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[✗] [Fjarriagua] Tweaking current spells

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Diogen

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CURRENT SPELLS: 

 

 

Spoiler

Frozen/Temperate Region Spells - [Combat]

 

Ice Projectile - [Combat] [3]

  A ten inch icicle that can be conjured in three total emotes [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Can inflict heavy bruising upon armored individuals and pierce unarmored flesh up to one and a half inches.

Spoiler

 

- While a witch is capable of controlling a total of three conjured Ice projectiles at any given moment, she may only throw one per emote or all three of them if she has a complete set of them.

- If throwing all three of her Ice projectiles, the Witch's player must maintain line of sight and fired at the same direction.

- Unlike regular arrows or iron bolts, the nature of the Ice Projectiles as being made out of mundane ice will lead to constant pain and discomfort if it manages pierce the flesh of an opponent, requiring the individual to either RP their pierced flesh being in constant contact with mundane ice, or needing to remove the projectile at the risk of increasing their rate of  blood loss. 

-Any conjured and yet to be fired Ice Projectiles will remain floating near the witch's immediate vicinity, incapable of straying too far from her or being used to do anything other being hurled to any targets.

 

Ice Spikes - [Combat] [4] 

 Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, adding 0.5 meters per emote . The spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.

Spoiler

- These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather.

- Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count.

- The Ice of the Ice Spikes has the durability and coldness of mundane ice, melting to fire just like ice would.

- Witches may work together to grow the same Ice Spike, allowing each one to grow a specific Ice Spike by 0.5 meters until it may reach its maximum length of 1.5 meters

- The spikes need to remain connected to the surface they sprouted from in order for them to grow further. 

- A spike cannot change direction as it grows or have a new one sprout directly from it, rather having to stick to the direction that they were conjured to follow.

 

 

Ice Dome - [Combat] [4]

 A Witch may create a dome of ice around herself, and perhaps even fellow Witches with OOC consent, in a three-meter radius in the span of four emotes total  [1 connect + 3 control] in order to defend them, allowing the witch to still manipulate and conjure forth ice around her while encased within said ice. This dome can take about four harsh hits from a blunt weapon like a warhammer, five if using a blade/spear before shattering, sending the Witch into a daze for upwards of two emotes. The Dome may be voluntarily or after 5 Turns have passed, be shed off by its inhabitant without the Witch being stunned if the dome has not suffered any direct hits from any kind of weapon, during this emote she may only attempt to dodge any incoming attacks or move a total of 4 blocks in any direction before continuing on as normal. If the dome has been damaged, then the Witch would be stunned for two emotes, exactly as if it had been shattered by another. Depends on Tier.

 

Spoiler

- While encased in ice, the witch, while perfectly conscious, is  physically immobile, incapable of any manner of movement.

- The Witch is capable of all Ice Conjuration and Manipulation and its spells during this state, although her range is limited to merely 6 blocks in any direction.

- If a Witch’s dome is shattered, she will be considered stunned for 2 emotes, severing her connection and being incapable of reconnecting until the effects pass. While stunned she may only move a total 4 blocks in any direction maximum and is incapable of any major action to fight or defend herself. Practically leaving her defenseless.

- Ice Dome may not be used to bind a another person in place, for example a Frost Witch may not have her arms tightly locked around an opponent as another Witch casts the spell upon her, effectively trapping the opponent within the frozen Witch's grasp until she is unfrozen.

- Fire of any kind will affect the Dome as if it was made of Mundane Ice.

- Being one with ice during this state, the Frost Witch may sense the presence and location of any individuals in a 3 meter radius around her, as long as they are stepping on snow or ice, as the Witch herself is incapable of moving her heads around while in this state.

 

Ice Weapon - [Combat] [2]

 A Witch may conjure a weapon or shield made from ice, appearing crude much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel.

 

Spoiler

- The properties of the conjured tool are comparable to solid steel, although it will begin to melt like mundane ice should the Witch leave combat.

