Jump to content

[Fjarriagua Ammendment] Reclassification of Frozen Regions + Adding Redlines Everwhere


Agy
 Share

Recommended Posts

Fjarriagua Amendment: A Winter Until the End of Time.
 

Spoiler

Merry Christmas and a Jolly new Year :}

 

 

45d1a41605f1c82e27fbb6915df151f2.jpg

 

Ice Conjuration and Manipulation Summary

Old Lore:

Spoiler

Ice Conjuration and Manipulation

(Combative / Non-Combative)

 

By drawing upon the frost and snow around them, a Witch may use the ice in their presence to create various attacks, as well as allowing them great artistic capability amidst their own Coven. This can be anything from ice projectiles, to walls, to entire storms of snow and ice. Of course, the Witch is still limited by the terrain around her, and if there is no natural snow or ice to manipulate, the Witch must resort to conjuring her own ice, which is often far weaker in caliber than using what is around themselves. 

 

In the case of manipulating ice around themselves, they must take a single emote to establish a connection to the frost, it being much like an extension of their own forms. The amount of time it takes to form various shapes afterwards can vary depending on what they wish to shape. Projectiles can be conjured from the snow within two emotes, no larger than perhaps a moderately sized dagger, about ten inches at most; up to three of these may be conjured at once, taking an additional emote for each. Witches may conjure forth spikes which shoot upward from the ice, becoming a sort of deterring barrier or perhaps even as an attack, being no more than a meter wide and five meters long, requiring at least three emotes; the spikes are typically five or six feet in length. Alternatively, the Witch may send a stream of spikes upwards in front of the ground for up to seven meters in front of them, this also requiring three emotes. Fjarriagua can also encase themselves in a dome of ice and frost in the span of three emotes, the dome covering up to a three meter radius around the Witch in question, able to take up to four or five blunt hits. Lastly, Witches may summon forth a weapon of choice from the frost around them in the span of two emotes, whether it be a simple blade or something as a spear, having the durability of solid steel. 

 

However, should a Witch be in a far more dire circumstance where they are not in the realm of frost, they may be forced to conjure forth their own ice which they may manipulate, this being far more exhausting for the Witch. Similarly to ice manipulation, a single emote must be taken to conjure forth the ice, more time required to shape the ice depending on what they wish to shape. Projectiles can be conjured in three emote and are much smaller, only able to be up to six inches in length; up to three may be conjured, each taking an additional emote to summon. They may also choose to conjure weapons of choice from their own ice, typically in the span of three emotes due to the lack of ice, having only the durability of regular iron, and may progressively melt after a while akin to regular ice depending on the environment around it. Lastly, a Witch can conjure forth a thin layer of ice around them in three emotes, spanning in a five meter radius and causing all those around her to lose their footing if they’re not careful. From this, they may also perform an ensnaring spell in which the ice covers the feet of a single individual upon the ice in the span of two emotes, requiring two emotes of melting or blunt force to break free. 


 

New Lore:

Spoiler

Ice Conjuration and Manipulation

(Combative / Non-Combative)

 

By drawing upon the frost and snow around them, a Witch may use the ice in their presence to create various attacks and structures, as well as allowing them great artistic capability amidst their own Coven. This can be anything from ice projectiles, to walls, to entire storms of snow and ice. Of course, the Witch is still limited by the terrain around her, and if there is no natural snow or ice to manipulate, the Witch must resort to conjuring her own ice, which is often far weaker in caliber when conjured within areas plagued with unbearable heat for the Witch. 

 

In the case of manipulating ice around themselves, they must take a single emote to establish a connection to the frost, it being much like an extension of their own bodies. The amount of time it takes to form various shapes afterwards can vary depending on what they wish to shape. However, should a Witch be in a far more dire circumstance where they are in the realm of smothering heat within a Dry/Hot region, they may be forced to conjure forth their own ice which they may manipulate, this being far more exhausting for the Witch. Similarly to ice manipulation, a single emote must be taken to conjure forth the ice, more time required to shape the ice depending on what they wish to shape.

