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


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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 8 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.
  • The fire from the flame trail is severe enough to grant second degree burns, unless used with blue fire in which case it will deal third degree burns.
  • 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.

 


 

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 as orange hues.

 

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

 

 


 

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.

Water Evocation

 

Properties of Conjured Water

 

Old: 

Spoiler

Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.

 

New: 

Spoiler

Conjured ice, when made blunt, has the strength and durability of ferrum. When made sharp it trades that durability for the sharpness of a ferrum sword, shattering on contact with something as hard as ferrum or greater. Both can be melted with [1] emote of exposure to fire or sufficient heat akin to a burning fire provided a spell does not specify otherwise.


 

This sets the bar for the properties of ice further on. Unless otherwise clarified (Ice Wall, Ice Dome), the properties of Ice are contained here. This should make it easier for any future adjustments to Ice Evocation.

 

 


 

Water Shield

 

Old: 

Spoiler
  • A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. 
  • 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 metres 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.
  • For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.

 

Redlines

  • The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course. 
  • The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.

 

New: 

Spoiler
  • A water evocationist may create a sudden surge of water from the group straight up in order to displace attacks and minor projectiles, as well as extinguish flaming projectiles assuming they can be extinguished.
  • This spell requires two emotes to cast [1 Connect + 1 Cast]. The water rises up from the ground in a sudden and surging wave 1 metre thick, 2 metres long and 3 metres high, deflecting incoming melee attacks or small projectiles, such as slings, blow darts, and thrown potions.
  • This spell cannot be maintained beyond its casting emote.

 

Redlines

  • The water shield is a powerful surge of water, only providing protection against minor projectiles such as slings, blow darts and thrown potions, or incoming melee attacks.
  • Must be redirected in a harmless direction.
  • This cannot deflect anything at arrow speed or higher.

 

Given just about every evocation has a wall for some reason, I asked what value this had - none. Ice Wall does everything this spell does better for just a uptier of 1 tier, so I considered the idea of a Water Shield that was a brief, sudden surge of water - incapable of stopping a fast-moving projectile, but capable of smashing into and stopping slower moving things like hand thrown things, and melee weapons. Obviously, a spell like this doesn't exist across voidal magic so this is a shot in the dark as far as I know.

 


 

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 three 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.

 


 

Ice Projectile

 

Old:

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.

The projectile/s themselves are typically baseball-sized. The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force. 

Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.

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.

One projectile charged may be around the sharpness of your average ferrum blade.

Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.

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 projectiles of ice which can either be sharp or blunt - one or the other, you cannot mix projectile types.
  • The projectiles themselves are either sharp or blunt, and typically baseball-sized. If made sharp it has the sharpness of a ferrum sword, though shatters if it comes into contact with blunt force. If made blunt they are as durable as ferrum, and hit with the force of a baseball going at arrow speed, and do not shatter.
  • 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.
  • Sharp ice is capable of piercing or slashing unarmoured or lightly armoured foes as sword might, though will shatter against heavier armours such as chain and plate.
  • Blunt ice will, at most, cause the fracturing of bones upon exposed flesh against unarmoured targets, and a well-placed shot to an exposed head could induce concussion or potentially knock an individual out, though will not cause any more damage than this. Against armoured targets, it is capable of denting heavy plate similar to a hammer strike.

 

 

In Winter Decoration 1, I actually forgot to balance out Sharp vs Blunt Ice Projectiles - there was basically no reason to use blunt because sharp did what blunt did, and more with sword-sharpness. This hopefully should correct for that, in addition to the update to properties of water/ice to better match how other blunt/sharp projectile spells interact.

 


 

Ice Spike

 

Old: 

Spoiler
  • A water evocationist who can conjure ice may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to two metres in length, and up to three metres in height, the sized typically varying in a single attack. 
  • Ice Spike has a width of up to two, and a length of up to five blocks. has a ten black range. 
  • 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.

 

Redlines

 

  • Ice Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage.

