Jump to content

[✗] [Magic Lore] Hydromancy


Mr. Etan
 Share

Recommended Posts

EeecKrv50bDad1pT3JbErUkgyYEzaqK8uve25SWTKubfGPpjDfIxGKSOqrO5DewVkBMkj7I6ZkMgmRkEMq_VyOEDpVSFXk302lzxBw3EMQSzn8UCXFTh4xznPfx8k9Ef10RgRlQtmmpaXuc02NsTLLc

RmrFeNIIJHzZpsFP9g5ZSwKjsK-9O7o7N9hBuU62jwY56urMvwjrZK1DLRCh4OGJVhdzcKHTLrMhLxH7GXuyvT2Y0Wn-z3D6D5xIZtUs0aLWRM27Zl7D9NlHtG9rvLGOlQKl5oE33RAOPki7afaomO8

 

An underestimated and underappreciated element by decedent kind. Water has been crucial to the rise and falls of whole empires in the past. Its waves are powerful and unrelenting,havingbeen known to destroy even mountains with enough time. During the times of Ancient Magicks, those who sought to control the destructive fires were often countered by witches and wizards who mastered the cool and calming waters.

 

KPrhgNfi3mrvUvfwVie8Alfy7hPx3JoR2XIBBnp9GKioJ46Qs3L5LOe7KzrZW3eC8X3Qau7_8_hbAUQTZan9BxI9pOTqtxTEYpoliQP7gw1nrloG9dh9na2d2l9TTvkGMbRpxUr89ob6VDW0GE6voQw

Hydromancy, or better known as Water Evocation, is the ability to conjure pure water from the void into our material realm and shape it to the mages will. It’s known as a very diverse practice as one can use it to put out small candles and even raise spikes of ice from the earth.

 

 

  • Hydromancy takes up [1] MA slot.

 

  • Hydromancy can only be done with a valid [MA] which must be taught by a master Hydromancer with a valid [TA].

 

  • Requires a stable attunement to the void.

 

089frMweKqr1IW-7GP4vnf-Yv5d8jiSUuj6r_9w3xeLJdVCxnc-IzClt9MREtqN19_DZqJQWv97sEUkRAKWU8_TQuX1aa2tg8mnLX11VvWWB1Tpuq7KDLaBlNzlqiUp4JxsVZX8S740MypHX8hgnqCc

 

AK2BpXbewLcmlWxEdbUYGTpPiphn_dZMtPSYArVHmxrutoVumEFA75g7YnO3wsqK5-zGK6fzU3dYX5srmyQ1sv6wE_ZBlGVosnMjyfaE2WawJkTyS-Mag28bejvF8sSgF2cgGxqJCYXp0gXyOaUj_OA

 

After learning how to connect to the Voidal Realm and keeping a stable connection, one can begin their journey into the Spells of Hydromancy. Mastery is found in the understanding of water.

 

A student of Hydromancy must understand water of all forms and temperatures on an innate level. It is not good enough to know what water is, where it comes from, and its boiling temperatures. One must be able to envision it within their minds’ eye, its cool touch, and its shapeless waves.

 

Once learned, the mage may draw forth water from the void with only their will. How well they can and altering its properties into various uses will come with years upon years of practice.

 

3q2bxIWJ1YnzYU6kG5kkL3ATdJCK_oTvkSIaqQFzqCpR_DtYIWupziggV3jU0GYSI1vpz0CpvSlt4jZVPm99ybnN11IIJRUck_CE7I2OSk2ehGgWsACZYas1RE-742lW7IoYCiT4lEjhYtmIzzktWck

 

UhsY2mJRLCXrkcDLE2jhwt1Znd8rYDJLafpgAU9bvNTT6uopyf401ZB_IrARsu1wTtywGIyOIIkzVICTvpeeRMZIpAbsMJZHfrmO3GkmrlKXRKJg4Y7iyxuHM9AJJmvuEiRtjj8L8dtVpT0NFxuPBmA

 

Water takes many shapes in life and, because of such, comes into play with various uses at the very tips of the mages hands. One must be patient and calm as rushing emotions can risk destruction from the crushing forces of water.


 

  • Water will make wet any surface and absorb into materials. Materials will stay wet even when the spell is going as a 'residue' of the magic and will dry normally like water but a bit faster. If the item can be wrung out the water extracted immediately vanishes back into the void.

 

  • Conjured water maintains its constant temperature. If a mage finds themselves in an extreme environment of cold or heat, they must maintain extra focus upon their cast lest they allow the elements to freeze or evaporate it.

 

  • Evoked water can be evaporated or frozen over time [3 emotes] with enough intense focus of such temperatures upon the mages evoked water such as a magical blue fire flame thrower. Frozen water can still be controlled and shaped into ice spells if the mage is T3+.

 

  • Evoked water will not mix with other liquids. Because of this it makes a great 'cup' for holding liquids and can be used as a barrier to hold back liquids.

 

  • Evoked, if consumed, provides no benefits and vanishes the next moment to line of sight being broken. 

 

  • Evoked water causes no agony or discomfort to nature. To a druid they may sense that nature enjoys the water but feels cheated or annoyed upon it vanishing. 

 

  • A Hydromancer may conjure their water to uncomfortable frigid or warm temperatures without extra stress and may ‘flavor’ their water in many forms such as conjuring Ocean water, Swamp water, or even colored ‘mana’ water with no benefits to it. (i.e ocean water won't make wounds burn). It must be clear that it *is* water.

 

  • Upon reaching [T3], a Hydromancer may freeze their water into ice. Ice will not cause frostbite. Steam cannot be evoked.

 

  • Most ice is fragile to blunt force and may be melted with intense heat; though, it is not as weak to slashing attacks. It may be layered in the form of substantial barriers to become more durable.

 

lUb50pgtf1TioPe8PVQvlbW5Rd8GoXIVI0prc9GzG5Y9Aby331VNJrYysUOJ0vR-4DBR52iVwipxZj7ygXXqszj5VN74Zo5ndnbbenYYMxlNcXH5PpM7StR3e_w4QDpI3f2YBp4uMUB8VhI4lYEYSnQ

 

-dwqdQ9Q5EVb4rypSV6DJZOX73bqIPFIqsIzxNvqDKDHrblejbgFEljab92dZmZhPnFqeX78wCqrXA3PDyEUlS0sHlcAJzNXx-45MG-HyS_80uiT_s6ZmlxKysZHJL62S7bljJlxs17qqXsRqwrTmXc

 

Throughout the centuries of Hydromancy being practiced, a well known and learned list of spells have taken place in this school of magic. Below, you may find a list of abilities one may learn.

 

Abbreviation Key:

[N] - Non Combative

[C] - Combative

 

4qCjz9MxBg1YF0NIJsmojyCQOkTHttA_CEp71W7WiuF6w7U6I-lpG7cPeE0AHIKmJ3euME_4WflFaKmhn1eSWssmifP6NBKjFPwNZEHTPF4ZBC-IyrH_paeg986hVh1r0lVUpRbFYrj_B8k3AtSS_JY  

[N] - The innate ability to conjure forth water and ice when learned from the void is the most primal spell known. This is a very free form spell that can be used for many things outside of combat such as conjuring art, power washing stone walls, or pelting a friend with a snowball.

