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[✗] [Amendment] Voidal Magic - Deployable Spells

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PrimnyaQuorum

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OOC Note:

Given that the new Water Evocation has included the function of Deployable Spells, I think it's fitting that the other Elemental Evocations gain it as well. Most of the changes here are additions pertaining to that mechanic, and making existing spells function within it:

 

BOLDED TEXT are new additions, STRIKETHROUGH TEXT is text to be removed. Because amending is difficult all around.

 


Fire Evocation

Flame Trail

 

Spoiler

Flame Trail [C] - Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.

 

Mechanics

 

Spoiler
  • Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.
  • Flame Trail requires four emotes to cast [1 Connect + 2 Charge + 1 Cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself reaches 2 meters in height, and extends up to 5 meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.
  • The mage can actively maintain the fiery wall after it has been summoned for 3 additional emotes, consuming enough mana equal to a T3 spell. This wall will ether be 5 blocks long and one meter high, or around the caster/another target.
  • Flame Trail can be sustained for 3 emotes with every 3 emotes afterwards costing the same as a new spellcast.
  • The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.
  • If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each.

 

 

Redlines

 

Spoiler
  • The fire must always remain on the ground.
  • Cannot use Flame Trail over wet surfaces.
  • Cannot shrink flame if it is a ring. 
  • Can not maintain a fiery wall if the spell is made combustion.
  • If made a fiery wall, the spell can only be placed vertically or horizontally. The wall cannot be placed diagonally. 
  • Arrows, crossbow bolts, and other projectiles will pass through without issue.
  • Flame Trail is considered a deployable spell.

 

 

Enwreathe

 

Spoiler

Enwreathe [C] - Allows for a fire evocationist to cover their weapon in a shroud in fire.

 

Mechanics:

 

Spoiler
  • A fire evocationist may enwreathe a portion of their own or an ally's weapon in flames provided that portion of the weapon cannot be damaged by fire.
  • The flames from Enwreathe can be any colour permitted under 'Conjure Flame', with the exception of White or Black.
  • The fire from Enwreathe causes 2nd degree burns on contact with skin, unless used with Blue Fire, in which case it will cause 3rd degree burns instead.
  • Enwreathe requires two to three emotes to cast [ Connect -> Optional Charge -> Enwreathe ], with the optional charge emote being required for Blue Fire or Combustion.
  • Once cast, Enwreathe can be maintained up to [6] emotes, provided the spell is focused on.
  • If used with Combustion, Enwreathe will detonate when making contact with another object or person, ending the spell prematurely but likely knocking a single opponent back up to four blocks, possibly causing minor fractures should they be thrown into a solid surface.
  • A mage may enwreathe [2] weapons at a time at T3, and [3] weapons at a time at T5 per casting of Enwreathe, though each additional weapon enwreathed will incur additional mana cost, equal another casting of the spell per enwreathed blade.
  • Enwreathe can be sustained for 6 emotes with every 6 emotes afterwards costing the same as a new spellcast per enwreathed weapon.
  • Can be learned at T2.

 

 

Redlines

Spoiler
  • Enwreathe cannot be used on weapons that can be damaged/burned by fire.
  • Enwreathe cannot be cast on Thanhium, it'd just absorb the spell.
  • Enwreathe cannot be cast on Ironwood, because Ironwood is resistant to fire, not immune to it.
  • Enwreathed flames do not bypass or cause burns through armour. Regular clothing does not count as armour.
  • If Enwreathe is cast on an ally's weapon it follows all of the same redlines.
  • If Enwreathe is currently being focused on, the caster cannot cast any other spells.
  • Blue Fire or Combustive Enwreathe cannot be sustained past the standard [6] Emotes. Additionally, applying Blue Fire or Combustion to Enwreathe applies it to all enwreathed weapons, and increases the spellcost per weapon to that of a [T3] Spell.
  • Enwreathe is considered a deployable spell in all its forms.
  • If your focus is broken, Enwreathe vanishes. It does not grant you the ability to maintain concentration greater than you normally could.
  • Combustive Enwreathe has the force of being thrown back by a descendent-strength creature, meaning Golems, Ologs, and other similar (very large, very heavy) creatures may not be knocked back by its detonation, though might stumble from the blow.
  • You cannot Enwreathe armour

 

 

Smokescreen

 

Spoiler

Smokescreen [C] - By conjuring purley purely the smoke byproduct of fire, a mage may create a screen of smoke in front of or around them to obscure the vision of those around them, or even use it as a distraction of sorts.

 

Mechanics

 

Spoiler
  • A fire evocationist may create a cloud of smoke in front of or around them in front of them, around them, or centered around a point up to [16] meters away. The cloud itself is able to be any hue of grey or black the mage wishes, the color not having any effect upon how hard it is to see through the smoke. When looking through smoke, one will be unable to see more than a meter in front of them very much, save maybe very faint shadows all about.
  • Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast], making it excellent for a quick distraction. It may also be held back for up to [3] additional emotes after its initial charging, before being released. If held for too long it will merely dissipate. Once cast, it can be maintained for up to 5 emotes. Smokescreen can be sustained for 5 emotes with every 5 emotes afterwards costing the same as a new spellcast.
  • Can be learned at [T3].