 

New: 

Spoiler
  • A water evocationist can conjure small spikes of ice towards their target to ensnare & impede them, or present an imposing barrier for fast-moving opponents.
  • Requires Three emotes to cast [1 Connect + 1 Charge + 1 Cast], and the caster must be able to see the ground at the intended location.
  • A visible tell must be displayed, such as the ground frosting over or spikes slowly beginning to well up. On the casting emote, the spikes instantly shoot up - covering a area 3x3 Metres, and reaching up to a Metre in high, impaling with the strength of sharpened ice - capable of piercing and slashing through anything a ferrum sword can, and shattering against anything of ferrum density or greater.
  • Alternatively, these spikes can be grown slowly from the ground over four [1 Connect + 2 Charge + 1 Cast] Emotes, instead forming a barrier of spikes that may face outward that is 5 Metres wide, up to 2 Metres tall, and 1 Metre thick - in this form, the Spikes can be sustained for up to 5 Emotes, and serve as a effective barrier against a charging target or cavalry. While easily broken by a methodical opponent moving at normal speeds, a charging opponent moving at an excessive speed - that is anything beyond the average descendant's sprint - will find themselves and their mount impaled against the spikes. 

 

Redlines

 

  • Ice Spikes requires a telegraph emote of warning before the casting emote
  • Ice Spikes must be casted on a solid surface, be it a floor, wall, or ceiling. In the event the spikes are casted on a Ceiling or Wall during a event, the mage may request ET consent to allow the spikes themselves to extend beyond 1m in Height.

 

Ice Spikes felt incredibly underwhelming and useless as a T4 spell, with no real gauge for how it does damage. This hopefully should make it more clear its a tool of impalement - either by driving itself through someone's legs and torso, or by making a very unappealing barrier to faster-than-normal folk like cavalry, and otherwise speed-boosted people.

 


 

Ice Dome

 

Old: 

 

Spoiler
  • A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three metre radius at maximum, with the mage being in the centre. 
  • 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. 
  • The dome may hold its own against only [3] harsh blunt strikes before it is shattered. Shattering the dome will also stun the mage who is casting it for a minimum of [1] emote, preventing them from casting for that duration. The mage will need 1 emote to recupurate if they choose to end the spell themselves. 

 

Redlines

 

  • The mage must be at the centre of the dome to cast it.
  • Ice may be murky, though some movement can be seen from within the dome. 
  • The dome must be gradually formed, not instantly conjured.
  • The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.

 

 

New: 

Spoiler
  • A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three metre radius at maximum, with the mage being in the centre. 
  • 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. 
  • The dome may hold its own against only [6] harsh blunt strikes before it is shattered. Direct flame or heat can melt the shield easily in [3] emotes. If the dome is shattered, melted, or the caster chooses to end the spell themselves, they will need 1 emote to recuperate, meaning they cannot take any major actions for one turn - remaining connected unless otherwise disconnected by another force.

 

Redlines

 

  • The mage must be at the centre of the dome to cast it.
  • Ice may be murky, though some movement can be seen from within the dome. 
  • The dome must be gradually formed, not instantly conjured.
  • The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.

 

This one made the dome a little bit stronger against both melee attacks and fire, given it takes more emotes and mana to produce it should be a bit stronger then Ice Wall.

 


Voidal Translocation

Material Teleportation

 

Old:

Spoiler

- If your target item is moving, or moves during the telegraph. Your spell will not work.

 

New:

Spoiler

- If your target item is moving, or moves during the telegraph. Your spell will not work.

- Movement is defined as the swinging, throwing, or otherwise reasonable motion of an object - examples include a swinging sword, a weapon being carried while running, or a ring on someone's finger during animated gesturing. Larger stationary emplacements where movement consists of rotation only, or otherwise minor shifts in rotation do not count as movement. Unmoving objects are considered “unattended”

- A held, braced, or fastened object, such as a coin purse or an arbalest, can only be shifted if it is left unattended on the emote that material teleportation is attempted.

- Simply holding onto the item is not enough to ward the spell - Line of Sight must be broken OR the item must be moved per the above criteria before the casting emote.

- The Translocationist MUST be within range of both the anchor, and item that is to be shifted.

 

This is aimed pretty solidly at defining what can, and cant, be used through material teleportation. This should clear up any future confusions between Translocationists and whatever poor soul has a weapon stolen from them on how the spell mechanically works and what it can target.