 

 

Purpose:

Spoiler

This is purely for the sake of formatting, Ice Conjuration and Manipulation makes up for 90% of the combative spells of the Fjarriagua, having all of them be squeezed as if they were a singular spell, does not help anyone. This is merely moving the information from being dumped all together in the massive wall of text that is it’s summary, to instead being present in each of the specific spells within this “category”, any other changes will be explained in the next part.

 


Ice Conjuration and Manipulation Mechanics and Redlines

Old Lore:

Spoiler

Mechanics

- A Fjarriagua can manipulate ice and snow masterfully while in a frozen region during non-combat, and has access to four primary combat spells when in a frozen region. While in a non-frozen region, they must conjure their own ice, and their manipulation of that is limited to tier three in non-combat, and only have access to two combat spell options. A ‘frozen region’ refers to any region which is mechanically identified as a cold biome, such as Snowy Taigas and Ice Plains, or has at least a 50x50 area of snow and/or ice blocks.

- To manipulate pre-existing snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes. To conjure ice which does not already exist is far more exhausting and requires an extra emote to conjure the ice.
- When manipulating ice in a frozen region, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means. 
- When conjuring ice in a non-frozen region, the Witch must maintain her concentration much more heavily, requiring that she not take excessive damage while conjuring beyond that of light scrapes and bruises. Excessive movement beyond light jogging pace will also cause the Witch’s connection to falter. Once the ice has been conjured, connection does not need to be maintained, however, they will begin to melt gradually as any ice would.

 

Frozen Region Spells [Combat]

Ice Projectile - A ten inch icicle that can be conjured in three total emotes from the surrounding snow [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Could inflict heavy bruising upon armored individuals and pierce unarmored flesh up one and a half inches.
Ice Spikes - Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, and the spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.
Ice Dome - A Witch may create a dome of ice around themselves, and perhaps even fellow Witches, in a three-meter radius in the span of four emotes total  [1 connect + 3 control] in order to defend them. This dome can take about four or five harsh blunt hits before shattering, sending the Witch into a daze for upwards of two emotes. Depends on tier.
Ice Weapon - A Witch may conjure a crude weapon from ice, appearing much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel.

Ensnare - Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of two emotes assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take three emotes to break free by chipping or melting.

 

Non-Frozen Region Spells [Combat]

Ice Projectile - A six inch icicle that can be conjured in three emotes  [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.
Ice Weapon - A Witch may conjure a crude weapon of ice like that of an icicle or other crude formation in the span of three emotes [1 connect + 1 conjure ice + 2 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability. 

Frost Layer - A thin layer of slippery ice which forms at the Witch’s feet and expands in a five meter radius, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. This may be performed in the span of three emotes [1 connect + 1conjure ice at Witch’s feet + 2 spread it outwards]. From this, they may cast ensnare.

Ensnare - A spell only able to be cast by a Witch when upon a layer of frost. She may cause the ice of the layer to surround a single target’s feet in the span of two emotes so long as they are standing directly on top of it. This ice prevents the individual from moving with their feet and they must take two emotes to break free by chipping or melting it away.

 

- Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count. Projectiles conjured will never be sharper than an average blade, and do little more than pierce flesh or dent plate. They will shatter more easily if not in an icy region. 

- When a Witch is in a naturally icy region, she may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When in a non-icy region, the Witch must take a full emote to conjure the ice then manipulate it, regardless of what ice may have been conjured or manipulated prior.

- Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier.

- Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier.

- Ice can only be conjured/manipulated when the Witch is in her Banshee Form.

- Cannot manipulate voidally conjured ice.

- Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time.

 


New Lore:

Spoiler

 Mechanics

- A Fjarriagua can manipulate ice and snow masterfully while in a frozen/temperate region during non-combat. While in a tropical/dry region, they must conjure their own ice, and their manipulation of that is limited to tier three in non-combat

- A ‘frozen/temperate region’ refers to any region which is mechanically identified as a biome capable of supporting or allowing a Fjarriagua to further expand the majesty of Winter that she so embodies. On the other hand, ‘dry/hot region’ refers to any region which is mechanically identified as a biome that is incapable of such things, putting a heavy strain on the witch’s ice conjuration abilities. Such biomes include desert and jungle biomes, as well as any other location that in-lore would be considered to be doused in constant heat, such as around active volcanoes or magically altered locations whose effects create an environment of  unbearable heat.