 

 

Redlines

 

Spoiler
  • A mage cannot see clearly through their own smoke.
  • Smoke may be uncomfortably warm though cannot burn.
  • Smoke cannot be used to suffocate, though it may induce uncontrollable and uncomfortable coughing.
  • Smokescreen may extend to 5x5x5 meters at the fullest extent.
  • Smokescreen is considered a deployable spell in all its forms.
  • Alchemically treated heat-sight goggles are capable of seeing living descendants through smokescreen.
  • Smokescreen can be displaced by any T3+ air displacement ability, such as gust.

 

 

Flaming Tempest

 

Spoiler

Flaming Tempest [C] - By concentrating all of their knowledge and power into a single spell, a fire evocationist may create a devastating storm of flame and smoke which may inflict great ruin upon the battlefield and one’s opponents.

 

Mechanics

 

Spoiler
  • 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.
    • Flaming Tempest can be sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast. Combustive Flaming Tempest cannot be sustained past the standard [4] Emotes.
  • If RO consent is not given, the storm will have the same effects upon opponents, though will not scorch the land.
  • If the mage’s concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise, if they are unable to see the storm, the spell will be rendered null.
    • Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the cloud of ash and smoke where the flame originates from(or the caster themselves where applicable), not the individual coin-sized fire droplets. For Wards, they would lose 1 point per emote of contact with the storm, increased to 2 at the final emote for a total of 5. Other blocking effects can be used as well, such as a thanhic shield, would work similarly.
  • Can be learned at [T5]

 

 

Redlines

 

Spoiler
  • 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.
  • Flaming Tempest is considered a deployable spell - however, a Combustive Flaming Tempest will consume all of a mage’s mana, thus preventing any further spellcasting without thaumburn.

 

General Redlines

 

Spoiler

General Redlines of Fire Evocation

 

  • A fire evocationist cannot control real flame, only flame conjured from the Void, as well as voidal flame that makes contact with the real world. For example, if a fire evocationist sets a house on fire, they cannot simply will the fire away.
  • All spells have a range merely requiring line of sight unless otherwise specified.
  • All spells require line of sight. Should this crucial factor be taken away from the mage, they cannot cast.
  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make small birds out of fire evocation as projectiles only, though not as primordial conjurations but rather just projectiles that appear like birds.
  • White fire is never possible, attempting to conjure either will result in a PK of the mage due to the mana cost and heat intensity. Black fire may only be used in conjunction with a magic that permits it (i.e. shade), though it still possesses the same temperature as regular flame.
  • Flame Trail, Enwreathe, Smokescreen, and Flaming Tempest are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Fire Evocation spells only.

 

 

Purpose:

Any Fire Evocation spell that could be sustained without tying directly to the made - that is, no flamethrower - was deemed Deployable. The major proposed changes are to Smokescreen (allowing it to be cast up to 16m away from the mage) and Enwreathe (allowing T3 and T5 mages to apply the effect to multiple weapons in a single cast). It is likely it will have to be another charging emote per extra weapon enwreathed, but I’ll wait for the actual feedback on that.

 

 


Water Evocation

General Mechanics

 

 

Spoiler

Explanation

 

As a magical imitation, Voidal water has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every water spell in Water Evocation:

 

Spoiler

- Secondly, like natural water Voidal water is at room temperature and is flowy, fluid and mostly transparent. It behaves in much the same way as springwater physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Auric oil, and so on as specified in their associated lorepieces. Regardless, water will always put out fire unless it is unnaturally hot such as Voidal Blue fire and Dragonflame which will cause it to evaporate as it normally would. Malflame, as specified in lore, will be put out after 1 emote of exposure. A mage may choose to weave visible but minute strands of their aura into conjured water for aesthetic preferences albeit only to such an extent. 

 

In the interest of fairness and quality of roleplay, it is the responsibility of the water evocationist to clearly outline and communicate the effects of the spells they have cast to prevent any unnecessary ambiguities and disagreements between parties.

 

- Water Evocation is a 1 slotted Voidal Magic.

- Voidal water disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.

- The above redline also means targets that are wet due to the presence of Voidal water will no longer be affected upon its disappearance. This does not reverse any effects caused by being wet; fires already put out do not start again, people that have slipped over water will not unslip, etc. 

- A mage has no control over the water they have conjured after it makes contact with the world.

- A mage has no control over natural water or any form of already-existing water.

- Voidal water behaves in exactly the same way as real water in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal water puts out a fire, Voidal water will do the same. In situations where normal water worsens a fire (like oil fire), Voidal water will do the same, and so forth. Use common sense, it’s just water. 

- Voidal water lacks any form of nutrition and may not be ingested to hydrate yourself or other people. You technically could but there’s no point to it as it also requires line of sight to sustain.

