PrimnyaQuorum 4003 Share Posted July 6, 2024 Purpose Over time across the Voidal Magics, Evocations and Spells have 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 the Final Collection of Amendments - Concerning various Feats, and the T5 Spells. Voidal Artificery Creation Old: Spoiler A Voidal Artificer, with a prerequisite understanding of Transfiguration, is capable of creating much more wondrous things - Allowing for much more easy creation of MArts melding The Void and practical mechanics. Alongside this, Enchantment becomes significantly easier upon a magi- not tolling them nearly to the extent it normally would.. Redlines -Creation does not modify one's daily-enchanting-limit, still capped at 3 signed items per day, 3 potent encahants or 1 grand enchantment. New: Spoiler A Voidal Artificer, with a prerequisite understanding of Transfiguration, is capable of creating much more wondrous things - Allowing for much more easy creation of MArts melding The Void and practical mechanics. Alongside this, Enchantment becomes significantly easier upon a magi- not tolling them nearly to the extent it normally would. Furthermore, a Voidal Artificer would find the toll upon themselves lessened if it is incurred during creational magic, effectively halved. Redlines -Creation does not modify one's daily-enchanting-limit, still capped at 3 signed items per day, 3 potent encahants or 1 grand enchantment. - An Artificer who partakes in a creation ritual of any kind - such as the formation of an Obelisk, Arcanium Forging, Yisar Egg Creation, or any other non-enchantment creation ritual - will have the duration of any exhaustion effects incurred upon themselves halved. This benefit does not extend to other mages who aided in a ritual a Artificer partook in. Purpose: They’re creators. Let them make things Better that are not enchantments. More specifically, there's a whole lot of voidal lore that has to be made that's not enchantments, and an Artificer is supposed to be gifted at making things. Without completely overhauling how non-combative exhaustion works, this allows Artificers to have a tangible benefit and ease in creating things, and encourages people to seek out Artificers when they make things. Veil Watchers Ritual of Mending Old: Spoiler There is no emote count defined for this ritual, though it is preferred that it takes 3 or more emotes. This ritual will effectively regenerate the mage’s eyes in order to ensure they don't lose their connection to the magic. It must be performed by one Conjuration Mage with knowledge of Disjointed Conjuration and a greater mana source, such being three additional mages, a mana obelisk, a voidal tear, or one Voidstalker. Once the ritual is complete, the mage will suffer from severe nearsightedness for Three Months (3 OOC days) and then from Astigmatism for Two Months (2 OOC days) after that. -This can not be used to change the aesthetics of the eyes the mage has and the physical properties go unchanged. New: Spoiler There is no emote count defined for this ritual, though it is preferred that it takes 3 or more emotes. This ritual will effectively regenerate the mage’s eyes in order to ensure they don't lose their connection to the magic. It must be performed by one Conjuration Mage with knowledge of Disjointed Conjuration, or 3 Veil Watchers at Tier 3, and a greater mana source, such being three additional mages, a mana obelisk, a voidal tear, or one Voidstalker. Once the ritual is complete, the mage will suffer from severe nearsightedness for Three Months (3 OOC days) and then from Astigmatism for Two Months (2 OOC days) after that. -This can not be used to change the aesthetics of the eyes the mage has and the physical properties go unchanged. This may only be used to repair an existing, damaged eye or replace a missing eye. -For Veil Watchers with Atronach Eyes, the Ritual of Mending must be performed after the Atronach Eye is destroyed or damaged to non-functionality, as simply repairing the eye normally will not re-establish the link or return sight to the eye and cause the Link to be lost. Purpose: Creates a more uniform method of how Veil-Watchers with damaged eyes can repair their eyes and re-establish the Link. Also addressed the issue that the current only way for a Veil-Watcher to fix their eyes requires them to seek someone who may or may not have the Feat, and does not include an option that is contained wholly within other characters who have Veil-Watching. Physical Effects Old: Spoiler -The eyes may not have a mundane subtle look to them. No matter what, this tell will always be visible and should be emoted as such. Should a blindfind or other covering of the eyes be worn, a glow will be seen to show that they have Veil Watcher eyes. It's encouraged that creative freedom be taken with this, so long as it's obvious at all times. Not even Sensory Illusion Spells or Enchantments can hide these eyes. New: Spoiler -The eyes may not have a mundane subtle look to them. No matter what, this tell will always be visible and should be emoted as such. Should a blindfold or other covering of the eyes be worn, a glow will be seen to show that they have Veil Watcher eyes. It's encouraged that creative freedom be taken with this, so long as it's obvious at all times. Not even Sensory Illusion Spells, Enchantments, or other Alchemical/Magical means can hide these eyes, due to the Link’s connection to the Veil. Should a spell or ability otherwise render a Veil-Watcher invisible, however, their eyes will not otherwise stand out or interrupt the ability. Purpose: Clarified that nothing can hide a Veil Watcher’s eyes, considering they are bound to the Veil via the Link - including Seer magic, or any future disguise magic, though invisibility/hiding spells that conceal a entire charter from sight, such as a Mystic's Diminish, or a Seer’s Veil In Lies will not be broken or given away by a Veil Watcher’s eyes Water Evocation Water Wave Old: Spoiler Redlines The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease. New: Spoiler Redlines The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease. Targets below Golem/Olog Weight will be swept along with the wave, while Targets at or above Golem/Olog Weight will be staggered at the impact of the Water Wave. Purpose: Clarified interactions regarding different weight classes, following a similar rationale as Air Sweep and Launch Hail Storm Old: Spoiler Mechanics A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an option aesthetic though offers no benefit beyond chilled air. The storm has a maximum radius of five meters, able to be conjured with its edge up to ten meters away from the mage. