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[✗] [Amendment] Cursed Fire

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PrimnyaQuorum

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Naztherak

Narthruzka:

Cursed Fire

Spoiler

By spending [1] extra emote of charging, a Naztherak may harness their Malice in order to inflict it within their malflame, burning deep within the soul of whoever it touches. The Malice being used is limited to the Naztherak’s primary and secondary malice, and must be specified which is being used within the casting emote. Only one malice may be imbued at any given moment. These corrupt forces will linger for [1 5] OOC days before fading, but may be purged by a Holy Mage beforehand.

 

All effects, upon contact, take [2] emotes to reach full effect are fully set in upon the [3rd] emote after contact. Although the core premise of the effects of cursed fire should be adhered to, creativity and flavorful interpretation are welcome. 

  

The following malices are associated with the Patron of the casting Naztherak.

 

Venom, Kiiztria the Snake
Kiiztria is toxicity and numbness. Malflame imbued with Venom cause the victim to develop fever-like sensations. Upon contact, over the course of [4] emotes, the victim’s body gradually becomes overwhelmed with effects including overheating, dizziness, and fatigue. One may feel inclined to abandon their layers of armor to alleviate the onset of heat lest they suffer heat exhaustion, or submerge themselves in a body of water. One may dedicate [2 1] emotes of rest or self-care to alleviate these major symptoms, wherein general sickness persists.


Pestilence, Kholidav the Crow
Kholidav is plague and rot. Malflame spells imbued with Pestilence cause the victim to begin developing symptoms akin to those of pneumonic plague. Over the course of [4] emotes, phlegm begins to build in the target’s throat, followed by the onset of a strong death rattle, cough, and even blood that pools in the openings such as eyes, nose, ears, and mouth. One may dedicate [2 1] emotes of rest or self-care to alleviate these major symptoms, wherein general malaise persists.

 

Redlines:
- For a Malice to be imbued into Malflame conjurations, it requires one [1] additional emote to casting/charging. It effects everything that malflame would.
- Malice imbuement can only be used once per encounter.
- Malice imbuements cannot be placed on a fireball with concussive force or spells with solid force, such as chains, a bola, or the solid wall variant. a Malflame Spell that has another Modifier such as Combustion already applied, or otherwise specifies it cannot be used with Cursed Fire.
- The Malice effects last up to 1 5 OOC day, unless sooner purged by a Holy Mage. One may opt to retain the Malice Effects beyond this time if they wish to OOCly, though it will never persist following Holy Purging.
- Only the Beast-Purging ability of Druidic Blight Healing can alleviate the symptoms of a Malice in an animal. It does not heal the Malflame wound, however.

 

Purpose:

Cursed Fire has been in a pretty eh state judging by the various attempts of recent to make it and cursed idols more enjoyable to use and RP with - it’s unusable in half the existing Malflame spells, and every attempt at buffing it so far has not passed. In this, the attempt is to lift the restrictive requirements while not forging the initial cost [+1 Emote to casting] of cursed fire to permit it more flexibility. In addition, the duration its effects last has been increased in order to provide further severity to Cursed Fire’s impact, as well as [similar to other cursing lores] the option for the afflicted to retain the Malice’s effects indefinitely until cured.

 

Cursed Fire lacks any direct CRP boons to warrant such strict and overbearing limitations on its usage - this is intended to allow Naztherak and Inferi to use Cursed Fire more frequently without buffing its direct usage [still retains +1 Emote to casting, cannot be used with Combustive Malflame, etc]. 

 

Edit: Turns out Cursed Fire is just better at robbing people of actions then Malflame! [Thank you Bobbox] brought cursed fire in line that if it requires some period to remove the combat-afflicting effects, it will always take [1] emote.

 

 


 

Purpose:

Cursed Fire has been in a pretty eh state judging by the various attempts of recent to make it and cursed idols more enjoyable to use and RP with - it’s unusable in half the existing Malflame spells, and every attempt at buffing it so far has not passed. In this, the attempt is to lift the restrictive requirements while not forging the initial cost [+1 Emote to casting] of cursed fire to permit it more flexibility. In addition, the duration its effects last has been increased in order to provide further severity to Cursed Fire’s impact, as well as [similar to other cursing lores] the option for the afflicted to retain the Malice’s effects indefinitely until cured.