 

 

Mechanics

  • Water, when conjured, will always be shapeless at first and must be shaped at the mages' will.

    • T1 Hydromancers cannot shape water and will break concentration trying.

    • T2 water can be shaped crudely though its form will leak.

    • T3 Evoked water can be shaped into fine shapes for various artistic purposes. Ice may now be conjured, though its shapes are crude at best.

    • T4 Shaping ice can be done into fine shapes.

    • T5 Both Water and Ice are mastered. One can make detailed statues of another person with their conjured ice or water if they so wished, for example.

  • A mage may create creative non-combat spells for various uses. Rule of thumb is if it's causing active harm it shouldn’t be done.

    • T1 has a range of 1 Square meter for these spells.

    • T2 has a range of 5 Square meters.

    • T3 is 15 Square meters.

    • T4 is 30 Square meters.

    • T5 is 50 Square meters.


 

Redlines

  • Any non-combat spells require at least an emote of connecting to the void. This may be paired into the conjuring of one's water/ice and done in one detailed emote.

    • Each time you go up a tier’s worth of range for your spell, add an extra emote to denote the time dedicated to making it larger.

  • It’s non combat. If, by chance, “Combat” starts, the spell will have to be forfeit if you wish to use a combative spell, and you must re-evoke your water into your desired spell. This doesn’t drop your connection to the void.

IkxNPohLnsvJftGbYV0iqE0RlAMskLZm9XfOjveVvrOMZ9DVs1f5pnR-IbBolvxtpENBTG9u8RTJJZuJYLnbZsF2GLHM7HsFUUSOBosErniq_fSQN0iw7zcvMsmJRBUqgZ4hoGhJzdf5BpdvdbIS7lI

2ICoabnKF79uKeUnNuS-LDy1RsK_34D2_LH8lfie7cRm3jldVU607U-cvczX7MoxM7nrKPqOD0GS3U8_0fJulf-qpZXCcAfer69f1UhKsdIJl0yb5CFj0dsBzGuQkzkGKiMhHe5fZ2EmqT0BDgDytoc  

[C] - With immense focus, one may pour momentum into a desired shape of water and hurl it upon foes in various shapes hitting with moderate force.

 

Mechanics

  • A projectile formed of water can be sent in various shapes such as discs, bolts, or even ‘jets’ of water. The shape will not add or remove to the projectile's force or speed. Shaped projectiles may be no larger than a basketball.

  • Projectiles hit quite like a semi-solid object at high speeds splashing outwards into droplets at contact after the hit.

  • A projectile is sent at the speed of an Arrow at [T1] to [T3] and the speed of a Crossbow bolt at [T4]+.

  • A projectile hits with modest force. At [T1] to [T3], it may cause foes to stumble and topple if they lose footing and will cause modest bruising. At [T4]+, a projectile will most often topple any descendant sized creature, cause major bruising, and may even break bones if the target collides with solid surfaces.

  • Requires [3] Emotes to cast. [1 Connect, 1 Form, 1 Cast]. The projectile may be held for [2] emotes before needing to be fired or dissipated.

    • At [T3]+ a Hydromancer may add 1 extra emote to instead cast a constant stream of water. This has the force akin to being hit by a high pressure fire hose and will often push back decedents the stream focuses on and may even topple them. This lasts [8] emotes when channeled.
    • At [T4]+ a Hydromancer may add 1 extra emote to increase the internal pressure of their water causing the projectile to "burst" outwards with more force upon hitting sending water spraying everywhere. This pressure often will have more of a sudden force that can "Throw" decedents off their feet instead of causing them to topple akin to the force of being suddenly sidelined by a orc charging them. The blast of water is loud making a splashing sound. 
    • At [T4]+ A Hydromancer may add 1 extra emote to 'boil' their water. It may only cause a 1st degree burn upon contact, at most a 2nd degree burn with prolonged exposure. This may be combined with streams or bursting water projectiles. Boiling water only works with this spell. 

 

Redlines

  • Water Projectiles will never instantly kill despite the speed and force. Often, it will, at most, leave the target in critical conditions or incapacitated depending on the situation.

  • If the target spends a major action emote to brace themselves, they will not be toppled, but it will not reduce the impact damage to what it hits.

  • Imagine the force of getting hit by a basketball going the speed of an arrow / crossbow bolt (depending on the tier). It will not exceed that speed and force.

  • You may only increase the pressure of a projectile or turn it into a stream of water you cannot stack the effects. 

IkxNPohLnsvJftGbYV0iqE0RlAMskLZm9XfOjveVvrOMZ9DVs1f5pnR-IbBolvxtpENBTG9u8RTJJZuJYLnbZsF2GLHM7HsFUUSOBosErniq_fSQN0iw7zcvMsmJRBUqgZ4hoGhJzdf5BpdvdbIS7lI

e-zoLk2WvZZkzx94xiaSo23EotfgG32pZ1RvgMWcxwaCLgDowb4rt7Aq5Zv2gMlOUzr9oDCthtMXlJTac0Jhyv511vVFgC9R63XZsa7Uxt3ovBQjfdJQKLcLcz8OpjRbVE0_33f_IvWCaKRXK45Y4lg

[C] - A Hydromancer can raise water into a barrier which can be used to deflect or redirect projectiles and may be used in a defensive way.

 

Mechanics

  • A deflective Barrier may be shaped creatively within reason and can deflect projectiles. Anything flaming will be extinguished.

    • Deflective barriers can only be as small as 1x1, or as big as 2x2.

    • Thrusting melee weapons will go through the deflective barrier, though its force will be halved. Slashing melee weapons are deflected. 

    • Projectiles going the speed and size of a crossbow bolt or faster will pierce it. Smaller projectiles like sharpnel will be deflected.

    • The barrier has a range of [5] meters and, once formed, cannot be moved.

    • Deflective barriers require [3] emotes. [1 connect + 2 form]

  • A trapping Barrier may be risen around [1] target in the form of waves of water collapsing around the target to form a 'box' or 'bubble' of rushing water.

    • The walls may be pushed through with a roll of 15+ each attempt expending an emote. If magic water harms the target, they must be harmed when escaping.

    • Target may breath within the box or bubble. The caster cannot 'drown' or 'waterboard' them. 

    • The Target may not be moving. If they notice the water forming around them and attempt to escape, they must roll against the mage as a good faith system and may oocly forfeit the roll if they believe their persona to be caught.

    • This may only be held for at most [10] emotes.

    • Requires [3] emotes. [1 Connect + 1 Telegraph around the target + 1 form]

  • Redirected Water may be shaped creatively, though it will always be flowing water.

    • One may redirect a single projectile going crossbow speeds or higher with the flowing water. Projectiles are only directed to the side.

    • They may only redirect what is in front of them and must know they are about to be shot at.

