Evil_macaroni 171 Popular Post Share Posted June 15, 2024 Artist Unknown Background/Rediscovery Descendants have always strived for control. The rampaging tide, the billowing wind. the stalwart earth, the radiant flame all fell into the magi’s grasp. Yet, throughout ages past, a single element has eluded study more than all. Deemed madmen, storm chasers have long attempted to tame the untamable. To harness nature’s most elusive, destructive fury; Lightning. Yet, lightning stands in stark difference from all other evocations. To catch lightning in a bottle is not a one-in-a-million chance. It is impossible. Lightning rods cannot store their namesake either. Storm chasers came upon an epiphany. To understand lightning is to suffer it. To wield the crackling sparks is to be charged with its static. Magic Explanation Whereas fire may be kindled, water stored, wind breathed, and soil molded, lightning is fleeting. A combination of luck and awareness separates any individual from being beholden to the furious strikes of electricity amidst thunderclouds. As such, a magi who seeks an understanding of voidal lightning has but a single main avenue. To take to the pelting rains, the thunderous roars, and the charged strikes of a lightning storm. Voidal lightning is the warped product of all attempts to wield nature’s fury. Heat proves far too difficult to imbue into any lightning spell, but it is not without its replacement. Lightning’s facsimile takes the form of incredibly condensed arcane energy that seeps into all that is struck, blighting with The Void’s caress. Lightning Evocation is a precarious art where the electromancer is subjected to ever-increasing static charges. Overzealous mages keen on wielding the art to extremes would find themselves on the receiving end of its wrath. Magi do not control lightning. They direct it. The evoker uses mana both to retrieve the voidal arcana as well as the conductive pathway that leads the lightning toward their target. It is this very pathway that forces Voidal lightning to assume only the color of the magi’s aura itself. Lightning Evocation takes up 1 magic slot. Lightning Evocation can be practiced with a valid MA. Lightning Evocation requires a stable connection to the Void. Lightning Evocation can be taught with a valid TA. Properties of Conjured Lightning While conjured lightning carries some similarities to naturally occurring electricity, there are several notable distinctions. It is impossible to fully harness the entirety of lightning’s devastation. Conjured lightning is an extreme compression of voidal arcana. When a lightning spell strikes, it hits a precise point. Due to this, the explosion of the concentrated arcana leaves blight markings where natural lightning would normally leave scorch marks. Through consistent exposure to potent voidal lightning over a short period, a target would eventually succumb to voidal blight unless aided. This is unlikely, however, and in most cases would lead to limb corruption at most. If a limb is lost to voidal blight, it will not heal on its own. A person afflicted with voidal blight will feel a general numbness around the affected region. These blights can take deep purple and black hues, often taking the appearance of lightning marks. As blights grow more severe, an afflicted person might start losing the feeling of the blighted areas. A fully corrupted limb would be effectively paralyzed. Land blighted by conjured lightning is inert. It is incapable of spreading on its own. Voidal blights generated by lightning evocation can be healed by any means that explicitly state as capable of cleansing blights of voidal origin. Abjuration can also cleanse these blights. Voidal lightning strikes with concussive blows. While conjured lightning is conductive, due to line of sight requirements a spell will never course sightlessly through something. The moment it would pierce the target, the spell would dissipate instantly. As such, a lightning impact will always deal blunt damage. Voidal lightning cannot produce flames or any sort of harmful heat. Voidal lightning does not 'shock'. Its paralyzing capabilities come from prolonged exposure to blighting. Lightning cannot be cast at an endless range regardless of line of sight. If it lacks a target or the target is out of range (specified where applicable), voidal lightning will arc toward the ground and fizzle. Vertical distances must be taken into account for ranges. Combative voidal lightning travels no faster than any other voidal incantation. Casting lightning does not guarantee a strike and can be dodged or blocked. Combative voidal lightning can only be conjured through the use of an arcane focus. Lightning is too powerful to be cast without something to direct it. Voidal lightning can only be the color of the mage’s aura. Lightning tells are extremely obvious. A mage beginning to charge a lightning spell would at least manifest sparks around them before