DISCOLIQUID 1956 Popular Post Share Posted March 30, 2023 Background & Rediscovery: From Aegisian Undead to Mali'aheral innovation, the evocation of electricity was of keen interest to Magi. The art form has come & gone with various iterations, many of them empowering a great deal of violence from their charged art. Malinorian Necromancers cast spells from treetops, assassinating wayward Elves with bolts of lightning called from the Heavens most high. While the rediscovery of electrical evocation is not as thunderous as previous generations, the ability to manifest lightning comes with great potency. This most recent generation is unable to manifest the stormcalling feats of the past, but can still provide quite the shock to their unprepared foes. Modern electrical evocation operates around a core Arc Theory. A different force than stone or air, electricity is want for a place to go. Should an Evocationist conjure forth raw electricity, it would surely dissipate or shock the caster, having no natural place to disperse. The solution lies in polar mana anchors, similar to Translocation, and some suspect Electrical Evocation may actually be a form of Alteration. By charging their spell focus & a second mana anchor with opposite charges, an Electrical Evocationist may eventually produce an Arc. As these charges grow, a pathway is formed for lightning to travel through. An Arc requires line of sight, and cannot pass through solid material such as a tree or a shield, and often has a notoriously fickle distance. Once their placed mana anchor & the Magus' focus (their hands, a wand, etc) have grown so oppositely charged, only then can they evoke their thunderous element. Branching out from both points, the Arc meets in a near instant, and the Magus' control of mana directs the flow of damaging electricity into their target. It instantly ends their focus on the spell & consumes the mana of the caster. The air burns with the smell of ozone, the Magus' hands tingle with energy, and their target erupts in a spray of sparks. The electricity stays within its target for a short time ([1] or [2] emotes) sustained by the mana anchor, until it certainly vanishes once the anchor is spent. For this reason, a shield or auric oil on their breastplate serves a Knight far better than their reflexes against an Electromancer. Lighting always bears a singular color, determined by the predominant color of the caster's aura, and always appears as arcing electricity. It may not be shaped into thematic forms, such as a lightning dragon. A lightning bolt may be rather thin or aesthetically thick, to no change in the spell's effects. It may crackle, pop, or thunder, again to no effect such as disconnection or deafening. As charge is built, both the caster & their anchor experience static shock, metallic tastes, and the clear sensation of potential energy. When the arc forms, both the caster and the target may cartoonishly flash, freeze up, or twitch around. The general aesthetic effects of Zapped or Stunned are determined by the targets of the spells. Stipulations of electrification ('a target may not move') can be aesthetically subverted, such as a victim leaping & hollering, as long as the core effect of the spell is played out. Magical Overview: Electrical Evocation takes up [1] magic slot. Electrical Evocation can be practiced with a valid MA & learned from a master Electromancer with a TA. Electrical Evocation requires a stable connection to the void. Electrical Evocation requires an understanding of lightning, most often necessitating the direct strike of a storm's fury upon a connecting student at least once. The Properties of Conjured Electricity Spoiler #1 - Electrical Charge: After casting a positive spell, a caster’s charge is positive. After casting a negative spell, a caster’s charge is negative. A caster cannot cast a spell with the same charge they currently have, and must select a next spell from the opposite or neutral charges; or another spell list. Charges are maintained even after disconnecting, dissipating only once combat has ended. Once a character has gained a Charge status in combat, they are unable to prime potions until combat ends & their static cling dissipates. This effect continues even if they cast Discharge. The same rules of Electrical Charge apply to all enchanted items, precluding an Enchantment with multiple casts of a charged spell from being cast in the same combat. This includes the static cling that disrupts potions. #2 - Shocked: Anyone hit by or under the effect of any electrical evocation spell is considered to be Shocked. When hit by any spell, a general numbness is felt where it struck; though to no true combat advantage. This condition is universal across all electrical spells, and is the only status inflicted by voidal lightning without direct specification in spells. No