a distance of six blocks apart.

T4:

  • Can magnetise up to 2x2 (4) blocks worth of conductive material.

  • Can affect up to five separate pieces of conductive material.

  • Requires four emotes of chanting and applies fatigue. The effect lasts for six emotes.

  • Can only encourage objects up to a distance of ten blocks apart.

T5:

  • Can magnetise up to 2x2x2 (8) blocks worth of conductive material.

  • Can affect up to ten separate pieces of conductive material.

  • Requires four emotes of chanting and applies fatigue. The effect lasts for eight emotes.

  • Can only encourage objects up to a distance of twenty blocks apart.

Redlines

  • Cannot be used to hold a person stationary.

  • Magnetism only affects specifically chosen objects; iron boots will not automatically stick to a magnetised iron block.

  • Objects forced together will naturally come apart if defying gravity once the spell ends.

 

Light Rune

At Tier Four a shaman is able to place a Light Rune on any solid surface, including themselves. It manifests as a ball of crackling static that hovers above the rune, illuminating the area.

T4:

  • Requires two emotes of chanting to summon the rune.

  • Lasts for up to one IRL day.

  • Can only be placed on the shaman.

T5:

  • Requires two emotes of chanting to summon the rune.

  • Lasts for up to two IRL days.

  • Can be placed on any descendent.

Redlines

  • Cannot shock things.

  • Can only be placed on solid surfaces.

 

Summon Storm (Both Combat and Non-Combat)

At Tier Five a shaman is able to summon a storm. The type depends on what other kind of elementalism the shaman utilises. This requires six emotes of chanting and may be channeled for up to ten emotes. This applies fatigue throughout the spell’s duration, and the shaman may not move or attack. The shaman has no resistance to any effects that the spell causes. The spell causes effects in the range of #S, and must be announced. The secondary element must be within a 20 block range.

Fire = The shaman can pull fire to heat the air, making the area swelteringly hot. Humidity depends on the biome.

Water = The shaman can call down a vicious thunderstorm, where rain and lightning lash the ground. The chances of getting hit by lightning are pretty slim, but they do exist.

Earth = The shaman can call down a sandstorm, where sand or dirt in the area is whipped up and stings the eyes and skin of those in it.

Air = The shaman can call down a strong gale, strong enough to unbalance orcs. This makes combat in the area exceedingly difficult.

Redlines

  • Cannot shock things.

  • No tornadoes, firenadoes, sharknadoes, mudnadoes, or any other kind of ‘nado.


 

Storm Rune

At Tier Five a shaman can place down a rune on a flat area. It requires a 3x3 space, and can affect a 100 block radius or a full region. This rune requires RO permission, as it gives a reason to add a weather modifier to a region. This rune can be represented by a pattern on the floor within the 3x3 area, and can take any appearance. This rune lasts until it is dismissed or destroyed.

Options for the rune:

  • Storm calming, clear weather.

  • Rain.

  • Thunderstorms.

Redlines

  • Cannot shock things.

  • Can be dismantled by breaking the surface the rune sits on.

 

 

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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