 

Cursed Fire lacks any direct CRP boons to warrant such strict and overbearing limitations on its usage - this is intended to allow Naztherak and Inferi to use Cursed Fire more frequently without buffing its direct usage [still retains +1 Emote to casting, cannot be used with Combustive Malflame, etc]. 

 

Edit: Turns out Cursed Fire is just better at robbing people of actions then Malflame! [Thank you Bobbox] brought cursed fire in line that if it requires some period to remove the combat-afflicting effects, it will always take [1] emote

 


 

Credits:

Writer - PrimnyaQuorum 

Feedback - transiconbridget

 

 


 

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Not pallodium lore. -1

 

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unneeded powercreep

 

8 hours ago, PrimnyaQuorum said:

Cursed Fire lacks any direct CRP boons

 

I'd recommend reading the lore and you'll quickly see this is false.

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24 minutes ago, BobBox said:

unneeded powercreep

 

8 hours ago, PrimnyaQuorum said:

Cursed Fire lacks any direct CRP boons

 

I'd recommend reading the lore and you'll quickly see this is false.

 

Good catch - edited a fix in for Venom and Pestilence so that someone doesn't have to spend 3 emotes putting out malflame +ending cursed fire effects. 

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I'm not sure why the change is needed, and while the change allows the cursed fire to be spread to more people now, it's ultimately removing the effect of having a singular, stronger spell that can potentially change a CRP battle. With what you have proposed, it would take 7 emotes for someone to feel the full effect of Venom (which takes 1 emote to remove in CRP) versus the past, which would require 6 emotes (but requires 2 to remove).

I already think it's rare for CRP to last 6 emotes rounds (on top of whatever rounds were spent to make a spell, most likely 3+), I don't think increasing this waiting length and decreasing the negative effects will benefit combat.

 

 

 

Cursed fire also adds more combative buffs than what you've amended with the emote count. For example, "Madness causes the victim’s mind to be surrendered to great levels of falsities and delusions. They will rapidly develop visual, auditory, and other sensory hallucinations or even paranoia as they struggle to discern reality from fiction." I think if this effect could be spread onto multiple people easily, it would become vastly more powerful than what's intended.

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15 minutes ago, BobBox said:

I'm not sure why the change is needed, and while the change allows the cursed fire to be spread to more people now, it's ultimately removing the effect of having a singular, stronger spell that can potentially change a CRP battle. With what you have proposed, it would take 7 emotes for someone to feel the full effect of Venom (which takes 1 emote to remove in CRP) versus the past, which would require 6 emotes (but requires 2 to remove).

To my understanding impact/cast emotes are not included in countdowns like sustain or X emotes until it takes full effect - the rewording just puts that more bluntly that if emote 1 is impact, emote 3 is effects taking hold. I probably overthought that part though, I'll take a closer look.

 

16 minutes ago, BobBox said:

I already think it's rare for CRP to last 6 emotes rounds (on top of whatever rounds were spent to make a spell, most likely 3+), I don't think increasing this waiting length and decreasing the negative effects will benefit combat.

 

 

 

Cursed fire also adds more combative buffs than what you've amended with the emote count. For example, "Madness causes the victim’s mind to be surrendered to great levels of falsities and delusions. They will rapidly develop visual, auditory, and other sensory hallucinations or even paranoia as they struggle to discern reality from fiction." I think if this effect could be spread onto multiple people easily, it would become vastly more powerful than what's intended.

I spoke on this on my other amendment but I dislike the single use super powerful spell - If cursed fire has that much potential that removing its 1 use redline completely unbalances it, that feels like a deeper issue then anything else. I would much rather it add a little more to malflame and be more usable then it completely makes being hit by a spell a fight ender but it only can occur once. 

 

I can safely say I would have enjoyed using my Kozun further if I could spend a extra emote using cursed fire on the malflame weapon spell and not doing more damage then having the ability to, one per fight, make a fireball that [if it can even gate past everyones innumerable layers of cloth underneath armor and fully sealed helmets] will effectively end someone elses participation in that fight. 

 

Overall the issue seems much more nuanced then simply "Let Cursed Fire be used more often" given what that would mean. 

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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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