burns, seizures, or heart attacks. #3 - Zapped: A target that is Zapped is unable to both move & use a major action on their turn. Rather, they must choose between one or the other. A zapped target can focus on spell-casting or charging emotes. The zapped condition, as well as the stunned condition, can be inflicted upon most creations. From ghosts to golems, a creature that can be struck in the first place by voidal spells is subject to this condition. Their internal systems are considered somewhat disrupted, however this effect may logically play out. A target that is Zapped or a target that is Stunned is immune to both of these effects for [3] emotes, starting the emote they wear off. A target cannot be Zapped & Stunned at the same time. If such a situation were to arise, the target is always Stunned. #4 - Stunned: A target that is Stunned is unable to attack or move on their turn, but they are able to defend, speak, or take minor actions. A stunned target cannot focus on spell-casting or charging emotes. The zapped condition, as well as the stunned condition, can be inflicted upon most creations. From ghosts to golems, a creature that can be struck in the first place by voidal spells is subject to this condition. Their internal systems are considered somewhat disrupted, however this effect may logically play out. A target that is Zapped or a target that is Stunned is immune to both of these effects for [3] emotes after they wear off. A target cannot be Zapped & Stunned at the same time. If such a situation were to arise, the target is always Stunned. Neither Zapped nor Stunned are tantamount to "paralysis". They limit which options a victim has, but never culminate in becoming a mannequin in combat. "Unable to move" means stuck in one place. One is still able, in most cases, to raise their shield, duck out of the way, pat out fires, bark commands, or even try to avoid falling. To repeat the last line of the background, The general aesthetic effects of Zapped or Stunned are determined by the targets of the spells. Stipulations of electrification ('a target may not move') can be aesthetically subverted, such as a victim leaping & hollering, as long as the core effect of the spell is played out. See #5, Stunlocking, below in General Redlines as well, for some specific interactions. General Redlines of Electrical Evocation Spoiler #1 - Targeting: When targeting with a spell, the caster’s mana anchor must be placed obviously on this target from the first emote. The target will feel the hairs on their neck rise, a metallic taste in their mouth, and will undoubtedly be aware of the intention to shock them as static electricity pops harmlessly around them. This gives them the ability to move out of the range, hide behind cover, or raise a shield. Should a target be something like a tree, or a patch on the ground, it must also crackle, pop, and tip off those standing near or in it. #2 - Instant: An instant spell finishes & fires as soon as its emote count is reached. The lightning travels to the target, only missing if line of sight is broken before the emote the spell is cast on, or if a shield is raised in the way. Instant spells are rarely able to inflict damage. Instant spells require a mana anchor to be placed on the target, and for the target to be specified in the first emote of the spell. The target will feel some tingly shocking as they realize they are going to be the target of lightning. #3 - Strict Mana Count: An electromancer has a number of mana points equal to to twice their Tier for their entire mana pool. Tier 5 spells count as [3] casts from their mana pool, all others cost [1]. In this way, Double Charging a Tier 5 Rebounding Bolt costs a total of [7] mana points. Arcane Scions scale to Tier 3, for a maximum of [6] mana. This is elaborated on in 'Tier Progression", below. #4 - Strict Emote Counts: If a spell lists [X] emotes, a mage always spends [X] emotes to cast it. Connection emotes are not included in any of the spell's emote count. Each spell assumes the caster is already successfully connected, and a caster may not use their connection emote to begin casting Electrical Evocation. Eminent Incanter's Flow will never effect Lightning Evocation's emote count. The effects of the spells always take place during the last emote of the count. #5 - "Stunlocking": In no circumstance are Zapped or Stunned allowed to chain together to create a longer duration than the initial, first spell hit. The initial spell hit determines the maximum duration of control before immunity. Following the rules of Zapped & Stunned, if a target would potentially be afflicted with both conditions, they are always stunned. If a Target is Zapped twice, they are NOT Stunned, the conditions are not additive. A situation may arise wherein a Target that is Zapped for [2] rounds is, before the 2nd round of