- The cold of the weapons is mundane in nature, akin to standard ice and possesses no unnatural characteristics other than their durability. Suffice to say should one be impaled by one such weapon, It would be quite more painful as they have a solid, frozen chunk of ice lodged within their flesh

- The weapon melts to flames akin to mundane ice.

- The Fjarriagua may not multicast meaning they may not attack with the weapon on the same emote it was summoned.

- Ice Weapons, despite being made of ice, may not be manipulated into moving in the air for any manner of reason.

 

Ensnare - [Combat] [3]

 Able to be cast when the target is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of three emotes (1 connect + 1 charge + 1 cast) assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take two emotes to break free by chipping or melting.

 

Spoiler

- The ice only prevents the individual from moving their feet around, they can still attack, defend and cast spells with the rest of their body with little difficulty. 

- The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature.

- Should the target of this spell step away from the ice while the Witch is casting this spell, then it will automatically be canceled.

- Ensnare can only affect entities smaller and or lighter than an Olog.

- Other characters may assist in freeing any ensnared individuals with strikes of their own.

-The spell may not be used to ‘reinforce’ already ensnared foes, or begin being casted just before one is about to break free. 

 

Frost Layer - [Combat] [3]

 A Frost Witch may freeze the very ground upon which she stands on and mark her frozen domain. Over the course of 3 emotes [1 connect + 1 conjure ice around Witch + 1 expand outwards ] a Frost Witch may cover the very ground and walls around her, in a slippery layer of ice, causing all those besides Frost Witches to have somewhat  unsteady footing due to its slipperiness. If the witch is already standing on ice or snow, they may simply expand it further by up to 3 meters per emote, leading to a maximum of 6 meters in any direction with the witch at its center. Due to the intensive nature of the spell, whenever it is cast, a 5 emote cooldown is placed on Frost Layer until it may be cast again. 

 

Spoiler

-  Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become somewhat slippery.

- The ice produced is mundane in nature and has no special qualities, beginning to melt off shortly after the witch has left combat or has been concluded

- If the spell is disrupted mid-way and only half of the maximum range is frozen, the cooldown still applies in full.

- The Layer may never expand further than 6 meters than the current location of the Witch conjuring and expanding the icey layer.

- While this spell is being cast, the Witch would find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.

 

Dry/Hot Region Spells - [Combat]

 

Ice Projectile - [Combat] [4]

 A six inch crude icicle that can be conjured in four emotes  [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to three can be conjured at once, two emotes for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.

 

Spoiler

- While a witch is capable of controlling a total of three conjured Ice projectiles at any given moment, she may only throw one per emote or all three of them if she has a complete set of them.

- Unlike regular arrows or iron bolts, the nature of the Ice Projectiles as being made out of mundane ice will lead to constant pain and discomfort if it manages pierce the flesh of an opponent, requiring the individual to either RP their pierced flesh being in constant contact with mundane ice, or needing to remove the projectile at the risk of increasing their rate of  blood loss. 

- Any conjured and yet to be fired Ice Projectiles will remain floating near the witch's immediate vicinity, incapable of straying too far from her or being used to do anything other being hurled to any targets.

 

Ice Weapon - [Combat] [3]

 A Witch may conjure a crude weapon or shield made of ice like that of an icicle or other crude formation in the span of three emotes [1 connect + 1 conjure ice + 1 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability. 

 

Spoiler

-The properties of the conjured tool are comparable to iron, although it will begin to melt like mundane ice should the Witch leave combat.

-The cold of the weapons is mundane in nature, akin to standard ice and possesses no unnatural characteristics other than their durability. Suffice to say should one be impaled by one such weapon, It would be quite more painful as they have a solid, frozen chunk of ice lodged within their flesh

-The weapon melts to flames akin to mundane ice.

-The Fjarriagua may not multicast meaning they may not attack with the weapon on the same emote it was summoned.

- Ice Weapons, despite being made of ice, may not be manipulated into moving in the air for any manner of reason.

