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[✗] Voidal Connection (Amendments)


King_Kunuk
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The Voidal Connection

 

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The following from the Voidal Connection Lore are to be amended and changed due to inconsistencies found when speaking with ST and referring back to the lore as well as with Arcane Scions now being approved.

 

Under: Casting and Focus

Spoiler

Was

The focus of a mage may be broken by diverting their attention. Auditory distractions may range from abruptly lit fireworks, nails on a chalkboard, or screaming in the mage’s ear from close proximity to the caster. With pain, while a mastered mage may endure a small scrape or bruise, any intense searing or stabbing pain would be capable of throwing the mage out of their connection at any level of skill. Any strike landing upon a Voidal Magi's head would forcibly disconnect them. So long as a distraction remains present, the mage would be unable to reconnect until said distraction was removed. For example; a broken bone would need to be set and mended before the mage attempts to cast again. 

 

Now

The focus of a mage may be broken by diverting their attention. Auditory distractions may range from abruptly lit fireworks, nails on a chalkboard, or screaming in the mage’s ear from close proximity to the caster. With pain, while a intermediate mage may endure a small scrape or bruise with a master mage possibly even being able to maintain their connection through light slashes, any intense searing or stabbing pain would be capable of throwing the mage out of their connection at any level of skill. Any strike landing upon a Voidal Magi's, provided it is of decent force and an object of great weight, will force the mage to disconnect. So long as a distraction remains present, the mage would be unable to reconnect until said distraction was removed. For example; a broken bone would need to be set and mended before the mage attempts to cast again. That as well, if a Void Mage is using an Arcane Focus, the durability of their connection is relatively doubled, with a greater exertion of force needed to break the connection (Note: The arcane Focus MUST be present in the mage's inventory).


Was

Mages may not move faster than a light sprint while casting a spell, though they may be limited further based upon its intensity and power. The mechanical number of blocks onemay move per-emote is typically limited by the tier of spell, rather than the mage’s own proficiency. Running whilst charging a spell higher than tier three would be impossible.

 

** This list refers to limits of mage at [T5] proficiency - though lower tiers would be limited to a lesser distance of movement up to the mage’s reasonable discretion.

 

Now

Mages may not move faster than a light sprint while casting a spell while wearing the usual 'battle' attire one can expect a mage to wear (such as half plate), though they may be limited further based upon its intensity and power. The mechanical number of blocks one may move per-emote is typically limited by the tier of spell, rather than the mage’s own proficiency. Running whilst charging a spell higher than tier three would be impossible.

 

** This list refers to limits of mage at [T5] proficiency wearing half plate. See 'On Armaments' below for future elaboration - though lower tiers would be limited to a lesser distance of movement up to the mage’s reasonable discretion.

 

Was

Mages that experience abrupt imbalance or sudden movement would have their connection severed, whether they had voluntarily jumped out of the way of a projectile, or have been shoved by a reckless foe. Of course, something such as a thrown stone could be evaded without disconnecting the mage, only instead “pausing” the spell until the mage regains their focus. This does not mean that they would be able to maintain their connection when evading an arrow or explosion. 

 

Now

Mages that experience abrupt imbalance or sudden movement would have their connection severed, whether they had voluntarily jumped out of the way of a projectile, or have been shoved by a reckless foe. Of course, something such as a thrown stone could be evaded without disconnecting the mage, with intermediate mages (T3) only instead “pausing” the spell until the mage regains their focus while a mastered mage (T5) would find such a distraction beneath them and the spell's charge not pausing. This does not mean that they would be able to maintain their connection when evading an arrow or explosion, with such forces being to fast or strong for a mage to successfully avoid and keep their connection.

 

Under: Exhaustion and The Mana Pool

 

Spoiler

Was

Distance of Target

- How far the target is will cause the amount of exertion on the part of the mage to scale upwards. Typically, after about twenty or more meters, the mage’s accuracy will begin to decrease and the amount of exhaustion they would suffer from would increase inversely. 

 

Magical Proficiency

- The mage’s level of skill will determine the amount of exhaustion they face. A [T4] mage casting a [T2] spell wouldn't likely face notable fatigue until several repetitive applications of the spell; whereas a [T5] mage could only cast one or two [T4] level spells before finding themselves to be exhausted.

 

Spell Power/Size

- The general size of the spell and the amount of mana exerted will contribute to the mage's fatigue fore mostly. Whilst a [T1] mage's mana pool could hardly be capable of sustaining a mere fireball before collapsing, a [T4] mage could likely sustain three or four minor projectiles before feeling any ill effects of exhaustion. 

