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[✗] [Magic Lore] - Lightning Evocation, Masters of Chaos


Mr. Etan
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“The purest form of chaos.”

 

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(Art by Slawomir Maniak)

Origins

The lust for ultimate power comes with cost. The void is a source of chaos and entropy for those who dare delve within its starless sea. Lightning Evocation is an art wrought from the purest form of destruction, harnessed by one who has mastered one of two elements closest to its nature.

 

Lightning Evocation is mastery of pure chaotic energy formed with intense concentration. The caster must have an innate understanding of lightning and the way it forms and strikes the earth, making this discipline of evocation one of the most potent and dangerous of its kind. 

 

  • Lightning Evocation requires an [MA] in Air Evocation or Fire Evocation at T5 in order to learn. It must be taught by someone with a valid [TA] for Lightning Evocation.

 

  • Lightning Evocation has [3] Tiers. It will start at T3 and end at T5 and takes [3] months to master (1 month a tier).


Properties of Lightning

Lightning is a chaotic form of pure energy condensed into arching snaps of hot electric plasma. When controlled by a mage it can barely be contained between their very hands and cannot be conjured with an Arcane Focus, as the energy itself would simply shatter the tool. In order to keep oneself from being shocked by their own lightning the Evocationist must constantly keep their body and hands moving as the lightning charges.

 

The lightning itself, once released, is as fast as real lightning from the skies striking its mark in the blink of an eye. It will arch outwards in the direction the Evocationist wills it, however once released there is no second chances. It cannot be bent or turned as the wild energy is out of control of the mage. If there happens to be a large amount of metal within 2 meters of the direction the bolt was shot it will veer directly into the metal instead.

 

  • Lightning is as fast as real lightning however upon impact it will only cause surface burns over a large area and concussive damage as well as a thunderous clap. Please refer to each individual spells for the amount of damage they may cause.

 

  • Conjured lightning is absolutely chaotic. Once summoned it cannot simply be willed away or the spell will rebound and harm its caster - it must be fully charged and fired. If the caster loses focus the spell will also rebound. 

 

  • Conjured lightning is uncontrollable once released. If there are any large sources of metal (A metal Rod / full plate) within 2 meters of the lightning's straight path it will veer off course and hit the metal instead.

 

  • Metal Armors will stop the flow of lightning from shocking the individual however they would still suffer the burn and concussive effects of the lightning spell. One has to be wearing full plate or chainmail in order to achieve such. 

 

  • If the spell “Rebounds” and shocks the caster it will provide them 3rd degree burns on their arms and hands as well as paralyze them for [2] emotes.


Spells

 

[Non Combative] Conjure Sparks [T3]

The first step into learning how to control the chaos is to first do so in small increments. Lightning Evocationist may conjure forth sparks and static to perhaps shock their friend, make someone's hair stick up or even light dry tinder. 

 

Mechanics

 

  • Can only summon a small handful of sparks at most that can be used for various tricks or pranks. These little cantrip esq spells will not harm anyone.

 

Red Lines

 

  • Entirely non combative.

 

[Combative] Shocking Grasp [T3]

Once one learns how to conjure a handful of sparks they may do such in an offensive way. Conjuring forth a handful of sparks condensed between their hands the evocationist may physically grab someone and release an intense shock through the person.

 

Mechanics

 

  • The target, if it makes sense, will become shocked. This will cause them to uncontrollably convulse for [2] emotes and become helpless. The shock itself will cause 1st degree burns on the part grappled.

 

  • If the grappled part of the target is made of metal this spell is rendered entirely useless. It must make contact with clothes / flesh.

 

  • [3] Emotes to cast. Connection -> Conjure Sparks -> Grapple. This spell is somewhat mana intensive only being able to be used at most 3 times in a row.

 

Red Lines

 

  • Must make physical contact with clothing or skin. If you touch any metal armor it negates the spell entirely.

 

[Combative] Lightning Bolt [T4]
The art of condensing pure lightning into a bolt of destructive chaos. This art requires intense focus and flow restricting the mage from moving. The caster must master a form that allows their hands to keep moving as the lightning must flow until released and cannot be de-summoned. 

 

Mechanics

 

  • The lightning Bolt has a max distance of 10 meters. Any large amounts of metal within 2 meters of the path will cause it to veer off course. 

 

  • From the point of contact a thunderous clap will ring out in a 5 meter area disconnecting any mages and causing deafness for [1] emote. 

 

  • Upon contact the lightning bolt will cause 3rd degree burns arching across ⅔ of the body as well as a concussive force that hits hard enough to fracture bones and they will become shocked. This will cause them to uncontrollably convulse for [1] emote and become helpless.

 

  • If the target is fully armored in metal they will only receive 2nd degree burns on ⅓ of their body and the concussive force would be enough to dent their armor and potentially break bones. They will NOT be shocked. 