    • Redirective Water requires [2] emotes. [1 Connect + 1 cast]

 

Redlines

  • The water shield will not be solid but is formed of constantly flowing water aiding in its protective force, it is never solid and still. 

  • Concentration must be dedicated to the deflective barrier.

  • Redirective water cannot ever be used to redirect a projectile back at one's target.

  • Water Barriers cannot be formed of boiling water as its too complex of a spell.

  • Thee spells range may be at most [10] meters with a focus.

 

IkxNPohLnsvJftGbYV0iqE0RlAMskLZm9XfOjveVvrOMZ9DVs1f5pnR-IbBolvxtpENBTG9u8RTJJZuJYLnbZsF2GLHM7HsFUUSOBosErniq_fSQN0iw7zcvMsmJRBUqgZ4hoGhJzdf5BpdvdbIS7lI

OTVzz42Mmc1z4SUbox02Nk7DdsrS6Mg4s1ixKTnAUpHjjl7etZxP2OALOcI_04XC2rVGZW7CdI9UyAumq18250wTH1cXOX51Aj_ouZWRmLe8BBx1WXBJ9pwDg-dXyK8kpdMUrt6tNuiHDYnqTfknolE

[C] - The Hydromancer learns how to form a whip-like weapon for self use. It may be mixed with ice to become even deadlier.

 

Mechanics

  • The Hydromancer may conjure either a Water Strike formed from the ‘whip’ for a quick melee attack or conjure a full whip that they can sustain and use.

  • Water Strike is a one time lash of the water whip and a minor use of the spell.

    • The lash of a water strike would hit much like a mundane whip and can be easily deflected by weapons, shields, or protected against by armor.

    • It may also be used to ‘deflect’ a blade swing in return.

    • Water Strike takes [2] emotes. [Connect + Slash] and has a range of [1] meter at most [2] with a focus as its a ‘melee’ spell. This spell does not take much effort to cast.

  • The Water Whip may be conjured, sustained and even upgraded. Once conjured, the mage must ‘grapple’ the whip in some way and hold it. Casting implements may be used as the ‘handle’.

    • Whips must remain in the user's hand. If they open their hand or drop their implement, it will vanish.

    • A water whip will act like a mundane whip. Its range would be at most [4] meters or [8] with a focus. Arcane Focus may be used as the handle for the whip. 

    • A water whip takes [3] emotes to create. [Connect + 2 cast]. It may be maintained for [6] emotes before needing to be reformed.

    • One may ‘upgrade’ the whip with crude ice at T3, or sharp ice at T4 at the expense of an extra emote. Crude ice causes major bruising, and blunt and sharp ice will cause lacerations.

 

Redlines

  • Water Strike cannot be sustained. Once the attack is made, the water is gone and must be reconjured. It takes a smaller amount of mana than projectiles.

  • Whips, while sustained, cannot leave the casters hand. If it does for any reason, it will vanish.

  • The lashes of the Strike and Whip are more effective against skin;attempts to use it on plate, chain, or even leather will find it significantly ineffective. Normal ice will shatter on plate.

  • Whips cannot be conjured out of boiling water as maintaining the temperature while the complexity of this spell is a bit too much. One or the other for the mage. 

 

IkxNPohLnsvJftGbYV0iqE0RlAMskLZm9XfOjveVvrOMZ9DVs1f5pnR-IbBolvxtpENBTG9u8RTJJZuJYLnbZsF2GLHM7HsFUUSOBosErniq_fSQN0iw7zcvMsmJRBUqgZ4hoGhJzdf5BpdvdbIS7lI

nnvehChYyxVp7gYCZXS9kfGawpeCperPkTEf1NojZnNiIkBB07QiDYz9JC1KZY_sNksWW0vyOaT5vtcMYp4ZEt3AslWlsQvnz9t2anqMxM-tD-TKMzYc8E21Fd3lvl85RWzubuiiqnqTZcXpK0RBC1s

[C] - The Hydromancer can evoke ice and hurl it towards foes. This ice can be as detailed or crude as they imagine from simple chunks of ice to detailed arrows.

 

Mechanics

  • Ice may be shaped either bluntly or sharply in any aesthetic.

    • Sharp Ice such as Icicles, Arrows, or Dagger shapes are as sharp as a ferrum blade but may easily shatter upon blunt force or meeting plate resistance. Sharp ice will peirce unarmored foes but only dent heavy plates.

    • Blunt ice such as chunks, balls, or hammer shapes are significantly stronger and will not shatter. Blunt ice will cause large dents and have more concussive force behind it as it's a solid object.

      • Small blunt ice will cause moderate impact damage, akin to being hit by a small rock at high speeds and can crack bones if direct hits.

      • Large blunt ice will cause great impact damage, akin to being hit by a large rock at high speeds and can break bones if direct hits.

  • Ice Projectiles may be either sized differently to achieve different speeds and forces.

    • “Smaller” sizes such as daggers, iceballs, or anything the size of a baseball or smaller will move at Arrow Speeds at [T3]-[T4]. They will move at crossbow speeds at [T5].

    • “Larger” projectiles require [T5]. Shapes like an arrow or hammer, anything bigger than a baseball but at most the size of a basketball, will move at Arrow Speeds.

      • “Larger” projectiles add [1] extra emote.

  • Requires [3] Emotes to cast. [1 Connect + 1 Conjure + 1 Fire Projectile].

    • Additional projectiles can be created with [1] added emote; no more than [5] can be charged.

    • You can only conjure additional sharp ice or blunt ice, not a mix of both.

    • You can only conjure multiple “Smaller” projectiles.

    • Multiple Projectiles can either all be fired at once or one at a time. They must be within line of sight. If all at once, it will be in the same direction.

 

Redlines

  • Ice cannot be smaller than a marble nor larger than a basketball. 

  • Can be any shape for aesthetic purposes only. Size determines effect per Mechanics.

  • If multiple projectiles are fired at the same time, it will be in the same direction.

 

IkxNPohLnsvJftGbYV0iqE0RlAMskLZm9XfOjveVvrOMZ9DVs1f5pnR-IbBolvxtpENBTG9u8RTJJZuJYLnbZsF2GLHM7HsFUUSOBosErniq_fSQN0iw7zcvMsmJRBUqgZ4hoGhJzdf5BpdvdbIS7lI

 

nTDaD9Re7x4z2WTscQyR3eNnX3Tkxy0KRQAZpIeBXs583-W0xOOE78DxW2aLVqYhpTbuUJCxH7e3B3n9hnibiNXVrEL9kogvMY6WlGS5DlIpQvWXjtdFsC7L0LoZnVFeZWDnmyEMba_LHv9e0rcf6H4

[C] - A skilled Hydromancer may bring forth a large amount of water and send it as a crushing wave of water; the momentum builds up the further it moves, pushing back nearly all in its path.

 

Mechanics

  • A forceful wave of water is conjured, starting before the mage in the form of a large pool of water building into a wave.

    • The pool must be emoted as active smaller waves sloshing back and forth.

  • Requires [4] Emotes to use. [1 Connect + 2 Form + 1 Send Forth].