 

Frost Layer - [Combat] [4]

A Frost Witch may freeze the very ground upon which she stands on and mark her frozen domain. Over the course of 4 emotes [1 connect + 1 conjure ice around Witch’s feet + 2 expand outwards] a Frost Witch may cover the very ground and walls around them, in a slippery layer of ice, causing all those besides Frost Witches to have a somewhat unsteady footing due to its slipperiness. If the witch is already standing on ice or snow, they may simply expand it further by up to 2 meters per emote, leading to a maximum of 4 meters in any direction with the witch at its center. Due to the intensive nature of the spell, whenever it is cast a 5 emote cooldown is placed on It until It may be cast again. 

 

Spoiler

-  Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become somewhat slippery.

- The ice produced is mundane in nature and has no special qualities, beginning to melt off shortly after the witch has left combat or has been concluded

- If the spell is disrupted mid-way and only half of the maximum range is frozen, the cooldown still applies in full.

- The Layer may never expand further than 4 meters than the current location of the Witch conjuring and expanding the icey layer.

- While this spell is being cast, the Witch would find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.

 

Ensnare - [Combat] [3]

 Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of three emotes (1 connect + 1 charge + 1 cast) assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take one emotes to break free by chipping or melting.

 

Spoiler

- The ice only prevents the individual from moving their feet around, they can still attack, defend and cast spells with the rest of their body with little difficulty. 

- The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature.

- Should the target of this spell step away from the ice while the Witch is casting this spell, then it will automatically be canceled.

- Other characters may assist in freeing any ensnared individuals with strikes of their own.

-The spell may not be used to ‘reinforce’ already ensnared foes, or begin being casted just before one is about to break free. 

 

 

 

 

 

NEW SPELLS:

 

 

 

Spoiler

 

Ice Projectile - [Combat] [3]

  A ten inch icicle that can be conjured in [3] total emotes [1 connect + 1 control + 1 shoot]; up to [3] can be conjured at once, [1] emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts, following the tech rules of an iron bolt.
 

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Spoiler

- While a witch is capable of controlling a total of [3] conjured Ice projectiles at any given moment, she may only throw 1-2 per emote or all [3] of them if she has a complete set of them.

- If throwing all [3] of her Ice projectiles, the Witch's player must maintain line of sight and fired at the same direction.

- Unlike regular arrows or iron bolts, the nature of the Ice Projectiles as being made out of mundane ice will lead to constant pain and discomfort if it manages pierce the flesh of an opponent, requiring the individual to either RP their pierced flesh being in constant contact with mundane ice, or needing to remove the projectile at the risk of increasing their rate of  blood loss. 

-Any conjured and yet to be fired Ice Projectiles will remain floating near the witch's immediate vicinity, incapable of straying too far from her or being used to do anything other being hurled to any targets.

 

PURPOSE: Spell stated that it takes on the properties or an iron crossbow bolt, but then proceeds to redefine what it can or cant do (based on old tech lock), completely breaking current tech loch & physics. Simplified to have it follow whatever tech rules are in place, while still keeping the same durability/strength.

 

 

Ice Spikes - [Combat] [4] 

 Witches may conjure spikes of ice which shoot up from a surface, either vertically, horizontally or diagonally, in the span of [4] emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, adding 0.5 meters per emote. The spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters. Attempts to shatter targeted spikes may easily be done through [1] blunt strike, or melting them with flames.

Spoiler

- These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather.

- Ice Spikes may never rise from a surface instantly and will only progressively rise over the span of their emote count.

- The Ice of the Ice Spikes has the durability and coldness of mundane ice, melting to fire just like ice would.

- Witches may work together to grow the same Ice Spike, allowing each one to grow a specific Ice Spike by [0.5] meters until it may reach its maximum length of [1.5] meters

- The spikes need to remain connected to the surface they sprouted from in order for them to grow further. 

- A spike cannot change direction as it grows or have a new one sprout directly from it, rather having to stick to the direction that they were conjured to follow.

- Any area struck melts to [1] harsh flame strike.

-A blunt strike may shatter an entire block’s width of spikes.

- Every [1] blunt strike is the equivalent of [2] sharp strikes.

-A boomsteel thunderclap upon spikes will shatter all nearby spikes within a [3x3x3] area from the strike.