the spell is cast. This effect scales with the intensity of the spell. An electromancer can eventually conjure lightning that produces sound frequencies capable of being pitched up or down by the magi. This can never cause any form of permanent damage to the ear but can eventually be used to disrupt other magi’s focus. Voidal lightning afflicts the casting mage with charges of Static. Reaching as many Static charges as the Mage’s current tier would make casting any more lightning an impossible feat without incurring great harm. Surpassing the amount would at least forcibly disconnect the mage, and at most greatly wound or kill the mage. lie setiawan - Ardent Electromancer Static The circumstances that lead voidal lightning to its target are the same that force a portion of its effects onto the casting mage. The passive mana within the mage diverts and withholds a segment of the conjured arcana. Static is received after casting most lightning spells. The amount of stacks received is equal to the tier of the spell unless otherwise specified. An electromancer has the capacity to withstand as many Static charges as their highest achieved tier. After surpassing that amount, the mage would have their connection severed. Depending on the amount of charges above the threshold, varying effects can happen, all of which are detailed in the Tier Progression segment. For every ascending tier of overcharged static, all effects from the prior category are applied as well. Despite its namesake, voidal static refers to the phenomenon where an electromancer is imbued with the voidal residue of their casting. While it carries some similarities to electrification, the more drastic effects fall closer in line with voidal blighting. Static charges remain if a mage casts spells from other magics. In combat, Static charges will dissipate at a rate of 1 charge per 5 emotes. Static cannot be imbued into spells. It is rampant voidal arcana that afflicts the mage until it either dissipates or is returned to The Void. Disconnection would render the voidal arcana uncontrollable, with charges passively dissipating at a rate of 1 charge per OOC hour. These cannot be removed through Ground. Disconnection by Static would stop the mage from reconnecting until the charges passively dissipate. If a cast spell inflicts enough Static charges to disconnect the mage, the spell’s effect is completed before disconnection. If a spell is interrupted before casting, the user does not gain any stacks of Static. Mana is still consumed as normal. The Powers of Lightning Lightning is chaotic and dangerous. Of the most difficult elements to conjure. Through diligent, patient technique, mages are capable of learning the precise prowess necessary to bring forth its power and survive to tell the tale. Abbreviation Key: [N] - Non-Combat [C] - Combat [T#] - Tier Number Conjure Spark [T1] [N] - A lightning evoker is capable of conjuring anything from small sparks to calamitous displays of thunderous lightning with varying lengths, shapes, and sounds. Mechanics Spoiler Lightning in this form is quite ephemeral unless properly shaped. Upon reaching [T3]], a mage may manipulate the pitch of their conjured lightning’s sound for non-combative purposes. The mage’s ability to conjure sparks increases as their practice continues. At [T2], mages can conjure potent beams of lightning. At [T4] and above, mages are capable of conjuring their lightning into more shapes than simple bolts.[T5] allows mages to conjure loud thunderous bolts. Redlines Spoiler This cannot be used in a combative or destructive manner. Lightning in this form cannot be thundered to cause any harm to the ear whatsoever. Conjured lightning can only be the color of the user’s aura. Common sense rules apply. The larger the scope of lightning conjured, the more emotes it should take. Zap [T2] [C] - The simplest lightning projectile in an electromancer’s arsenal. A quick jolt that shoots forward in a linear path from the mage. Mechanics Spoiler Emotes: [1 Connect -> (Optional Thunder/Relay) -> 1 Charge -> 1 Cast -> (Additional Casts)] An electromancer may create a simple thin beam that crackles toward a target. The maximum range increases based on the mage’s mastery of the art. In time, a mage will be able to shape these projectiles into small forms other than a minor bolt. Upon contact, a Zap will leave behind a small blight marking, It will also give a minorly painful pushing sensation. After casting a Zap, a mage is able to use the existing mana pathway to quickly fire a subsequent Zap. These subsequent charges inflict 1 extra Static charge each. When applying Thunder to this spell, the mage suffers an additional Static charge per cast. A Zap that has been thundered will produce mildly painful ringing in the ears of those struck by it. Applying Thunder or Relay once adds the property to all additional casts in a single sequence. [T2]: Max distance of 4 blocks. [T3]: Max distance of 