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than it's maximum radius, it will meld to the room's shape and loses the ability to be moved. It requires five emotes to cast [1 Connection + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the storm cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends. Hail and Fractals are small, each around the size of a grape with round and sharp edges respectively. As such, those within the storm are battered with painful bruises and cuts by staying in it. On the first emote of contact, cuts and bruises to a minor degree are left. By the second emote, they grow to a medium degree of severity. By the third emote, the cuts and bruises are quite large and will require medical aid, though not urgently. By the fourth, the storm leaves more severe wounds. Not enough to kill anyone outright, but they are considered heavily wounded and will require medical aid immediately on the conclusion of combat. The storm does not deal more damage beyond this. Targets wearing light or medium armor(leather, gambeson) are considered immune to the storm's damage for their first emote of being inside of it. Targets wearing medium armor(half plate, chain) are considered immune to the storm's damage for their first two emotes of being inside of it. Targets wearing heavy armor(plate armor or similar) are considered immune to the storm's damage for their first four emotes of being inside of it. After these emotes are met, they begin taking damage as though they just entered it for the first time. Redlines The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active. This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast. If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the day. Being unable to cast any further spells beyond the completion of Hail Storm's 8 Emote Maximum. This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted. New: Spoiler Mechanics A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an aesthetic option though offers no benefit beyond chilled air. The storm has a maximum radius of six meters, able to be conjured with its centerpoint up to fifteen meters away from the mage and up to ten meters from the centerpoint on the ground itself. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than its maximum radius, it will meld to the room's shape and loses the ability to be moved. It requires six emotes to cast [1 connection + 4 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the storm cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends. Hail and Fractals are small, each around the size of a grape with round and sharp edges respectively. As such, those within the storm are battered with painful bruises and cuts by staying in it. On the first emote of contact, cuts and bruises to a minor degree are left. By the second emote, they grow to a medium degree of severity. By the third emote, the cuts and bruises are quite large and will require medical aid, though not urgently. By the fourth, the storm leaves more severe wounds. Not enough to kill anyone outright, but they are considered heavily wounded and will require medical aid immediately on the conclusion of combat. The storm does not deal more damage beyond this. Targets wearing no or light armor will find themselves immediately under effect, upon entering the storm.. Targets wearing medium armor are considered immune to the storm's damage for their first emote of being inside of it. Targets wearing heavy armor are considered immune to the storm's damage for their first two emotes of being inside of it. After these emotes are met, they begin taking damage as though they just entered it for the first time. Redlines The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active. This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast. If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the encounter. Being unable to cast any further spells beyond the completion of Hail Storm's 8 Emote Maximum. This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted. Purpose: Standardized the duration, mana cost, range, and mobility of Hail Storm, as well as adjusts the damage of its hail with regards to the new definition of armor with the updated Tech Lock. Fire Evocation Flaming Tempest Old: Spoiler Mechanics A fire evocationist who has mastered fire evocation may conjure a storm of fire which falls from the sky in a terrible cloud of smoke and ash. The storm has a maximum radius of five blocks. This may be cast with its central point within 12 blocks of the casting mage, and up to ten blocks from the floor itself. Requires six emotes to cast [1 Connect + 4 Charge + 1 Release], and can be maintained for [4] Emotes, raining small embers, flames, and ashes onto all below the ashen cloud. Flames are no larger than the size of a coin at most, able to light anything flammable upon touch. This fire will grant second degree burns upon exposed flesh, though this can get progressively worse if one remains within the storm. It will burn flesh like any other flame, and will char surrounding fauna such as grass, leaving the landscape ashen and burnt, with RO Consent. Redlines The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active. You may not make the storm out of blue fire. The storm cannot be moved once it is cast If you add combustion to Flaming Tempest, it gains the physical force of medium hail behind the raining fire. Additionally, the cost of the spell doubles - taking all of one’s mana pool by default by the end of it for the encounter, unless bolstered by an outside force. New: Spoiler Mechanics A fire evocationist who has mastered fire evocation may conjure a storm of fire which falls from the sky in a terrible cloud of smoke and ash. The storm has a maximum radius of six blocks. This may be cast with its central point within 15 blocks of the casting mage, and up to ten blocks from the centerpoint on the ground itself. