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[✗] [Voidal Connection] Spell Point Amendment

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Old Lore under "[General Lore] Voidal Connection"

Spoiler

Exhaustion and The Mana Pool

The exertion which a Mage must put forth in order to breach the Veil is immense, not to mention that the mage only may manifest a limited amount of mana. Each time the mage connects and draws from the Void, they exert an amount of force similar to performing that action without magic, according to the Law of Equivalence. Most mortals may maintain a moderately sized mana pool which they draw upon each time they cast Voidal Magic, sapping their own energy in return for the mana drawn to form the spell. Universally, a particular amount of energy is sapped from the mage upon casting virtually any spell - though the amount of fatigue truly experienced varies depending upon the mage's proficiency and the spell scale in question. Most minor non-combative spells would be insignificantly draining to the mana pool of a mastered mage.

 

Though most mastered mages possess a relatively large mana pool, their bodies are not capable of withstanding the strain necessary to apply all of it at once, and thus attempting to override the mortal’s own exhaustion would cause their body to experience Thaumburn. This entails the mage’s body slowly being consumed by voidal energy similar to whatever it was that they had attempted to conjure, pulling their mortal vessel apart in an agonizing fashion. Characters who attempt this feat are effectively PK'd.

 

Though there is no specific point system for the casting of spells, it is important for one to employ adequate reasoning when gauging how fatigued one would be. While a tier five Fire Evocationist could realistically conjure a dozen small flames with relative ease, attempting to cast two successive blasts of combustive, fiery magic would result in them being rather worn from such exertion. Reasonable discretion is advised, and ST may deem what would be considered powergaming in that instance based upon their own reasonability.

New Lore

Spoiler

Exhaustion and The Mana Pool

The exertion which a Mage must put forth in order to breach the Veil is immense, not to mention that the mage only may manifest a limited amount of mana. Each time the mage connects and draws from the Void, they exert an amount of force similar to performing that action without magic, according to the Law of Equivalence. Most mortals may maintain a moderately sized mana pool which they draw upon each time they cast Voidal Magic, sapping their own energy in return for the mana drawn to form the spell. Universally, a particular amount of energy is sapped from the mage upon casting virtually any spell - though the amount of fatigue truly experienced varies depending upon the mage's proficiency and the spell scale in question. Most minor non-combative spells would be insignificantly draining to the mana pool of a mastered mage.

 

Though most mastered mages possess a relatively large mana pool, their bodies are not capable of withstanding the strain necessary to apply all of it at once, and thus attempting to override the mortal’s own exhaustion would cause their body to experience Thaumburn. This entails the mage’s body slowly being consumed by voidal energy similar to whatever it was that they had attempted to conjure, pulling their mortal vessel apart in an agonizing fashion. Characters who attempt this feat are effectively PK'd.

 

Each mage has a different amount of “spell points” depending on their highest tier, meaning if they are T5 in one magic and T1 in another, they would have 32 spell points but still limited by T1 capabilities in that magic. Spell points are shared between all voidal magics the mage has, meaning they would only be able to cast two T5 spells for any of their voidal magics before being unable to cast completely. Note however, spell points only go over a mage’s capabilities as far as mana is concerned and not exhaustion. While a T5 mage would be capable of expending all their spell points before succumbing to exhaustion, casting one to two T4 spells would still leave them feeling exhausted. Attempting to further cast after running out of spell points would result in Thaumburn.

Tier 1 Mage

2 Spell Points

Tier 2 Mage

4 Spell Points

Tier 3 Mage

8 Spell Points

Tier 4 Mage

16 Spell Points

Tier 5 Mage

32 Spell Points

 

Each spell has a different cost with each mage being able to cast two spells of their highest tier before exhausting themselves. Some magics like illusion have a slightly different spell cost, being half of what a spell normally costs for that tier.

Tier 1 Spell

1 Spell Point

Tier 2 Spell

2 Spell Points

Tier 3 Spell

4 Spell Points

Tier 4 Spell

8 Spell Points

Tier 5 Spell

16 Spell Points

 

Old Lore under "[Magic Reformat] Voidal Translocation"

Spoiler

Spells

The arsenal of a Translocationist could be considered limited, cut and dry and even basic, though its potential is broader than it appears. Although the magic is considerably utilitive in nature, one could position themselves closer to an adversary for a surprise attack, or reconstruct a dense object above a foe’s head to deal blunt force trauma.