8 blocks. [T4]: Max distance of 12 blocks. The Zap’s shape can be changed. Relay can be applied. [T5]: Max distance of 16 blocks. Thunder can be applied. Redlines Spoiler Incanter’s Flow cannot quicken additional casts. Zaps must be shot subsequently, not simultaneously. It can quicken the application of Thunder or Relay though not beyond the pre-existing limitations of Incanter’s Flow. A single Zap sequence can only count for 1 Incanter’s flow stack. The additional casts do not attribute further stacks. Changes in shape are purely aesthetic. They provide no combative advantage. A Zap’s push is insufficient to move a target from its position. Subsequent Zap casts cost another [T2]’s worth of mana. If 2 consecutive thundered Zaps strike a mage, they will be forcibly disconnected. This counter resets if even a single emote passes where the mage is not struck. Thundered Zaps will at most produce a ringing sound in the ears. They will not temporarily deafen. Jolt [T2] [N] - An electromancer is capable of condensing a harmless amount of voidal lightning that may produce jolts of energy on others. Mechanics Spoiler Emotes: [1 Connect -> 1 Charge -> 1 Cast] By producing a minor amount of voidal lightning, a lightning evoker may inflict a harmless jolt on others. Be it a prank, a wake-up slap, or an attempt at resuscitation, this spell boasts a myriad of mundane applications. Redlines Spoiler This is purely a flavor spell and cannot provide any advantage in combat. Jolt will never be harmful, at most inflicting minor pain from the shock. Characters cannot be resuscitated without OOC consent. Even with OOC consent, Jolt must be used within 1 OOC hour of the heartbeat’s failure. Common sense rules apply. Jolt can only resuscitate characters going through some form of cardiac arrest. Jolt would not prevent deaths via any other method. Magnetize [T3] [N] - Using the principles of Alterationism, magi discovered another attribute that can be modified through voidal means; the push and pull between metals. Mechanics Spoiler Emotes: [1 Connect -> 1 Charge -> 1 Cast] By coiling their aura around an object made of or largely composed of ferrum, a lightning magus may sustain a near-constant stream of voidal lightning. The evoked charge would eventually bestow the property of magnetism onto the metal. This minor magnetic force would attract metals such as iron or steel and repel metals such as gold, copper, and silver. By replicating the same process, a mage would be able to remove magnetism from an already magnetized metal. Redlines Spoiler This is purely a flavor spell and cannot be used to gain any combative advantage. Weapons and armor cannot be magnetized to disarm or inhibit combatants. The magnetized object must be made of iron or an alloy containing it. The only exception to this is Slayersteel, which is not capable of being magnetized. The only repelled metals are gold, copper, silver, or alloys containing them. The only exception to this is Slayersteel, which remains still as all other metals. Magnetize cannot be used to breach the limitations of techlock. Ground [T3] [C] - By focusing on their connection, electromancers are capable of returning electric arcana through their mana anchor and into The Void, ridding themselves of Static charges. Mechanics Spoiler Emotes: [1 Connect -> 2 Charge -> (Optional Charges) -> 1 Cast] A stationary mage can attempt to rid the Static charge that afflicts them. This is a difficult process wherein the afflicted lightning evoker devotes their attention internally. Mana is controlled and directed for the sake of catching and returning the excess voidal energy into The Void from their connection. Ground will remove stacks of Static equal to the amount of charge emotes before casting. The minimum is 2. Redlines Spoiler Cannot be enchanted. The casting mage must be stationary for the entirety of the spell. The Cast and Connect emotes are not included in the amount of charge emotes. If a mage only has 1 Static charge before casting Ground, they must still charge a minimum of two times before casting. Ground costs the mana equivalent of a [T3] spell. Optional charges cost the additional amount of a [T2] spell per charge. Can only undo the Static charges of the casting mage. A lightning mage cannot assist another in dispelling their Static. Lightning Bolt [T3] [C] - The stronger iteration of the electromancer’s Zap. A potent bolt of voidal lightning that strikes with significant force. Mechanics Spoiler Emotes: [1 Connect -> (Optional Thunder/Relay) -> 2 Charge -> 1 Cast] Lacking the quickness of its predecessor, a mage can sustain an additional charge to project a bolt with substantial concussive force. On impact, a Lightning Bolt will strike with enough force to dent plate armor, leaving behind a sizable blight mark from the point of contact. Should a person be struck by a Lightning Bolt, they will be knocked back 4 blocks. When applying Thunder to this spell, the