- For reference, armored targets are considered those wearing anything greater than gambeson-tier.

- For further reference the emotes specified for spells in this lore follows a [Connection] > [Channeling] > [Cast] format as is standard where channeling often takes multiple emotes.

- Both variants of Vortex: Shield (not Shields or Domes) (Except Dome), and Frozen Field and AoEs from “Mist‘ spells are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Water Evocation spells only.

- All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. 

       - I.e. You could cast a Pokemon hydropump water blast out of your mouth if you REALLY wanted as long as the water swirls and concentrates the same way a water blast would on your palm.

- A mage may only upscale a spell until their maximum tier. 

- All of the redlines above are applicable to every spell in water evocation unless explicitly stated otherwise.

 

 

Vortex

Spoiler

Vortex [T2] 

A spell requiring a greater level of restraint and control, the water evocationist may use the turbulent flow of water for protection against projectiles from targets and disrupting their footing. 

 

Spoiler

Mechanics:

The mage creates a mass of water akin to swirling, high speed rapids for defensive or crowd-control purposes. This spell may be cast in two forms, “shield” and “pool.”

 

Shield entails the mage forming a shield of gyrating water and though it is hopeless against direct explosions and melee strikes, it is especially effective against small projectiles up to hand crossbow or shortbow speed such as arrows, bolts, potions without explosive effects and so forth (splash effect potions are still blocked). For instance, this means the shield is immediately broken by blasting potions but is still effective against tanglefoot. Vortex, unlike air-shield, is also particularly effective against stream-type attacks like Flamethrowers and Smokestreams, capable of nullifying their effect so long as the shield is kept up. However, stronger stream-type attacks the likes of blue-fire and dragonsflame (NOT malflame) immediately vaproize water shield after 1 emote.

 

Pool involves the mage creating a whirlpool of water at a location at knee-height (slightly below 1 meter tall) which easily slips targets and causes them to stumble over and carries varying degrees of pushing power that scales with the tier in which it is cast. All tiers of vortex have a max cast range of 16 meters.

 

The tiers of the spells are as follows:

 

Shield:

 

T2: Shield takes the form of a barrier of swirling water 3 meters wide and 4 meters tall which can be freely moved while it is being sustained. 3 emotes. Can be sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast.

T3: Shield takes the form of a barrier of swirling water 6 meters wide and 4 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 3 meter radius to the same effect. 4 emotes. Can be sustained for 4 emotes with every 4 afterwards costing the same as a new spellcast.

T4: Shield takes the form of a barrier of swirling water 8 meters wide and 5 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 5 meter radius to the same effect. 5 emotes. Can be sustained for 4 emotes with every 4 afterwards costing the same as a new spellcast.

 

Pool: 

 

T3: Pool is cast as a whirlpool of water of a 2 meter radius with pushing power equivalent to a strong descendant shove persistently trying to drag the target along. This spell slows the movement of targets within it by 1 unit and causes them to stumble over once after 1 emote. 4 emotes. Can be sustained for 4 emotes and no further.

T4: Pool is cast as a cascading vortex of water of a 4 meter radius with pushing power equivalent to an orc strength shove persistently trying to drag the target along. This spell slows the movement of targets within it by 2 units and causes them to stumble over once after 1 emote. 5 emotes. Can be sustained for 4 emotes and no further

T5: Pool is cast as a torrential tempest of water of a 6 meter radius with pushing power carrying enough force to topple larger targets like Ologs with relative ease and devastate groups of smaller targets. This spell slows the movement of targets within it by 3 units and causes humanoid targets to instantly stumble over, while larger targets like Ologs follow suit after 1 emote. 6 emotes. Can be sustained for 4 emotes and no further.

 

Ice: Vortex Shield manifests as a solid translucent shield of ice inferior in durability to earth but leagues above water. This shield overrides the projectile repelling effects of water with flat defense which can sustain 2 blunt strikes from a heavy hammer, strong sharp strikes like pickaxes or direct explosions. Normal temperature fire thaws this shield in 4 emotes however dragonfire and blue fire does this in 2 emotes. This modifier has no effect on Vortex Pool.

 

Redlines:

- Shield must be telegraphed by water beginning to swirl in front of the mage and gradually form a barrier that grows in density throughout channeling until fully cast. 

- Shield is ineffective against direct melee strikes which may be slightly cushioned but will still pass through the barrier, and is entirely ineffective against explosive attacks or potions but holds against ordinary projectiles. Projectiles travelling at longbow or crank crossbow speeds bypass water shield.

- Stronger stream-type attacks the likes of blue-fire and dragonsflame (NOT malflame) immediately vaproize water shield after 1 emote.

- Shield cannot be used to deflect projectiles back at targets and only negates them by either flinging them elsewhere or cushioning it.

- Shield is considered a deployable spell if it is cast as a barrier, as dome requires the mage to actively maintain the spell. 

