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[Amendment] Voidal Magic: Winter Decorations 2 (1/3)


PrimnyaQuorum

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Purpose

Over time across the Voidal Magics, Evocations and Spells has risen and fallen in power as balance is found between filling a niche or utility, and being outright OP. As a whole, Voidal Magic itself is in a healthy state, but I believe certain spells and redlines could use some freshening up or additions to give them something to make them stand out. Evocations as a whole will remain unchanged, but a few spells here will see proposals of changes, ranging from a minor touch-up to an overhaul of their mechanics.

 

This is Part 1 of 3 - Part Two will cover T5 spells as we feel they desperately need some fresh life in them, and Part Three will encompass feats. Please contact me, ST, if you would prefer this in multiple submissions per magic. 

 

Author’s Edit: I HOPE the formatting is fixed because I’m not trying again. See you at Part 2.

 

 


Fire Evocation

Flame Trail

 

Old: 

 

Spoiler

Flame Trail [C] - Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.

 

Mechanics

 

  • A fire evocationist may send a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind. It may either be directly shot out in front of the caster, around the caster, or around another target.
  • Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.
  • Flame Trail requires four emotes of charging [1 connect + 3 cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach about a metre in height, though may extend for up to five metres if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the centre, which is either the caster or the target.
  • The mage can actively maintain the fiery wall after it has been summoned for 3 additional emotes, consuming enough mana equal to a T3 spell. This wall will ether be 5 blocks long and one metre high, or around the caster/another target.
  • The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.
  • If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each. 

 

Redlines

 

  • The fire must always remain on the ground.
  • Cannot use Flame Trail over wet surfaces.
  • Cannot shrink flame if it is a ring. 
  • Can not maintain a fiery wall if the spell is made combustion.
  • If made a firry wall, the spell can only be placed vertically or horizontally. The wall cannot be placed diagonally.

 

 

New: 

Spoiler

Should a fire evocationist so wish, they may send a trail of flames spiralling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of fire towards a target.

 

Mechanics

 

  • A fire evocationist may send a jet of fire along the ground in order to form various shapes, which enable it to act as a formed barrier. It may either be directly shot out in front of the caster towards a target, around the caster, or around another target.
  • Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.
  • Flame trail requires four emotes to cast [1 connect + 2 charge + 1 cast] regardless of the shape it takes. What shape it takes is limited to direct lines or encasements. The flame itself reaches 2 metres in height, and extends up to 5 metres if used in a straight line. If used as a circular barrier around oneself, or around a target, the ring may have a three block radius from the centre, focused on either the caster or the target.
  • The caster can actively maintain Flame Trail after it has been summoned for 3 additional emotes by focusing on it.
  • If made combustive, the Flame Trail will erupt with small explosions along its path, which have enough force to break or dislocate a few minor bones, though nothing too severe. These explosions do not travel any greater than a block radius.

 

Redlines

 

  • The fire must always remain on the ground.
  • Flame Trail cannot be used over wet or icy surfaces.
  • Cannot shrink the Flame Trail once cast.
  • Cannot maintain a fiery wall if the spell is made combustive.
  • If used as a wall, the spell can only be placed vertically or horizontally, but not diagonally.
  • Arrows, crossbow bolts, and other projectiles will pass through without issue.

 

Flame Trail before felt strikingly underwhelming - a 4 emote spell to get a 5 meter wall that does nothing but be a mild inconvenience. This should hopefully give it a little more value.

Edit: Per Feedback, maximum length reduced to 5 Meters and specific references to burns removed, as they are referred to under Properties of Evoked Fire

 

 


 

Smokescreen

 

Old:

Spoiler
  • By conjuring purley the smoke byproduct of fire, a mage may create a screen of smoke in front of or around them to obscure the vision of those around them, or even use it as a distraction of sorts.
  •  
  • A fire evocationist may create a cloud of smoke in front of or around them, the cloud itself able to be any hue of grey or black the mage wishes, the color not having any effect upon how hard it is to see through the smoke. When looking through smoke, one will be unable to see more than a metre in front of them very much, save maybe very faint shadows all about.
  • Requires three emotes to cast [1 connect + 2 charge/cast], making it excellent for a quick distraction. It may also be held back for up to [3] additional emotes after its initial charging, before being released. If held for too long it will merely dissipate.
  • Can be learned at [T3].