their condition, hit with a [2] turn Stun. In this specific instance, the target is Stunned for [1] emote (the 2nd emote of their original Zapped Condition) before immediately becoming immune on the following turn for [3] emotes to both conditions. A situation may arise wherein a Target is inside of a Scatterspark field & then struck by a Stun spell. In this case, the target can only be stunned in the field for as long as the duration listed on the Stunning spell ([1] or [2] turns), following which they immediately gain immunity to the Scatterspark they may still be standing in. Tier Progression Spoiler Tier 1 - This lasts for [2] weeks before progressing to tier 2. Tier 2 - This lasts for [3] weeks before progressing to tier 3. Tier 3 - This lasts for [5] weeks before progressing to tier 4. Tier 4 - This lasts for [6] weeks before progressing to tier 5. Tier 5 - The magic has been mastered. Electrical Evocation has spell effects that scale with Tier. If a spell is in italics, it improves at the listed tier. All spells cost [1] mana to finish casting, excepting T5 (Rebounding Bolt, Lightning Whip, T5 Numbskull) which cost [3] mana. T1: Discharge, Spark of Life - [Two Mana Total] T2: Scatterspark, Split-Shock - [Four Mana Total] T3: Numbskull, Discharge - [Six Mana Total] - [Arcane Scion Mana & Spell Cap] T4: Double Charge, Split-Shock - [Eight Mana Total] T5: Rebounding Bolt, Lightning Whip, Numbskull - [Ten Mana Total] Neutral Spells: Spark of Life - T1 - Instant "Electricity may incapacitate or awaken. With enough of a built up charge, a sleeping ally or unconscious benefactor may be awoken with a shower of sparks. Often the first spell taught to electrical evocationists in their classes, in the hopes that if a student is shocked out cold, they may be quickly awoken to attend their studies." [2 Emotes] [Non-Combat] By pressing one's hands to a target who is unconscious & charging up polar anchors, the sleeping target may be woken up. A bolt of electricity charges their unconscious body, and their eyes open once again as harmless power surges through them. Spark of Life also allows for the shedding of harmless static electricity or small showers of sparks. These can never do damage, and serve an aesthetic use similar to the other evocations' out of combat, general manipulation. The waking effects are comparable to Alchemical Smelling Salts, and can only wake someone up who is naturally unconscious. If they are magically asleep (though not alchemically asleep) they cannot be woken up. This effect cannot heal any wounds or cauterize damage, and should someone be dead without a pulse, they cannot be revived. This spell cannot be used in combat. Discharge - T1 - Instant "The electrical evocationist draws power into their body, preparing their polar anchors at their location & that of another within a short distance. Crackling lightning builds up between them before unleashing in a Zapping bolt that neutralizes the electromancer's charge in a cascade of harmless sparks. The Magus' Positive or Negative charge is consumed to power the lightning fast Arc." [2 Emotes] [Combat] After placing a mana anchor on a target within 5 blocks, & charging one's own focus, Zap the target for [1] or [2]* (T3+) emotes in an arc of lightning. After the spell is cast, the Mage's charge is set to Neutral. A target with a raised shield is immune to the effects. * This spell can be Double Charged, the Caster’s charge is still neutralized. The caster’s charge is dispersed, removing any positive or negative charge. This spell can only be cast when the evocationist has a charge. Negative Spells: Split-Shock - Tier 2 - Instant "By splitting Arc Theory's charged anchors into several smaller anchors, an electrical evocationist can begin to shock with weaker bolts to electrify multiple held objects. Crackling positive anchors are set upon tools within range as the magus begins to amplify their own negative charge. After a moment of focus, branches of lightning split into the air & imbue lasting charges into held tools or combative arms. These arcing positive charges endure for [2] emotes within the armament, forcing combatants to drop an item for that duration." [3 Emotes] [Combat] Within a 10 block range, select [1] or [2]* (T4+) hand-held items. Swords, axes, pole-axes, daggers, etc are allowed, including shields, but not armor, helmets, or anything worn. An electrical arc travels out, striking the held item & imbuing a lasting charge. The hand holding it instantly goes numb & drops the item, and that item cannot be held effectively for [2] emotes. Other weapons or shields can be successfully drawn, the numbness only lasting should the charged tool be ineffectively held. Armor or worn equipment cannot be targeted, only equipment in the hands such as a wooden shield or a metal sword. Alchemical mixtures being held can