- Should Vortex:Shield be broken in any of its forms while the mage is still sustaining it they will be dazed for an emote.

- Pool must be telegraphed by water beginning to circulate like a current about the designated radius which grows in velocity and volume until fully cast.

- Pool only guarantees a stumble ONCE as specified in its respective tiers AFTER someone ends their emote in the pool, and will only slow the movement of targets afterwards. 

- Pool does not instantly drown targets that are below 1 meter in height and will have the same effect as a normal descendant.

- Pool is considered a deployable spell in all its forms.

 

 

Purpose:

While Water Evocation is the source of the Deployable mechanic, there was some small cleanup to make: Namely that AoE “Mist” spells no longer exist, and Dragonsflame (by its own redlines) is incapable of abjuring spells and burns only as hot as normal fire. I suppose the idea of a fire with actual mechanics and not handwaving “it burns” properties confuses people. If there is a Azdrazi spell that burns superhot please let me know, I couldn’t find one that stood in exception to the general dflame redlines.

 

 


Air Evocation

Air Shield

 

Spoiler

Air Shield [C] — An Air Evocationist may, by conjuring air either in front of them or around them, create a barrier of air which may deter projectiles flying towards it, though is virtually useless against melee attacks. Often such a barrier is conjured either as a dome or a forward shield of air spiraling upwards. 

 

Mechanics

Spoiler
  • Air Air Evocationist may conjure a defensive barrier of air either in front of or around them, which will deflect any projectile that comes into it in a similar manner to the Redirect spell. 
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [3] emotes [1 Connect + 1 Charge + 1 Cast]. able to be sustained for up to [4] emotes with adequate concentration. Air Shield Walls can be sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast.
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast]. and can be sustained for up to [5] emotes with adequate connection and concentration. Air Shield Domes can be sustained for 5 emotes with every 5 emotes afterwards costing the same as a new spellcast.
  • Should a flaming projectile or spell pass through the air wall, the flame would be put out. In the case of a flamethrower, the air shield could persist for one emote before the flamethrower punches through it. This applies to malflame aswell. 
  • How well the barriers deflect and their mana cost is based upon tier. 

 

Tier Progression:

[T1] N/A

[T2] The evocationist may conjure a wall of air which may deflect anything flying at baseball speed or lower so long as it flies into the wall and the wall is maintained. 

[T3] The evocationst may conjure a wall of air which may deflect anything flying at arrow speed or lower so long as it flies into the wall and is maintained. 

[T4] The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed. 

[T5] The evocationist can now conjure an air dome which will deflect anything flying at crossbow bolt speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds of a crossbow bolt, though nothing higher. 

 

 

 

Redlines

Spoiler
  • The wall cannot be moved once conjured. 
  • The wall does not prevent anyone from walking through it and is useless in defending against melee attacks, though walking directly through the barrier will prove mildly difficult.
  • The evocationist may only move [4] blocks per emote when maintaining a wall cast at T2 or T3, or [3] blocks when maintaining a wall cast at T4 or T5, and cannot move or perform other actions while maintaining a dome. 
  • Air Shield is considered a deployable spell in the Wall Form, as the Dome requires the mage’s full concentration.

Launch

 

Spoiler

Launch [C] — By conjuring a compressed pocket of air beneath a target, an Air Evocationist can effectively cause a target of choice to fly upwards into the air by causing the air pocket to explode upwards. 

 

Mechanics

 

Spoiler
  • An Air Evocationist may conjure a pocket of air at the base of a designated target before having the air pocket explode upwards, causing the target to fly upwards as well.
  • This spell requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and the caster must be able to see the ground beneath the target’s feet in order to perform this spell. When charing this spell, one may see streaks of air gathering at the target’s feet and a faint whooshing noise. 
  • Alternatively, one may charge a launch spell in a designated area, no greater than three by three meters and create a 'trap' which they may activate once a target steps on it. However, This trap can only be maintained for up to [5] emotes after it is done being charged, though the mage must maintain their concentration upon it. can be sustained for 5 emotes with every 5 emotes afterwards costing the same as a new spellcast.
  • Should one successfully charge and activate the spell with a target above it, the target will be launched into the air by [1.5] meters and at most will result in a sprained ankle, making movement difficult. This will take [1] Emote to recover from, and lower the target's movement by [1] Meters for [2] Emotes if successfully landed.

 

 

Redlines

 

Spoiler
  • The trap/spell cannot be moved. Should the target move, the mage will have to cancel the spell and fully recharge it at the new location.
  • Constant concentration must be maintained with the spell should it be made as a trap, meaning the mage cannot charge other spells while ensuring their connection.
  • Launch cannot lift targets of olog / golem weight or greater.
  • Launch is considered a deployable spell in its Trap form.

 

 

 

Windstorm

 

Spoiler

Windstorm [C] - A far more potent spell, akin to that of Gust, often used to fend off foes for as long as they can maintain it, sending forth a fury of wind in a large area, making it rather difficult for opposition to move through.