    • The wave is maintained until its max range of [15] meters. If the mages concentration is disrupted, the wave vanishes in [2] emotes; its force is cut in half, then vanishes.

    • The wave moves [5] meters per round of emotes. Its speed cannot be slowed or hastened. 

  • The wave height is [2] Meters, and the length can be up to [4] meters and a width of [5] meters. It pushes all it comes in contact with the force equivalent to an orc and will swipe those who do not brace for the wave off their feet pushing backwards for as long as its sustained.

    • The size of the wave cannot be enhanced nor decreased due to the immense nature of the spell.

  • The spell itself may be flavored creatively, such as a horse running with the wave or a small shield wall advancing forward. Its shape will not change its properties.

 

Redlines

  • The wave must be in line of sight. Should the mage not have it, even when already cast, the wave will cease.

    • If the wave is already cast and line of sight is broken, the wave takes [2] emotes to vanish. First, losing half its force, then vanishing entirely.

  • Waves cannot be conjured out of boiling water. The amount of focus in creating high temperature water cannot be maintained with such a complex spell like Summon Wave. 

 

otFLKFYSy-kbZ87neSBu5ED7WoV6SrV66Yw7ElSKpiafWIWvD1uja3HeNbxwm_GSjk3mSgH9exetZqXrH8Pa12Es0U_ZQnJqSLCUscHdVCGZUOInL_pBD22GQCMxa8r5SXgwQ5vwQ4H2mlZIBe6cxQM

 

xNB8sf5hK7inLLmSKo-dpmRb28Jpfpblmm4W27xNABfkLoqqBNvh93jvBLWr91SUuWVPz7MbHEdv0gdkhQsc6a-PLodMf-giPPGHtLcw7LIfWXUOudAdJZUaySqwdI6Wrs9vrmJTariZU2uv4inHBf8

 [C] - The Hydromancer can bring forth large spikes of ice over the field of battle for deterrence or catching those unsuspecting. 

 

Mechanics

  • The Mage may only create a “Spike Field” or a “Large Spike”. The range of either is limited up to [10] meters.

  • The Spike Field can be conjured at most the width of [2] meters, and the length of [5] meters in size.

    • Spikes formed in the field require [4] emotes to cast. [1 Connect + 2 Telegraphed gathering of points of ice where the field is + 1 Ice Spikes spring up]. The spell can only be held for [6] Emotes.

    • Spikes formed will jet upwards suddenly from where they were telegraphed, being at most [2] meters in length and [3] meters in height. 

    • The spikes can be broken slowly over [4] emotes or melted by a plume of flame over [2] emotes.

  • The Large Spike are conjured in a single area where the mage designates.

    • The spike formed requires [3] emotes to cast. [1 Connect + 1 Telegraphed Spike Point + 1 Spike jets out of the ground.]

    • The singular spike may be at most [2] meters wide and [6] meters tall, and the tip is particularly sharp. 

    • The Large Spike may be broken in [3] hits or melted in [2] emotes of direct flame. It may be held for [4] emotes.

  • If the mage’s focus breaks, they will crumble instantly, releasing anyone caught by the spikes.

 

Redline

  • Ice Spikes REQUIRE telegraph. Where you plan the spikes to rise from will always be visible to everyone, the air in the area will chill, etc.

  • Once you start to conjure where the ice spikes will rise, they cannot be moved.

  • The spikes are sharp but cannot peirce plate or shields.

    • The Large Spike is particularly sharp. It will puncture the plate if it's a direct hit under the person. It will become cracked and shatter easily after.

 

_E1gDnXyTgLUPP19XnFOXaj8Q-h2PMJZxf1RI9VloVHuCz4KOqei9Mh0GTc-Bo0kDeIEdFB8CclVP8ooiyOZb6fEdf3EMV_pcqfwIHMs44CItXWjiqeHjHC3uSWetdJaohLMsAnvChnJlF_bCcOlobo

 

tS7FYhv7rHtTlH9QQUyPR2qWAmz2IHZFVdWf1mRbAHvqvSIY62btJLl0kRHw9lpWehB35UW2BCgX8OsAwiK1O3yU4ikdiGKmTQ7i4Wz1-X0cR1-0oYqZkkcmWh_QzNEglZWeJP-WqlWe5HPNsE3Ll_E

[C] - By evoking thicker ice before or around them, the Hydromancer may create a barrier of ice that can be used to protect against attacks.

 

Mechanics

  • The Barrier conjured may be a “Wall” or a “Dome”.

    • The Wall may be no more than [3] meters wide and [2] meters tall and may take any aesthetic look.

    • The Dome may only be [3] meters radius max.

  • Barrier Walls can take [4] blunt hits at max; sharp attacks take [8] hits before shattering. Direct flames will melt it in [2] emotes.

    • Walls require [T3] to use. Direct Line of Sight is needed and it may be placed within [10] Meters of the mage. Once placed, it cannot move.

    • Walls require [3] Emotes to cast. [Connect + Conjure + Raise] and can be maintained for [6] emotes.

  • Barrier Domes can take [3] blunt hits or [6] sharp attacks before shattering. Direct flames will melt the dome in [2] emotes.

    • Domes require [T4] to use. The mage will always be the centerpoint of the spell.

    • The Dome requires [4] emotes to cast, [1 Connect + 2 Conjure + 1 Raise]. It can be maintained for up to [10] emotes, assuming it is not broken by then.

  • Upon forceful or willful shattering of the Dome or the Barrier, the mage will need [1] emote to recuperate but are not stunned or dazed.

Red Lines

  • The ice is transparent, though anything seen through it is slightly distorted.

  • Barriers are gradually formed and fully raised at the last emote.

  • The mage must be the center of the dome.

    • No other actions may be taken while full focus is on maintaining the dome.

  • The mage may move while sustaining the shield but cannot take sudden movements or they wilfully shatter the spell (i.e jumping out of the way, sprinting, anything that would disconnect focus on a spell).

 

MPhELUm7njQVuakiCgLBATIB8uKEqW7w04mfre13Xk7xxt4IOzBv_-y9qz3FwQpumMVzFDGqdp43YLAD6moBe5Jp3Om0W-qN_oXi_w0Bi5WIom-d7uvbxwqCZN_uNkstx4Hk28g1Z-lAX4PGYljSvNQ

 

02_zr__BdpZ7d1O3eU0WrGbl94WA3dLfO25_vVFxe0G4oJ-GZZMwTmwUcZLFAsKZY9iNf9BfFCeFHLUEEHgfOGwzlOFfuqerUyyxHYTmjjOOgRiNP_rgLORwYmEbP8uvjv-SiUaUPlSp4MJGOPAzQw0

[C] - A masterful spell of the Hydromancer bringing together all of their abilities into a devastating environmental hazard spell.

 

Mechanics

  • The Hydromancer shall focus on the sky and conjure forth thick, dark clouds that will begin to darken the sky above the area.

    • This area of effect is, at most, the Shout Chat range.