-A Fjarriagua may shatter any amount of spikes within her range in the span of [1] emote.

 

 

PURPOSE: While spikes are a relatively mediocre- to OK ability for the witches, they tend to be outright ignored by 90% of the CRPing playerbase as everyone has armored legs, and walk through them regardless. This slight adjustment aims to define how they may be broken through while adding NEW counters (blunt strikes, fire, boomsteel). The durability update is for the purpose of avoiding any “walks through ice spikes because its just useless ice lol” emotes, for a moreso hindering/defensive spell that seems to fail at doing such.
Also changed from 'ground' to 'surface' so a witch may make the spikes sprout out of a wall of a ceiling, a rather niche/situational thing but we saw no sense in restricting to ground only

 

 

 

Ice Dome - [Combat] [2]

 A Witch’s last-resort defense, she may create a dome of ice around herself, and perhaps even another Witch with OOC consent, entombing herself in a dome of ice [1 connect + 1 control] in order to defend herself, allowing the witch to still manipulate and conjure forth ice around her while encased within said ice. This dome can take about [4] harsh hits from blunt strikes before shattering, sending the Witch into a daze for up to [2] emotes depending on tier. Lasts [5] emotes.

 

The dome may not be voluntarily shed off inhabitant, although stunning them for up to [2] emotes regardless.

 

May be only used once in combat.

 

Spoiler

- While encased in ice, the witch, while perfectly conscious, is  physically immobile, incapable of any manner of movement.

- The Witch is capable of all Ice Conjuration and Manipulation and its spells during this state, although her range is limited to merely 6 blocks in any direction.

- T1-T3 Fjarriagua are stunned for [2] emotes after Ice Dome. T4+ are stunned for [1] emote instead.

- If a Witch’s dome is shattered, she will be considered stunned for up to [2] emotes depending on tier, severing her connection and being incapable of reconnecting until the effects pass. While stunned she may only move a total [4] blocks in any direction maximum and is incapable of any major action to fight or defend herself. Practically leaving her defenseless.

- Ice Dome may not be used to bind another person in place, for example a Frost Witch may not have her arms tightly locked around an opponent as another Witch casts the spell upon her, effectively trapping the opponent within the frozen Witch's grasp until she is unfrozen.

- Being one with ice during this state, the Frost Witch may sense the presence and location of any individuals in a [3] meter radius around her, as long as they are stepping on snow or ice, as the Witch herself is incapable of moving her heads around while in this state.

- Each [2] sharp strikes count as [1] blunt strike.
- Fire of any kind counts as [2] blunt strikes, requiring only [2] strikes to break them off the dome.

 

PURPOSE: Ice Dome, which is supposed to be a Witch’s biggest defense ability, has completely failed at doing that, as it requires an entire [4] emotes to cast when she’s being attacked to defend herself, yet the emote time takes such a long time that she is dead by then, making it the Fjarriagua’s #1 least used and most useless spell for that reason.

 

The changes implemented are:

-Lowered emote count.

-May only be used ONCE per combat, as an emergency spell.

-Dazes the Witch regardless of whether she prematurely ends the spell or not, making it more in line of an “emergency” spell with actual consequence.

 

Ice Weapon - [Combat] [2]

 A Witch may conjure a weapon or shield made from ice, appearing crude much like an icicle or some other ice formation, in the span of [2] emotes total [1 connect + 1 control], able to extend for up to [1.5] meters in length total. Weapons are crude and have the durability of solid steel.

Spoiler

 

- The properties of the conjured tool are comparable to solid steel, although it will begin to melt like mundane ice should the Witch leave combat.

 

- The cold of the weapons is mundane in nature, akin to standard ice and possesses no unnatural characteristics other than their durability. Suffice to say should one be impaled by one such weapon, It would be quite more painful as they have a solid, frozen chunk of ice lodged within their flesh

- The weapon melts to flames akin to mundane ice.

- The Fjarriagua may not multicast meaning they may not attack with the weapon on the same emote it was summoned.

- Ice Weapons, despite being made of ice, may not be manipulated into moving in the air for any manner of reason.

