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[Shelved][✓] General Voidal Amendments - Clarifications/Suggestions to Spells and Redlines


King_Kunuk
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General Voidal Amendments

 

The purpose of this submission is to address some issues/clarifications that exist within several different void magic pieces. The reason why this is all within one post rather than three or four separate posts is because some of the changes (being only to one spell or addition to a redline) felt so tiny that it would be an honest waste of a post (and that it should just be brought up to an LT manager instead).

 

Fire Evocation

The changes to fire evocation come into the three spells: Flame Trail, Blue Flame, and Combustion. One of the amendments comes from the fact that I simply asked myself the question and saw there was no answer, while the other two are for balance/improvements to the spell due to it’s under use.

 

Blue Fire

 

Spoiler

Was 

Blue Fire [C] - By infusing a greater amount of mana into their spell, a mage may create a new type of flame which is twice as hot as regular fire, though twice as costly, applying it to their spells and casts. Such flame is much more potent than average, causing devastating damage to descendant flesh and flammable objects alike.

 

Mechanics

  • Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied.

  • Blue fire can be applied to any spell by adding [2] additional emotes to the beginning of the spell.

  • For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.

 

Redlines

  • Does not change the effects of a spell beyond the level of heat and damage it can cause.

  • Can be used in conjunction with a combustive spell, but will be draining to such a degree that a mage may collapse from using them simultaneously.

  • Blue Fire counts as a Tier 4 spell. Whatever it is added to is thusly equivalent to a Tier 4 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Blue Fire would require a [Tier 4] Grand Enchantment.

  •  Blueflame adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.

 

 

Now

Blue Fire [C] - By infusing a greater amount of mana into their spell, a mage may create a new type of flame which is twice as hot as regular fire, though twice as costly, applying it to their spells and casts. Such flame is much more potent than average, causing devastating damage to descendant flesh and flammable objects alike.

 

Mechanics

  • Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied. This means that it takes roughly 2 emotes of exposure to leave a person in a critical condition, rather than 4 emotes as detailed within Properties of Fire.

  • Blue fire can be applied to any spell by adding [1] additional emotes to the beginning of the spell. Whether or not the spell is blue must be pointed out upon the second emote of charging. Examples of such a tell may be the fire beginning to change shade from orange to blue.

  • For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.

 

Redlines

  • Does not change the effects of a spell beyond the level of heat and damage it can cause.

  • A proper tell that the fire is blueflame must be shown on the second emote of charging (when the blue flame is applied). This can be shown as the flame visibly becoming the color blue, its hue slowly changing shape, the air around the fire becoming warped due to intense heat).

  • Cannot be applied in conjunction with combustion, such as draining too much mana from the mage and causing them to collapse.

  • Blue Fire counts as a Tier 4 spell. Whatever it is added to is thus equivalent to a Tier 4 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Blue Fire would require a [Tier 4] Grand Enchantment.

  • Blueflame adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.

 

Reasons Behind the Change

The following changes made to the spell modification 'Blue Fire' are rather simple. Applying it to a spell has a reduction of applying it from 2 emotes to 1. The reason for this change is because, having spoken with other fire evocationists, the 2 emotes for bluefire never seem to really make the spell worthwhile due to just how long it extends casting time, and simply makes combustion a purely better alternative because of how much more it can do. By making blue fire 1 emote, it is hoped that it will start to see more use in evocationists who use this magic. Also the addition of exposure to leave a subject in a critical state should be mentioned, due to blueflame being twice as extreme as normal flame. 

 

Combustion

Spoiler

Was

Combustion [C] - Should a mage so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.

 

Mechanics

  • Combustion allows for a fire evocationist to give their fire force, typically in the form of a projectile, in order to deal concussive damage to an area or target. Specifics for the effects of combustion on each spell are listed in the mechanics of said spell.

  • Should a mage lose significant focus while casting combustion, the spell will explode in their face, likely burning them if not killing them from the blast.

  • Requires one to add an additional emote to the spell they wish to make combustive. Whether or not the spell is combustive must be pointed out upon the second emote of charing. Examples of such a tell may be air sucked into the spell as it’s charging.

 

Redlines

  • Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.

  • Combustion adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.

  • Combustion counts as a Tier 5 spell. Whatever it is added to is thusly equivalent to a Tier 5 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Combustion would require a [Tier 5] Grand Enchantment.

 

Now

Combustion [C] - Should a mage so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.

 

Mechanics

  • Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.

  • Combustion adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.