 

Mechanics

Spoiler
  • A mage may create a powerful torrent of wind in a three-meter [T4] or five meter [T5] length in front of them, the rush of wind rushing outwards for up to eight blocks [T4] or twelve blocks [T5] funnel of rushing air in front of themselves, making movement difficult as projectiles and small objects are blown away in the torrent’s direction. This spell requires [5] emotes to perform [1 Connect + 3 Charge + 1 Cast], and can be maintained for up to [6] emotes afterwards. be sustained for 6 emotes with every 6 emotes afterwards costing the same as a new spellcast.
  • Those within the torrent will find it rather difficult for them to move forward, though not impossible, as the heavy gust pummels towards them; as if they were walking through a strong snowstorm. If individuals within the gust do not have strong enough footing, they may be pushed backwards. This will never be enough to keep an individual from moving forward completely, just more difficult.
  • Objects thrown in the way of the gust will be blown out of it, assuming they are light enough; no more than say paper, glass, or small shards of metal; depending on the nature of the objects, they may induce cuts, lacerations, or bruises, though surely no broken bones. Larger objects may be blown away, though at a much slower rate, not enough to cause damage beyond a few light bruises. Stream-Style attacks, such as Flamethrower, Glaciate, and Water Blast will have their trajectories dragged into the funnel if they attack to fire the spell through a Windstorm.
  • The conjuring of this spell will become obvious after the second Charging emote, powerful blasts of wind rushing forward along with streaks of air as lighter items are gently displaced; this gust becomes stronger as the spell is charged to a fuller capacity.

 

Tier Progression:

[T1] N/A

[T2] N/A

[T3] N/A

[T4] The Windstorm is [3] Metres wide, [8] Metres long, and [2] Metres tall. 

[T5] The Windstorm is [5] Metres wide, [12] Metres long, and [3] Metres tall. 

 

 

Redlines

 

Spoiler
  • The mage cannot move while casting or maintaining this. Windstorm cannot be moved from the location it began charging at, nor can it change orientation. The casting mage may otherwise move as if casting a T4/T5 Spell.
  • The pushing back will never be enough to kill someone on its own, and it is not them flying backwards either, but rather as if they were being pushed backwards, giving no more than perhaps a few light bruises.
  • The direction of the windstorm is not interchangeable. 
  • Windstorm is considered a deployable spell in all its forms.

 

Whirlwind

 

Spoiler

Whirlwind [C] - The ultimate compilation of all the Air Evocationist has learned, allowing them to conjure a mighty tornado which can ravage entire squares should the mage maintain adequate connection and concentration. However, one should be warned not to get too close to the conjured storm themselves, lest they be swept up by its wrath. 

 

Mechanics

 

Spoiler
  • 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. can be sustained for 6 emotes with every 6 emotes afterwards costing the same as a new spellcast.
  • 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.
  • The whirlwind can do things such as suck up tiles or smaller objects/items. Most descendants, while not being caught up in the tornado, will find it to pull them towards it, leaving them susceptible to outside attacks. Smaller creatures like halflings may occasionally be pulled off the ground, though will return to it shortly, often with little damage from the tornado itself. They are not flung about and thrown at ridiculous speeds.
  • The most dangerous part of a whirlwind is how it can cause objects to fly about into others. For example, one could throw glass shards into a conjured tornado to create a devastating flurry of glass. 

 

 

Redlines

 

Spoiler
  • 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.
  • Whirlwind is considered a deployable spell.

 

 

 

General Redlines

 

Spoiler

General Redlines of Air Evocation

 

  • An Air Evocationist cannot manipulate real air, only control what they themselves have conjured forth from the Void. Once they have cast their air and it has made contact with the real world, it cannot be controlled again, dematerializing back into the Void once its task has been completed.
  • All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge
  • One may not suffocate, inflate, or in any way manipulate one or anothers breathing in any shape or form.
  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small arrow out of an Air Blast as a projectile only, though not as a primordial conjuration, rather simply being a projectile composed of air that appears in the shape of an arrow.
  • Casting Air Evocation, as any Void Magic, can be tiring, draining energy and mana from the mage. The more a mage casts, the more exhausted they will become progressively. 
  • Air Shield (Wall Variant), Launch (Trap Variant), Windstorm, and Whirlwind are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Air Evocation spells only.

 

 

Purpose:

Launch and Windstorm in particular are awful spells - giving them Deployability should help address that. As per Water Evocation, only Wall Spells will be deployable - Domes require full concentration.

 

 


Earth Evocation

Sandstorm

Spoiler

Sandstorm - A more advanced application of sand; summoning forth a flurry of sand which surrounds the designated target individual or area, causing blindness to all those within similarly to Sand Blast. It may be performed in [3] emotes [1 connect + 1 charge + 1 cast], and will have a maximum diameter of five meters, causing all those within it to be blinded so long as the spell remains, or up to [2] emotes after they emerge. Assuming the mage’s concentration goes unimpeded, it may be sustained for up to [4] emotes. sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast.