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than its maximum radius, it will meld to the room's shape and loses the ability to be moved. Requires six emotes to cast [1 Connect + 4 Charge + 1 Release], and can be maintained for [4] Emotes, raining small embers, flames, and ashes onto all below the ashen cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends. Flames are no larger than the size of a coin at most, able to light anything flammable upon touch. This fire will grant second degree burns upon exposed flesh, though this can get progressively worse if one remains within the storm. It will burn flesh like any other flame, and will char surrounding fauna such as grass, leaving the landscape ashen and burnt, with RO Consent. Redlines The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active. You may not make the storm out of blue fire. This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast. If you add combustion to Flaming Tempest, it gains the physical force of medium hail behind the raining fire. Additionally, the cost of the spell doubles - taking all of one’s mana pool by default by the end of it for the encounter, unless bolstered by an outside force. A Combustive Flaming Tempest can be Sustained up to 8 Emotes, but will consume all of one’s mana pool regardless. If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the encounter. Being unable to cast any further spells beyond the completion of Flaming Tempest's 8 Emote Maximum. This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted. Purpose: Standardized the duration, mana cost, range, and mobility of Flaming Tempest. Air Evocation Whirlwind Old: Spoiler Mechanics A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes [1 Connect + 6 Charge + 1 Cast] in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a five meter radius, or a ten meter diameter. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may be maintained for up to [6] emotes, and once it is cast the mage will not be able to cast additional spells for the remainder of the encounter. Those caught within eight meters of the focal point will find themselves slowly pulled towards the whirlwind. Though this is not too difficult to resist, it will require some additional effort. Those caught within five meters of the focal point will find a greater strength pulling upon them, requiring even greater strain to resist. Those within three meters will find it very difficult to escape the torrent. Redlines A whirlwind is never conjured subtly. Should the mage lose connection or be distracted while charging or maintaining the tornado, it will fade. Casting and maintaining this spell requires all of a mage’s concentration, rendering them unable to perform other actions or even move while casting. After successfully casting Whirlwind, the mage will be unable to cast for the rest of the encounter. New: Spoiler Mechanics A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [6] emotes [1 Connect + 4 Charge + 1 Cast] in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a six meter radius, or a twelve meter diameter, and up to ten meters from the centerpoint on the ground itself. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may normally be maintained for up to [4] emotes, with the maintenance of the spell able to be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends. Those caught within nine meters of the focal point will find themselves slowly pulled towards the whirlwind. Though this is not too difficult to resist, it will require some additional effort. Those caught within six meters of the focal point will find a greater strength pulling upon them, requiring even greater strain to resist. Those within four meters will find it very difficult to escape the torrent. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than its maximum radius, it will meld to the room's shape and loses the ability to be moved. Redlines A whirlwind is never conjured subtly. This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast. Should the mage lose connection or be distracted while charging or maintaining the tornado, it will fade. Casting and maintaining this spell requires all of a mage’s concentration, rendering them unable to perform other actions or even move while casting. After successfully casting Whirlwind, the mage will be unable to cast for the rest of the encounter. If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the encounter. Being unable to cast any further spells beyond the completion of Whirlwind's 8 Emote Maximum. This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted. Purpose: Standardized the duration, mana cost, range, and mobility of Whirlwhind. Earth Evocation Earthen Cyclone Old: Spoiler Earthen Cyclone - The epitome of the Earth Evocationist’s power, summoning forth a furious storm of earthen spikes which rain down upon their foes, decimating them. Such requires, at the very minimum, [7] emotes to perform, [1 connect + 5 charge + 1 cast], as well as an incredible amount of focus and mana. The storm will span in a diameter of ten meters, raining down sharp stalactites and rocks upon those within. These stalactites are only slightly smaller than that of an arrow, able to pierce unarmored or exposed flesh right through, causing terrible dents and bruises upon armored foes, though not piercing these inherently. Such may be maintained for up to [4] emotes after with adequate focus. Spoiler - The storm requires an incredible amount of mana and