 


 

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). This overrides the immediate shifting redline of Translocation, and a target (or ET, in the event of a NPC) must OOCly consent to be Group TP’d. If they do not consent, a shift is not used as the spell simply fails on the target.

- 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 does not have to be shifted with the casting of the spell - targets, provided they fit the above criteria, may be shifted anywhere within the Maximum Radius of the Translocationist’s Tier provided they have the shifts, and Line-of Sight to do so. 

 

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.

 


 

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.

 


 

General Translocation Redlines:

 

Old:

Spoiler

- Voidal Shifting may be performed immediately on the emote which the spell is ready to cast, as a means to evade oncoming attack.

 

New:

Spoiler

- Voidal Shifting may be performed immediately on the emote which the spell is ready to cast, as a means to evade oncoming attack or otherwise perform a shifting spell that is trying to be warded on the casting emote, unless a spell specifies otherwise.

- A Translocationist may only apply one method of doubling their distance, be it focusing further or with usage of a Arcane Focus. Should a shift;s range be doubled or otherwise extend past its default range, an additional shift will be consumed regardless of which method is used. Should a spell specify its distance cannot be extended, its distance cannot be doubled.

 

As far as I can see it (with the exception of kidnapping via group TP) any shifting spell functions on this principle, not simply for evading an incoming attack. This makes that more explicitly clear.

 

In addition, post-edit: Second bolded redline is meant to address the usage of Foci with translocation. With this, a doubled brisk stop now bears a T5 Mana cost of half  the casting mages mana pool, and using a focus doubles the cost. Plus, no double double. If Sam’s amendment is accepted, that specific redline should be cut from this patch.

 


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 [2] Metres per turn if successfully landed for the remainder of the encounter. 

 

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

 


 

Sound Blast

 

Old: 

Spoiler
  • The mage is not immune to the sound if they are caught in the blast.

 

New: 

Spoiler
  • Similar to Air Sweep, the caster is the only one unaffected to this spell if it casted in the eruption from the mage form, their block being the only block untouched in the designated radius. The mage remains not immune to the projectile version of Sound Blast

 

Takes how Air Sweep interacts as a AoE spell originating from the mage and applies it more evenly across similar spells.

 


 

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 cone in front of themselves, capable of shoving both person and object through its torrent of winds. This spell requires [5] emotes to perform [1 Connect + 3 Charge + 1 Cast], and can be maintained for up to [6] emotes afterwards.
  • 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 such as chairs and stools may be blown away, though at a slower rate, not enough to cause damage beyond moderate bruising.
  • 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 [3] Metres tall. Those caught within the Windstorm must spend a major action and their movement to escape, taking [1] Emote to do so. Those caught inside will find their movement is reduced to [2] Metres per turn with an action, and [4] Metres a turn per sprint. If a target inside opts to stand still or otherwise rendered off balance, they will find themselves shoved backwards with the force of a T4 Gust, and the associated injuries should they impact a solid surface. Additionally, handheld thrown objects such as potions, slings, or javelins will find themselves carried along within the Windstorm, deposited at the end of its reach. 

[T5] The Windstorm is [5] Metres wide, [12] Metres long, and [4] Metres tall. Those caught within the Windstorm must spend a major action and their movement to escape, taking [2] Emote to do so. Those caught inside will find their movement gains no ground if they move with an action, and [2] Metres a turn per sprint. If a target inside opts to stand still otherwise rendered off balance, they will find themselves shoved backwards with the force of a T5 Gust, and the associated injuries should they impact a solid surface. Additionally, handheld thrown objects such as potions, slings, or javelins and objects shot or flying at arrow speed will find themselves carried along within the Windstorm, deposited at the end of its reach.

 

 

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, and cannot be re-aimed once casted.
  • Once knocked off-balance or carried along by the Windstorm, a target cannot regain their balance until they are pushed out of the Windstorm, or impact a solid surface. Additionally, a target will be pushed back as many blocks as the corresponding Gust would move a single target each turn - I.E a T4 Gust would move a target 4 Metres per turn

 

 

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. 

 


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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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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