 

Spoiler

- From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after.

- Sandstorm may be conjured up to fifteen blocks away from them. It is ill-advised for the mage to conjure it around themselves unless they have eye protection as the blindness will cause the storm to fail.

- A person with proper eye protection within Sandstorm may only see outwards up to [3] Meters beyond the Storm’s edge.

- Sand may wear away at skin lightly, though will not cause anything beyond perhaps very faint scratches and will not cause any permanent damage to eyes or anything else. 

- The sandstorm has little force and does little to prevent movement within it. 

- The formation of the storm is gradual and not instantaneous, the presence of the sand amassing gradually and noticeable over the course of the three emotes required to charge. 

- Sandstorm is considered a deployable spell in all its forms.

 

 

Earthen Barrier

Spoiler

Earthen Barrier - The ability of an Earth Evocationist to conjure forth a barrier of earth in front of them, either spanning as a long wall, or as a towering shield. As they are conjured of earth, they are incredibly durable, assuming the mage maintains adequate concentration upon them. These barriers may span up to seven meters in length, standing two meters tall; or alternatively may stand upwards four meters in length height, and three meters in length. Regardless, they are not thicker than a meter at most, able to be cast over the course of [3] emotes [1 connect + 1 charge + 1 cast], able to be maintained for up to [7] emotes afterwards with adequate focus. sustained for 7 emotes with every 7 emotes afterwards costing the same as a new spellcast. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell. An Earthen Barrier has [8] Hit Points, with one blunt or explosive strike dealing [1] Point of Damage.

 

 

Spoiler

- Barriers may be summoned away from the mage or directly in front of them. It will never appear instantly, and will instead gradually form itself over the course of the emote count. 

- Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons, Two-Handed Blunt Weapons, High-Density Boomsteel, Concussive/Explosive spells or potions, or similar harsh, blunt damage will be able to smash it after seven Eight direct hits, dazing the mage for up to [1] emote afterwards.

- Hit Points do not refresh upon further sustainment of an Earthen Barrier. A new Barrier must be conjured to replenish the full 8 Hit Points.

- Barriers will appear as a wall which spans in long directions, or as a towering barrier. They would not completely surround an individual, rather, being positions likely in front of them.

- When dropping the wall voluntarily, they will need 1 emote of inaction to recupurate.

- While one conjures the barrier, they will be unable to move at more than a walking pace or make any sudden movements. Assuming their focus isn’t broken, they will be able to sustain it for [7] emotes unless it is destroyed by harsh attacks prior to that, still unable to move more than walking pace.

- Earthen Barrier is considered a deployable spell in all its forms.

 

 

Earthen Cyclone

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. sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast.

 

 

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 limited to moving at half their normal movement speed and unable to sprint, 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.

- Earthen Cyclone is considered a deployable spell in all its forms.

 



 

General Redlines

 

Spoiler

General Redlines of Earth Evocation

  • An earth evocationist cannot manipulate real earth, only control what they themselves have conjured forth from the Void. Once they have cast their earth and it has made contact with the real world, it may be controlled further so long as it is actively concentrated upon, dematerializing back into the Void once the mage relinquishes control.
  • All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge.
  • Earth evocation may not be used to lift things or support weight (i.e. conjuring stairs).
  • Once spells are fired, they may not be redirected.
  • Sandstorm, Earthen Barrier, and Earthen Cyclone are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Earth Evocation spells only.
  • Any aesthetic of any spell cannot change its mechanical function. For example, creating an object out of gems will not change its solidarity in neither negative nor positive ways.
  • In non-combat, different materials have different levels of solidarity for flavor purposes, though in combat, all rock will have the same consistency as regular stone.
  • Gems and other conjured minerals will not serve any function besides aesthetic. They are brittle and cannot be forged, and will simply vanish the second the mage’s focus is placed elsewhere. While things as glowstone would still glow for a flavorful light, gold ore conjured would have no effect upon any dark or undead beings, for example.
  • Refined materials may not be conjured, such as iron. Ores may not be conjured either.

 

 

Purpose:

Given that Sandstorm and Earthen Barrier don’t mesh well with the idea of continued sustainment, some major changes are proposed - namely, flatly limiting any sight out of a Sandstorm to prevent mages from creating a blinding smokescreen, and re-working how Earthen Barrier Health works. Now, Earthen Barrier functions off a HP-Esqe system, like Water Evocation - only able to sustain a certain number of hits, though much more than Ice Walls given the durability of stone.

 

 


Transfiguration

Warding

Spoiler

Ward Shield: Combative

Using the concept of expropriating mana to pull apart one’s spells, they can shape this disruptive mana into a disc-like shield that takes on the appearance of distorted, yet glistening air (or the mage’s aura). If a spell were to hit a Ward Shield, it would fizzle out into particles of its respective element/magic. Under some circumstances, it may bounce off the barrier.

