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[Shelved][✓] [Addition/Amendment] - Voidhomes


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Void Nodes, Voidal Hearths, Voidal Tears, and Mana Obelisk Amendments & Additions

 

The purpose of this lore is to add flavour that should have been added to the original lores regarding how they may specifically affect Voidmages and other mages, if applicable, within their areas of influence.

 

Upon accepting this lore, all following pieces would be amended appropriately.
 

 



 

Voidal Nodes

 

Amendment to the “Voidal Nodes” subsection

 

From:

The mana being spewed from the Node is so intense, it can actually negatively affect your spells. Much like how Arcane Wards work, it makes magics more difficult to cast.

 

To:

The mana being spewed from the Node is so intense, it negatively impacts spellcasting. Spells take an extra emote to charge, and are significantly more chaotic- all (targeted) spells landing within 5 meters of their intended destination, or are even highly liable to detonate upon the caster randomly. Spells casted upon the self may cast incompletely, or fail to fire at all. To cast without one of these detriments is to powergame.


 

From:

Normal players cannot harness the mana from Void Nodes. This is purely reserved for ET, and LM event purposes.

 

To:

Normal players cannot harness the mana from Void Nodes. This means that their manapools are unfortified and unable to replenish quicker with the area of a Void Node. This is purely reserved for ST-Event purposes.


 

 

Addition to the “Voidal Nodes” subsection

 

-Thanhium armour/weapons within a voidal node would heat to a steam, if absorbing more than [1] total spell, beginning to melt to unusability. This obviously overrides the spell-absorption based by tiers outlined in Thanhium lore.

 



 

Voidal Hearths

 

Addition to the “Mechanics” subsection

 

-Voidal Mages within Voidal Heaths would find themselves unbreakably connected to the void within it’s radius, unable to even disconnect willingly unless they leave (and stay out of) it’s edge-radius for three emotes or more. This may impair them as their thought is irrevocably concentrated on maintaining connection, willingly or not.

-Voidal Mages within Voidal Heaths would exhaust themselves at a 2x slower pace, fortifying their manapools with residual mana. 

-Thanhium armour/weapons within a voidal heath would heat to a steam, if absorbing more than [1] total spell, beginning to superheat. If taking [2] spells total, the Thanhium armour/weapon would begin to melt. This obviously overrides the spell-absorption based by tiers outlined in Thanhium lore.

 

 



 

Voidal Tears

 

Amendment to the Effects on People subsection

 

On Magi, Paragraph 2

 

From: 

Generally this is experienced simply as a somewhat lively, energetic feeling akin to a mild and pleasant adrenaline rush. Those who are drained of their mana through prior casting will find themselves recovering significantly faster than normal- though not fast enough to lend any practical benefit to combat happening in the area. Connection to the Void is far easier to establish, even novice magi able to perform it near instantly. Ultimately, however, even magi will begin to succumb to the negative effects of the Tear if tier-three or below.

 

To:

Generally this is experienced simply as a somewhat lively, energetic feeling akin to a mild and pleasant adrenaline rush. Given immense reservoir available at tap, voidmages would be replenish their mana reserves twice as quickly- able to recover from expenditure in half the time normally taken otherwise, often varying upon the voidmage if it would take longer- this aswell would apply in combat, Voidal magi able to replenish mana in the Voidal Tear’s reserve to side in spellcasting- exhausting themselves twice as slowly. Aswell given voidal affinity,  a voidal mage within a Tear’s greater radius would find themselves able to connect seamlessly- with such grand construct, a voidal mage could begin connection and charging in the same emote of spellcasting. Ultimately, however, even magi will begin to succumb to the negative effects of the Tear if tier-three or below.


 

Amendment to Redlines

 

From:

-One may gather liquid mana at a Voidal Tear. 

 

To:

-One may gather liquid mana at a Voidal Tear, eligible to gather 5 counts per 24h day. One must individually create the items each time, and may not have a stack in reserve “gathered” over the course of a few days.


 

From:

-Once leaving a Tear for one narrative hour, all negative and positive effects would cease.

 

To:

-Once leaving a Tear for one narrative hour, all negative effects would cease.


 

Removed:

-A Voidal Tear does not benefit a magi abnormally in any combative manner beside greatly increased mana-referesh and stamina, fighting near or under the effects of a Tear would merely grant a greatly increased resistance to voidal exhaustion (due to the aforementioned.). 


 

Added to Redlines

 

-Once leaving the greater radius of a Voidal Tear, all positive effects would immediately cease. 

-Upon entering the greater radius of a Voidal Tear, all positive effects would begin after three emotes of being in it’s radius.

-A Voidal Tear allows a voidal mage within it’s greater radius to replenish mana at twice the rate, fortifying their mana pools and slowing exhaustion by 2x. 

-A Voidal Tear allows a voidal mage to merge their initial connection and first charging emote. This benefit does not shrink emote count if used in tandem with similar effects found in lores such as Voidal Eminence, or if chain-casting (As two emotes of connection is not necessary if casting spells one after another). 

-Enchantments are not at the same benefit of connection-charging merging when utilized within a Voidal Tear’s range, as their drawpoint of mana is based within themselves.

-Thanhium armour/weapons within a voidal tear would heat to a steam, if absorbing more than [1] total spell, beginning to superheat. If taking [2] spells total, the Thanhium armour/weapon would begin to melt. This obviously overrides the spell-absorption based by tiers outlined in Thanhium lore.

 


 

Mana Obelisks

 

Amendment to the Mana Reservoir subsection.

 

From:

As per its inherent nature, Mana Obelisks predominantly function as large banks of active mana which naturally enables it to provide the constant fuel necessary for powering more powerful MArt tier enchantments, forging arcanium, and charging artefacts wrought of Voidal contrivance. 

 

To:

As per it’s inherent nature, Mana Obelisks predominantly function as large banks of active mana which naturally enables it to provide the tremendous flow of fuel necessary for tasks. Mana Obelisks may provide the exceptional amount of mana required for MArt tier enchantments, and aswell may passively fuel enchantments within it’s radius, though mana-intensive (Combative) enchantments are incapable of utilizing this resonant mana. Aswell, Voidal mages may find Obelisks to act as a sort of Battery, allowing themselves to siphon mana into their reserves, though by no means replenishing it - adding a fortification, or resilience, to their manapool while casting- exhausting themselves at a twice-slower pace. 


 

Amendment to the Redlines subsection.

 

Remove: 

- A Mana Obelisk does not effect a user's manapool or carry the same negative (or positive) effects of a Voidal Tear.

- A Mana Obelisk cannot be used to "Recharge" a mage's manapool. It bears no effect.

 

Add:

-A Mana Obelisk may have creative and aesthetic enchantments passively within their radius which do not require ST signature. These are wholly disallowed to be combative in nature in any way whatsoever.

-A Mana Obelisk, at best, fortifies the manapool of mages within it’s range, reducing their voidal exhaustion by half.

-A Voidal Mage may not “Recharge” themselves at a mana obelisk. An exhausted voidal mage, or a voidal mage who has expended their mana for some reason (Arcanium forging, enchantment creation, liquid mana creation, etc) may not recharge any quicker here.
-Thanhium armour/weaponry within radius of a Mana Obelisk does not bear any unique effects. 

 


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Void Project 3 (real) 

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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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