- To manipulate snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes.

-When manipulating ice in a frozen/temperate region, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means. 

- When conjuring ice in a dry/hot region, the Witch must maintain her concentration much more heavily, requiring that she not take excessive damage while conjuring beyond that of light scrapes and bruises. Once the ice has been conjured, connection does not need to be maintained, however, they will begin to melt gradually as any ice would.

 

Spoiler

- A Witch may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When in a Dry/Hot region, the Witch must take a full emote to conjure the ice then manipulate it, regardless of what ice may have been conjured or manipulated prior.

- Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier.

- Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier. 

-Ice can only be conjured/manipulated when the Witch is in her Banshee Form.

- Cannot manipulate voidally conjured ice.

- Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time.

 

 

Frozen/Temperate Region Spells - [Combat]

 

Ice Projectile - [Combat] [3]

  A ten inch icicle that can be conjured in three total emotes [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Can inflict heavy bruising upon armored individuals and pierce unarmored flesh up to one and a half inches.

 

Spoiler

- While a witch is capable of controlling a total of three conjured Ice projectiles at any given moment, she may only throw one per emote or all three of them if she has a complete set of them.

- If throwing all three of her Ice projectiles, the Witch's player will be required to roll a dice for each of the three projectiles to determine whether they hit or miss their target.

- Unlike regular arrows or iron bolts, the nature of the Ice Projectiles as being made out of mundane ice will lead to constant pain and discomfort if it manages pierce the flesh of an opponent, requiring the individual to either RP their pierced flesh being in constant contact with mundane ice, or needing to remove the projectile at the risk of increasing their rate of  blood loss. 

-Any conjured and yet to be fired Ice Projectiles will remain floating near the witch's immediate vicinity, incapable of straying too far from her or being used to do anything other being hurled to any targets.


Ice Spikes - [Combat] [4] 

 Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, adding 0.5 meters per emote . The spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.

 

Spoiler

- These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather.

- Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count.

- The Ice of the Ice Spikes has the durability and coldness of mundane ice, melting to fire just like ice would.

- Witches may work together to grow the same Ice Spike, allowing each one to grow a specific Ice Spike by 0.5 meters until it may reach its maximum length of 1.5 meters

- The spikes need to remain connected to the surface they sprouted from in order for them to grow further. 

- A spike cannot change direction as it grows or have a new one sprout directly from it, rather having to stick to the direction that they were conjured to follow.


Ice Dome - [Combat] [4]

 A Witch may create a dome of ice around herself, and perhaps even fellow Witches with OOC consent, in a three-meter radius in the span of four emotes total  [1 connect + 3 control] in order to defend them, allowing the witch to still manipulate and conjure forth ice around her while encased within said ice. This dome can take about four harsh hits from a blunt weapon like a warhammer, five if using a blade/spear before shattering, sending the Witch into a daze for upwards of two emotes. The Dome may be voluntarily or after 5 Turns have passed, be shed off by its inhabitant in the span of 1 emote without the Witch being stunned if the dome has not suffered any direct hits from any kind of weapon, during this emote she may only attempt to dodge any incoming attacks or move a total of 4 blocks in any direction before continuing on as normal. If the dome has been damaged, then the Witch would be stunned for two emotes, exactly as if it had been shattered by another. Depends on Tier.

 

Spoiler

- While encased in ice, the witch, while perfectly conscious, is  physically immobile, incapable of any manner of movement.

- The Witch is capable of all Ice Conjuration and Manipulation and its spells during this state, although her range is limited to merely 6 blocks in any direction.

- If a Witch’s dome is shattered, she will be considered stunned for 2 emotes, severing her connection and being incapable of reconnecting until the effects pass. While stunned she may only move a total 4 blocks in any direction maximum and is incapable of any major action to fight or defend herself. Practically leaving her defenseless.