  

Spoiler

Mechanics:

This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote. These barriers are as large as a doorway if casted upon a point, or a Round Shield if affixed to a hand, large enough to cover a single person and may be created anywhere within an eight block radius of the Transfigurationist. If the mage knows or has known the magic in question an incoming attack is from any Voidal Magic or Feat, or otherwise a item with Voidal Properties (Enchantments, Arcanium, Arcane Foci, etc), then the Ward will protect against the corresponding spell block or otherwise nullify the attack. At Tier 4, they may charge an additional emote for the Shield to grow to cover a 3x3 block area, however it does not change the amount of ward points that the Ward Shield. When a spell comes into contact with a Ward Shield, it may fizzle out, or bounce off the barrier, sending it elsewhere (this will not EVER send spells back at mages. It is more or less a flavor feature and cannot affect CRP in any way or change structures unless RO permission is granted.) Ward Shields work off a system of points, having a durability of 5/5. A Tier 1 spell will lower this durability by 1 point, a Tier 2 spell by 2 points, a Tier 3 spell by 3 points, a Tier 4 spell by 4 points, and a Tier 5 spell by 5 points. If the max durability of 5/5 is reached, the Ward Shield will disperse after the last spell is warded with no consequence. If the maximum durability is breached, such as 6/5 or above (e.g. the Transfigurationist wards a T3 spell and uses 3/5 Ward Shield points, then they get hit with another Tier 3 spell, which brings the total up to 6/5), the Ward Shield will violently shatter away as soon as the Ward-breaking spell hits the barrier, disconnected the mage forcefully and stunning them for one emote after the ward breaks and they disconnect. At Tier 5, a fully used or shattered ward will consume 1/4 of the Transfigurationist’s mana (see Tier Progression for specifics.)

 

Red-lines:

- You cannot cast other magic alongside your Ward Shield.

- Ward Shields offer NO physical protection and only protect against magic.

- Ward Shields cannot block non-voidal magic unless specific lore says otherwise.

- Ward Shields may only be moved if they are casted in front of the mage and controlled by their hands, allowing them to pivot around to change the angle of their Shield. If it is casted out beyond the Transfigurationist’s physical reach, it is stationary and may not be moved.

- Ward Shields may not be bigger than the max size of a 3x3 blocks 9 blocks in area.

- Ward Shields cannot deflect spells at people. Deflection is a flavor spell and cannot do any environmental damage without RO permission.

- The mage may move while a Ward Shield is up, though it abides by all Voidal Connection rules.

- If a spell is absorbed by a Ward Shield, it will wholly nullify the spell regardless if it has any AoE properties.

- If an enchanted object strikes a Ward Shield, active or not, it will stop as if it has been blocked by an iron shield. 

- Enchanted Objects, Arcane Foci, Arcanium, or any Voidally imbued weapon will not lower the durability points a Ward Shield has remaining. A Ward Shield intercepting melee attacks from one of these objects will disconnect the mage, unless they otherwise have a fortified connection such as the Arcane Scion’s Distant Connection or an Eminant fully within Incanter’s Flow.

- If the product of an enchanted object strikes a Ward Shield, it will bring down the appropriate ward points with each strike, corresponding to the Tier of the enchantment Spell contained within the enchantment, but it will not deactivate the enchantment upon impact.

- You must RP your ward points and the consequences if your Ward Shield’s maximum durability is breached.

- Ward Shields do not protect against magics that you do not know or have not learned at some point in time. If a magic that you do not know comes into contact with a Ward Shield, the spell will continue, but the Ward Shield will remain active assuming the Transfigurationist isn’t disconnected by the spell that they fail to ward. that are not Voidal in nature, unless their lore otherwise specifies they are weak to Abjuration. Ward Shields act as a barrier against LoS-reliant spells, such as Invasion, Wither, and Sensory Illusion, instead having Durability Points lost equal to the blocked spell’s Tier.

- Creatures weak to Abjuration ( such as Voidstalkers, Ghosts, Horrors, etc) may not pass through a Ward Shield, which will feel like a hot iron. Creatures that are overwhelmingly full of Mana, such as Horrors, will destroy the shield upon the [3]rd emote of sustained contact. Player FAs/CAs, such as Voidstalkers, do not count as overwhelmingly full of mana.

- Should an Unsound spell that disrupts the flow of mana come into contact with a Ward Shield, the Ward Shield will always remain triumphant, taking up the corresponding amount of ward points assuming the Transfigurationist was an Unsound Mage at one point. If the Transfigurationist is/was not an Unsound Mage, the spell will not only destroy the Ward Shield, but continue past it like a hot knife through butter.

- Ward Shield is considered a deployable spell in all its forms. Whilst a Ward Shield is active, a mage may cast any Voidal Spell that is not deployable or otherwise requires sustainment, such as a Stream-Style attack or Wall.

 

 

Warding & Abjuration Redlines

Spoiler

Warding and Abjuration Red-lines:

- You cannot Ward and Abjure magic that you, or someone accompanying, do not have an MA in.