mage suffers 4 Static charges. Thundered Lightning Bolts would additionally sound with a violent crash, deafening all targets within a range of 2 blocks from the target for 2 emotes. Mages will be disconnected in the area Lightning Bolt can only be used to damage the environment with RO permission. Otherwise, it will leave temporary blight marks that fade in time. [T3]: Max distance of 12 blocks. [T4]: Max distance of 16 blocks. The Lightning Bolt’s shape can be changed. Relay can be applied. [T5]: Max distance of 20 blocks. Thunder can be applied. Redlines Spoiler Changes in shape are purely aesthetic. They provide no combative advantage. Lightning Bolts with the Thunder attribute will not inflict permanent damage to the ear. The 2 block distance must be counted linearly on a single axis. 1 block diagonal from the target counts as 2 blocks away. If a target braces and blocks with a shield, they will be immune to the knockback and damage. The deafening effect of a thundered strike cannot be blocked. Only dodged. Relay [T4] [C] - The principles of translocative anchors lead magi to the discovery of their conductive applications. Should a mage so choose, they may create a mana anchor at a distance for the sake of extending the range of their or another’s lightning spell. Mechanics Spoiler Emotes: [1 Connect -> 1 Cast] or adds 1 emote to the spell applied A lightning mage is capable of creating conductive mana anchors as a proxy between spell and target. The limitations of this spell lie within a magi’s imagination. From symphonies of crackling sparks to displays of flickering imagery, creative electromancers are capable of all kinds of interesting enchantments and effects. In a combative setting, an electromancer can use these relays to extend the otherwise limited reach of lightning spells. So long as the target remains within line of sight, Relay may redirect a spell as much as the distance of the spell cast. (i.e. Casting a Zap as a [T5] mage will extend the spell up to 16 blocks away from the Relay to a maximum of 32 blocks if cast in a perfectly straight line.) If a Relay is cast independently of a spell, it will last until the casting mage stops focusing on it. A mage can only focus on a single combative Relay at a time. Redlines Spoiler A combative spell can only have a single relay applied to it. In combat, a Relay will dissipate after the entirety of a single spell courses through it. In the case of Zap, it will dissipate after the complete sequence of casts. Relays will at most double the range of a spell at its casted tier (i.e. A [T4] mage casting Zap with a Relay would have a max range of 24 blocks rather than the 32 of a [T5]). If a Relay is cast for another mage, the maximum distance is double the distance of that mage tier, not the one casting the Relay. The location of Relays must be emoted. It is clearly visible to everyone as a distortion in space the color of the mage’s aura. Relay can only be enchanted onto an object on its own. However, a Relay can be cast separately to assist a lightning spell enchantment. Does not circumvent line of sight. A Relay can’t be used to cast around corners that the mage has no vision of. Relay increases the spell’s mana cost by 1 tier. If a Relay is cast on its own, it costs the mana equivalent of a [T3] spell Relays do not inflict Static charges. Relay cannot be cast alongside Thunder. The non-combative uses of this spell cannot break techlock. Chain Lightning [T4] [C] - A densely packed bolt of lightning that splits into two on first impact and arcs toward the nearest target. It is a dangerous spell, easily backfiring without proper care given. Mechanics Spoiler Emotes: [1 Connect -> (Optional Thunder/Relay) -> 3 Charge -> 1 Cast] With near mastery of both Zap and Lightning Bolt, an electromancer can apply both principles to create a potent beam that bifurcates on first impact. The first impact of Chain Lightning is nearly equivalent to that of a Lightning Bolt, pushing back 2 blocks rather than 4. The beam would then split into two uninterrupted bolts, aiming at nearby targets within 5 blocks of the original target. The potency of this spell requires the mage to stand still for the entire charge and cast. When applying Thunder to this spell, the mage suffers 5 Static charges. A thundered Chain Lightning will emit a loud crash on impact, deafening all three targets for 1 turn, and disconnecting mages as well. [T4]: Max distance of 16 blocks from the initial target. Relay can be applied. [T5]: Max distance of 20 blocks from the initial target. Thunder can be applied. Redlines Spoiler Changes in shape are purely aesthetic. They provide no combative advantage. The split bolts cannot be aimed. They will passively arc toward the nearest entities within 5 blocks of the original target. This includes both the caster and their allies. In the case of more than two secondary targets being equidistant to the initial target, the split beams