-The Witch may RP the ice weapon growing out of their body, such as pulling a sword out of their chest, or growing a blade out of their forearm, etc.

 

PURPOSE: Solid spell. Only redline added was a moreso aesthetic one with some functionality, allowing Witches to grow weapons out of their body, such as claws, in order to double down on the idea that we are frost CREATURES, and not mere frost casters, ice grows from us type thing

 

 

Ensnare - [Combat] [3]

 Able to be cast when the target is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of [3] emotes (1 connect + 1 charge + 1 cast) assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take [3] emotes to break free by chipping or melting.

 

Spoiler

- The ice only prevents the individual from moving their feet around, they can still attack, defend and cast spells with the rest of their body with little difficulty. 

- The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature.

- Should the target of this spell step away from the ice while the Witch is casting this spell, then it will automatically be canceled.

- Ensnare may affect ST entities larger than an Olog ONLY with the ST’s consent.

- Other characters may assist in freeing any ensnared individuals with strikes of their own.

-The spell may not be used to ‘reinforce’ already ensnared foes, or begin being casted just before one is about to break free. 

 

PURPOSE: After the last amendment on Ensnare, the spell was harshly nerfed, reducing how many strikes one can take before freeing themselves, on top of the Witch being incapable of preparing the spell to re-ensnare. While the latter amendment was definitely deserved, the lowered strike count absolutely gutted the spell, making it useless. Since:

1) The victim needs to be standing on ice/snow for the entirety of the spell’s emote count.
2) They may strike the ensnare on the 2nd emote and immediately run afterwards. Meaning a 3-emote ability requiring someone to stand on a specific type of ground for the entire duration would only be standing still for 1 emote

3) Someone could help them and they can run on the same emote, rendering the spell completely useless.

 

All that was done was a revert to ensnare’s minimum-strike emote count, pushing it back up from 2 to 3, that way they may run after 2 emotes for a 3-emote cast ability. As well as removing the olog requirement that was also added last amendment

 

Frost Layer - [Combat] [3]

 A Frost Witch may freeze the very ground upon which she stands on and mark her frozen domain. Over the course of 3 emotes [1 connect + 1 conjure ice around Witch + 1 expand outwards ] a Frost Witch may cover the very ground and walls around her, in a slippery layer of ice, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. If the witch is already standing on ice or snow, they may simply expand it further by up to 3 meters per emote, leading to a maximum of 6 meters in any direction with the witch at its center. Due to the intensive nature of the spell, whenever it is cast, a 5 emote cooldown is placed on Frost Layer until it may be cast again.

 

Should anyone treading on the ice be pushed or forcefully moved or pushed in any way, or run further than [2] blocks at a time within the ice layer, they will find themselves slipping on the ice and falling down.

 

Spoiler

-  Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become slippery.

- The ice produced is mundane in nature and has no special qualities, beginning to melt off shortly after the witch has left combat or has been concluded

- If the spell is disrupted mid-way and only half of the maximum range is frozen, the cooldown still applies in full.

- The Layer may never expand further than 6 meters than the current location of the Witch conjuring and expanding the icey layer.

- While this spell is being cast, the Witch would find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.

- Flames may melt the slippery ice, while magics such as Kani, capable of altering terrain, may nullify the slippery ice through changing its texture.

-Boomsteel thunderclap directly hitting the layer of ice will shatter it and render it useless, although the ground remains frozen.

 

PURPOSE: The spell gets hard powergamed by those who walk on the ice, as it states “somewhat unsteady”, making people just brute force their way into balance and completely ignore the spell. More depth and definition have been added to the spell, while defining NEW counters (such as kani reshaping the slippery ice, and boomsteel thunderclap). Making more of an "intensive spell that is put on a 5 emote cooldown"

 

 

Dry/Hot Region Spells - [Combat]

 

 

Ice Projectile - [Combat] [4]

 A six inch crude icicle that can be conjured in [4] emotes  [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to [3] can be conjured at once, [2] emotes for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.