focus to cast. As such, while casting this spell, the mage will be completely unable to move in any way whatsoever, requiring that they focus their attention solely upon the storm. After the storm is conjured, they must maintain their focus upon it so long as they wish it to be sustained, able to do such for up to [4] emotes before becoming exhausted. Should they be disrupted in any way, even slightly, the spell may very well fail due to the amount of concentration required. - The formation of the storm is incredibly noticeable, being seen as a gathering mass of earthen material above the designated area. Such must be performed in [#rp] chat at the very least. Additionally, the mage must emote their character’s locked focus upon the area explicitly, as this two is noticeable. - The storm may be conjured up to twenty meters away from the mage. - The storm cannot be moved while the mage casts or even after it is conjured. - Once the storm is fully conjured, regardless of how long they sustain it, they will be unable to cast for the rest of the encounter, brought to such great exhaustion that they may even faint. New: Spoiler Earthen Cyclone - The epitome of the Earth Evocationist’s power, summoning forth a furious storm of earthen spikes which rain down upon their foes, decimating them. Such requires, at the very minimum, [6] emotes to perform, [1 connect + 4 charge + 1 cast], as well as an incredible amount of focus and mana. The storm will span in a diameter of twelve meters, raining down sharp stalactites and rocks upon those within. These stalactites are only slightly smaller than that of an arrow, able to pierce Light Armored or exposed flesh right through, causing terrible dents and bruises upon Medium or Heavy armored foes, though not piercing these inherently. Such may be normally maintained for up to [4] emotes after with adequate focus, with the maintenance of the spell able to be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than its maximum radius, it will meld to the room's shape and loses the ability to be moved. Spoiler - The storm requires an incredible amount of mana and focus to cast. As such, while casting this spell, the mage will be completely unable to move in any way whatsoever, requiring that they focus their attention solely upon the storm. After the storm is conjured, they must maintain their focus upon it so long as they wish it to be sustained. Should they be disrupted in any way, even slightly, the spell may very well fail due to the amount of concentration required. - The formation of the storm is incredibly noticeable, being seen as a gathering mass of earthen material above the designated area. Such must be performed in [#rp] chat at the very least. Additionally, the mage must emote their character’s locked focus upon the area explicitly, as this two is noticeable. - The centerpoint of the storm may be conjured up to fifteen meters away from the mage and the storm may reach up to ten meters from the centerpoint above the ground. - This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast. - If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the encounter. Being unable to cast any further spells beyond the completion of Earthen Cyclone's 8 Emote Maximum. This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted. Purpose: Standardized the duration, mana cost, range, and mobility of Earthen Cyclone. Clarified damage with regards to the new definition of armor with the updated Tech Lock. Translocation Brisk Step Old: Spoiler Red-lines: - Follows minor teleportation redlines. - Must teleport linearly. - Must emote your arcanic trail. Can be seen. - Understand that sudden shifting is really exhausting even for a master mage, the shift will leave you disoriented for a moment. Each Brisk Step Counts as 2 “Minor Shifts” for exhaustion (If you use Brisk Step once at T2, you have 1 minor shift to use instead of 3). - Brisk Step requires a cooldown period of 1 emote between uses. This means that the next emote following the use of the spell cannot be used to prepare another cast of it, though may be used for other casting. One may not attack, cast again, or take a major action in the same emote as their Brisk Step teleportation - it is an escape spell, not an offensive one. New: Spoiler Red-lines: - Follows minor teleportation redlines. - Must teleport linearly. - Must emote your arcanic trail. Can be seen. - Understand that sudden shifting is really exhausting even for a master mage, the shift will leave you disoriented for a moment. Each Brisk Step Counts as 2 “Minor Shifts” for exhaustion (If you use Brisk Step once at T2, you have 1 minor shift to use instead of 3). - Brisk Step requires a cooldown period of 1 emote between uses. This means that the next emote following the use of the spell cannot be used to prepare another cast of it, though may be used for other casting. One may not attack, cast again, or take a major action in the same emote as their Brisk Step teleportation - it is an escape spell, not an offensive one. - To be utilized as a dodging action, one must be able to clearly see an attack is coming. An attack cannot be dodged at the last moment if the mage did not observe the majority of the attack incoming. Purpose: While the casting of Brisk step per Translocation Redline is instantaneous and serves as a dodging action itself, being able to cast Brisk Step does not give someone an superhuman level of awareness. This is to say if someone is unaware that an attack is coming, or otherwise moves behind cover and therefore limits their awareness, they should not be able to use Brisk Step as a free dodging action. This amendment would require Translocationist to directly observe an attack being launched in order to utilize Brisk Step as a means to dodge, instead of simply being able to utilize Brisk Step the instant they observe an attack. Credits PrimnyaQuorum - Writer lord_of_loser - Co-Writer The Hohkmati Mage Community - Review 12 Link to post Share on other sites More sharing options...