be targeted, as can enchanted items. If the item is still connected to the Target after it has been Split-Shocked, such as by a chain, it will still numb their hand. They must any break physical connection to the item. Thanhium, Auric Oil, and Null Arcana coated weapons are immune. Boomsteel weapons will NOT ignite from this effect. Ironwood is immune. * If Double Charged, up to [4] targets may be struck, but a target may only be struck once. Numbskull - Tier 3 - Instant "The signature spell of the codex, Numbskull begins with a conducting of negative energy into one's body & positive energy in another's skull. The charges are heightened with gestures of power, before a dazzling Arc links the Magus' spell-focus with the anchor in their target's head. This near instantly Stuns the target & causes the Magus to crackle enduringly with negative energy." [3 Emotes] [Combat] After placing a mana anchor on a target within a 10 block range & intensifying one's own negative anchor, Stun that target for [1] or [2]* (T5) emotes with an arc of lightning. A target with a raised shield is immune. If this spell is cast at Tier 5, it may cost (3) Mana & Stun for [2] emotes. To enchant such an effect requires a Grand Enchantment. * If this spell is Double Charged, the second target is only Zapped. Rebounding Bolt - Tier 5 - Instant "At the peak of their mastery, Arc Theory provides a destructive tool to the curious Magus. By sending a negatively charged mana anchor along with the Arc, they produce an entropic lightning that potentially bounces from its first target to others. Firstly, they must gather a great deal of negative energy into their bodies & set a positive anchor upon their rebounding target. Then, energy must be heightened to its utter maximum potential, before the Magus launches their own negative anchor into the positively charged target, unleashing a Stunning storm of random bolts." [4 Emotes] [Combat] Within a 10 block range, select one target & place a positive anchor upon them. Over the course of four emotes, you begin to charge a negatively charged bolt at this anchor. On the fourth emote a coiling arc of lightning Stuns the target for [2] turns. When the spell is cast, the Mage also rolls out of 6. On a roll greater than a 2 another weaker bolt jumps from the first target to another target within range of the first target. This secondary bolt can only Stun for [1] turn. Targets with shields are immune to the effects of weaker bolts. Because the results past the first target are random, only the first target is identified in the casting emotes. If a spell-casting focus is used, the rebounding bolts after the first may only have a [10] block range. The Magus chooses who is struck, but if a bolt is rolled [>2 out of 6] it must strike a target & must strike a target that has not yet been struck. This may cause random bolts to strike allies or the Magus themselves, if they have rolled more bolts than foes. They may not dissipate unless no new targets can be struck. * If this spell is double-charged, up to three bolts can jump from the first target & only the first target. Only one initial bolt is fired, for a maximum of [4]. * Each requires a roll greater than 2, stopping the chain if this condition is not met. * Electric Ellie double charges a rebounding bolt for 5 emotes against several bandits. Upon striking the first, she rolls a 4, and so the spell produces another bolt. Upon striking the second, she rolls a 1, so her spell ends. Should she have rolled higher, she could have stunned a grand total of [4] bandits. Positive Spells: Scatterspark Field - Tier 2 "The electrical evocationist can charge not only metal & men, but the ground as well. By placing a negative anchor on a surface & slowly expanding it by means of focus, a final positive charge can burst out of the Magus to imbue a lasting field of Zapping energy on the ground. The arcane power of the mana anchor fuels the spell until it fails." [2 Emotes] [Combat] Within a 5 block range, a blast of snapping sparks is shot at the ground, creating a flat [2 x 2] or block zone of dazzling sparks. The sparks last [3] emotes. While creatures are in this field, they are zapped. If the Mage’s charge was negative before they cast Scatterspark Field, affected creatures are also Zapped for [1] turn after leaving the field. The ground the spell will affect alights during the [2] emote casting with energy, signaling that it will soon be unsafe to stand in. Those standing in that field also get the sense they will be shocked. Once the spell has landed, concentration on Scatterspark Field specifically is no longer needed for the [3] emote length, but connection to the Void must be maintained. Only one Scatterspark Field can be conjured at once. Electricity will not travel further along water or wet surfaces. Should Scatterspark be cast on an area