would strike those nearest to the initial target that are closest to the casting mage. All 3 bolts aim at different targets. If there are only 2 targets in the vicinity, 1 split beam will arc to the ground and fizzle. If there is only 1 target, both split beams will fizzle. Chain Lightning with the Thunder attribute will not inflict permanent damage to the ear. Thunder [T5] [C] - Those who earn mastery over evoked lightning are capable of wielding its thunderous rage. Mechanics Spoiler Adds 1 emote to the spell applied With the developed practice of modifying evoked lightning’s pitch, a master lightning mage is capable of imbuing this attribute with further intensity, producing harmful sounds in the wake of the electrical impact capable of temporarily deafening and even disconnecting spellcasters. Thunder adds 1 tier's worth of mana to a spell. Redlines Spoiler The exact effects of Thunder are specified in each spell it can be added to. Thunder adds a painful sound to the impact of a lightning spell. It cannot add further force or any other property. The sounds of this spell cannot permanently harm the ear. Any spell that Thunder is added to counts as a [T5] spell. Enchantments including Thunder require a [T5] Grand Enchantment. Thunder cannot be cast alongside Relay. Call Lightning [T5] [C] - The pinnacle of electrical prowess. A looming cloud of voidally charged aura that discharges a singular devastating strike of voidal lightning and arcs towards all targets within range. Mechanics Spoiler Emotes: [1 Connect -> 4 Charge -> 1 Cast]. A mastered lightning evoker may conjure a great cloud of charged aura that rains a devastating strike of voidal lightning from the skies. The intensity increases or decreases with proximity to the epicenter of the strike. The effects of this spell vary in relation to the distance from the epicenter at the ranges of 2 meters, 5 meters, and 9 meters away from the strike. The strike functions as the center block of the inner 2 meter radius. The effect here would be the most catastrophic. Any characters caught within its radius would be stunned for [1] emote, have their movement reduced by 2 blocks for the next [2] emotes after the stun, and suffer severe blights around their body. Any casting mages would have their concentration broken. The 5 meter area from the epicenter would be struck by potent, albeit weaker bolts from the inner radius. These bolts will strike with enough concussive force to dent plate armor. Mages would still be disconnected within this region, as well as all targets would be pushed 4 blocks away from the epicenter. The beams around the external region up to 9 meters would have lost most of their potency. This area would only have several loose sparks, only capable of inflicting minor numbness to those struck as well as a slight concussive push. The impact of Call Lightning would leave behind a concentrated blight that branches outward as far as the 8x8 range, though will lose density with distance. If RO consent is not given, the spell will still have an effect on targets, though not the land. Call Lightning would exhaust the entirety of a mage’s mana as well as inflict 6 Static charges, forcibly disconnecting the mage after its cast. Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the thundercloud or the called lightning on the emote it is cast. Abjuring a fully charged Call Lightning would consume the entirety of the abjurationist’s mana. [T5]: Max distance of 24 blocks from the central point of the strike. Spell AOE screenshot: Spoiler White: 2 meter radius Orange: 5 meter radius Blue: 9 meter radius Redlines Spoiler The mage must be stationary for the duration of the spell. The blighting effect of the epicenter is not enough to fully corrupt a person’s limbs unless OOCly decided by the affected player(s) or by ET verdict. The location of the cloud must be declared on the first charge and cannot be moved. Call Lightning cannot be modified by Relay or Thunder. Enchanting To attempt to wield lightning is an affront, let alone to imbue objects with its effects. While not impossible, creative or non-creative lightning enchantments must be made with magely implements (magegold, arcanium, etc.). Objects incapable of conducting mana would take the full brunt of Static, blighting and crumbling to dust at creation. Grand enchantments suffer the largest limitations. All must be made exclusively with arcanium. Additionally, T4 and T5 enchantments do not recharge after use. Instead, they expire immediately as their final charge is expended. This is due to the extreme effect that condensed voidal arcana has on the object. This could theoretically be circumvented through the creation of a powerful enough artifact (MART). Mechanics Spoiler All non-creative enchantments must use one of the spells listed above, holding all of its properties aside from not needing to be cast directly due to it being an enchantment. Creative Enchantments, while