 

  • A mage cannot see clearly through their own smoke.
  • Smoke may be uncomfortably warm though cannot burn.
  • Smoke cannot be used to suffocate, though may induce uncontrollable and uncomfortable coughing.
  • Smokescreen may extend to 5x5x5 metres at the fullest extent.

 

New:

Spoiler
  • By conjuring smoke, the byproduct of fire, a mage may create a smokescreen either around themselves or in front of themselves to obscure the vision of those around them.
  •  
  • Mechanics:
  • A fire evocationist may create a cloud of smoke within their line of sight, including directly around them. The cloud itself can be any hue of grey or black the mage wishes, as it does not have any effect upon how hard it is to see through the smoke. When looking through the smoke, one will be unable to see more than a metre in front of them very well, save for very faint shadows at the most.
  • Requires three emotes to cast [1 connect + 1 charge + 1 cast], making it excellent for a quick distraction. It may be held back for up to 3 emotes after its initial charging before being released. If held for any longer, the spell will dissipate. Once cast, it can be maintained for up to 5 emotes.
  • Can be learned at T3.

Redlines:

  • A mage cannot see clearly through their own smokescreen.
  • Smoke may be uncomfortably warm though it can never burn.
  • Smoke cannot be used to suffocate, though it may induce uncontrollable and uncomfortable coughing.
  • Smokescreen may extend to 5x5x5 metres at max. 
  • Alchemically treated heat-sight goggles are capable of seeing living descendants through the smokescreen.
  • Smokescreen can be displaced by any T3+ air displacement ability, such as Gust.

 

Previously, Smokescreen could be sustained indefinitely - this introduces a maximum # of emotes it can be held active, as well as a few details like if warm smoke can be seen through with heat-sight

Edit: Added Displacement by Air Evocation

 

 


 

There are some pretty major editions here - namely, the complete overhaul of Water Shield and Ice Spikes and a re-doing on how blunt and sharp ice functions. In sections where the entire new part is bolded, that section is intended to wholly replace what is under the old section.

Edit: A Vast majority of the proposed changes to Water and Ice Spells were requested to be removed on the Feedback, and thus have been.

Water Evocation

Water Wave

 

Old: 

Spoiler
  • The attack itself has a range of up to ten blocks, though can travel for up to fifteen once cast. The wave has a width of two blocks, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.

 

New: 

Spoiler
  • The attack itself has a range of up to ten blocks, though can travel for up to fifteen once cast. The wave has a width of two blocks, though a length of up to five, and a height of two blocks constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.

 

Just a clarification on the actual height of the wave itself, considering the spell itself has its emote count corrected in Winter Decoration 1.

Edit: Height reduced to 2 Meter

 

 


Voidal Translocation

Group Teleportation

 

Old:

 

Spoiler

Red-lines:

- You may not shift someone who is moving around on any of the axis (Falling doesn't count).

- Group teleportation only functions upon those within the default range of the spell for your tier. Arcane foci or additional emotes do not increase the range at which people can be affected.

- Follows the same redlines as minor teleportation. 

 

New:

 

Spoiler

Red-lines:

- You may not shift someone who is moving around on any of the axis (Falling doesn't count).

- Group teleportation only functions upon those within the default range of the spell for your tier. Arcane foci or additional emotes do not increase the range at which people can be affected.

- Follows the same redlines as minor teleportation. 

- The Translocationist themselves must be one of the targets of a Group Teleportation.