 

  • [5] Emotes to cast. Connection -> Charge -> Charge -> Charge -> Release. This spell is EXTREMELY taxing and can only be casted at most [2] times. The sheer power of releasing this spell will always disconnect the mage forcefully causing them a headache for [1] emote unable to reconnect to the void. The mage CANNOT move while casting and both hands must be moving to cause the lightning to flow.

 

Red Lines

 

  • The casting mage will ALWAYS be forcefully disconnected after casting.

 

  • At any point if the mage stops their hand movements the spell will rebound.

 

  • This spell is EXTREMELY taxing. You can only cast it at most twice in a row.

 

  • Due to the sheer chaotic nature of evoked lightning if this spell ever hits a Ward Shield for Lightning Evo directly it will ALWAYS bounce directly back to the caster.

 

[Combative] Thunder Clap [T4]
The Lightning Evocationist may manipulate lightning into a hyper condensed form of itself creating a small condensed ball of lightning until the spell inevitably collapses causing a large thunderclap to generate around the caster potentially causing long term ear damage and shattering windows.

 

Mechanics

 

  • The mage creates a super condensed version of the spell before them allowing them to send out a rippling clap of thunder around themselves. The caster themselves will not receive damage from the sound however they will be forcefully disconnected and deafened for an emote.

 

  • Anyone within [5] meters of the caster will immediately have their eardrums ruptured causing bleeding and permanent hearing damage if not healed in due time. This will stun someone in place for [1] emote while they get their bearings and they will be unable to hear for [3] emotes. Anyone within [10] meters will be forcefully disconnected from the void and deafened for [1] emote. 

 

  • [4] Emotes to cast. Connection -> Charge -> Condense -> Thunderclap. This spell is EXTREMELY taxing. You can only cast it at most twice in a row.

 

Red Lines

 

  • Hearing Protection will negate the damage and effects of thunderclap. If you are within 5 meters it will still deafen you.

 

  • Thunderclap can only shatter windows with RO Permission per the server rules.

 

[Combative] Call Down [T5]

The ultimate ability for a Lightning Evocationist is the capability to call down potent lightning from the clouds above.  The mage would focus upon the sky as they begin to conjure forth lightning freely in the clouds before summoning it from the heavens upon their foes. 

 

Mechanics

 

  • A mage must have access directly to the skies above when casting a calldown and they must remain stationary with their eyes on the sky until the spell is ready to aim. The creation must be emoted in shout and the sky will be filled with rolling thunder and lightning no matter the circumstances. 

 

  • During the aiming phase the mage will be allowed to peer down and take aim. The area they designate for the call down simply has to be within shout chat range. Upon selecting the area anyone in the general area of the call down will begin to feel static building up on them as a final tell.

 

  • The calldown will strike its mark with undeniable accuracy hitting a 3x3 area with an immense singular blast of pure and chaotic power. Anyone caught in the 3x3 area will suffer 3rd degree burns over their entire body, immense concussive damage to their head and permanent hearing loss. Most individuals caught in this downwards blast will end up either dead or close to death.

 

  • Anyone within 5x5 of the calldown will be shocked and stunned for [1] emote uncontrollably convulsing on the ground. They will suffer hearing loss for [3] emotes. 

 

  • Anyone within shout range will experience ringing in the ears briefly and if they are a voidal mage they will be forcibly disconnected when the calldown strikes. This can be negated with hearing protection.

 

  • This spell is ABSURDLY intensive to cast. If the mast has casted any other spells before this they will most certainly pass out or worse; suffer death from mana exhaustion. If this is the first spell the mage has casted they will be left extremely exhausted.

 

  • [6] Emotes to cast. Connect -> Sky begins to rumble -> Lightning Crackles in the Sky ->The clouds darken -> The mage aims the spot they designate will have static electricity crackle to signal the area is about to be struck -> the call down hits the designated area.

 

Redlines

 

  • These tells MUST ALWAYS BE EMOTED IN SHOUT.

 

  • Again this spell is ABSURDLY mana intensive. The mage will be fatigued, passed out or worse case die from exhaustion depending on how much they previously casted. 

 

  • Any form of environmental or regional damage caused by this spell obviously requires RO permission, or in the case of an event site, ET permission.

 

Enchanting
Creating powerful enchantments with Lightning Evocation is a rather difficult feat due to the chaotic nature of the Evocation. If one wished to imbue any of these spells onto an item it would simply end in the item shattering or burning up due to the potency of the magic. One would need to do a “Greater Enchantment” with a Magegold or Arcanium item to store the potent magics into an object.

 

When any of the spells are imbued into a Greater Enchantment the item allows one use of the spell before the enchantment fizzles out. The user would need to roll out of 2 and if they roll a 1 the item the enchantment is bound in explodes shocking the user and if they roll a 2 the enchantment is removed and needs to be re-enchanted.