- Ice Dome may not be used to bind a another person in place, for example a Frost Witch may not have her arms tightly locked around an opponent as another Witch casts the spell upon her, effectively trapping the opponent within the frozen Witch's grasp until she is unfrozen.

- Fire of any kind will affect the Dome as if it was made of Mundane Ice.

- Being one with ice during this state, the Frost Witch may sense the presence and location of any individuals in a 3 meter radius around her, as long as they are stepping on snow or ice, as the Witch herself is incapable of moving her heads around while in this state.


Ice Weapon - [Combat] [2]

 A Witch may conjure a weapon or shield made from ice, appearing crude much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel.

 

Spoiler

- The properties of the conjured tool are comparable to solid steel, although it will begin to melt like mundane ice should the Witch leave combat.

- The cold of the weapons is mundane in nature, akin to standard ice and possesses no unnatural characteristics other than their durability. Suffice to say should one be impaled by one such weapon, It would be quite more painful as they have a solid, frozen chunk of ice lodged within their flesh

- The weapon melts to flames akin to mundane ice.

- The Fjarriagua may not multicast meaning they may not attack with the weapon on the same emote it was summoned.

- Ice Weapons, despite being made of ice, may not be manipulated into moving in the air for any manner of reason.

 

Ensnare - [Combat] [3]

 Able to be cast when the target is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of three emotes (1 connect + 1 charge + 1 cast) assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take two emotes to break free by chipping or melting.

 

Spoiler

- The ice only prevents the individual from moving their feet around, they can still attack, defend and cast spells with the rest of their body with little difficulty. 

- The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature.

- Should the target of this spell step away from the ice while the Witch is casting this spell, then it will automatically be canceled.

- Ensnare can only affect entities smaller and or lighter than an Olog.

- Other characters may assist in freeing any ensnared individuals with strikes of their own.

-The spell may not be used to ‘reinforce’ already ensnared foes, or begin being casted just before one is about to break free. 

 

Frost Layer - [Combat] [3]

 A Frost Witch may freeze the very ground upon which she stands on and mark her frozen domain. Over the course of 3 emotes [1 connect + 1 conjure ice around Witch + 1 expand outwards ] a Frost Witch may cover the very ground and walls around her, in a slippery layer of ice, causing all those besides Frost Witches to have somewhat  unsteady footing due to its slipperiness. If the witch is already standing on ice or snow, they may simply expand it further by up to 3 meters per emote, leading to a maximum of 6 meters in any direction with the witch at its center. Due to the intensive nature of the spell, whenever it is cast, a 5 emote cooldown is placed on Frost Layer until it may be cast again. 

 

Spoiler

-  Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become somewhat slippery.

- The ice produced is mundane in nature and has no special qualities, beginning to melt off shortly after the witch has left combat or has been concluded

- If the spell is disrupted mid-way and only half of the maximum range is frozen, the cooldown still applies in full.

- The Layer may never expand further than 6 meters than the current location of the Witch conjuring and expanding the icey layer.

- While this spell is being cast, the Witch would find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.

 

Dry/Hot Region Spells - [Combat]

 

Ice Projectile - [Combat] [4]

 A six inch crude icicle that can be conjured in four emotes  [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to three can be conjured at once, two emotes for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.

 

Spoiler

- While a witch is capable of controlling a total of three conjured Ice projectiles at any given moment, she may only throw one per emote or all three of them if she has a complete set of them.

- Unlike regular arrows or iron bolts, the nature of the Ice Projectiles as being made out of mundane ice will lead to constant pain and discomfort if it manages pierce the flesh of an opponent, requiring the individual to either RP their pierced flesh being in constant contact with mundane ice, or needing to remove the projectile at the risk of increasing their rate of  blood loss. 

- Any conjured and yet to be fired Ice Projectiles will remain floating near the witch's immediate vicinity, incapable of straying too far from her or being used to do anything other being hurled to any targets.


Ice Weapon - [Combat] [3]

 A Witch may conjure a crude weapon or shield made of ice like that of an icicle or other crude formation in the span of three emotes [1 connect + 1 conjure ice + 1 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability. 