  • Combustion counts as a Tier 5 spell. Whatever it is added to is thusly equivalent to a Tier 5 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Combustion would require a [Tier 5] Grand Enchantment.

 

Redlines

  • Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.

  • Combustion adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.

  • Combustion counts as a Tier 5 spell. Whatever it is added to is thusly equivalent to a Tier 5 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Combustion would require a [Tier 5] Grand Enchantment.

  • Cannot be applied in conjunction with blue fire, such draining to much mana from the mage and causing them to collapse.

 

Reasons Behind The Change
Nothing major changes about combustion. Simply put for the new addition that it can no longer be stacked with blue flame. This addition exists to simply add more clarification as I see many mages still ask if combustion can be stacked with blueflame.

 

Flametrail

 

Spoiler

Was

Flame Trail [C] - Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.

 

Mechanics

  • A fire evocationist may send a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind. It may either be directly shot out in front of the caster, around the caster, or around another target.

  • Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.

  • Flame Trail requires four emotes of charging [1 connect + 3 cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach about a meter in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.

  • The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.

  • If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each. 

 

Redlines

  • The fire must always remain on the ground.

  • Cannot use Flame Trail over wet surfaces.

  • Cannot shrink flame if it is a ring. 

 

Flame Trail [C] - Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.

 

Mechanics

  • A fire evocationist may send a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind. It may either be directly shot out in front of the caster, around the caster, or around another target.

  • Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.

  • Flame Trail requires four emotes of charging [1 connect + 3 cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach about a meter in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.

  • The mage can actively maintain the fiery wall after it has been summoned for 3 additional emotes, consuming enough mana equal to a T3 spell. This wall will ether be 5 blocks long and one meter high, or around the caster/another target.

  • The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.

  • If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each. 

 

Redlines

  • The fire must always remain on the ground.

  • Cannot use Flame Trail over wet surfaces.

  • Cannot shrink flame if it is a ring. 

  • Can not maintain a fiery wall if the spell is made combustion.

  • If made a firry wall, the spell can only be placed vertically or horizontally. The wall CAN NOT be placed diagonally

 

Reasons Behind Change

The addition to flametrail is the ability for mages to not only create a wall of fire, but upon their choice maintain it for about three emotes. This facite of the spell was very unclear, as some mechanics in it described the spell as being a one in done deal while others implied it could be used to form a wall. This addition, if accepted, will cement flame trail as a more interesting spell, with firemages able to conjure forth walls of fire to discourage the approach of foes in CRP situations, as well as use it for more flavorful rps in intimidation. When I say this, I am imagining a fire mage pulling a Lord Ozi from Avatar the Last Airbender, where you see him in the throne room with a wall of fire between him and his subjects.

 

 

Air Evocation

 

The only spell that will be changed within Air Evocation is the spell Redirect. Having read over basic arminates I noticed that there is a specific weapon (hand crossbows/small crossbows- whatever you wish to call them) have the same emote count as bows/longbows, yet the spell redirect by it’s mechanics can not deficit them. This means that (in the imperfect world we leave in), any wise ‘range bow user’ would default to this weapon. Thus this change acts as a way to balance out the spell against this counter. ((screen shots to show the mechanics between a short bow and the hand crossbow are provided below)).

 

Redirect

Spoiler

Was

Redirect [C] — By conjuring a small, though more moderate gust of air, an Air Evocationist may redirect a projectile flung towards them or another, albeit not directly towards that who projected it. 

 

Mechanics

  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform (Connection, Cast) 

  • The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts, it can soften the impact, albeit it will still grant a significant injury. 

  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. 

 

Redlines

  • Requires line of sight for the projectile. Can only be used on a single projectile.

  • May not redirect something at the or another target.

  • Cannot redirect anything going crossbow bolt speed or faster. Will soften impact mildly.

  • Only smaller projectiles like small spells or arrows can be redirected.

 

Now

Redirect [C] — By conjuring a small, though more moderate gust of air, an Air Evocationist may redirect a projectile flung towards them or another, albeit not directly towards that who projected it. 

 

Mechanics

  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform (Connection, Cast) 

  • The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts (with the exception of Hand Crossbows and similar armaments that take [3] or less emotes to use) it can soften the impact, albeit it will still grant a significant injury. 

  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. 

 

Redlines

  • Requires line of sight for the projectile. Can only be used on a single projectile.

  • May not redirect something at the or another target.

  • Can only redirect small projectiles with 100% success (stones about the size of two fists, arrows fired from bows, crossbow bolts fired from hand crossbows and similar armaments, etc). If used on a larger projectile, it will merely slow down its incoming speed.