  • Once the storm begins to churn, the Hydromancer may conjure forth a heavy rainstorm, a slush storm, or an ice storm.

    • The Heavy Rainstorm is a heavy battering rain putting out large fires. The temperature change from the conjured Rainstorm creates a fog that reduces line of sight down.

    • The Slush Storm is a mix of ice and rain chilling the air and covering the ground in a slippery slush.

    • The Ice Storm is a storm of pure blunt ice that rains down upon all pelting them, causing bruising and annoyance. 

  • The Storms require [5] emotes to cast [1 Connection + 3 Clouds Conjuring + 1 Storm starts] and can be maintained for [4] emotes.

    • This spell takes up “Half” of the Mages “Mana Pool” and may be extended to [8] emotes, expending all of the mages mana causing exhaustion.

  • Heavy Rainstorm:

    • The rain is loud and pelting, a torrential downpour. The fog created from the downpour reduces line of sight down to [2] meters for all in range and can only hear what is in Quiet chat range, the rain drowns out all shouts and talking. The mage may choose to lighten the rain so it is not as loud and impacting.

    • No damage is done to anyone. The downpour may, at most, tear up garden plants and knock over loose items. 

    • Fire cannot be used in this downpour: magic, alchemical, or mundane.

    • Oddly enough, due to some whimsical nature of the magic or perhaps the atmospheric pressure of the artificial magic real rain often gets mixed into the storm allowing it to be used to bring water to dry areas or water large farms. 

  • Slush Storm:

    • Slush begins to fall with rain slowly coating the area over [2] Emotes. After [2] emotes, the ground is considered a slipping hazard for all in range. Movement is halved, and any attempts to rush may result in slipping

    • The slush may be melted into water with fire. Only the area the fire touches is affected.

    • The slush causes no damage and is but an environmental hindrance.

  • Ice Storm

    • The Ice storm drops golf ball sized hail upon everyone in the area. The hail may cause bruises to those without cover, interrupting focus on mages including the caster if they do not cover themselves, and becomes very loud when hitting many surfaces.

    • The hail melts after pelting, so the ground is not a walking hazard. Fire can be used to melt the hail before it hits you.

    • Minor environmental damage may be caused such as destroyed pots, holes in windows, and destroyed shingles. 

  • This is a MASTERFUL Spell Requiring T5.

 

Red Lines

  • The mage must be able to see the sky above to conjure the storm. Once the storm is fully conjured, they need only keep focus and can only move [2] meters an emote and may take actions to shield themselves from the storm.

    • The Mage is the center of the storm. It moves with them, and each emote for the storm must be done in SHOUT chat.

    • If the Mage is interrupted during the cast, the storm will die down in [3] Emotes. [Clouds slowly fade letting the sun through-> Storm slowly stops -> Storm is Gone]

  • The Storm will never be able to kill someone outside of their own misfortunes due to the environmental hazards. 

  • The Storm will always affect the caster.

  • This Spell can only be enchanted upon Arcanium items and can only be used once every [3] OOC days when enchanted. The enchanter must pick which type of storm is Enchanted upon the item, only one type of storm can be enchanted.

  • Storms cannot be made with boiling water the spells is far too complex to mix boiling water in. The rain conjured may be at most warm or uncomfortably chilly. 

 

lUb50pgtf1TioPe8PVQvlbW5Rd8GoXIVI0prc9GzG5Y9Aby331VNJrYysUOJ0vR-4DBR52iVwipxZj7ygXXqszj5VN74Zo5ndnbbenYYMxlNcXH5PpM7StR3e_w4QDpI3f2YBp4uMUB8VhI4lYEYSnQ

n_OiYjAdiSxkdxN77MCHbIDCZcZsFM8MlERS00UbbMGQlPzuzfqGoV0apey70xkJ_3z2omcs4mIDPy6ZJdRi68qqUiF_EROIas5GNSCltAvwdJdaSKaZv0eFHFcHGie01BkHWNrh9Fc6vYW68TzHV2w

 

 

T1 - Novice

 

New to Hydromancy. This Mage is either freshly connected or an experienced Mage starting their journey into Water Evocation. This stage lasts [2] OOC weeks, and the focus is learning about water innately.

 

Spells: Conjure Water (T1), Water Projectile

 

T2 - Apprentice

 

Now experienced in what water is and can reliably conjure water, the new Hydromancer now focuses on learning how to shape their water and begin to figure out their identity on what kind of water they themselves shall conjure. This stage lasts [3] OOC weeks.

 

Spells: Conjure Water, Water Projectile, Water Barrier


 

T3 - Adept

 

Our weathered Hydromancers have found their identity with their water and learned how to be destructive with it. Now, they will begin their journey into learning Cryomancy, or rather, Evoking ice. This stage lasts [5] OOC weeks.

 

Spells - Conjure Water & Ice, Water Projectile, Water Barrier, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Barrier.

 

T4 - Expert

 

The Hydromancer has nearly mastered the art. They are a formidable foe and understand the crushing forces of water and have learned how to refine their ice. Now, they work to mastery. This stage lasts [6] OOC weeks.

 

Spells - Conjure Water & Ice, Water Projectile, Water Barrier, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Barrier, Ice Dome, Ice Spikes

 

If an Enchanter, they may learn how to Water Forge.

 

T5 - Master

 

The Hydromancer has mastered the art. They have learned the masterful spell of the Evocation and are ready to begin teaching new Hydromancers themselves.

 

Spells - Conjure Water & Ice, Water Projectile, Water Barrier, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Barrier, Ice Dome, Ice Spikes, Storm Call

 

whV6wc_2GriUFXCTRSBhNHre4njaZHEBT-mQcdfc7K_KmL1uIUdJsx6BRRwK3fNyVB0sf4QKQOoc8li0NF5sMDAWksH-5GG1l2fnvJF2osDqUG5blwL1mGKJ_mH9f4Lg-AyPmBcg-LHf9x8D-Sdrzl0

 

N6XytKU9bhpNkvEAJqcldj3hjnzW6tPtqaUNIOD9f2_zKj6tiHrX5m3MHJtaSHOvBX_Y6w8RH9EJz3L6PIF2Y3_n92fYLD-PpX7RsW6o4xj-8rmX3DlGh7HA78hSaI-e5bgfguNyeNFcNZ3qYPlhDpg

 

Hydromancy, like most arts, are able to be captured by skilled transfigurationists and enchanted into items to hold the powerful spells of Hydromancy. All Enchantments must follow the guidelines of the spells in the spellbook.

 

image.png.38fac0439e85c746ad7f3d5853485805.png

If the Enchanter is a Hydromancer themselves, they are able to do a feat known as "Water Forging" which is creating high pressure water and solidifying it into a solid material and binding it permanently to the material realm with Transfiguration. The concept is expending an immense amount of mana to create a dense high-pressure water that is perceived as solid due to the pressure and binding it to an Arcanium core or frame.

 

With this, they may make Water Forged weapons which are lighter than metal with the strength of steel and can be "sharpened" with iced edges, Water barriers to create magical gates or solid water statue for arts among other creative uses. The waters may be aesthetically any color or any type of water and may look constantly. flowing or static and solid.