more freeform, must adhere to most of the base redlines of Lightning Evocation, aside from any the MArt permits to be cast aside. Redlines Spoiler Cannot enchant in the middle of combat One must practice transfiguration to enchant. Enchanted lightning can take the color of the transfigurationist’s or the electromancer’s aura. It may also take on both. General Red Lines A lightning evoker cannot control real lightning, only their own conjured lightning from The Void. All spells require line of sight. The range of Lightning spells cannot be increased beyond what is listed in the lore (unless through Relay), including Arcane foci. No lightning spell is capable of an ‘instant kill’. Despite its blighting effects, voidal lightning does not inflict the debilitating effects of voidal poison. The blighting effects of lightning evocation are rarely permanent. Due to the small concentrations of arcana that a mage can muster, the blights would fade very quickly with time. The only exceptions to this are wounds agreed upon OOCily or at events with ET supervision and approval. The temporary effects of voidal lightning cannot be disregarded entirely. Such would be powergaming. Sounds produced by voidal lightning cannot be anything other than crackling or thunderous. Static charges do not have a combative effect on others. Someone touching an electromancer will not be combatively shocked or blighted by the accumulated charge. Voidal lightning cannot, under any circumstance, generate heat capable of inflicting harm or sparking a flame. An electromancer cannot cast through blocks, regardless of line of sight. This includes iron gates. In such a case, it would instantly cling to the metal, passing no further. Bodies of water cannot be abused combatively as a means of conducting mass amounts of voidal electricity. While voidal lightning can be used in the rain, the rain cannot be used to heighten the range or strength of its effects. The amount of control necessary to electrify only a small area of rainfall is too much for anyone and would likely lead to the mage being electrified first, thereby disconnecting them. Conjured water and conjured lightning can be mixed by two separate mages. This, however, would do no more damage than if the two had been used separately, and is purely for flavor. The charge from conjured lightning cannot be stored. As with all other evocations, losing line of sight would dispel the conjured lightning entirely. Artist Unknown Tier Progression [ Tier 1 ] Novice Spoiler Spells: Conjure Spark Skill Level - The mage has just begun to connect, assuming they haven’t learned to already. After practicing their connection, this tier is primarily denoted by an intense study of lightning. They will only be able to conjure a few loose sparks before becoming exhausted and charged with static. Lasts two [OOC] weeks. Static: 1 Charge: The mage would be at their limit, feeling an uncomfortable numbness as voidal charge courses through them. 2 Charges: The mage would be struck by their own lightning, likely electrifying their hair and leaving an uncomfortable buzzing feeling around their body. The mage would also have their connection interrupted. [ Tier 2 ] Apprentice Spoiler Spells: Conjure Spark, Zap, Jolt Skill Level - The mage has gained better experience in connecting and nearly mastered it. They can also generate further concentrations of non-combative sparks as well as conjure small, crudely shaped jolts of lightning. They are now able to wield enough charge to minorly harm themselves if not careful. Lasts three [OOC] weeks. Static: 1 Charge: The mage is capable of withstanding this level of charge without difficulty. 2 Charges: The mage would be at their limit, feeling an uncomfortable numbness as charge courses through them. 3 Charges: The mage would be struck by their own lightning, likely electrifying their hair and leaving an uncomfortable buzzing feeling around their body. The mage would also have their connection interrupted. 4 Charges: The conjured lightning would leave mildly painful blight marks around their body. [ Tier 3 ] Adept Spoiler Spells: Conjure Spark, Zap, Jolt, Magnetize, Ground, Lightning Bolt Skill Level - The mage has now practically mastered Voidal Connection and can maintain greater concentration in stressful situations. Their manipulation of electric arcana has heightened. Non-combative sparks would become capable of temporarily changing the magnetic push and pull of metallic objects as well as bearing a more defined shape. This tier denotes the ability to change the pitch in generated sound from conjured lightning. Combatively, an electromancer is now able to imbue their lightning with further force. They are also capable of manipulating the Static within, diffusing it back into The Void with some effort. Static can prove to be a real obstacle if abused at this stage. Lasts five [OOC] weeks. Static: 1-2 Charges: The mage is capable of withstanding this level of charge without difficulty. 