BakedPotato 1023 Share Posted July 6, 2024 1 hour ago, PrimnyaQuorum said: - To be utilized as a dodging action, one must be able to clearly see an attack is coming. An attack cannot be dodged at the last moment if the mage did not observe the majority of the attack incoming. This makes absolutely no sense in the slightest, your telling me it would be unreasonable to brisk step away from the roaring and crackling fireball behind me or away from the person whose footsteps I can clearly hear in the snow or leaves? Sight isn't the only sense you use to perceive the world around you, and there are many situations where it would be reasonable to brisk step away from an attack without seeing 'the majority of the attack'. I saw the previous iterations of your document and this was tagged on after our fight in which you called both a mod and lt after I brisked stepped away from a combustive fireblast, in which both the lt and mod told you my brisk step was reasonable and you proceeded to argue with both of them on the topic, and then when things weren't going your way you tried to bring up stuff from earlier in the fight. If you were upset about the verdict your free to discuss it with the mod and lt who handled it, but trying to slide in a nonsensical amendment because you didn't get your way is too much. 14 Link to post Share on other sites More sharing options...
Laeonathan 5889 Share Posted July 6, 2024 Regarding Artificers: Funnily enough, I was collecting a few things similiar to this for a while. Including what you set up, however the time limit halfing is still not serving any purpose - if you think about it: Let's go crazy! Say you come home from work or school at 5 pm. You make a Yisar. Now you cannot cast for 6 (formerly 12) hours. It's still close to midnight your char can cast again...so when you're likely in bed already. So honestly, this is changing nothing... 2 Link to post Share on other sites More sharing options...
Benleft 2581 Share Posted July 6, 2024 2 hours ago, PrimnyaQuorum said: Spoiler - To be utilized as a dodging action, one must be able to clearly see an attack is coming. An attack cannot be dodged at the last moment if the mage did not observe the majority of the attack incoming. 8 minutes ago, BakedPotato said: your telling me it would be unreasonable to brisk step away from the roaring and crackling fireball behind me or away from the person whose footsteps I can clearly hear in the snow or leaves? I think it is really reasonable to put limits on how information is collected and used in combat when spells or magics are used poorly. If players are using spells and mechanics in bad-faith (I believe translo frequently is used in bad-faith) it is fair to put restrictions on them. 6 Link to post Share on other sites More sharing options...
BakedPotato 1023 Share Posted July 6, 2024 1 hour ago, Benleft said: I think it is really reasonable to put limits on how information is collected and used in combat when spells or magics are used poorly. If players are using spells and mechanics in bad-faith (I believe translo frequently is used in bad-faith) it is fair to put restrictions on them. While I personally agree, I don't believe this amendment is coming from a place of good faith, and if it was I wouldn't mind it. I try to keep conflicts as good faith as possible, having an amazing encounter with the Vale community shortly following the one with Primnya in Vortice in which everyone involved seemed to leave happily once it was over. But what I find to be poor faith is nitpicking and complaining about everything your opponent does in ooc throughout the entire encounter despite and LT telling you what they are doing is allowed and then calling a mod and trying to argue with that mod when their verdict doesn't favor you and then going on to try and make an amendment after that encounter because it did not go your way. If the encounter in which this amendment most likely arose from never happened and it was simply being done in good faith that is one thing, but as far as I can tell it's not. At the end of the day whether the amendment passes or not is fine with me, but the amendment does not seem to be coming from a place of good faith, and I find it nonsensical to try and say people can't use their hearing and logic to avoid oncoming attacks. If you witness people pulling out bows or charging up spells and know they are going to shoot at you while you run away then you don't need to observe the attack to know it's coming. If you hear a loud fireball it's reasonable to try and dodge it even if you aren't looking directly at it. Mundane knights would be able to try and jump out of the way of either of the attacks listed, so why limit mages who are using a limited resource that has strict exhaustion limits from dodging? 6 Link to post Share on other sites More sharing options...