 

Mechanics & Redlines

  • Enchanting spells requires a Transfiguration and a Hydromancer working together or one to know both.

  • Water Forging requires the Transfigurationist to have T4+ Hydromancy.

  • Forged Water is steel strength and is rather light. The Arcanium core/frame absorbs the shock so any hits that may dent or shatter steel would do such to the Arcanium core/frame. If the frame breaks, the water 'pops' and vanishes.

  • Forged Water may take any color desired or be any type of water desired. It is Semi-Transparent due to how dense the water is.

  • Forged Water can be warm or cold to the touch.

  • If ice is added to make a blade edge it does not cause frostbite. The ice edge is fragile and attempting to use it against solid surfaces will cause the ice to shatter needing to be fixed by a Water Forging Hydromancer.

  • Forged Water requires it to be ‘bound’ to an Arcanium Frame or Core. If either are broken the water pops and vanishes.

  • Forged Water may be evaporated by multiple intense heat sources only. The more water the more sources needed. (i,e, a sword would only need 1 blue flame thrower spell, but a gate would need 3, etc). Once evaporated it must be reforged. The water may be frozen from intense sources of cold but will retain the same properties and just will no longer be semi-transparent. 

 

lUb50pgtf1TioPe8PVQvlbW5Rd8GoXIVI0prc9GzG5Y9Aby331VNJrYysUOJ0vR-4DBR52iVwipxZj7ygXXqszj5VN74Zo5ndnbbenYYMxlNcXH5PpM7StR3e_w4QDpI3f2YBp4uMUB8VhI4lYEYSnQ

 

General Redlines of Hydromancy

 

  • Cannot manipulate real water. You can only control what you conjure from the void.

  • All spells require light of sight, as any voidal magic.

  • Aesthetic Changes to Hydromancy cannot change its mechanical function nor give any advantages.

  • Ice can only be conjured at [T3] and requires innate study of ice. 

 

Purpose:

 

The last rewrite of this magic was required by the ‘Lore Games’ of yore causing the writing to be more shaped around ‘walking on eggshells’ type writing and wasn’t all too clear. This rewrite helps change the wording and adds a few new features to Water Evocation.

 

I didn't really work on this with anyone because I am hoping to get feedback on this post from everyone about the spells. Are they too much? Too little? Let me know. I'm sure we have plenty of time before the next lore mag anyways with the new map coming. 

 

Rewrite TLDR: https://www.lordofthecraft.net/forums/topic/224958-magic-lore-hydromancy/?do=findComment&comment=1975422

 

Credits:

Pundimonium - Previous Author

ZenNex - Grammar Corrector

 

Change Log thus far:

4/7/23

-Added clarifications to properties of evoked water.

-Changed range on evoke water/ice spell.

-Changed properties of storm call rainstorm spell.

-Added clarifications on the impact of blunt ice projectiles.

-Deep Ice clarifications added on meltability, etc. 

-Gave a reason for why surfaces remain wet.

4/8/23

-Added more "Advanced" forms of water projectiles, a high-pressure water blast and a water hose. See spell for details.

4/9/23

-Added to Properties: "Evoked, if consumed, provides no benefits and vanishes the next moment to line of sight being broken."

-Changed deep ice to Water Forging. (To not step on frostwitch toes)

4/10/23

-Projectiles may be boiled with +1 emote. ONLY this spell may be boiled. All others are too complex.

-Added an 'entrapping' barrier to Water Barrier, an idea spawned from feedback of Songwitch (Thanks!)

-Added a defined amount of time water whip lasts, and clarified focuses can be used as the handles. (Thanks Sam)

 

Citations:

[✓] [Magic Lore] Water Evocation - Voidal - The Lord Of The Craft


 

Mjs1YvZ8Ou4qwqbNDGn8-xt3SGDA-96eAVK5AITq-hi-_8NYb-GH9vcDS7AD7cfzetaA51z5VAvhZgppnCJssJ6T8pkhCMG0q3VjYR2PuBmjjYcfPVwKXFml2Kvi13Djc9zJjLmpIKLP83UnNBppNXg

 

 

 

 

 

 

 

 

Link to post
Share on other sites

I disagree heavily with a purely combative magic (aside from your 1 non-combative spell) being a 1 slot magic all the way to tier 5. Thats my biggest gripe. Quite the powerful magic for 1 slot all the way up to tier 5.

 

Link to post
Share on other sites

Just now, Cloakedsphere said:

I disagree heavily with a purely combative magic (aside from your 1 non-combative spell) being a 1 slot magic all the way to tier 5. Thats my biggest gripe. Quite the powerful magic for 1 slot all the way up to tier 5.

 

 

Funnily enough current Water Evocation is practically all the same spells outside of alterations. Do you have suggestions for non-combative things?

The 1 non-combative spell is basically an open book for you to make creative non combative uses out since the only thing we're really allowed to have freeform these days, albeit limited, is non combative stuff. So its sort of like a "Make your own cool spell" sort of thing.

Link to post
Share on other sites

Can I pay you to format lightning evo

Link to post
Share on other sites

4 minutes ago, DISCOLIQUID said:

Can I pay you to format lightning evo

 

$200 I take cash app you can help pay my utilities for the month.

Link to post
Share on other sites

48 minutes ago, Mr. Etan said:

 

Funnily enough current Water Evocation is practically all the same spells outside of alterations. Do you have suggestions for non-combative things?

The 1 non-combative spell is basically an open book for you to make creative non combative uses out since the only thing we're really allowed to have freeform these days, albeit limited, is non combative stuff. So its sort of like a "Make your own cool spell" sort of thing.

There are many non-combative things that you could add. From conjuring small bodies of water from seemingly nothing, abilities to create fog, direct water flow to create different paths of erosion and/or new streams or water ways, cause water to evaporate from an area, etc. etc.

Regardless of adding more non-combative spells, I still feel as if the magic is extremely powerful for a 1 slot magic, even if the re-write is mostly just a copy/paste from the previous lore. I'd rather see the magic change from a 1 slot all the way up to tier 5 which can quite literally control weather and cause physical damage and harm to maybe tiers 1-3 are 1 slot and tiers 4-5 are 2 slot to combat the people wishing to magic stack their singular character.

Link to post
Share on other sites

31 minutes ago, Cloakedsphere said:

There are many non-combative things that you could add. From conjuring small bodies of water from seemingly nothing, abilities to create fog, direct water flow to create different paths of erosion and/or new streams or water ways, cause water to evaporate from an area, etc. etc.

Regardless of adding more non-combative spells, I still feel as if the magic is extremely powerful for a 1 slot magic, even if the re-write is mostly just a copy/paste from the previous lore. I'd rather see the magic change from a 1 slot all the way up to tier 5 which can quite literally control weather and cause physical damage and harm to maybe tiers 1-3 are 1 slot and tiers 4-5 are 2 slot to combat the people wishing to magic stack their singular character.