with a deployed alchemical potion, extremely rough ground, or other dangerous terrain, it will fail. It requires mostly flat ground & cannot provide additive effects to environmental dangers. * Cannot be duplicated, due to its positive charge. Double Charge - Tier 4 "A surplus of positive energy is brought together in the Magus' body, offering them a potent rush of energy. After this spell is completed, the positive charges settle into an electrical anchor that serves to heighten their next negative spell. Potent lightning is brought around the magus, before they begin their next spell." [+1 Emote to Next Spell] [Combat] By charging up their magic, the next electrical spell cast is cast twice** & costs twice the mana. As with all positive spells, only negative or neutral spells are cast after gaining a positive charge. If the duplicated spell requires a target, all targets must be specified in the first emote of Double Charge. If one Double Charges, and then casts from another spell school (I.E. Translocation), they lose benefit of the spell. Double Charged spells cannot be enchanted into items through Transfiguration. ** - See specific spells for specific duplication effects. I.E., Rebounding Bolt does not produce two separate bolts, rather may produce more random bolts. Lightning Whip - Tier 5 "The culmination of positive entropic energies, the electromancer is capable of manifesting an enduring positive anchor in their hands of sawing, whip-like lightning. They charge themselves with a positive anchor, and then bring forth an arcing, charged whip that is never still. Once the whip is conjured, a selected target need only briefly be negatively charged by an anchor to instantly earn the Whip's Zapping wrath. Such a horrific weapon travels through metal armors, but only inflicts bleeding lacerations." [4+ Emotes] [Combat] Coiling together a rope of charged electricity, an electromancer is capable of conjuring an enduring weapon. On the fourth emote after channeling, the whip is unleashed. The whip makes single emote melee strikes against any target within [8] blocks while the spell is being concentrated on, and does not impact the caster’s movement. These whip attacks inflict lacerations like a whip would, and cause the Zapped condition for [2] emotes. Foes that are armored in metal are slashed as if they are wearing no armor. Against a target with no armor (or metal armor), the lacerations are thin but bleed profusely, causing damage comparable to a mundane whip on bare skin. If the Mage had a Negative charge before casting Lightning Whip, Lightning Whip can make [2] attacks on the unleashing 4th emote, but only this turn & against different targets. A target with a raised shield is immune to the Zapped condition, but not the slicing effect of the whip, which passes through their shield. Armor that is not metal & provides great resistance to slashing attacks nearly negates the entire power of the whip, and targets in such armor are immune to the razor thin lacerations. An example may be a target coated in Wyvern Scale armor. For every emote past the fourth, the Electromancer spends one more point from their mana, allowing for a maximum of eight possible strikes given utterly ideal circumstances. * Cannot be duplicated due to its positive charge. Change Log: 4/1/2023 - #5, Stunlocking, added to general redlines, addressing potential internal logic of alternating between Zapped & Stunned to prolong crowd control effects. 4/1/2023 - Rewrote the relationship between a "Charge" and priming a potion. Before, priming a potion took one extra emote & interacted oddly with the emote count currently in place with post-spellcast priming. Now, evocationists who gain ANY positive or negative charge during combat will no longer be able to prime ANY potions until the entire combat has subsided, and even after a Neutral Charged spell is cast. The static cling of Electrical Evocation is uniquely affective to alchemical potions. This is to outright prevent potential overlap of Stunning with Alchemical deployment, a balance issue I am worried about. 4/1/2023 - First reformatting to bring the post more in line with a final draft mimicking other evocation forum posts. Example emotes to be done, as well as clearer descriptions of spells. 4/7/2023 - Edit & Design Notes added comparing some spells, offering balance ideas & comparison analysis to air Evo. Formatting improved again to offer RP descriptions of each spell. 4/8/2023 - Visual overhaul & spells officially named. Effects worded to be more general & easier to understand. Double charge down to one emote, and no longer reduces the doubled spell cast time by 1 emote. It is now more or less identical to combustion or blue flame, but it cannot be enchanted. Scion Mana smoothed out. 4/25/2023 - Strict emote counts rewritten to take connection emotes into account. All spells are listed without connection emotes, as it is simply assumed one will not be able to cast... without being connected; however, first connection emotes can not be used to charge lightning evocation spells. 