 

As far as I can tell, there was nothing preventing you from TPing someone else and not yourself - this just writes that in explicitly and clarifies some parts of the whole process, while adding OOC consent - it is entirely possible currently for a Eminant with 3 stacks Incanter's flow to anchor and telegraph in one emote, and with how shifting works kidnap someone who stands still for one emote.

Edit: Feedback requested IC consent instead of OOC consent and mandated the Translocationist be shifted as well - in this, a secondary target who doesn't want to be shifted can simply move and break out of the shift, thus breaking Group Teleportation kidnapping in theory.

 

 


 

Greater Teleportation

 

Old:

Spoiler

Mechanics:

Quite simply a reward for mastering the art, a flavorful way to use ones soulstones is here. One must note that this spell is ENTIRELY non combative and it is against the rules to use such in combat as it follows the soulstone rules.

 

Connection -> Rift is Formed -> Exit through Rift -> Appear next to soulstone pillar.

Example Emote:

Sarrion would say his goodbyes to his friends, stepping off to the side, his eyes suddenly flared up with bright green aura as he connected to the void.

Sarrion would raise his hand as powerful green aura gathered in his palm, slowly he etched out a circle in the air as the aura would weave through the air and form a circular form. All of a sudden the aura would cave in on itself, opening a rift of bright green color. Various parchments in the room would flutter about as the air picked up from the power of the rift.

[!] The elf saluted, making his departure through the rift. It would close up instantly behind him.

>Soul Stone to Location<

[!] Sarrion would suddenly appear next to the soulstone pillar in a burst of bright green aura.

 

Red-lines:

- This spell is purely non-combative. Using this in the middle of combat is breaking soulstone rules.

- This spell follows the soulstone rules. If the soulstone is SS blocked or recharging you cannot use this spell.

- Only you may enter the rift. You cannot bring anyone with you.

 

New:

Spoiler

Mechanics:

Quite simply a reward for mastering the art, a flavorful way to use one's soulstones is here. One must note that this spell is ENTIRELY non combative and it is against the rules to use such in combat as it follows the soulstone rules.

 

Connection / Rift is Formed / Exit through Rift -> Appear next to soulstone pillar.

Example Emote:

Sarrion would say his goodbyes to his friends, stepping off to the side, his eyes suddenly flared up with bright green aura as he connected to the void. Sarrion would raise his hand as a powerful green aura gathered in his palm, slowly etching out a circle in the air as the aura would weave through the air and form a circular form. All of a sudden the aura would cave in on itself, opening a rift of bright green color. Various parchments in the room would flutter about as the air picked up from the power of the rift. The elf saluted, making his departure through the rift. It would close up instantly behind him.

>Soul Stone to Location<

[!] Sarrion would suddenly appear next to the soulstone pillar in a burst of bright green aura.

 

Red-lines:

- This spell is purely non-combative. Using this in the middle of combat is breaking soulstone rules.

- This spell follows the soulstone rules. If the soulstone is SS blocked or recharging you cannot use this spell.

- If a group of people are travelling to the same destination via Soulstone, this spell may be used to allow them all to travel through at once. This may not be used to bypass the mechanical travel requirements for raids, heists, or other similar activities.

 

It's a flavour spell. Do I really need to say anymore? I will anyways - given that the spell cannot be used for combative advantage or otherwise to skip pre-written rules for Heists, Raids, and other such occurrences, and is defined as a reward for mastering Translocation, I see no issue with allowing it simply function on a single emote, and allow others to pass through to the same destination.

 

 


Air Evocation

Launch

 

Old: 

Spoiler
  • 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
  • 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. This will take [1] Emote to recover from, and lower the target’s movement by [1] Metres for [2] Emotes if successfully landed.

