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[✗] [LORE AMENDMENT/ADDITION] WATER EVOCATION: TAKE II


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[LORE AMENDMENT/ADDITION] WATER EVOCATION
 

ADDITION: ICE WEAPONS [C]

"Daggers are lame, let me show you how it's really done."

Upon reaching Tier 3, a Water Evocationist can manipulate their mana and ice-creating skills from the void to wield melee ice weapons of their choice that would be lighter than the regular weapons made of metals (Akin to a low-density metal such as aluminum/titanium), yet they have the same damage properties, despite having the worst durability possible.

Mechanics:

The Evocationist would be able to manipulate their mana into forging temporary weapons made of Ice. These weapons depend on the Tier the Evocationist is at. The weapons would require three emotes (Connect, Cast, Forge, though an extra emote is required if dual weapons.)  These weapons can last to over [4] consecutive Emotes before ultimately melting to the void once more. These weapons break on enough impact or force to it, requiring the mage to re-forge them to use them again. These weapons work equivalent to a ferrum weapon in terms of damage. Though, performing this spell 3 times would pretty much make the caster fatigued and cannot cast anymore due to their mana being drained.


 

Spoiler

Tier list:
T3: Summon weapons no longer than a dagger.
T4: Summon weapons that are a length of a single-handed weapon, such as a short sword, light swords such as katanas, maces, axes, etc.
T5: Dual weapons can be wielded by the Evocationist, the dual weapons cannot be weapons of two-handed ones. (You cannot hold two Warhammers on one.) (Requires an additional emote, 4 total.)

 

 

Spoiler

REDLINES:

  • The durability of the weapons is upon the weakest, a simple smack with it can ultimately break it.
  • Dropping the weapon on the ground would ultimately make it evaporate into the void. A mage would require to reforge them.
  • The spell is also mana-costly. Keep in mind that upon a certain time, a mage would feel fatigued after 3 spells.
  • The damage, however, is equivalent to a ferrum weapon, upon impact with enough force, it would do the same damage as a person would do with a regular weapon (For example stabbing someone with an ice sword would be like stabbing someone with a ferrum sword.)
  • Any changes to the weapons must be aesthetic only and cannot provide additional advantages.
  • In the case of the use of sharp weapons, the moment the weapon stabs through someone the weapon would break inside of them and disappear, meaning it cannot be pulled out, however for cuts and swings, the force wouldn't be enough to break it.
  • Due to their low-density properties, one does not have to be a scion in order to perform this spell. However, because of lore reasons, heavy weapons cannot be forged with the exception of Longswords, Warhammers and Maces 
  • The weapons cannot be given to others, as upon the mage's hand gets released from it, the weapon will ultimately disappear into the void.
  • This spell CANNOT be enchanted by a Transfigurationist.
  • Focus must be uninterrupted and all conjuring will restart if one’s concentration is distracted.

 

ADDITION: Sub-Zero [C]

Should a mage so choose, they may allow their offensive ice spells to temporarily become solid by getting dried out and exploding with moderate force. After being cast, the effect of sub-zero will fade along with the spell it was used on, having to be recharged again for any use in another spell.

Mechanics:
A water Evocationist can turn their offensive ice spells into solid ice that would be completely free of any moisture, equivalent to the known sub-zero.

 

  • Sub-Zero only explodes on contact, creating a freezing blast that ultimately freezes/immobilizes (Stuns), slows down, and sometimes even sends people back upon impact. Upon long, constant exposure, frostbite may occur. A single degree of frostbite generally mounts for each emote of exposure. It cannot have any other solid properties, such as sharpness.
  • Sub-Zero adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.
  • Sub-Zero 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.
  • Sub-Zero adds one emote of charge onto an ICE OFFENSIVE spell (Excluding Water Blasts as with Sub-Zero it can become a Sub-Zero Blast.)

 

 

SPECIFIED MECHANICS:

Water Blast: If made into Sub-Zero, it can give a 'blast' radius of 5x5 maximum and upon contact and in range, it can throw back an opponent akin to getting thrown off by a horse. After getting launched, the opponent would be immobilized and stunned for 2 consecutive emotes, unable to do anything due to being frozen, and they would be slowed down on the next emote they start moving again. In case by any chance they get hit by the same spell, there's a chance they would get frostbitten upon one of their limbs and slowed down till the remainder of the combat scenario.

 

Spoiler

Redlines:

  • If hit by the same spell twice, the limb which was closest to the impact would be frostbitten into a second-degree frost bites.
  • Sub-Zero Blasts require 2 extra emotes to be formed (5 emotes in total, including the connection). The first one would turn the water blast into regular ice, and the second one turns the regular ice into a sub-zero one.
  • Regular Ice blasts can be performed, however, it would only cause slowness and a blast that would make one launched 5 blocks max. It would require 4 emotes to cast an ice blast, which is an extra emote to the regular water blast.
  • This spell has the mana cost of a T4 Water Evocations. This is due to its power.

