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[✗] [Lore Amendment]Water Evocation: Hail Storm


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[Amendment]Water Evocation: Hail Storm

 

Edit Purpose:

Hail Storm is the only spell Water Evocationists gain at Tier 5. In writing a small amendment to Fire Evocation's Tier 5 spell, it has been raised to my attention that most of the evocations suffer similarly from incredibly weak Tier 5 spells. My proposed changes to this spell are as follows:

  1. The removal of the line stating that the spell can't kill anyone that isn't already severely injured.
    1. It notably still cannot kill someone on its own and has taken on a more utility-standpoint in this edit, but it now follows a common sense rule of additive injuries to those who are already harmed/being harmed by other forces while in the storm.
  2. The addition of a set of details on how much damage the spell does. Less vague.
  3. The ability for the storm to slowly move once cast.
  4. Reduction of mana cost to a general tier 5 spell, rather than one's entire mana pool.
  5. The ability to continue channeling the spell at the cost of the rest of one's mana pool.
  6. The addition of details on how abjuring effects interact with the spell.

 

Original Version:

Start: Hail Storm [C]

End: Once this spell is cast, the mage is barely able to cast for the rest of the encounter.

 

Edited Version:

Hail Storm [C] - The most devastating and powerful attack of a Water Evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.

 

Mechanics

Spoiler
  • A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an option aesthetic though offers no benefit beyond chilled air. The storm has a maximum radius of five meters, able to be conjured with its edge up to ten meters away from the mage. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than it's maximum radius, it will meld to the room's shape and loses the ability to be moved.
  • It requires five emotes to cast [1 Connection + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the storm cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends.
    • Hail and Fractals are small, each around the size of a grape with round and sharp edges respectively. As such, those within the storm are battered with painful bruises and cuts by staying in it. On the first emote of contact, cuts and bruises to a minor degree are left. By the second emote, they grow to a medium degree of severity. By the third emote, the cuts and bruises are quite large and will require medical aid, though not urgently. By the fourth, the storm leaves more severe wounds. Not enough to kill anyone outright, but they are considered heavily wounded and will require medical aid immediately on the conclusion of combat. The storm does not deal more damage beyond this.
    • Targets wearing light or medium armor(leather, gambeson) are considered immune to the storm's damage for their first emote of being inside of it. Targets wearing medium armor(half plate, chain) are considered immune to the storm's damage for their first two emotes of being inside of it. Targets wearing heavy armor(plate armor or similar) are considered immune to the storm's damage for their first four emotes of being inside of it. After these emotes are met, they begin taking damage as though they just entered it for the first time.
  • If the mage's concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null.
    • Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the cloud where the storm originates from(or the caster themselves where applicable), not the individual fractals/hail/rain. For Wards, they would lose 1 point per emote of contact with the fractals/hail/rain, increased to 2 at the final emote for a total of 5. Other blocking effects can be used as well, such as a thanhic shield, would work similarly.
  • Can be learned at [T5].

 

Redlines

Spoiler
  • The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
  • This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast.
  • If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the day. Being unable to cast any further spells beyond the completion of Hail Storm's 8 Emote Maximum.
    • This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted.
  • Any fire in the spell's radius will be doused instantly. Extremely hot [blue] flames can persist, but will not leave lingering fire. This doesn't apply to malflame or other similar magical fires bar fire evocation.
  • The storm by itself will never kill an unharmed opponent. But those who remain in it for extended periods of time while already holding injuries can die or fall unconscious, under a common sense ruling.
  • The storm does not significantly effect visibility through it. Ranged attacks can pass through normally.

 

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As a water sprayer, I approve of this.

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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