 

Right now, if you somehow manage to land a Launch, it doesn't really do anything to the target. This gives some tangible reward to a Air Evoker who can actually land a Launch

Edit: Duration changed to 3 Emotes

Edit 2: Duration altered to 2 Emotes, effect shortened to -1 Metre

 

 


 

Windstorm

 

Old: 

Spoiler
  • A mage may create a powerful torrent of wind in a three-metre [T4] or five metre [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.
  • Those within the torrent will find it rather difficult for them to move forward, though not impossible, as the heavy gust pummels towards them; as if they were walking through a strong snowstorm. If individuals within the gust do not have strong enough footing, they may be pushed backwards. This will never be enough to keep an individual from moving forward completely, just more difficult.
  • Objects thrown in the way of the gust will be blown out of it, assuming they are light enough; no more than say paper, glass, or small shards of metal; depending on the nature of the objects, they may induce cuts, lacerations, or bruises, though surely no broken bones. Larger objects may be blown away, though at a much slower rate, not enough to cause damage beyond a few light bruises.
  • 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.

 

Redlines

 

  • The mage cannot move while casting or maintaining this.
  • The pushing back will never be enough to kill someone on its own, and it is not them flying backwards either, but rather as if they were being pushed backwards, giving no more than perhaps a few light bruises.
  • The direction of the windstorm is not interchangeable.

 

New: 

Spoiler
  • A mage may create a powerful torrent of wind in a funnel of rushing air in front of themselves, 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.
  • Those within the torrent will find it rather difficult for them to move forward, though not impossible, as the heavy gust pummels towards them; as if they were walking through a strong snowstorm. If individuals within the gust do not have strong enough footing, they may be pushed backwards. This will never be enough to keep an individual from moving forward completely, just more difficult.
  • Objects thrown in the way of the gust will be blown out of it, assuming they are light enough; no more than say paper, glass, or small shards of metal; depending on the nature of the objects, they may induce cuts, lacerations, or bruises, though surely no broken bones. Larger objects may be blown away, though at a much slower rate, not enough to cause damage beyond a few light bruises.
  • 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.

 

Tier Progression:

[T1] N/A

[T2] N/A

[T3] N/A

[T4] The Windstorm is [3] Metres wide, [8] Metres long, and [2] Metres tall. 

[T5] The Windstorm is [5] Metres wide, [12] Metres long, and [3] Metres tall. 

 

Redlines

 

  • The mage cannot move while casting or maintaining this.
  • The pushing back will never be enough to kill someone on its own, and it is not them flying backwards either, but rather as if they were being pushed backwards, giving no more than perhaps a few light bruises.
  • The direction of the windstorm is not interchangeable.

 

 

I think everyone can agree for a T4/T5 Spell, Windstorm was absolutely, honest-to-god, useless. This is my attempt at overhauling the spell in its spirit (A "Stronger Gust")  and it has an actual purpose. It's now a wind tunnel that demands you advance or get out, before you suffer chair in face syndrome. 

Edit: New Windstorm denied per Feedback - instead re-formatted to better adhere to Air Evocation formatting. Currently, Windstorm does not define how tall the funnel is in either the T4 or T5 variant, so it falls upon ST to correctly label that part on the respective parts.

 

 


Credits

PrimnyaQuorum - Co-Writer

lord_of_loser - Co-Writer


 


 

 

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Please bold the lines that have been changed or added

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i dislike one of these so jsut gonna go ahead and deny the whole thing

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the spoiler's formatting hurts why r they so big..... but i like it. picasso!

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Folks I am aware this looks awful I'm working on it, appreciate the patience.

 

Edit: No I don't know how I made it worse none of this is making any sense

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better to clear formatting from docs if you're transporting it from there, and just reformat it again on the forums entirely

 

(this includes bulleted stuff)

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If any of you folks are curious - yes I pasted from a doc into firefox, no I don't know why any of the bulletpoints or spoilers are acting like that. 

 

I will edit this comment when I fix everything please just. try and read the actual words and give the nice feedback ):

 

Edit: It is a day later and somehow I think I fixed it.

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Much-needed changes for Air and Water - I'm also really stoked (pardon the pun) with Fire Wall's buff, makes it an actual danger in combat. Also, yeah, happy that there's no more instant kidnapping.

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i like it :)

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get rid of all dodge spells on the server!

 

Take it like a man!

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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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