3 Charges: The mage would be at their limit, feeling an uncomfortable numbness as charge courses through them. 4 Charges: The mage would be struck by their own lightning, likely electrifying their hair and leaving an uncomfortable buzzing feeling around their body. The mage would also have their connection interrupted. 5 Charges: The conjured lightning would leave mildly painful blight marks around their body. 6 Charges: The static would prove overwhelming, stunning and disarming the caster for [1] turn as further blight corrupts its user. These blights will fade on their own with time. [ Tier 4 ] Expert Spoiler Spells: Conjure Spark, Zap, Jolt, Magnetize, Ground, Lightning Bolt, Relay, Chain Lightning Skill Level - The mage now has nearly mastered their charged element, possessing far greater combat and out-of-combat abilities. The mage’s voidal lightning can finally be more complexly shaped, though these conjurations still lack the semi-permanence of other evocations. Their near mastery of voidal lightning allows them to create conductive anchors that further propel their spells. The risks also reach new heights. Their lightning is capable of inflicting semi-permanent wounds through abuse of the art. Lasts six [OOC] weeks. Static: 1-3 Charges: The mage is capable of withstanding this level of charge without difficulty. 4 Charges: The mage would be at their limit, feeling an uncomfortable numbness as charge courses through them. 5 Charges: The mage would be struck by their own lightning, likely electrifying their hair and leaving an uncomfortable buzzing feeling around their body. The mage would also have their connection interrupted. 6 Charges: The conjured lightning would leave mildly painful blight marks around their body. 7 Charges: The static would prove overwhelming, stunning and disarming the caster for [1] turn as further blight corrupts its user. These blights will fade on their own with time. 8 Charges: The residual pain after the stun would also reduce their movement by 2 blocks for the rest of combat. The mage would have severe blights around their body. These will not fade on their own and require some form of blight healing or abjuration. [ Tier 5 ] Master Spoiler Spells: Conjure Spark, Zap, Jolt, Magnetize, Ground, Lightning Bolt, Relay, Chain Lightning, Thunder, Lightning Storm Skill Level - The mage has completely mastered their Voidal art, able to manipulate their lightning to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of lightning evocation, nature’s strongest fury at their disposal. At this stage, a mage is capable of abusing their craft to the point of permanent harm, or even death. Static: 1-4 Charges: The mage is capable of withstanding this level of charge without difficulty. 5 Charges: The mage would be at their limit, feeling an uncomfortable numbness as charge courses through them. 6 Charges: The mage would be struck by their own lightning, likely electrifying their hair and leaving an uncomfortable buzzing feeling around their body. The mage would also have their connection interrupted. 7 Charges: The conjured lightning would leave mildly painful blight marks around their body. 8 Charges: The static would prove overwhelming, stunning and disarming the caster for [1] turn as further blight corrupts its user. These blights will fade on their own with time. 9 Charges: The residual pain after the stun would also reduce their movement by 2 blocks for the rest of combat. The mage would have severe blights around their body. These will not fade on their own and require some form of blight healing or abjuration. 10 Charges: This stage constitutes a permanent wound. Limb loss or otherwise permanent injury and even death are possible with this degree of charge as they are overtaken by voidal blight and potentially fully succumbing to it. (If the result chosen is death, it would constitute a PK as it would effectively be a suicide) Surpassing 10 charges would constitute an instant PK. Purpose (OOC) As a relative newhead to LOTC and Void magic, I was instantly enamored by the aesthetics of this server’s rendition of elemental magics. When I heard of lightning evocation’s past, I was sad to see such a cool and potentially flavorful magic left to collect dust as a far-off relic. This rendition of lightning evocation attempts to write lightning for its power rather than its quickness. I knew I didn’t want to write lightning capable of heat, but without it, I struggled to find an interesting combative niche for the magic. The idea of ‘blightning’ was a cool solution to the problem. I also tried to play into the idea of it being an incredibly difficult element to control. The Static mechanic was created from this. I believe voidal poison is one of the best inclusions to voidal magic as a whole, and playing further into a void mage’s detriment through their craft fits greatly with its overarching themes. However, I didn’t want