- You cannot Ward and Abjure non-voidal magic unless specific lore states otherwise.

- You must master a magic (Be tier 3 at least) in order to ward/abjure it. You cannot pick up an MA and drop it a week later and be capable of warding/abjuring it.

- Wards and Abjurations are not tangible and offer no physical. Warding Shields will tingle lightly upon touch and Abjurations will feel like puffs of air if a person is struck with one.

- Requires line of sight.

- You cannot cast other magic alongside your Wards and Abjurations.

- Ward durability must be roleplayed. It is your responsibility to keep track of your ward points, not your opponent’s.

- Although Wards can deconstruct any magic that the Transfigurationist knows Magic or Creature weak to Abjuration, Abjurations are created for a specific magic and cannot deconstruct more than one type of magic per projectile.

- If an Abjuration hits an enchanted object, it will deconstruct the enchantment and render it useless. If an Abjuration hits an Enchanted item, the enchantment will be rendered inert and inaccessible for the duration of that encounter.

- If an enchanted object comes into contact with a Ward Shield, it will stop as if blocked by an invisible shield, regardless of whether or not the enchantment is active.

- If the product of an enchanted object comes into contact with a Ward Shield, it will not deactivate the enchantment, but it will decrease the ward points by the corresponding tier of the enchantment.

- Abjuration may not be enchanted onto objects.

- Warding Enchantments can only Ward one magic that the Enchanter knows. They may not Ward multiple.

- Circling does not allow you to Ward or Abjure magics that you do not know

- One may not cast at all with a warding enchantment up. This includes any and all voidal magic. 

- Warding enchantments will nullify any other enchantments on the person.

 

Purpose:

Mandatory Tfig amendment #3 Billion. In short, the intent is to allow Ward Shield to have some function, since it’s high risk, high reward - taking up 1/4th of a T5 Mage’s Mana, and posing quite a risk if its destroyed by exceeding its max durability points, the trade-off is now that so long as the Shield is active, the mage can continue to fire projectile based spells in return. Equally, the ward shield serves as the defense against Voidally-Imbued weapons, specifically Arcainum and Enchanted Weapons. Also, removed Abjuration permanently deleting enchants - that was a silly redline

 

 


Credits:

PrimnyaQuorum - Writer

Stingyparrot - Consultation

 

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far too much in a single post, across multiple magics, this will be denied

(i think)

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5 minutes ago, Lord_of_losers said:

far too much in a single post, across multiple magics, this will be denied

(i think)

 

I have explicitly asked about this in the past and been told by ST management if I intend to do many amendments at once, to place them in a single post.

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Opened the transfig spoilers. Immediately closed them.

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2 minutes ago, Cheese said:

Opened the transfig spoilers. Immediately closed them.

 

The last time I tried doing the bare minimum amount of text and leaving the relevant stuff I was changing so it was perfectly clear, it got improperly pasted twice. I take no chances this time.

 

You've had Tfig forever - is there a critique you have of it or just too many words?

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20 minutes ago, PrimnyaQuorum said:

 

The last time I tried doing the bare minimum amount of text and leaving the relevant stuff I was changing so it was perfectly clear, it got improperly pasted twice. I take no chances this time.

 

You've had Tfig forever - is there a critique you have of it or just too many words?

Transfiguration is a long conversation that I’m not capable of fully having at 1:30am. However, for now all I think I can articulate is that I don’t think wards and abjurations should be transfiguration the way they are. I’ve heard people say in the past that transfig should be split into 2 magics, but at the moment a lot of people think that transfig is virtually useless unless you’re making minor enchants or tears. Making a ward shield (which I have never in my almost 4 years on this server seen in CRP) take up 1/4th of a mage’s mana won’t make the spell or the magic in itself more appealing to people, even if it is “more powerful.”

 

When I’m not delirious I’ll maybe give a more thorough read and review 

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4 minutes ago, Cheese said:

Transfiguration is a long conversation that I’m not capable of fully having at 1:30am. However, for now all I think I can articulate is that I don’t think wards and abjurations should be transfiguration the way they are. I’ve heard people say in the past that transfig should be split into 2 magics, but at the moment a lot of people think that transfig is virtually useless unless you’re making minor enchants or tears. Making a ward shield (which I have never in my almost 4 years on this server seen in CRP) take up 1/4th of a mage’s mana won’t make the spell or the magic in itself more appealing to people, even if it is “more powerful.”

 

When I’m not delirious I’ll maybe give a more thorough read and review 

 

Definitely hear that, and its a part of a my extensive project of mine - This amendment didn't seem like the place to make that kind of change though, so the best band-aid I can offer is making it universally effective against anything void-based and allow further spellcasting.

 

Very interesting in hearing your thoughts on Tfig - more opinions are always good

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Stop adding misc balancing tweaks ur trojan horsing them past the stated purpose of the amendment

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This lore has been denied.

LT thinks that other Voidal MAs are fine where they are and don't want to overcomplicate them by dragging water EVO specific mechanics onto the rest of them.

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