Karina 1896 Share Posted July 6, 2024 3 hours ago, BakedPotato said: While I personally agree, I don't believe this amendment is coming from a place of good faith, and if it was I wouldn't mind it. I try to keep conflicts as good faith as possible, having an amazing encounter with the Vale community shortly following the one with Primnya in Vortice in which everyone involved seemed to leave happily once it was over. But what I find to be poor faith is nitpicking and complaining about everything your opponent does in ooc throughout the entire encounter despite and LT telling you what they are doing is allowed and then calling a mod and trying to argue with that mod when their verdict doesn't favor you and then going on to try and make an amendment after that encounter because it did not go your way. If the encounter in which this amendment most likely arose from never happened and it was simply being done in good faith that is one thing, but as far as I can tell it's not. At the end of the day whether the amendment passes or not is fine with me, but the amendment does not seem to be coming from a place of good faith, and I find it nonsensical to try and say people can't use their hearing and logic to avoid oncoming attacks. If you witness people pulling out bows or charging up spells and know they are going to shoot at you while you run away then you don't need to observe the attack to know it's coming. If you hear a loud fireball it's reasonable to try and dodge it even if you aren't looking directly at it. Mundane knights would be able to try and jump out of the way of either of the attacks listed, so why limit mages who are using a limited resource that has strict exhaustion limits from dodging? this stuff has been in the works for awhile it's not because of you. Someone calling Primnya bad faith is one of the weirdest things I've ever heard. I trust their understanding of voidal lore, so if it came down to 'nitpicking' it was because there was likely powergaming involved on the other end. 1 Link to post Share on other sites More sharing options...
Werew0lf 24181 Share Posted July 6, 2024 22 minutes ago, Karina said: this stuff has been in the works for awhile it's not because of you. Someone calling Primnya bad faith is one of the weirdest things I've ever heard. I trust their understanding of voidal lore, so if it came down to 'nitpicking' it was because there was likely powergaming involved on the other end. why is it the weirdest thing you’ve ever heard? guy is a literal nerd emoji CRP Karen 9 Link to post Share on other sites More sharing options...
BakedPotato 1023 Share Posted July 6, 2024 33 minutes ago, Karina said: this stuff has been in the works for awhile it's not because of you. Someone calling Primnya bad faith is one of the weirdest things I've ever heard. I trust their understanding of voidal lore, so if it came down to 'nitpicking' it was because there was likely powergaming involved on the other end. While most of the stuff has been in the works for a while since primnya shared their doc in discord and I looked it over, the translocation amendment seemed to only have came after our encounter, something not only I noticed either. If I was powergaming then the mod and voidal LT would have told me I was instead of telling primnya that they were wrong and what I was doing was fine, I really dislike getting called a powergamer by people who can't stand when they are wrong and/or losing, considering I was being watched by a ST for a lot of the fight and a mod went through our logs of it. The only thing I was told about was that I should be more clear with my invasion tell and do some sort of hand gesture to the person I intend on casting it on in reference to the guide (which isn't even 100% correct) having a hand gesture during the invasion example. Which I intend on doing in the future. But Primnya was wrong about both redirect and brisk step, something they were adamant they were right about even after the fact they were told they were not. Spoiler 3 Link to post Share on other sites More sharing options...
lemonke 6014 Share Posted July 6, 2024 9 hours ago, PrimnyaQuorum said: To be utilized as a dodging action, one must be able to clearly see an attack is coming. An attack cannot be dodged at the last moment if the mage did not observe the majority of the attack incoming. I agree with this. I had an encounter some time ago where a scion was distracted and not looking at me. As I tried to attack them, they teleported behind me to dodge the attack, and if I recall correctly, they also tried to do another action. I don't see any wrongdoing with the redline. If anything, it'll prevent more powergaming and help avoid those lazy and lame *teleports behind you and smirks.* 1 Link to post Share on other sites More sharing options...