 

Now

Distance of Target

- All spells have a maximum range of roughly 25 meters (blocks) unless stated otherwise from spell mechanics or limitations on the self (such as by being an arcane scion) due to the spell fizzling out or a target being beyond the reaching of the void mage's connection. This range can be doubled by the mage using an Arcane Focus of some kind or increased by 10 blocks by adding an additional emote of charging to the spell

 

Magical Proficiency

- The mage’s level of skill will determine the amount of exhaustion they face. At [T5] a void mage can cast low tiered spells without finding any notable drain into their mana pool, while higher tier spells may start to show wear- with such a skilled mage of max tier being able to cast two to four T4 spells, or three to six tier 3 spells.

 

Spell Power/Size

- The general size of the spell and the amount of mana exerted will contribute to the mage's fatigue fore mostly. Whilst a [T1] mage's mana pool could hardly be capable of sustaining a mere fireball before collapsing, a [T4] mage could likely sustain four or six minor projectiles before feeling any ill effects of exhaustion, and a mastered mage [T5] would likely be able cast low tiered spells effortlessly.

 

Under: Voidal Poisoning

 

 

Spoiler

On Stamina

Was

Mages, while bearing little raw strength, may still maintain some degree of dexterity and stamina. Though they could not achieve the level of athleticism as a regular individual, they could still muster a sprint or jog alike to that of a regular sedentary individual. A mage could, ideally,  assume a brisk sprint to flee from an enemy, though should their pursuer be more tolerant of fatigue they would likely outrun the mage should it come to a prolonged chase. Despite their lowered physique, the mage can still effectively jump out of the way of the blow of a blade or evade a long-distant arrow should they be aware of its coming - though they certainly would not be capable of any above average feats of dexterity or movement.

Now

Mages, while bearing little raw strength, often maintain a great deal of stamina and dexterity. Though they could not achieve the level of athleticism as a true warrior, they could still muster a sprint or jog alike to that of the average individual. A mage could, ideally,  assume a sprint to flee from an enemy, often times leading to mages choosing not to wear large amounts of armor and carry gear that could weigh them down as to ensure they do not exhaust as fast as they would. Despite their lowered physique, the mage can still effectively jump out of the way of the blow of a blade or evade a long-distant arrow should they be aware of its coming - though they certainly would not be capable of any above average feats of dexterity or movement. (this rule does NOT apply to those practicing the art of Arcane Scionism, who have the stamina of the average warrior of their race)

 

On Armaments

Was

Mages who practice magic for one or more OOC months cannot wear full plate effectively, and at best are limited to half-plate or some light gambeson. Anything more than this would render the mage unable to cast and incredibly exhausted after just a short time of wearing it. Though a mage could wear full plate prior to this point, their ability to do so would slowly degrade, exhausting more over time. Once a mage has reached about three OOC months of casting would find themselves unable to cast in anything heavier than gambeson, struggling to connect and maintain their breath in heavy plate.

- Mages must emote exhaustion properly and reasonably. Over exerting oneself in a fight will tire them out much faster than a non-mage. 

- Mages must emote weight properly and reasonably. Though a mage could use heavy equipment, it would tire them out faster than a non-mage.

- Mages do not lose large amounts of muscle muscle, however, they cannot get fit due to the restrictions of voidal poisoning and their dedication to void magic.

Now

Mages who practice magic for one or more OOC months cannot wear full plate effectively, and at best are limited to half-plate or some light gambeson. Anything more than this would render the mage unable to cast and incredibly exhausted after just a short time of wearing it. Though a mage could wear full plate prior to this point, their ability to do so would slowly degrade, exhausting more over time. Even then, wearing a moderate amount of armour without augmentations to their connection would be draining on the mage, causing the aforementioned movement detriments when casting. Thus when a mage wears at minimum light gambesons such as leather armors, hide, or padded clothes they find the movement restrictions lifted slightly, with the limitations of castint [T3] spells becoming then 4 blocks of movement, [T4] spells becoming 3 blocks of movement, and [T5] spells being one block of movement.

- Mages must emote exhaustion properly and reasonably. Over exerting oneself in a fight will tire them out much faster than a non-mage. 

- Mages must emote weight properly and reasonably. Though a mage could use heavy equipment, it would tire them out faster than a non-mage.

-Movement restrictions are modified only if a mage is wearing what can be considered as light armor. This is up to the ST to ultimately rule upon

- Mages do not lose large amounts of muscle muscle, however, they cannot get fit due to the restrictions of voidal poisoning and their dedication to void magic.

 

Spoiler

Purpose:
With the new Arcane scion lore, I felt it was time to revise some points made in the connection lore to give mages that do not undertake this path of the arcane some more viability. By modifying the amount of raw many they have to be able to cast more spells, along with giving their base-line stamina much greater flexibility, it is my hope that these small amendments will help ease out the idea that a void mage can be beaten simply because 'I threw a potato at them' or 'my tiny pebble can disconnection a mastered mage who can withstand a small cut'.

 

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