 

The raw element of lightning may be imbued into mundane weapons without risk of destroying the item. Raw lightning would simply apply a shocking effect to whatever it comes in contact with stunning them (if capable of being stunned by lightning) for [1] emote when the lightning is active. If the item is stuck into a being (stabbed into) the blade will release a non stop current of lightning until the blade is ripped out effectively causing 2nd degree burns over time.

 

  • Only Conjure Sparks, Shocking Grasp and Lightning Bolt may be imbued into items and are considered “Grand Enchantments” needing said items to be ¼ arcanium or mage gold.

 

  • Weapon Enchants have special properties. Upon contact it will stun anything capable of being stunned for [1] emote. If it's stabbed into said person it will continuously arch lightning providing 2nd degree burns over time. It takes [3] emotes for the electricity to finish charging on the blade after activation however.

 

  • CALLDOWNS ABSOLUTELY CANNOT BE ENCHANTED.

 

Tier Progression

T3
The Lightning Evocationist has finished mastery of either Fire or Air evocation and now begins their study on lightning evocation. After enough research they are able to conjure sparks on their own.

 

Spells: Conjure Sparks, Shocking Grasp

 

T4
The Lightning Evocationist has started to become rather practiced in the art of weaving lightning. They learn how to move their hands to create a proper flow in order to shape lightning bolts and thunder claps.

 

Spells: Lightning Bolt, Thunder Clap

 

T5
The Lightning Evocationist has mastered the art and learned how to condense lightning within the skies above to bring down from the heavens. They also conservice a bit more mana while casting lightning evocation, being able to squeeze 1 more extra spell out of their T3 and T4 spells.

 

Spells: Call Down.

 

General Redlines

 

  • All spells require a line of sight and a constant motion of one’s hands, otherwise magic cannot be casted lest the Evocationist inflicts a mild zap on themselves in the latter case.

 

  • Lightning Evocation does NOT allow the Evocationist to directly manipulate any form of elemental electricity or lightning.

 

  • Lightning that is casted can only be given a set direction when it is released, after which it is beyond the mage’s control.

 

  • Metal that is within 2 meters of conjured lightning WILL cause it to veer off its course as a result of its attraction, with concussive and burn effects of the projectile being inflicted on the metallic object instead. Failure to emote this accordingly is powergaming.

 

  • Only Conjure Sparks, Shocking Grasp and Lightning Bolt may be imbued into items and are considered “Grand Enchantments” needing said items to be ¼ arcanium or mage gold.

 

  • A roll out of 2 MUST be performed after use of this enchantment, where rolling a 1 causes the enchanted item to explode, while rolling a 2 removes the enchantment from the item.

 

  • Lightning Evocation takes up 1 Magic Slot as an [MA] and requires you to have an [MA] at T5 in either Air or Fire Evocation. If you at any point do not have Air or Fire Evocation you lose the ability to cast Lightning Evocation.

 

 

Credits:

Toxcat - Toxposting

Mooke - Ideas

Johann - Helped the most

Deer - Ideas

 

TLDR for people who can't read

 

Lightning Evocation Downsides:

-3/4 spells will disconnect you on use giving you a terrible headache keeping you from reconnecting for a whole emote.

 

-The two most powerful spells you absolutely *cannot move at all* and *cannot lose focus* or you blast yourself with your own evocation and stun yourself. This means you can throw a pebble of all things at someone and it'll down them while they're taking their sweet time making a bolt.

 

-All of these spells alone can really only be used at most 2-3 times.

 

-Requires a whole slot just for 4 spells

 

-Requires you to spend 4 months mastering a different evocation alone just to get lightning evocation

 

-Cannot be enchanted easily and your enchantments will 50% of the time explode on you

 

-Cannot use tools to avoid shocking yourself you'll blow up your own tools.

 

-All of these spells have insane tells, its quite obvious when someone's casting. 

 

 

What you get:

 

1 shock spell that requires you to grapple someone

 

1 Spell that will injure someone badly.

 

1 Spell that deafens people in an aoe

 

1 spell that will do a 3x3 powerful strike but either kill you or render you unconscious right after depending on how much mana you've expended.

 

 

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If a queen used this evocation she would be called Lighting McQueen :)

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Bruh it's literally been one day 

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Here ye' here ye'

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stuns are pogstomp borderline pging in CRP so imo idk but lightning magic is based

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If my Paladin rewrite is a powercreep then Lightning evo is a power spike. 

 

 

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14 minutes ago, Moribundity said:

Let it die, please. Too easily abused.

 

14 minutes ago, rukio said:

If my Paladin rewrite is a powercreep then Lightning evo is a power spike. 

 

 

 

8 minutes ago, Sri said:

:-|

 

Give me proper feedback I can use you cowards. 

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Just now, Tox said:

 

 

 

Give me proper feedback I can use you cowards. 

Okay here you go: Stop trying to write broken magics. Lightning needs to be left on the shelf. 

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3 minutes ago, rukio said:

Okay here you go: Stop trying to write broken magics. Lightning needs to be left on the shelf. 

 

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