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[✗] [Lore Ammendment Rewrite] Enchanters sickness


Puglord
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Reasoning/intent:

with current wording it prevents basically all constructs to use enchantments due to the fact most dont have the inner mana that is spoken of in the Enchanters sickness “Enchantment sickness affects those who utilize enchantments due to their mechanism of sapping a user's own mana upon activation. Effectively, a "jumpstart" to letting the mana gems of the enchantment pull and restrain the voidal energies from beyond, when activating an enchantment a user (if not already a voidal mage) would suffer under Enchantment Sickness.” 


This highlighted area if not the entire enchantment sickness would be removed entirely, and if unable to be rewritten at least reworked allowing constructs to once again use enchantments but with some weaknesses depending on the construct.


Advised rewrite:

remove the entirety of the enchanters sickness, and replace it with an extra emote to have non voidal mages and entities [Atronachs and horrors are included in voidal entities.] focus upon the item, then connect to it, then the X amount of emotes for the spells. This way if both people start doing the same spell yet one is using an enchantment and not a voidal mage, the actual mage will always win out by one emote, compared to the non voidal person using the enchant. 


In exchange for the lack of physical weakness Enchantments cannot be idly recharged after each encounter. Each Enchanted item would have a set amount of mana, already stated in lore by enchants having a set amount of times the spell can be cast per encounter, stated in transfiguration lore. You would follow charge amounts under Transfiguration lore, enchantments. T1 grand enchants have 5 enchants, so on and so forth. If an item is not used it still would passively loose mana and require it to be recharged every OOC week, same would apply if one reached the max number of uses on the enchantment. This would be done either at an obelisk or have a mage with transfiguration.


Summary:

Remove the weakness part and replace it with a non passive recharge as well make it longer to cast for non mages. If this gets accepted I will do a post with proper formatting and clarification on the affects and redlines to be added to the main voidal connection forum post. 

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3 minutes ago, Puglord said:

In exchange for the lack of physical weakness Enchantments cannot be idly recharged after each encounter. Each Enchanted item would have a set amount of mana, already stated in lore by enchants having a set amount of times the spell can be cast per encounter, stated in transfiguration lore. You would follow charge amounts under Transfiguration lore, enchantments. T1 grand enchants have 5 enchants, so on and so forth. If an item is not used it still would passively loose mana and require it to be recharged every OOC week, same would apply if one reached the max number of uses on the enchantment. This would be done either at an obelisk or have a mage with transfiguration.

 

Recharging used to be a thing. However, it was so terrible that they removed it since no one would actually do it. While I agree that Enchanter's Sickness isn't the best and the +1 emote could have been the only added thing, recharging isn't the way to go about it. People will just ignore it again

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3 minutes ago, MeteorDragon said:

 

Recharging used to be a thing. However, it was so terrible that they removed it since no one would actually do it. While I agree that Enchanter's Sickness isn't the best and the +1 emote could have been the only added thing, recharging isn't the way to go about it. People will just ignore it again


Ah, Thats fair. But still, doubt ST would accept this rewrite sadly without a decent nerf to enchants if i had to guess. Ill have to think on that however, see what i could do instead of a non passive recharge redline as a nerf. Thanks for the feedback

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People would just powergame the recharging anyways, imo if there's gonna be a fix/change to enchantments its gonna need to be an entire rewrite rather than undoing the actions ST put in place to nerf enchants

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why are constructs using enchants in da first place? theyre unironically centered around crp due to the sheer fact that they are 7-10 feet tall and have the strength of an uruk. i see no point, sorry lad

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The entire reason weakness was given to enchants is because people were stacking 5+ voidal items in full plate and basically just being a voidal mage without having Kani or Arcane Scion. It was a work around and, in an ironic twist, people who could stack enchantments became better voidal mages in CRP than voidal mages themselves. Not only would these enchants grant powerful spells (the only spells really required tbf), they could save slots for other magics with 0 drawbacks. Now if you wish to use a voidal spell enchantment there's a cost that makes stacking less viable.

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

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