 

Spoiler

- While a witch is capable of controlling a total of [3] conjured Ice projectiles at any given moment, she may only throw 1-2 per emote or all [3] of them if she has a complete set of them.

- Unlike regular arrows or iron bolts, the nature of the Ice Projectiles as being made out of mundane ice will lead to constant pain and discomfort if it manages pierce the flesh of an opponent, requiring the individual to either RP their pierced flesh being in constant contact with mundane ice, or needing to remove the projectile at the risk of increasing their rate of  blood loss. 

- Any conjured and yet to be fired Ice Projectiles will remain floating near the witch's immediate vicinity, incapable of straying too far from her or being used to do anything other being hurled to any targets.

 

Ice Weapon - [Combat] [3]

 A Witch may conjure a crude weapon or shield made of ice like that of an icicle or other crude formation in the span of [3] emotes [1 connect + 1 conjure ice + 1 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability. 

 

Spoiler

-The properties of the conjured tool are comparable to iron, although it will begin to melt like mundane ice should the Witch leave combat.

-The cold of the weapons is mundane in nature, akin to standard ice and possesses no unnatural characteristics other than their durability. Suffice to say should one be impaled by one such weapon, It would be quite more painful as they have a solid, frozen chunk of ice lodged within their flesh

-The weapon melts to flames akin to mundane ice.

-The Fjarriagua may not multicast meaning they may not attack with the weapon on the same emote it was summoned.

- Ice Weapons, despite being made of ice, may not be manipulated into moving in the air for any manner of reason.

-The Witch may RP the ice weapon growing out of their body, such as pulling a sword out of their chest, or growing a blade out of their forearm, etc.

 

PURPOSE: Same changes (can grow out of body)

 

 

Frost Layer - [Combat] [4]

A Frost Witch may freeze the very ground upon which she stands on and mark her frozen domain. Over the course of 4 emotes [1 connect + 1 conjure ice around Witch’s feet + 2 expand outwards] a Frost Witch may cover the very ground and walls around them, in a slippery layer of ice, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. If the witch is already standing on ice or snow, they may simply expand it further by up to 2 meters per emote, leading to a maximum of 4 meters in any direction with the witch at its center. Due to the intensive nature of the spell, whenever it is cast a 5 emote cooldown is placed on It until it may be cast again. 

 

Should anyone treading on the ice be pushed or forcefully moved or pushed in any way, or run further than [2] blocks at a time within the ice layer, they will find themselves slipping on the ice and falling down.

 

Spoiler

-  Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become somewhat slippery.

- The ice produced is mundane in nature and has no special qualities, beginning to melt off shortly after the witch has left combat or has been concluded

- If the spell is disrupted mid-way and only half of the maximum range is frozen, the cooldown still applies in full.

- The Layer may never expand further than 4 meters than the current location of the Witch conjuring and expanding the icey layer.

- While this spell is being cast, the Witch would find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.

- Flames may melt the slippery ice, while magics such as Kani, capable of altering terrain, may nullify the slippery ice through changing its texture.

-Boomsteel thunderclap directly hitting the layer of ice will shatter it and render it useless, although the ground remains frozen.

 

PURPOSE: Same changes

 

 

Ensnare - [Combat] [3]

 Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of [3] emotes (1 connect + 1 charge + 1 cast) assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take [3] emotes to break free by chipping or melting.

 

Spoiler

- The ice only prevents the individual from moving their feet around, they can still attack, defend and cast spells with the rest of their body with little difficulty. 

- The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature.

- Should the target of this spell step away from the ice while the Witch is casting this spell, then it will automatically be canceled.

- Other characters may assist in freeing any ensnared individuals with strikes of their own.

-The spell may not be used to ‘reinforce’ already ensnared foes, or begin being casted just before one is about to break free. 


PURPOSE: 2 emotes to break instead of 3 to keep it with the weak aesthetic outside of frozen regions

 

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One day, it will be next month

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+1 Overall good and balanced changes mostly focusing on the wording of the spells since people can't interpret them well. Good job diogen and friends 

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some very much needed adjustments, tysm dio 🩵

 

+10, duh

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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