xo31 3984 Share Posted July 6, 2024 1 hour ago, Karina said: this stuff has been in the works for awhile it's not because of you. Someone calling Primnya bad faith is one of the weirdest things I've ever heard. I trust their understanding of voidal lore, so if it came down to 'nitpicking' it was because there was likely powergaming involved on the other end. i think everyone is capable of doing wrong. but i respect the loyalty to be like 'if something happened it was probably the other side's fault' Just now, lemonke said: I agree with this. I had an encounter some time ago where a scion was distracted and not looking at me. As I tried to attack them, they teleported behind me to dodge the attack, and if I recall correctly, they also tried to do another action. its not even allowed to tp through people, this mf was breaking redlines from the beginning 1 Link to post Share on other sites More sharing options...
lemonke 6014 Share Posted July 6, 2024 I may not be an expert on voidal magic, but I was told in VC by someone else that what he did was allowed. I don't know if it was the same spell or whatever, but he did teleport behind me after I emoted near him to attack. I still think such redline doesn't rlly do anything wrong. It helps more 9 minutes ago, xo31 said: i think everyone is capable of doing wrong. but i respect the loyalty to be like 'if something happened it was probably the other side's fault' its not even allowed to tp through people, this mf was breaking redlines from the beginning 1 Link to post Share on other sites More sharing options...
Xergarok 811 Share Posted July 6, 2024 Unrelated to why this redline would be added, the way it's formulated leads to other potential problems. What if an ally informs the Translocationist of an incoming attack from behind them? This redline would forbid the Translocationist from acting upon that information, right? Link to post Share on other sites More sharing options...
PrimnyaQuorum 4003 Author Share Posted July 6, 2024 2 minutes ago, Xergarok said: Unrelated to why this redline would be added, the way it's formulated leads to other potential problems. What if an ally informs the Translocationist of an incoming attack from behind them? This redline would forbid the Translocationist from acting upon that information, right? I think that would boil down to ST to decide - the redline prevents the translocationist from using brisk step in response to attack they did not observe incoming towards themselves for a majority of its travel. It doesn't refer at all to what you describe, so I don't think it's fair to say it would forbid that - it's just not described at all currently. If I had to write it in, I would lean more towards no - Voidal Magic relies heavily on LoS, not simply information, and Translocation is the strongest dodging magic on the server. It doesn't need more ways to enable instantly dodging any attack & relocating 12/16 blocks away. 8 hours ago, Laeonathan said: Regarding Artificers: Funnily enough, I was collecting a few things similiar to this for a while. Including what you set up, however the time limit halfing is still not serving any purpose - if you think about it: Let's go crazy! Say you come home from work or school at 5 pm. You make a Yisar. Now you cannot cast for 6 (formerly 12) hours. It's still close to midnight your char can cast again...so when you're likely in bed already. So honestly, this is changing nothing... Without totally changing how non-combative exhaustion works, I think this is the best that Artificers can currently get, considering getting the +1 on Enchants removed and a shorter MArt timer with Creation were both shot down. I don't play a Artificer and I hope Artificers do amend in their own ideas - of all the Voidal Feats, Artificers offer the least for being a Exclusive Feat. 2 Link to post Share on other sites More sharing options...
Xergarok 811 Share Posted July 6, 2024 1 hour ago, PrimnyaQuorum said: It doesn't refer at all to what you describe, so I don't think it's fair to say it would forbid that Well, when you write a redline that essentially says you can't dodge unless you see it coming, that does sort of inherently forbid Brisk Step in any scenario where you do not see it coming (including scenarios where you don't see it coming, but someone warns you). The idea of Voidal Magic being a LoS magic is, in my opinion, unrelated to how they gather the information upon which they act. They use LoS for their spells, not whether someone is going to attack them. I interpret this redline as: I can't dodge if my ally warns me about an incoming attack from behind me, because I didn't see the attack coming myself. Don't know if you can see where I'm coming from here. Link to post Share on other sites More sharing options...
sam33497 7356 Share Posted July 6, 2024 hoooly nerdpost 😭😭😭😭😭 the redline will be adjusted to something more reasonable and likely be redundant anyways but oh well 3 Link to post Share on other sites More sharing options...
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