 

Spoiler

-The properties of the conjured tool are comparable to iron, although it will begin to melt like mundane ice should the Witch leave combat.

-The cold of the weapons is mundane in nature, akin to standard ice and possesses no unnatural characteristics other than their durability. Suffice to say should one be impaled by one such weapon, It would be quite more painful as they have a solid, frozen chunk of ice lodged within their flesh

-The weapon melts to flames akin to mundane ice.

-The Fjarriagua may not multicast meaning they may not attack with the weapon on the same emote it was summoned.

- Ice Weapons, despite being made of ice, may not be manipulated into moving in the air for any manner of reason.

 

Frost Layer - [Combat] [4]

A Frost Witch may freeze the very ground upon which she stands on and mark her frozen domain. Over the course of 4 emotes [1 connect + 1 conjure ice around Witch’s feet + 2 expand outwards] a Frost Witch may cover the very ground and walls around them, in a slippery layer of ice, causing all those besides Frost Witches to have a somewhat unsteady footing due to its slipperiness. If the witch is already standing on ice or snow, they may simply expand it further by up to 2 meters per emote, leading to a maximum of 4 meters in any direction with the witch at its center. Due to the intensive nature of the spell, whenever it is cast a 5 emote cooldown is placed on It until It may be cast again. 

 

Spoiler

-  Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become somewhat slippery.

- The ice produced is mundane in nature and has no special qualities, beginning to melt off shortly after the witch has left combat or has been concluded

- If the spell is disrupted mid-way and only half of the maximum range is frozen, the cooldown still applies in full.

- The Layer may never expand further than 4 meters than the current location of the Witch conjuring and expanding the icey layer.

- While this spell is being cast, the Witch would find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.

 

Ensnare - [Combat] [3]

 Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of three emotes (1 connect + 1 charge + 1 cast) assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take one emotes to break free by chipping or melting.

 

Spoiler

- The ice only prevents the individual from moving their feet around, they can still attack, defend and cast spells with the rest of their body with little difficulty. 

- The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature.

- Should the target of this spell step away from the ice while the Witch is casting this spell, then it will automatically be canceled.

- Other characters may assist in freeing any ensnared individuals with strikes of their own.

-The spell may not be used to ‘reinforce’ already ensnared foes, or begin being casted just before one is about to break free. 

 

 

Purpose:

Spoiler

- Did I want to basically reformat the ENTIRETY of the Fjarrigua’s main spellbook, requiring me to objectively define its many spells with many, many redlines and alter parts of the spells ever so slightly to actually make sense in their function and bringing it up somewhere along the standards of other accepted lore? Not really.

- Was I forced to due to the fact that I am tampering with the very foundation of Fjarriagua magic and the lore is so ancient and outdated that the amendment would be instantly denied if I didn’t go through all this trouble? Yuuup. 

 

“Frozen Regions” is an idea that is beyond cruel for a permanent Dark CA in an RP Server of all things. No other creature, no other race, no other magic and certainly no other feat has ever had the entirety of their mechanics and core identity be locked away in a singular tiny part of the server that are characterized by being utterly inhabitable and barren of any life. 

As of writing this the only locations containing any amount of actual consistent RP within Aevos that by current lore are considered “Frozen Regions”, excluding the vast graveyard of abandoned towns or ones that were never finished being built to begin with, is just the city of Haense. The city of Haense, not the land around it, merely the city inside. I hope you see why that may be an issue.

 

The magic that Frost Witches have access to within these "Frozen Regions" is not some overkill and instakilling magic, It is passable at best, having difficulty even challenging most other Dark Magics, no less other Dark CAs.

For all intends and purposes, the magic available within these small pockets of the map, are in terms of balancing, treated as the "Normal Strength" of the Fjarriagua, aka they seemingly were never meant to be "stronger" in Frozen regions, they just get crippled beyond compare when outside them with nothing to make this ludicrous mechanic have a point

 

What is the excuse for something like this to have been allowed to exist on the server for 4 years? What could possibly ever allow something this ridiculous to be allowed to continue to exist? Who is supporting keeping this fundamentally poisonous and masochistic mechanic in place?

