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[Admendment] Water Evocation - Winter Decorations 1


PrimnyaQuorum
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Purpose

Over time across the Voidal Magics, inconsistencies have popped up in the form of redlines that make little sense, contradict their own lore, or otherwise are wrong (looking at you, 5 emote spell that takes 4 emotes). This round is aimed specifically at standardizing emote counts, as well as fixing out these inconsistencies. Nothing new is being added to any magic, this is simply a go-through of the magics to make reading them more straightforward and sensible.

 

Water Blast

Old: 

Spoiler
  • By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks if unprepared, or even cause them to fall over.
  • Requires three emotes to cast [1 connect + 2 cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana. 

New: 

Spoiler
  • By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks on initial impact of Water Blast, and [1] block per sustained impact if unprepared, or even cause them to fall over.
  • Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana. 

 

 

 


 

Water Shield

Old: 

Spoiler
  • This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. 

New: 

Spoiler
  • This spell requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. 

 

 

 


 

Water Whip

Old: 

Spoiler
  • The spell requires three emotes to cast [1 connect + 2 cast]. The whip itself will not extend beyond eight blocks in length, the spikes on the end of it being no longer than four inches.

New: 

Spoiler
  • The spell requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The whip itself will not extend beyond eight blocks in length, the spikes on the end of it being no longer than four inches.

 

 

 


 

Ice Projectile

Old: 

Spoiler
  • A water evocationist who can conjure ice may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.
  • Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require an additional emote to conjure, no more than five able to be charged at once. The more projectiles charged at once, the more blunt all of them become while simultaneously charged.
  • Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize. 

New: 

Spoiler
  • A water evocationist who can conjure ice may form shards of ice which can either be sharp or blunt - one or the other, you cannot mix the projectile types.

  • Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. Each projectile requires an additional emote to conjure, with no more than three able to be charged at once. Once a maximum of 3 projectiles have been summoned, no more can be summoned and the spell must be cast again. Projectiles can be held back for 3 emotes before they fizzle out.

  • When firing multiple projectiles they may be fired in a single direction so long as said directions remain within the mage's line of sight. Multiple projectiles may be fired all at once or at different times, so long as the former is only in one direction at a time.

 

 

 


 

Water Wave

Old: 

Spoiler
  • Requires five emotes to cast [1 connect + 3 form]. The wave can be maintained until it reaches its limit of fifteen blocks, though may disperse earlier if the mage’s concentration is disrupted.

New: 

Spoiler
  • Requires Four emotes to cast [1 Connect + 2 Charge + 1 Cast]. The wave can be maintained until it reaches its limit of fifteen blocks, though may disperse earlier if the mage’s concentration is disrupted.

 

 

 


 

Ice Spikes

Old: 

Spoiler
  • Requires four emotes to cast [1 connect + 2 cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.

New: 

Spoiler
  • Requires Three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.

 

 

 


 

Ice Shield

Old: 

Spoiler
  • Requires three emotes to charge and cast [1 connect + 2 cast]. The shield may be maintained for up to [4] emotes, though will shatter if amount blunt force is applied, and will dissipate if the mage loses concentration.

New: 

Spoiler
  • Requires three emotes to charge and cast [1 Connect + 1 Charge + 1 Cast]. The shield may be maintained for up to [4] emotes, though will shatter if sufficient blunt force - such as that provided by two-handed blunt tools, like Sledgehammers or strength enhancing metals such as boomsteel- is applied, and will dissipate if the mage loses concentration.

 

 

 


 

Ice Dome

Old: 

Spoiler
  • Requires four emotes to cast [1 connect + 3 cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade. 

New: 

Spoiler
  • Requires four emotes to cast [1 Connect + 2 Charge + 1 Cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade. 

 

 

 


Credits

PrimnyaQuorum - Writer

lord_of_losers - Feedback


 

 


 

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Even with the explanation above

Just a question, something I noticed within each of the spells, is you reduced them to merely [3] emote to cast this spell (if connected it takes 2 instead of three) )

1.[Connect]

+

2.[charge]

+

3. [cast]
 

why are you reducing the amount of emotes in spells, which take time to form. The emote count prior was ok within its original ammount.

 

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24 minutes ago, TeawithFrisket said:

Even with the explanation above

Just a question, something I noticed within each of the spells, is you reduced them to merely [3] emote to cast this spell (if connected it takes 2 instead of three) )

1.[Connect]

+

2.[charge]

+

3. [cast]
 

why are you reducing the amount of emotes in spells, which take time to form. The emote count prior was ok within its original ammount.

 

I don't believe this changes the number of emotes required, it just clarifies when the spell is cast and what emotes are charging/forming emotes. For example, previously where it said "[1 connnect] and [3 to form]" that's 4 total emotes, spell being launched on the forth. Changing the spell to [1 connect] and [2 to form] and [1 to cast] is still 4 emotes requires, with the spell launching on the 4th- it's just uniform with all other magic and spells.

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34 minutes ago, TeawithFrisket said:

Even with the explanation above

Just a question, something I noticed within each of the spells, is you reduced them to merely [3] emote to cast this spell (if connected it takes 2 instead of three) )

1.[Connect]

+

2.[charge]

+

3. [cast]
 

why are you reducing the amount of emotes in spells, which take time to form. The emote count prior was ok within its original ammount.

 

 

It's not reducing the emote count. When a spell in Voidal Magic lists an emote count, it almost always means [Connection + X Charge + Cast]. So, for something that says it takes 3 emotes, it would be Connect + Charge + Cast. For whatever reason, in water evocation, it listed spells as Connect + X Cast rather than having the charge and cast. Adding the "charge" simply clarifies it and makes it more like how the other evocations appear. For example, [1 connect + 3 cast] is the same as [1 Connect + 2 Charge + 1 Cast] because each is 4 emotes (3 if already connected)

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

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