5/28/2023 - Comments on "paralysis" and agency added to the General Properties of Conjured Electricity. Scatterspark down to two emotes, and the scaling effect was removed. Edit & Design Notes: Spoiler Hi, I rewrote Electrical Evo as a more crowd control heavy spell list, focusing on using the qualities of balance default CRP to pick effective debuffs. The effects range from limiting movement, stalling actions, interrupting spellcasting, forcing movement, and dropping held items. I tried to write spell effects that provided counterplay. Targets are able to sense they will be electrified, and can move out of range, take cover, or raise shields. Electric evocation’s history was scarred by instant-kills & heart attack inducing lightning bolts. In this rewrite, the power has been shifted to a more eclectic CC style. Only one spell included truly deals significant damage, but with restrictions to movement and offensive actions, the rewrite focuses more on complimenting other offensive arsenals, or gaining a general advantage in combat efficiency. Charges serve several functions. One, they prevent any potentially overpowered spell being spammed repeatedly. Two, they serve a thematic function of lightning. Three, they reward players for casting spells from the Electical Evocation school in mini-combos. Positive spells are slightly more powerful after being cast with a negative charge, double charge is presented as a positive spell, and discharge allows for any first spell to be a one, two punch. Four, they prevent enchanters from reaping the full rewards of the spells. Without a way to generate a negative charge and then cast a positive spell, many of the positive spells are weaker. Five, even if someone has an enchanted lightning spell, by using it they preclude themselves from alchemy for the rest of the fight. While I do not think this Charge system means that Ele Evo should be egregiously powerful because of these checks, I do believe it can deliver a sturdy crowd-control mechanic without overlapping with other strategies currently at hand. (Alchemy, Enchantment Stacking, Voidal Scion Shenanigans). Alchemy and Stuns. This is what I am most worried about. I have nerfed the ability for any electrical evocationist to use potions after they have cast a spell, and electrical evocation enchantments are deliberately weaker through the charge system. Much of the spell list is mostly going to prevent people from necessarily attacking the evocationist, as few will want to sacrifice their movement; however, the effect of Stunned is balanced so people are always able to defend themselves even if they can't move. I hope this prevents situations where items like tanglefoot have created absolutely unwinnable situations for defenders. Because the spells also all require line of sight (scatterspark at least of the ground) they also cannot be cast inside the radius of gaseous alchemical mixtures. This means there is little worry for combinations of stuns with gaseous alchemical potions being deployed, such as gaseous cockatrice breath. Someone lit on fire or splashed with cockatrice breath and then bolted by a Numbskull is going to have a bad day, but I think having a rock dropped on your head from earth evocation would accomplish a similar effect. As written, Scatterspark cannot multiply the effects of another 'zone' effect. This includes something like gaseous or liquid alchemy. Comparisons to Air Evocation - Please read! Spoiler Of all the current evocations, Electric Evocation is most similar to air. It has a near instantaneous, controlling force that generally does not spread like fire or impact like water, or earth. Air evocation has 11 spells, running from speed increases to general crowd control, and culminating with exceptionally damaging spells. Among its spell lists are several 3 casting emote stuns that either delay combat action or outright stun for [1] or [2] turns. Sound Blast "[T5] The sound blast may stun all those in its radius for [2] emotes, disrupting concentration of mages, causing temporary deafness, and causing others who heard it to be unable to perform a significant action for that duration. Significant actions include attacking or moving more than [4] meters per emote. Temporary deafness only lasts for [3] emotes, the character hearing nothing more than ringing in their ears. Connection-interruption only lasts one emote past breaking." Launch "Alternatively, one may charge a launch spell in a designated area, no greater than three by three meters and create a ‘trap’ which they may activate once a target steps on it. However, this trap can only be maintained for