 

Assuming the answer to that was ‘nobody sane’, then I would wish to present this amendment switching the Frozen Regions mechanic on its head, instead of restricting Frost Magic to be actually functional in a tiny part of the continent that nobody RPs in, Frost Witches’ will find themselves capable of using the full extend of their magic everywhere on the continent with the exception of locations perpetually bathed in unbearable heat

 

Visual Representation

Spoiler

CURRENT_HELL_PRIME.jpg?ex=65aeeef4&is=65     The_Promised_Lands_PRIME.jpg?ex=65aeeef4      

 

Presented here, is a map of the continent of Aevos found within the official Lotc Wiki, please accustom yourself to Its presence. I shall be using it to represent the parts of the continent that are considered to be "Frozen" regions in the current lore and how the amendment would change that.

 

Everything within the blue zone are areas in which the Frost Witches may use their icey magic at its fullest, suffering no penalties, drawbacks or debuffs to their capabilities or continued existence and sanity, with Witches bellow the 4th Tier being incapable to even cast outside of these regions. Certain oddities as of right now, would be the City of Haense, which is currently undergoing an Eternal Winter as well as Norland, whose surrounding area is classified as a "Plains Biome" as opposed to the surrounding Taiga, thus marking it as "Non-Frozen" in current lore

(All other cities present in the north are WIPs and have no RP whatsoever happening within them, I have checked)

 

Areas withing the orange zone, are regions which according to the current lore, It is impossible for any and all Frost Witches to use any of their spells, no matter the tier. Should the amendment pass, these areas will be reclassified as "Hot/Dry" regions, resulting in the same penalties as being in a "Non-Frozen" region in the currently accepted lore.

 

(These lines were drawn using the journeymap mod's biome view feature which allows you to see where biomes begin and end.  Any differences or inaccuracies is the result of this being conjured in MS Paint by me.)

 

Now as for everything else, having to do all the redlines for all of the important spells of the Fjarriagua did mean that I would need to actually answer the question regarding their function and rules, so this means that each of the spells has for the most part been altered to some capacity, some only a little others extremely so. 

 

I will now go through each of them:

 

Ice Projectile:

The simplest of all abilities that got changed the least to the inclusion of redlines, the only new addition being the allowance of Frost Witches to work together on this spell. In the end of the day this is an inconsequential change, merely allowing two whole Frost Witches to be capable of sending a single Ice Projectile in a single turn, instead of two Ice Projectiles in two turns. Nevertheless, I felt the need to add this as it would encourage the idea of FWs being a Team Work-based magic. If this specific change is not welcomed by the reviewers of this piece, then it may be disposed of or changed. The same is to be assumed of any other such changes

 

Ice Spike:

Ice spikes is a messy ability to deal with, as the Feedback to the Fjarriagua Rewrite regarding the very same ability that was for the most part unchanged said itself; It is either ‘really’ strong or ‘really’ weak in interpretation.” a statement I fully agree and for that I'd rather not risk the amendment's hopes of being passed just because of how messy and clunky the spell is.

 

Ice Dome: 

Now, Ice Dome by comparison may actually be one of the most heavily impacted of the abilities with the inclusion of actual proper redlines, since there are two very different interpretations to how it might functions, with the first one being....uuuh

Spoiler

 Absolutely Useless.

https://youtu.be/r9vf82-G1iA?t=46

(Okay, I give up the link just doesn't work, just click on it or something)

(We are not going to talk about everything else that happens in this video)

 

So, I just went with the second interpretation, doing this ability is equal parts a game changer and a large risk, since if someone manages to crack the dome, then the witch within will be stunned for two emotes, which is an instant death sentence unless there is an ally to save her in the nick of time. While the witch is in her dome, she may cast spells without needing to block or avoid attacks, turning a purely defensive ability in theory, to one that allows you to become exceedingly aggressive. Although it would only be effective against melee opponents, a simple wizard with a fireball or other ranged abilities beyond the witch’s 5 meter range would be impossible for her to counter for the most part.

 

Ice Weapon:

There isn’t much to say about the ability, It’s a simple straightforward spell with the only addition being specifying that it may be used to also create shields.