 

For one this is still significantly weaker than what is available for other one slot magics, let alone voidal one slot magics. For non-combative uses evocations have extremely freeform ones which kind of defeat the purpose of having a large variety. For instance fog is possible with air's non-combative magic, erosion would just be possible with creating streams of water, and manipulating or evaporating existing water is the domain of shamanism and not possible in voidal magic. Fundamentally evocations do not have a lot of non-combative spells because one does essentially everything they could possibly do with the magic. Add in circling rituals as a further freeform way of doing essentially anything at a large scale and it's really not necessary.

 

Also remember that most one to two slot magics that don't have a lot of combative spells lack them because they also have no negative consequences for obtaining that magic. Voidal magic makes you a frail, exhausted noodle.

Link to post
Share on other sites

2 hours ago, Cloakedsphere said:

abilities to create fog

 

 

Air magic already does this

Link to post
Share on other sites

2 hours ago, Cloakedsphere said:

Regardless of adding more non-combative spells, I still feel as if the magic is extremely powerful for a 1 slot magic, even if the re-write is mostly just a copy/paste from the previous lore. I'd rather see the magic change from a 1 slot all the way up to tier 5 which can quite literally control weather and cause physical damage and harm to maybe tiers 1-3 are 1 slot and tiers 4-5 are 2 slot to combat the people wishing to magic stack their singular characte



To say that, is to also say every voidal magic is too powerful, the whole purpose of voidal magic is to be a combative set, with its long charge rates.

I agree with more flavor spells and non combative spells

Water healing
Poising extraction

liquid manipulation.

 

some of these I think could be added, however 'I think' is the phrase I'm using here 

Also evocations should not be 2 slot magic, as they don't serve any sort of ritualistic or enchanting of any sort, they are once more purely combative or utility two slot magics alos serve no absolute combat advantages (transfig,bM,HM, ect. . .)

check out all the voidal Lore here!
 

 

 

One thing I do wish to say about this lore is that is a heavy defensive focus magic, I would suggest sticking to that, while adding only little amount of attack spells. Instead I would focus on making hydromancy the voidal healing magic, as we kind would need something of the sort.

Bubble- A hydromancer can conjure water, however for if one were to focus on its temperature one can treat 2nd degree burns or cure fevers! (a bland definition of what I'm thinking of)


Poison extraction- by conjuring water, one can seep the water through the body of a fallen ally, who seemingly digested poison, this would of course take great focus and dedication but if successful one could extract poison or Azhl blight from the blood stream.

(I do have ideas but  as of writing this it is 3AM but I do believe this is a good re write- make it more defenisnve/support however)

Discord: teawithFrisket#0345

Link to post
Share on other sites

I for one embrace the new rewrite altho I have a few things I want to pick apart, out of love for water evo and to address the comments above me.

Properties of water:
Please add when a mage disconnects from the void, the surfaces made wet would become dry once more.

And likely a line about wether or not it should be able to mix with existing liquids, I was told from ST current water evocation can't, saddly I can't find screenshot of this interaction. 

Evoke Water / Ice
Our Bread and butter, personally the spell equalivant I already cast 9/10 times in my roleplay. Is there a reason T1 can conjure the equalivant of T2 in other evocations? I think it should get tuned back to the original, so T4-> T5 can feel the pride and accomplishment as they go 25 -> 50 funny water magics. Also Square Meters- I think it would be much better with Cubic, seing as we are dealing with a volume spell. :) 

Ice Projectile
I would love a brief line or two about the expected damage from the larger variants, so if I get to use this spell, and HumanJoe_42 starts asking for lore, I have a reference for him instead of 'like that line, but bigger/stronger/worse for you!' 

Summon Wave. I must maintain it for as long as the water wave lasts, it last untill it has moved 15 blocks. HOW FAST IS THE WAVE?! HOW LONG DOES IT TAKE?! The age old question no ST can answer, including those with the magic. Giving it a speed or saying how long it takes (post sending forth) to finish.

And hail Stormcall, you took the useless T5 spell, which was then made even more / Equalivant useless, and now it can serve a purpose! 


 

4 hours ago, Cloakedsphere said:

There are many non-combative things that you could add. From conjuring small bodies of water from seemingly nothing, abilities to create fog, direct water flow to create different paths of erosion and/or new streams or water ways, cause water to evaporate from an area, etc. etc.

Regardless of adding more non-combative spells, I still feel as if the magic is extremely powerful for a 1 slot magic, even if the re-write is mostly just a copy/paste from the previous lore. I'd rather see the magic change from a 1 slot all the way up to tier 5 which can quite literally control weather and cause physical damage and harm to maybe tiers 1-3 are 1 slot and tiers 4-5 are 2 slot to combat the people wishing to magic stack their singular character.

'from conjuring small bodies of water from seemingly nothing' That is the basis of the entire magic already.
So the ability to create fog, would be dubious as Fire Evocation can create smoke and Air Evocation can create fog. Don't want to step on their toes.
'To direct water flow to create different paths of erosion' So once water is evoked, you can control it, potentially blast away dirt to form a new path of an existing stream, for all evoked materials must return from where it came, unless you have a way to continually sustain the mana anchor required to maintain it in the material world.
'Cause water to evaporate' Sorry, we lost that with the lore games. :( Ain't allowed to make scolding water and thus we are unable to boil our evoked water and use it to heat existing water to make it boil and evaporate. 
And besides, looking at it comparingly to the other voidal magics? This doesn't even make it the top ranking ones but I am still giddy with excitement, but again it's hard to beat Earth Evocation, Translocation and Fire Evocation. While Air remaining solid and Conjuration's only weakness it the casting times.



 

 

2 hours ago, TeawithFrisket said:



To say that, is to also say every voidal magic is too powerful, the whole purpose of voidal magic is to be a combative set, with its long charge rates.

I agree with more flavor spells and non combative spells

Water healing
Poising extraction

liquid manipulation.

 

 

 

One thing I do wish to say about this lore is that is a heavy defensive focus magic, I would suggest sticking to that, while adding only little amount of attack spells. Instead I would focus on making hydromancy the voidal healing magic, as we kind would need something of the sort.

Bubble- A hydromancer can conjure water, however for if one were to focus on its temperature one can treat 2nd degree burns or cure fevers! (a bland definition of what I'm thinking of)


Poison extraction- by conjuring water, one can seep the water through the body of a fallen ally, who seemingly digested poison, this would of course take great focus and dedication but if successful one could extract poison or Azhl blight from the blood stream.

(I do have ideas but  as of writing this it is 3AM but I do believe this is a good re write- make it more defenisnve/support however)

Discord: teawithFrisket#0345

So the voidal healing magic is called Conjuration T5 with Jing T1 (or as I call it, Conjuration T6), while fire evocation can cauterise wouinds, we can already treat to some degree burns and fevers but just evoking cold water. 

The poison extraction sounds a bit unlikely- If water enters someone's person it just goes 'pop' and is gone, the more I think about it, a transfigurationist might be able to extract it, if they had felt the poison beforehand and haven't had much time to spread- But is likely told no and to keep it to dead objects.