New Lore

Spoiler

Spells

The arsenal of a Translocationist could be considered limited, cut and dry and even basic, though its potential is broader than it appears. Although the magic is considerably utilitive in nature, one could position themselves closer to an adversary for a surprise attack, or reconstruct a dense object above a foe’s head to deal blunt force trauma.

 

Each spell costs a specific amount of spell points based on the amount of voidal pockets, half-expatriations, and shifts which can be used depending on the current tier of the mage.

Void Pocket

T1: 0.4, T2: 0.66, T3: 1.0, T4: 1.6, T5: 2.6

Half-Expatriation

T3: 8.0, T4: 5.3, T5: 6.4

Shifting

T1: 2.0, T2: 1.33, T3: 1.6, T4: 2.66, T5: 4.5

 

Purpose

Mages have been left to their own devices as to how much they can cast, leaving some wiggle room for some to powergame while leaving others worried about accidentally going over their limit and underestimating their capabilities. The general rule both ST and players consider to be the defining limit is two of the highest spells of their current tier, being two T5 spells for a T5 mage. This chart designed by ScoutTheWitch with mild tweaking was based on that concept and made easier for mage players to keep track of their mana pool. While there are many players who already use this chart, not all have access to it or even know it exists, nor is it enforceable. This amendment is proposed to help mage players keep track of their casting and give them a balanced system while also make it easier for other players and ST to hold voidal mages to a set standard.

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ok

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What about Scion and voidstalker

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this is a slippery slope we don't need to go down

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On principle, I think that variation in the capabilities of Mages, expressed via how long each takes to exhaust themselves, isn't necassarily a bad thing. CRP is a pain as is so why complicate it further with mana tables and exhaustion systems? 

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Double the numbers to avoid decimal mana. :)

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Voidal magic has so much convoluted shit that effects mana cost and so many magics do it differently that I think it's better to keep it vague with a few guidelines. If this was implemented, we'd need to add spell points to so many spells. Here's a nonexhaustive list of stuff that messes with cost: voidstalkers, tears, obelisks, scion, being below t5 in one magic while being t5 in another, translo(we see the decimal mess), illusion, conj, spells that can add multiple projectiles, spells that say they take up more/less mana than usual, spells that are prolonged, transfiguration

 

To what samler said, doubling numbers won't make it better cause some spells, like translo are wonky and take up like 1.33 and voidstalker/tear stuff gives you 1/2 cost some times

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decimals make me cry. I think rn exhaustion is fine. CRP typically doesn't go on for enough emote rounds for exhaustion to happen anyways.

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3 hours ago, Evonpire said:

decimals make me cry. I think rn exhaustion is fine. CRP typically doesn't go on for enough emote rounds for exhaustion to happen anyways.

 

Exactly this. This amendment is absolutely unneeded and even then your math for spell points is very odd. Extremely rarely is there an instance of mages powergaming their mana. If anything I've had more problems with mages just not understanding how their spells work.

Overall its unneeded and this just looks rushed and not fully thought through.

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I do not want to be meticulously counting points, let alone decimal points, in what is supposed to be an immersive experience.

 

LOTC is a storytelling medium. Creating further systems that rely on complex OOC math and minmaxing just detract from the immersion of roleplay as a whole.

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Most magics that utilize a point-based resource system also use those points to standardize how exhaustion is measured. Equally as others have said, decimals just make the entire process much more complex then it needs to be. This feels like a half-efforted attempt at a much more complex issue, and just creates a more complicated end result, and purely considers combative casting, which is a small part of what a Voidal Mage can do. 

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A point aside from the others made so far - I'm not entirely convinced that the 'Tiers', which mind you only exist oocly as a guideline for magic progression, are a worthy determination of a spell's 'cost' anyway. Folks should really not be mentioning 'Tiers' in roleplay either, and having this system be objectively quantified and therefore discernible in a roleplay setting in any way is crossing a boundary that we should not be crossing.

 

Then there are the magics which abide by mana systems which do not adhere to these; Namely Conjuration and Illusion.

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holy nerdpost 😭

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On 7/3/2024 at 8:36 AM, LobsterLarry said:

What about Scion and voidstalker

voidstalker doubled scion half

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