  • Can only direct projectiles from spells if they are made of a physical substance. Gausses substances will simply dissipate provided they are no bigger than the 'two fists' size.

  • If the projectile came from a large armament that gives it greater speed (such as a full-sized crossbow, arbalests, ballista), then the spell will merely slow down and lessen the impact force of the projectile, or simply fail to affect it.

 

Reasons Behind Change

As stated earlier, Handcrossbows take as many emotes as regular bows. This change simply acts as a method to balance this weapon in terms of this lore as to allow for air mages to actually deflect the projectile.


 

Water Evocation

The change to water evocation is the same as mentioned above in the changes to Air Evocation. Simply adding that hand crossbows and other armaments that take 3 emotes or less to use can be affected by the spell for simple balance purposes.

 

Water Shield

Spoiler

Was

Water Shield [C] - A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires. 

 

Mechanics

 

  • A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. 

  • This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. 

  • For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.

Redlines

  • The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course. 

  • The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.


 

Now

Water Shield [C] - A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires. 

 

Mechanics

 

  • A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. 

  • This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower (including projectiles from hand crossbows or similar armaments that take [3] or less emotes to use), as well as extinguishing flaming projectiles. 

  • For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.

Redlines

  • The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower (including projectiles from hand crossbows or similar armaments that take [3] or less emotes to use). This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course. 

  • The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.

 

Reasons Behind Change

Not much more to say. Simple balance clarification as to make the spell more viable towards people who believe in Hand Crossbow supremacy. Hopefully as well, it will make the larger and more scary armaments that take 4+ emotes to use a more common thing.

 

Translocation

My favorite magic, because teleportation cheese is funny. However, this sweet baby has it’s flaws. This change comes SADLY after a funny discussion in the mage’s guild chat where I point out to Kalheart that after you place your anchor, you can move out of it’s placement range and then teleport to it (to which he then sends me a screen shot of me saying ‘if it is stupid, the answer is no). So it is with a heavy heart, and love for kalheart that I suggest this amendment to the holy grail of General Redlines for Translocation.

 

Spoiler

General Redlines

 

Was

- Cannot Expatriate organic matter in the void for storage/half rifts (unless contained). Organic matter may be teleported through the void (Shifting).

- Magic cannot be translocated.

- Cannot Shift more than 4 people. Including the caster.

- Cannot translocate combative potions.

- Voidal Shifting is the only exception in which you can swing a weapon in the same emote after casting a spell. This is because active focus is not required after you have teleported in contrast to having to constantly upkeep focus on a fireball or earth spike.

- Expatriation does not carry velocity. Half-Translocation is an exception to this.

- Translocation cannot be instant cast.

- Translocation requires line of sight.

- An item must be fully understood in order to be Expatriated. Half-Expatriation is an exception to this.

- People may not be trapped in the void with Expatriation.

- A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable.

 

Now

- Cannot Expatriate organic matter in the void for storage/half rifts (unless contained). Organic matter may be teleported through the void (Shifting).

- Magic cannot be translocated.

- Cannot Shift more than 4 people. Including the caster.

- Cannot translocate combative potions.

- Voidal Shifting is the only exception in which you can swing a weapon in the same emote after casting a spell. This is because active focus is not required after you have teleported in contrast to having to constantly upkeep focus on a fireball or earth spike.

- Expatriation does not carry velocity. Half-Translocation is an exception to this.

- Translocation cannot be instant cast.

- Translocation requires line of sight.

- An item must be fully understood in order to be Expatriated. Half-Expatriation is an exception to this.

- People may not be trapped in the void with Expatriation.

- A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable.

-If you move to a point where your anchor is beyond your placement range, the anchor dissipates and the spell fails.

 

Reasons Behind Change

It is a sad one, and while it is a funny flaw a true master of bullshit would wish to exploit (I feel squak glaring at me), it is something that should be modified to prevent the issue from ever occurring.

 

 

Ending Notes

 

Overall, this piece is once again, my attempt to try and fix existing issues that I have personally noticed within evocations. A lot of small things really that I am sure I could just mention in the dms of an ST, but considering that such could be seen as rude, I decided this approach was a better way to go about it. Thus this piece exists as a method to balance.

 

Spoiler

Citations

Armaments for Regular Bow & HandCrossbow Emote count.

 

Spoiler

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*Screen shots of an example from a bow & handcrossbow. Note the same emote count. Hence the reason for the change*

The Above links are to the Air, Water, Fire, and Translocation Lore pieces where the magics and lores exist

 

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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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