Liquid manipulation, if it is to use evoked water/ice to  manipulate existing liquids, such already exist?

Funnily enough, the old water evocation wasn't really defensive nor offensive, sure if they didn't have armor, you could harm them, otherwise all you could do was push people around, if you saw someone make a flame thrower, you would be a fool to make a water wall, as they could hold the spell and then send it, literally out lasting your wall, or walk around it. Same goes for bows/crossbows. Hail Storm (now Stormcall) was a 5 emotes do nothing spell. Almost no one could tell you how Ice Spikes was supposed to work, as it claimed to be a defensive-offensive spell but in truth was used as ice wall with a spike on top. The spells here aren't more offensive than Earth Evocation / Fire Evocation.

We got water projectile, mild damage unless you can combo with a wall behind target.
Ice projectile, a higher tier, still kinda worse variation of the T2 Earth evo spell (I still love this new iteration), Water Whip which, let's be honest. Ain't going to do a lot. That is all the 'damage' spells. 

Water projectile is more disruption, water wave for mass disruption / displacement. Ice spikes for area denial.
Water and ice walls for defence
And hailstorm for versitility/support.

Link to post
Share on other sites

4 hours ago, TeawithFrisket said:

One thing I do wish to say about this lore is that is a heavy defensive focus magic, I would suggest sticking to that, while adding only little amount of attack spells. Instead I would focus on making hydromancy the voidal healing magic, as we kind would need something of the sort.

Bubble- A hydromancer can conjure water, however for if one were to focus on its temperature one can treat 2nd degree burns or cure fevers! (a bland definition of what I'm thinking of)


Poison extraction- by conjuring water, one can seep the water through the body of a fallen ally, who seemingly digested poison, this would of course take great focus and dedication but if successful one could extract poison or Azhl blight from the blood stream.

(I do have ideas but  as of writing this it is 3AM but I do believe this is a good re write- make it more defenisnve/support however)

Discord: teawithFrisket#0345

 

I do enjoy the concept of having water have more 'healing' esc utility though the concept of voidal 'healing' is often tiptoed around.

 

I love the idea of using water to break fevers, treat burns and wash wounds. Poison extraction seems it could be iffy since you need to see your water.

 

I was also thinking of perhaps 'water pressure' bandages and splints that can be conjured for stopping active bleeding or helping someone who just broke a bone temporarily until they can get proper medical treatment. 

 

One should also be able to wash wounds and extract foreign objects from wounds with ease with water since its both steril and the pressure can be altered I imagine.

 

Let me know what you think of these concepts? I can add them in as spells.

 

As always, thanks for your feedback.

 

2 hours ago, Samler said:

I for one embrace the new rewrite altho I have a few things I want to pick apart, out of love for water evo and to address the comments above me.

Properties of water:
Please add when a mage disconnects from the void, the surfaces made wet would become dry once more.

And likely a line about wether or not it should be able to mix with existing liquids, I was told from ST current water evocation can't, saddly I can't find screenshot of this interaction. 

Evoke Water / Ice
Our Bread and butter, personally the spell equalivant I already cast 9/10 times in my roleplay. Is there a reason T1 can conjure the equalivant of T2 in other evocations? I think it should get tuned back to the original, so T4-> T5 can feel the pride and accomplishment as they go 25 -> 50 funny water magics. Also Square Meters- I think it would be much better with Cubic, seing as we are dealing with a volume spell. :) 

Ice Projectile
I would love a brief line or two about the expected damage from the larger variants, so if I get to use this spell, and HumanJoe_42 starts asking for lore, I have a reference for him instead of 'like that line, but bigger/stronger/worse for you!' 

Summon Wave. I must maintain it for as long as the water wave lasts, it last untill it has moved 15 blocks. HOW FAST IS THE WAVE?! HOW LONG DOES IT TAKE?! The age old question no ST can answer, including those with the magic. Giving it a speed or saying how long it takes (post sending forth) to finish.

And hail Stormcall, you took the useless T5 spell, which was then made even more / Equalivant useless, and now it can serve a purpose! 

 

Glad to see you Samler! Glad you like the write thus far.

 

I understand the want to make whatever surface made wet becomes dry, but I also want magic to have odd and whymsical properties that can't be very easily explained.. Like why is that towel still wet after the evocations gone? And when I wring out out.. wheres the water? Etc. Let me know what you think.

 

As for liquid mixing - I think water evocation shouldn't mix with liquids, thus it can be used as a cup of sort for perhaps moving liquids? Useful utility there for sure.

 

As for the evoke water / ice I'll look into the distance, I suppose it does make sense.

 

Summon Wave - That you for calling this out, I totally forgot current lore never specified speed and I'll work something into it.

 

Thanks for the feedback on Stormcall I'm in love with the idea of making storms with magic. I was actually thinking of making it so if one summons rains the pressure from the artificial water causes real rain to mix in - so perhaps it can be used to help aid drying fields and water large farms?

 

As always, Thanks for the feedback!

Link to post
Share on other sites

1 hour ago, Mr. Etan said:

I understand the want to make whatever surface made wet becomes dry, but I also want magic to have odd and whymsical properties that can't be very easily explained.. Like why is that towel still wet after the evocations gone? And when I wring out out.. wheres the water? Etc. Let me know what you think.

 

The dissolution of lore foundations doesn’t happen in large submissions. It happens in small sentences like these dotting around in new submissions.

 

Keeping in line with current lore, if you want Voidal Elements to stay bound to a realm they don’t belong in, you use Transfiguration. 

 

Whimsical is fine, in fact I may even prefer whimsical magic, but only if the whole system is whimsical. Lotc has a hard magic system that needs a foundation to make some semblance of sense.

Link to post
Share on other sites

44 minutes ago, Luxury said:

 

The dissolution of lore foundations doesn’t happen in large submissions. It happens in small sentences like these dotting around in new submissions.

 

Keeping in line with current lore, if you want Voidal Elements to stay bound to a realm they don’t belong in, you use Transfiguration. 

 

Whimsical is fine, in fact I may even prefer whimsical magic, but only if the whole system is whimsical. Lotc has a hard magic system that needs a foundation to make some semblance of sense.

 

Okay, Listen, I know you're totally right. I don't want to agree with you cause it was cool in my head but when you put it this way.. I'll update the lore albeit sadly. 

 

I appreciate your feedback!

Link to post
Share on other sites

39 minutes ago, Mr. Etan said:

 

Okay, Listen, I know you're totally right. I don't want to agree with you cause it was cool in my head but when you put it this way.. I'll update the lore albeit sadly. 

 

I appreciate your feedback!

 

Just rewrite magic and call it a ‘Void Shift’ ez pz.

 

11 hours ago, Mr. Etan said:

Evoked water causes no agony or discomfort to nature. To a druid they may sense that nature enjoys the water but feels cheated or annoyed upon it vanishing. 

 

This is unironically my favorite line in this lore. Don’t get me wrong Tox, I love seeing fresh writing. It’s like bread right out of the oven.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...