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[Admendment] Air 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.

 

Gust

Old: 

Spoiler
  • An Air Evocationist may create a gust of wind towards a single object or individual, the power of such determined by tier. This spell requires [3] emotes (connect, cast, charge)

New: 

Spoiler
  • An Air Evocationist may create a gust of wind towards a single object or individual, the power of such determined by tier. This spell requires [3] emotes [1 Connect + 1 Charge + 1 Cast]

 

 

 


 

Redirect

Old: 

Spoiler
  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform (Connection, Cast) 

New: 

Spoiler
  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform [1 Connect + 1 Cast] 

 

 

 


 

Air Sweep

Old: 

Spoiler
  • This spell requires [3] emotes (connect, charge, cast), and will send a jet of air originating at the caster’s feet, expanding across the ground in a three meter radius around the mage. 

New: 

Spoiler
  • This spell requires [3] emotes [1 Connect + 1 Charge + 1 Cast], and will send a jet of air originating at the caster’s feet, expanding across the ground in a three meter radius around the mage. 

 

 

 


 

Air Shield

Old: 

Spoiler
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [2] emotes, able to be sustained for up to [4] emotes with adequate concentration. 
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform (connect, charge, cast) and can be sustained for up to [5] emotes with adequate connection and concentration. 

New: 

Spoiler
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [2] emotes [1 Connect + 1 Cast], able to be sustained for up to [4] emotes with adequate concentration. 
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and can be sustained for up to [5] emotes with adequate connection and concentration. 

 

 

 


 

Air Blast

Old: 

Spoiler
  • Requires [3] emotes (connect, charge, cast) and up to three may be charged at one given time, each additional projectile costing an additional [1] emote to conjure. These must all be fired in the same direction if all fired at once.

New: 

Spoiler
  • 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.

 

 

 


 

Launch

Old: 

Spoiler
  • This spell requires [3] emotes to perform (connect, charge, cast) and the caster must be able to see the ground beneath the target’s feet in order to perform this spell. When charing this spell, one may see streaks of air gathering at the target’s feet and a faint whooshing noise. 
  • 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. 

New: 

Spoiler
  • This spell requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and the caster must be able to see the ground beneath the target’s feet in order to perform this spell. When charing this spell, one may see streaks of air gathering at the target’s feet and a faint whooshing noise. 
  • 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 from

 

 

 


 

Sound Blast

Old: 

Spoiler
  • This spell requires [3] emotes to perform (connect, charge, cast) and the mage may not move while casting this spell

 

Spoiler

New: 

  • This spell requires [3] emotes to perform[1 Connect + 1 Charge + 1 Cast] and the mage may not move while casting this spell

 

 

 

 


 

Windstorm

Old: 

Spoiler
  • A mage may create a powerful torrent of wind in a three-meter [T4] or five meter [T5] length in front of them, the rush of wind rushing outwards for up to eight blocks [T4] or twelve blocks [T5], making movement difficult as projectiles and small objects are blown away in the torrent’s direction. This spell requires [5] emotes to perform (connect, charge, cast), and can be maintained for up to [6] emotes afterwards.
  • The conjuring of this spell will become obvious after the second emote, powerful blasts of wind rushing forward along with streaks of air as lighter items are gently displaced; this gust becomes stronger as the spell is charged to a fuller capacity.

New: 

Spoiler
  • A mage may create a powerful torrent of wind in a three-meter [T4] or five meter [T5] length in front of them, the rush of wind rushing outwards for up to eight blocks [T4] or twelve blocks [T5], making movement difficult as projectiles and small objects are blown away in the torrent’s direction. This spell requires [5] emotes to perform [1 Connect + 3 Charge + 1 Cast], and can be maintained for up to [6] emotes afterwards.
  • The conjuring of this spell will become obvious after the second Charging emote, powerful blasts of wind rushing forward along with streaks of air as lighter items are gently displaced; this gust becomes stronger as the spell is charged to a fuller capacity.

 

 

 


 

Compression

Old: 

Spoiler
  • A mage may create a sphere of compressed air around the size of your average beach ball, requiring [5] emotes to cast (casting on fifth) and having a range of up to twenty blocks. 

Once the mage reaches emote [2] of conjuring the Compression spell, they will be unable to merely deconjure the raging sphere. Should their connection or concentration be disrupted, the sphere will explode in their face and inflict upon them moderately severe concussive injury.

New: 

Spoiler
  • A mage may create a sphere of compressed air around the size of your average beach ball, requiring [5] emotes to cast [1 Connect + 3 Charge + 1 Cast] and having a range of up to twenty blocks. 

Once the mage reaches emote [2] of Charging the Compression spell, they will be unable to merely deconjure the raging sphere. Should their connection or concentration be disrupted, the sphere will explode in their face and inflict upon them moderately severe concussive injury.

 

 

 


 

Whirlwind

Old: 

Spoiler
  • A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes (casting on the sixth) in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a five meter radius, or a ten meter diameter. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may be maintained for up to [6] emotes, and once it is cast the mage will not be able to cast additional spells for the remainder of the encounter.

New: 

Spoiler
  • A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes [1 Connect + 6 Charge + 1 Cast] in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a five meter radius, or a ten meter diameter. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may be maintained for up to [6] emotes, and once it is cast the mage will not be able to cast additional spells for the remainder of the encounter.

 

 

 


Credits

PrimnyaQuorum - Writer

lord_of_losers - Feedback


 

 


 

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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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