up to [5] emotes after it is done being charged, though the mage must maintain their concentration upon it.Should one successfully charge and activate the spell with a target above it, the target will be launched into the air by [1.5] meters and at most will result in a sprained ankle, making movement difficult. At the very least this will take [1] emote to recover form." Air Sweep "An Air Evocationist may conjure a force of air around them which sweeps under the feet of all those around them, causing them to trip or stumble backwards if unprepared. This applies to everyone, save the caster, caught in the spell, including allies. When one has been swept off their feet, they must take at least [1] emote to clamber back up before resuming attacks." Gust "[T5] The gust can push objects such as tables, desks, and shelves with greater ease. Aiming this at someone’s torso would lead them to fly back five meters and aiming it for their feet can cause them to fall flat on their face, causing a few fractures depending on the nature of the surface they collide with." Windstorm A far more potent spell, akin to that of Gust, often used to fend off foes for as long as they can maintain it, sending forth a fury of wind in a large area, making it rather difficult for opposition to move through. A wind evocationist has a total of five controlling spells. Compared to the Electrical Evocation list, this is two less. A long list of controlling effects, to be sure, but Electrical Evocation lacks finishing power. It might be able to impact combat, but it cannot bring about its end. In addition, it does not have overt defensive capability. Not in the same way that earth or air evocation do, with projectile redirection & entire conjured walls. It has a zone denial ability, and the opportunities its crowd control presents. However, air evocationists are fast casters. Two emote, and Connect > Cast emotes are all over their list. Not so with electrical evocation, which never shaves off an emote count even after voidally connected. It lacks the damaging ability of fire & earth evocation, the defense of earth, air, and water, and is generally on par or better than the controlling abilities of water, air, and earth. In this way, I feel it fulfills an intersting niche available in the evocation lineup. PS: When giving critique please try to reference the LT’s provided guidelines. https://www.lordofthecraft.net/forums/topic/218697-ability-components/ https://www.lordofthecraft.net/forums/topic/218731-%C2%A0magic-feat-submissions/ It will make it much easier for me to make balance changes rather than if you say “This ability is OP”. 39 Link to post Share on other sites More sharing options...
satinkira 5800 Share Posted March 30, 2023 1 Link to post Share on other sites More sharing options...
Luxury 601 Share Posted March 30, 2023 I thought Id never see another Electric Evo. submission again. The fanbase for this magic are diehards. . . Its pretty refreshing actually. A Minor nitpick, would you specify how this interacts with Enchanting, given the caveat of Electrical charges. Are there non-combat applications? 4 Link to post Share on other sites More sharing options...
DISCOLIQUID 1956 Author Share Posted March 30, 2023 4 minutes ago, Luxury said: I thought Id never see another Electric Evo. submission again. The fanbase for this magic are diehards. . . Its pretty refreshing actually. A Minor nitpick, would you specify how this interacts with Enchanting, given the caveat of Electrical charges. Are there non-combat applications? Non-combat electrical spells can be written after the combat ones are kinda nitpicked, but when casting enchantments, the charge is set into the enchantment. This means when you cast it, you set your charge. So, they're a little weaker. An enchantment with several low level casts of a single positive spell cannot be chain cast. This is how I prefer it, as it prevents people from taking the strongest lower level spells of this evocation and spamming them on cheap enchantments - a problem I find with translocation and earth evocation's lower level spells. 3 Link to post Share on other sites More sharing options...
S1nnerVsSa1nts 265 Share Posted March 30, 2023 Unga Unga +1 Link to post Share on other sites More sharing options...
Mr. Etan 2839 Share Posted March 30, 2023 I really want lightning evo back but this seems a bit.. Overthought maybe? I'll need some time to read it more in depth when I'm not working but I'll provide actual feedback then. Later in the day edit: This lore is extremely underwhelming. You took the lightning out of the lightning. Could use a little more oomph. +1 anyway cause lightning evo love 7 Link to post Share on other sites More sharing options...
Tigergiri 2859 Share Posted March 30, 2023 ele evo again wowo Link to post Share on other sites More sharing options...