 

Ensnare:

With this amendment leading to the spell being extremely less situational as any witch may now produce an ice-covered surface from which one may ensnare, the spell has been accordingly nerfed, from requiring an extra emote to cast. To one less strike for the victim to escape it.

 

Frost Layer:

This here spells is single-handedly responsible for this amendment being made possible. Please thank it for being incredible.

With the battlefield having now been moved into lands not yet blessed with winter, the Fjarriagua will need to become the heralds of It, this ability here is for all intents and purposes the backbone of all their spells and creating an interesting dynamic for the Fjarriagua, with the cooldown forcing them to take on a more defensive style as they will need to stand their ground and remain in or near this frozen patch they created to make full use of all their spells.

 

 

And because this is my amendment.

Here is a bonus little amendments included as a treat. 

 

Swoon's Time Limit

Old Lore:

Spoiler

Swoon

(Combative / Non-Combative)

A Frost Witch is neither particularly living nor dead, they may use their deathly traits to make it appear as if they have deceased or fainted, often using this as a means of deterring more keen onlookers. Due to the freezing temperatures of the Witch’s skin and the near to none respiratory rhythm that they possess, a Witch may feign her death for a short period of time in hopes to get her foes off her trail. This will cause them to fall to a complete unconscious state and may not wake up of their own accord once they have casted their Swoon and fallen unconscious. Swoon is unique in the fact that it may maintain the Witch's safety but also her identity because Swoon may be casted while the Frost Witch is still in her disguised form. Masterful Witches utilize this spell to lead enemies off her trail and out of harm’s way until she is able to either make a quick escape or pose a fight with better odds. 

 

Spoiler

Mechanics
- A Witch can cause themselves to fall unconscious over the course of two emotes, this effect lasting up to five emotes. Her heartbeat will become undetectable, and paired with her cold skin, will make her seem dead. When they awaken, they will have a mild headache and perhaps be dazed or groggy for some time.

- This requires two emotes in order to perform and by the end of her second emote, the Witch will have fallen completely unconscious and have feigned her death to surrounding individuals.

 

- A Witch may perform this spell while in their disguised form.

- A Witch may not uphold the Swoon spell for longer than a five emote period. After that period passes, or if the encounter ends before that, the Witch will awaken. She may not awaken on her own accord, meaning not before or after that period is over. 

- The unconscious Witch must roleplay the fatigue and aches that plague the Witch upon returning to consciousness. 

 

 

New Lore:

Spoiler

Swoon

(Combative / Non-Combative)

A Frost Witch is neither particularly living nor dead, they may use their deathly traits to make it appear as if they have deceased or fainted, often using this as a means of deterring more keen onlookers. Due to the freezing temperatures of the Witch’s skin and the near to none respiratory rhythm that they possess, a Witch may feign her death for a short period of time in hopes to get her foes off her trail. This will cause them to fall to a complete unconscious state for up to 30 OOC minutes or 10 Turns within combat or they may wake up of their own accord when they believe that enough time has passed. Swoon is unique in the fact that it may maintain the Witch's safety but also her identity because Swoon may be casted while the Frost Witch is still in her disguised form. Masterful Witches utilize this spell to lead enemies off her trail and out of harm’s way until she is able to either make a quick escape or pose a fight with better odds. 

 

 

Spoiler

Mechanics
- A Witch can cause themselves to fall unconscious over the course of two emotes, this effect lasting for 10 emotes while in combat or 30 OOC minutes when outside of combat. Her heartbeat will become undetectable, and paired with her cold skin, will make her seem dead. When she awakens, she will have a mild headache and perhaps be dazed or groggy for some time.

- This requires two emotes in order to perform and by the end of her second emote, the Witch will have fallen completely unconscious and have feigned her death to surrounding individuals.

-When the Witch is attempting to wake up in the middle of combat, her player must roll a d20, if they roll above 10, the Frost Witch will successfully wake up along with all the consequences of such, if she rolls lower, then she will remain asleep for another emote and be forced to roll once more next turn until the Witch finally awakens.

 

- A Witch may perform this spell while in their disguised form.