lightning evocation to simply be a combat magic with heavy detriments. Additions like Magnetize and Jolt were made to tap into the innate whimsy and wonder of electricity’s unique utilities outside of modern-tech applications. I also believe Relay can be used non-combatively to achieve a similar effect. With that said, this is my first completed attempt at a large LOTC lore write. I hope my debut is at least pleasing to your eyes and minds. Credits @Evil_macaroni - Author @BoyWonderr - Main Consultor @Cally - Minor Consulting/Image Finding @S1nnerVsSa1nts - Minor Consulting/Grammar @Lord_of_losers - Tech Support Prior Lightning Evocation Writes - Inspiration Big shoutout to Wizard of Legend (Game), Rain Sounds for Sleeping (YT channel), and the tesla coil scene in The Sorcerer’s Apprentice (Movie). Changelog Spoiler 6/15/2024 - Removed gaining Static if interrupted (I had removed it in draft but somehow still pasted it in). 6/16/2024 - Removed 2 general redlines and consolidated them into 1 to fix a weird scion interaction. - Fixed formatting issue on Magnetize redlines. - Fixed minor discrepancy in T3 and T4 Static charge effects. - Moved a Thunder redline to mechanics instead. - Generalized the blight cleansing property to allow posthumous coverage. - Added static property stating that it may dissipate at a rate of 1 charge per 5 emotes. - Added a property stating that voidal lightning does not shock. - Added new redline to Magnetize to specify repelled metals. - Made Relay more clear as to it effects. - Added a redline for chain lightning to account for multiple equidistant targets. - Specified an ambiguity in the Call Lightning effects and changed from YxY to meter radius notation. Added a screenshot of the range for clarity. 6/25/2024 - Changed Lightning Bolt's Thunder mechanic. 7/2/2024 - Fixed a color formatting issue in Conjure Spark. 46 Link to post Share on other sites More sharing options...
ThatFunkyBunch 2818 Share Posted June 15, 2024 Again? Damn as the shaman dude I gotta tell you to stop sending it in lol. 3 Link to post Share on other sites More sharing options...
Cat Evocation 3728 Share Posted June 15, 2024 Huh. This one's actually unique cause it's not literal lightning. That's actually really cool and creative. 18 Link to post Share on other sites More sharing options...
Tav 4339 Share Posted June 15, 2024 13 minutes ago, ThatFunkyBunch said: Again? Damn as the shaman dude I gotta tell you to stop sending it in lol. i think the difference is this magic has been sent twice in the span of 1 and a half years while every section in shamanism gets rewritten in the span of a few months 28 Link to post Share on other sites More sharing options...
ThatFunkyBunch 2818 Share Posted June 15, 2024 3 minutes ago, Tav said: i think the difference is this magic has been sent twice in the span of 1 and a half years while every section in shamanism gets rewritten in the span of a few months I mean yeah but Lighting Evo was shelved years and years ago. It's gone for a reason. (We'll see if Shamanism gets shelved and every shaman becomes a Templar instead) Link to post Share on other sites More sharing options...
Tav 4339 Share Posted June 15, 2024 2 minutes ago, ThatFunkyBunch said: I mean yeah but Lighting Evo was shelved years and years ago. It's gone for a reason. (We'll see if Shamanism gets shelved and every shaman becomes a Templar instead) inshallah 5 Link to post Share on other sites More sharing options...
Onnensr 1909 Share Posted June 15, 2024 +1 I would like to be count dooku 5 Link to post Share on other sites More sharing options...
Unwillingly 18133 Share Posted June 15, 2024 lightning evo is the only voidal magic I'd beg someone on my hands and knees, cryinf and throwing up, sobbing and hyperventilating on the floor, need actual medical attention to get. nbd if not though ahahaha. hope this passes 22 Link to post Share on other sites More sharing options...
Operator_Bugman 347 Share Posted June 15, 2024 I CAN WELD AGAIN 3 Link to post Share on other sites More sharing options...
xo31 4013 Share Posted June 16, 2024 REALLY pretty formatting just needed to note that and also magic looks Fye Link to post Share on other sites More sharing options...
StingyParrot 1609 Share Posted June 16, 2024 Heck yeah 1 Link to post Share on other sites More sharing options...
KidKrinkles 2044 Share Posted June 16, 2024 We're so back Link to post Share on other sites More sharing options...
Departed_Delmar 1302 Share Posted June 16, 2024 Let there be storm mages! STORM MAGES I TELL YOU! Link to post Share on other sites More sharing options...
Frisket 4543 Share Posted June 16, 2024 Great stuff! 1 Link to post Share on other sites More sharing options...
Evonpire 2014 Share Posted June 16, 2024 Super interesting interpretation that is in line with the other evos format 1+ 3 Link to post Share on other sites More sharing options...
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