Lord_of_losers 950 Share Posted March 30, 2023 I love that in place of the old heavy-hitting spells of old Electric Evocation, you've decided to go with a focus on crowd control abilities :) I think for the most part you've actually dealt with the Scion combo issue very handily. With a limited and clearly defined spell list I don't think you've much to worry about, especially with the primary stun abilities being blocked by shields and requiring a full 3 emote count, regardless of connection, there are much better choices for Scions to use with their already precious mana pool. That being said a way you can remove more concern from Scion comboing... Me and Samler do wonder though if it would be better to remove the mention of Scions under 'General Redlines of Electrical Evocation', specifically under 'Strict Mana Count' as Scions by lore and as stated by SquakHawk are limited to Tier 3 casting as a direct representation of their halved mana pool. We also can't cast Tier 5 spells, even with things like Augmentation as our bodies do not have the capacity for Mana as a result of the Scion ritual. In this, as I understand it, a Tier 5 mage can cast 10 spells and Scions can cast 5 spells. Your Spell Count for them is correct, but Scions shouldn't be able to cast Tier 4 & 5 spells as per Scion redlines, unless you're purposefully trying to give them Tier 4 & 5 spells at the cost of having it remove 3 casts from their Spell Count on account of the fact that this may be intended to be a less mana heavy magic because of the lack of direct damage? Sorry if that's poorly worded, but it's the best I could manage lol 2 Link to post Share on other sites More sharing options...
DISCOLIQUID 1956 Author Share Posted March 30, 2023 3 minutes ago, Lord_of_losers said: I love that in place of the old heavy-hitting spells of old Electric Evocation, you've decided to go with a focus on crowd control abilities :) I think for the most part you've actually dealt with the Scion combo issue very handily. With a limited and clearly defined spell list I don't think you've much to worry about, especially with the primary stun abilities being blocked by shields and requiring a full 3 emote count, regardless of connection, there are much better choices for Scions to use with their already precious mana pool. That being said a way you can remove more concern from Scion comboing... Me and Samler do wonder though if it would be better to remove the mention of Scions under 'General Redlines of Electrical Evocation', specifically under 'Strict Mana Count' as Scions by lore and as stated by SquakHawk are limited to Tier 3 casting as a direct representation of their halved mana pool. We also can't cast Tier 5 spells, even with things like Augmentation as our bodies do not have the capacity for Mana as a result of the Scion ritual. In this, as I understand it, a Tier 5 mage can cast 10 spells and Scions can cast 5 spells. Your Spell Count for them is correct, but Scions shouldn't be able to cast Tier 4 & 5 spells as per Scion redlines, unless you're purposefully trying to give them Tier 4 & 5 spells at the cost of having it remove 3 casts from their Spell Count on account of the fact that this may be intended to be a less mana heavy magic because of the lack of direct damage? Sorry if that's poorly worded, but it's the best I could manage lol I actually forgot that Scions are limited to Tier 3. I'll reword it. 1 Link to post Share on other sites More sharing options...
Samler 1024 Share Posted March 30, 2023 1 minute ago, DISCOLIQUID said: I actually forgot that Scions are limited to Tier 3. I'll reword it. Just stating Scions has 5 mana points (which is currently the half) and it's good. 3 Link to post Share on other sites More sharing options...
Bonito 2263 Share Posted March 30, 2023 cant wait to hit people with my discharge 13 Link to post Share on other sites More sharing options...
Ztrog 1023 Share Posted March 30, 2023 Holy smokes Lightning Evo makes a return but its not over powers? Gasp much wow I love it to death though. +1 for Lightning go zap zap 2 Link to post Share on other sites More sharing options...
Jentos 6814 Share Posted March 30, 2023 makes me nostalgic to look at. the changes are swell too, I never felt good using this back in the days bc how the **** do you realistically dodge let alone survive a bolt of lightning 4 Link to post Share on other sites More sharing options...
sam33497 2752 Share Posted March 30, 2023 I really like how practical and thought-out the this piece is, though I think it's a little on the strong side in its current state. That said, I think this could benefit from a little more flavor or cool interactions with other magics just so this isn't 'A voidal mages can shoot lightning now' thing 1 Link to post Share on other sites More sharing options...
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