- During Swoon’s duration the sleeping Witch is completely unconscious and unresponsive, making her incapable of hearing anything said near her or reacting to any manner of action done upon her as long as it is not fatal, that is to say that if someone were to saw off an arm of a leg while she was under Swoon's effects, she will not be aware of it until she awakens.

- Once a player rolls to awaken the Witch, the process cannot be stopped, rolling a new dice every turn until a successful one is produced, with failed ones only prolonging the inevitable.

- Failed attempts to awaken will not expose the Witch’s false death in any way or form to anyone inspecting her body.

- The unconscious Witch must roleplay the fatigue and aches that plague the Witch upon returning to consciousness. 

 

 

Purpose:

Spoiler

Swoon is an interesting ability for many reasons, most important of which is how silly it is to expect people to not instantly behead your witch’s head for a neat trophy.

 

In either case, It is a really interesting ability that may allow for some exceedingly genius ways to escape from dangerous or awkward situations if one plays their cards right.

The  5 emote limit though, does unfortunately make achieving this even more of an impossible task.

 

I fully understand that this is to avoid ‘conveniently’ waking up at the right time despite the fact that the character should not be aware of events happening around them, seeing as they are dead.

As such, the inclusion of a dice roll should assist with this, representing the Witch’s subconscious guesses as to when it would be the best moment to awaken

 

 

CREDITS

Writing by Agy
Mechanics and Ideas by Agy

Map Pictures by Lotc Wiki

Music by Unlimited Cotton

Art by TetsuhiroWakabayashi

Told to just go and make an amendment by sam33497 (thanks again!)

Actually knowing how the Frost Witch lore and mechanics function by Diogen

 

CHANGELOG

1/1/2024 10:26PM

I forgot to spoiler some thingies..

1/1/2024 10:49PM

 When the incomprehensible OG lore is incomprehensible; Redlines and mechanics were changed as funnily enough,

my interpretation of each of the spells was somewhat different from how they actually function. The amendment now reflects that better.

8/1/2024 6:19PM

After a small break, I wanted to polish the amendment as a whole with fresh eyes just to be sure I didn't miss anything (Which I did)

I cleaned up much of the writing and redlines from little mistakes, as well as remaking the visual representation of the Amendment, now including Vortice!

14/1/2014 1:04AM

ST Feedback Added.

Edited by Agy
Link to post
Share on other sites

A very reasonable amendment, makes it so you aren’t bound to that one dead region on the map or the meat freezer in crp. Because likely no one is going to come to your icy lair

Edited by Turbo_Dog
Link to post
Share on other sites

Posted (edited)

Some additional context:

As of this Amendment being posted, there are currently are two more Fjarriagua Amendments along with this one, one of which, the "Ice Catalyst" addition, is attempting to solve the same issue of the Frozen Regions.

 

I begun working on this here amendment of mine before work had even begun on "Ice Catalyst" and I played no direct role in its creation other than being the little silly bean that came up with that idea in the since denied Fjarriagua rewrite.

 

Nevertheless, I believe that these two amendments will in no-way clash, as the Ice Catalyst is meant to be an addition to allow for Fjarriagua magic to function in "Non-Frozen" areas, which should my piece be accepted will be still be a thing, merely being renamed into "Hot/Dry Regions" (I really should come up with an better name for that....) with no all too big of a mechanical difference. Which I still fully support since forbidding ANY locations (even the god-damned dessert) from enjoying quality Frost Witch RP is a crime against humanity.

 

In either case, Frost Catalysts and my piece were not planned to both exist. I was merely too stubborn to stop working on mine after It was posted and for all intents and purposes I am a legally distinct entity from the people that wrote these other two amendments

 

Have a nice Happy new year :}

Edited by Agy
Link to post
Share on other sites

20 minutes ago, satinkira said:

berlin airlift reference

 

I still don't get this...

Link to post
Share on other sites

hey, i very much enjoy this amendment and would love to see it implemented in the current lore of lord of the craft for the enjoyment of the playerbase smile :) 

Link to post
Share on other sites

this is so wicked. certified myochii special. approved. 

Link to post
Share on other sites

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

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...