 

Ice Projectiles: If made into sub-zero, the first Ice projectile can immobilize and stun a player for one emote, if needed, an extra projectile, as long as an extra emote has been added to each extra projectile, it may immobilize someone for two emotes, and maybe upon 3 projectiles, it would take the effects of the two projectiles + a chance of frostbite if hit on a certain limb, where it would reach 3rd-degree frostbite, along with slowness for the next 2 emotes.
 

 

Spoiler

REDLINES

  • Adding more than 3 ice projectiles would not increase any effects, meaning having 4 of 5 projectiles won't do anything except add the default damage of regular ice projectiles
  • In order to frostbite, it must be launched at a limb. 
  • Sub-Zero projectiles can pierce through armor such as leather, chainmail, aurum, and perhaps dented Ferrum due to its tougher nature than regular ice.

 


Ice Spikes: If made into Sub-Zero, it may slow people down if they wish to go through it, and possibly if cut by the spikes. This cannot be used to immobilize nor give the opponent frostbites.

 

Spoiler

REDLINES:

  • This spell cannot immobilize nor give frostbites in any way.
  • This spell can only slow people who are close to the spikes, in terms of distance.
  • Requires five emotes to cast [1 connect + 3 cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection. 
  • Upon the 3rd maintained emote, this spell can pass through dented ferrum, while the 4th can pass through Ferrum itself if the target was still in place.

 

General Sub-Zero Guidelines:

 

Spoiler

REDLINES:

  • Slowing down would make someone's speed halved by two (Walking would be 2 instead of 4, and sprinting 4 instead of 8 blocks maximum, and possibly every emote against them can be easily countered or dodged.
  • Immobilization would mean that the one affected by it cannot move.
  • Sub-Zero would cost lots of mana, upon enough times of performing it, the mage would physically feel fatigued. One can perform the Sub-Zero Ice-Blast twice, the Spikes Thrice, and the Projectile Thrice (except if 3 sub-zero projectiles are made, then only twice).
  • Sub-Zero spells cannot be enchanted by Transfigurationists.
  • First-Degree frost-bites would make one's limb stiff and cannot be used for one IRL day, though it can be healed simply by just warming up. Not much is needed. Second-degree frost bites would require amputation after combat or warming up close to flames after combat instantly for an OOC hour straight (OR Cauterized by a Fire Evocationist during Combat) or else the health condition would reach to 3rd degrees. 3rd-degree frost-bites can be treated only with amputation after combat in the next OOC hour, or else it would spread towards the rest of the body and would result with death.

 


My own feedback to ST:

Spoiler

The reason why I made these additions and amendments is to make Water Evocation great again. It is currently the least-used magic, and possibly the weakest of all Voidal magics. I hope if anything here isn't accepted by the lore, it may be edited if needed. Other than that, please let me and my void schizo homies make water evocation great again.

I have done every edit suggestion that was given to me as first feedback, though it would be appreciated if Sub-Zero spells could be enchanted, though, if enchanted, it would be considered a T5 spell and would require a Grand-Enchantment, as its sort of similar to the Combustive spells in Fire Evocation.

 

 

 

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9 hours ago, Lord_of_losers said:

water evo suck pick a different magic

I will unsuck it with this amendment inshallah

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I like the idea of buffing water evo but not really sure if materializing weapons that you can hold fits well with evocation in general, and using physical force to control an evocated object doesn't quite seem right. Also, the brittleness of the weapon makes it seem rather useless, why would you do this over just conjuring a projectile?

 

I don't quite get the idea with sub-zero - would it be that ice spells explode on impact to generate a cryo-grenade type effect to immobilize targets?

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8 hours ago, Llir said:

I like the idea of buffing water evo but not really sure if materializing weapons that you can hold fits well with evocation in general, and using physical force to control an evocated object doesn't quite seem right. Also, the brittleness of the weapon makes it seem rather useless, why would you do this over just conjuring a projectile?


I felt like these weapons would be a good addition, especially for close-quarter combat. Projectiles are a good similarity, but projectiles tend to not damage or take much effect to armor in battle. Not to mention the projectiles can be easily dodged somwhat.

 

 

8 hours ago, Llir said:

 

I don't quite get the idea with sub-zero - would it be that ice spells explode on impact to generate a cryo-grenade type effect to immobilize targets?


Thats exactly similar to the Water Blast if turned into Sub-Zero, yes. Though Sub-Zero in general is hardened ice, with the effect of stunning and slowing people down, unlike regular ice which is just solidified water.

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so, essentially just blue fire but for water evocation? 

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16 hours ago, Luvvy said:

so, essentially just blue fire but for water evocation? 

More like combustion, but you get the vibe, yes :>

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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