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[✗] [Magic Lore] Electrical Evocation

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Iverach

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ELECTRICAL EVOCATION
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– O R I G I N –

 

There are few experiences that can evoke both awe and unease as the sound of thunder and the sight of lightning. Therefore, it should come as little surprise that the emulation of such a phenomena has captured the interest of numerous mages down the ages. The history of Electrical Evocation has been tumultuous, rather like the magic itself. With the rediscovery of this ancient art, much of the latent power of Voidal lightning has been diminished, but not lost. From the Void, there still remains vast potential to harness the destructive force of the storm.

 

The means to channel raw power through one’s fingertips has always been a tantalising prospect for many an ambitious mage. To wield such a chaotic form of Voidal magic is not a matter of restraint, but of dominance. The electromancer does not deny their impulses, but refines them, bending the chaos to their will. True mastery of lightning demands the strength to shape disorder into purpose. Those who devote themselves to this path stand to wield one of the Void’s most awe-inspiring forces.

 

– M A G I C  E X P L A N A T I O N –

 

Electrical Evocation is a form of Voidal magic, wherein the mage pulls crackling arcs of sparks that mimic the appearance and behaviour of lightning from the Void. Like all evocations, it requires the mage to connect to the Void, visualise the element, and draw it forth into the material world as their desired spell through focused willpower. In order to achieve success, the mage must be familiar with the element and well versed in the use of Voidal lightning.

 

Electrical Evocation is notable for its reactive, volatile nature, offering a balanced blend of offence and utility, with a preference towards disruption and precision. As Electrical Evocationists grow in experience, they gain the finesse to wield Voidal lightning in complex ways, from jolting bolts of sparks to orchestrating full arcs of controlled, crackling storms. As a Voidal magic, Electrical Evocation requires 1 magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection.

 

Tier Progression:

 

Spoiler

Tier 1: A novice Electrical Evocationist is capable of mustering faint sparks or weak bolts of lightning. These early conjurations are largely harmless, useful for learning control and the reactive nature of Voidal lightning. Lasts 2 OOC weeks.

 

Spells unlocked: Conjure Sparks, Thunderbolt

 

Tier 2: An apprentice Electrical Evocationist can begin forming controlled arcs of lightning for utility and minor defence. They may cloak their body in flickering electrical static, or send jolts of energy to waken the unconscious. Lasts 3 OOC weeks.

 

Spells unlocked: Jolt, Stormcloak

 

Tier 3: An adept Electrical Evocationist now manipulates Voidal lightning to greater effect, having begun to understand the nature of lightning burns. This heightened proficiency serves to aid the mage inside and outside of combat. Lasts 5 OOC weeks.

 

Spells unlocked: Nerve Zap, Arc Lightning

 

Tier 4: An expert Electrical Evocationist begins to wield Voidal lightning with greater precision and capability. Through their near-mastery, the mage can overload spells to devastating effect, or they may conduct complex displays of crackling, swirling electrical conjurations. Lasts 6 OOC weeks.

 

Spells unlocked: Chain Bolt, Ionic Attunement

 

Tier 5: Having achieved total mastery over Voidal lightning, the Electrical Evocationist holds at their fingertips the ability to conjure the very storms themselves to shock and awe friend and foe alike.

 

Spells unlocked: Storm Call, Voltaic Will

 

General Properties:

 

Spoiler
  • Electrical Evocation spells are Voidal imitations of lightning, diminished in power and intensity due to the inherent difficulty in controlling such a force. At its core, it is just a harmless mimic, but through practice and study, it can be honed to embody some of the common attributes associated with the element.
  • Electrical Evocation spells have the physical characteristics of plasma, but do not emit heat. However, select spells can leave lightning burns if they impact a person. 
  • The spells of Electrical Evocation may be referred to as lightning, sparks, or electricity, but it is important to note that these names are just interchangeable visual descriptors.
  • Combative Electrical Evocation spells will always be visible as bolts of light, shimmering with cool blues, stark whites, and tinges of violet. Non-combative Electrical Evocation spells will also manifest this way, unless explicitly stated otherwise.
  • The effects of Electrical Evocation spells can be felt through light and medium armour worn by a person, unless explicitly stated otherwise.

 

Lightning Burns:

 

Spoiler

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An example of shock marks

 

Lightning burns are not thermal in nature, but result from electrical disruption of nerves, muscles, and flesh. These burns do not blister or char like fire-based injuries, instead manifesting as shock marks and swelling. Affected areas will suffer temporary numbness and involuntary muscle spasms which will result in temporary loss of precise bodily control.

 

Lightning burns are divided into three levels: minor, moderate and severe.

 

  • Minor lightning burns are faint shock marks, appearing on descendant flesh as light skin irritation with reddish discolouration. The affected area will experience temporary numbness and muscle spasms, resulting in the loss of precise bodily control for 1 emote. If the same body part is struck twice by minor lightning burns within the same combat encounter, it will instead inflict one strike of moderate lightning burns.

 

  • Moderate lightning burns are pronounced shock marks, appearing on descendant flesh as reddish-purple vascular patterns, etched into the skin. The surrounding skin is visibly inflamed and tender to the touch. The affected area will experience temporary numbness and muscle spasms, resulting in the loss of precise bodily control for 2 emotes. If the same body part is struck twice by moderate lightning burns within the same combat encounter, it will instead inflict one strike of severe lightning burns.

 

  • Severe lightning burns are deeply embedded shock marks, appearing on descendant flesh as darkened, jagged veins beneath the skin’s surface, accompanied by significant swelling, vascular bruising and muscle lacerations. The affected area will experience temporary numbness and muscle spasms, resulting in the loss of precise bodily control for 4 emotes. If the same body part is struck twice by severe lightning burns within the same combat encounter, it will lead to necrosis of the body part, unless aided quickly.

 

Key for lightning burns on a specific body part: 

8 Minor = 4 Moderate = 2 Severe = Necrosis

 

REDLINES

 

  • Lightning burns apply to the entire body part struck by an Electrical Evocation spell carrying this effect, not just the area of impact, unless explicitly stated otherwise.
  • If a body part already affected by lightning burns is struck again, the emote timer for numbness, muscle spasms, and loss of precise bodily control is reset to the duration of the most recent burn effect. However, any previously inflicted physical damage will remain.
  • Should an Electrical Evocation spell, carrying the effects of lightning burns, strike a body part with heavy armour, the severity of the burn to that body part is reduced by one level (e.g. severe lightning burns become moderate, moderate burns become minor, and minor burns have no effect). This reduction applies independently to each body part affected by the spell.
  • For clarification, heavy armour does not ignore the accumulation of lightning burns. For example, if moderate lightning burns are reduced to minor due to armour, two such strikes to the same body part will equal one strike of moderate burns.

 

Nervous System Definitions and Explanation:

 

Spoiler
  • Numbness caused by Electrical Evocation refers to the temporary disruption of nerves in the affected area. This includes no sense of touch, pain, and temperature.
  • Muscle spasms caused by Electrical Evocation are brief, involuntary muscle contractions that cause the loss of precise bodily control in the affected area.
  • Precise bodily control refers to the ability to make small, precise, and controlled movements, especially in the hands, arms, or legs. For example, actions like writing or drawing, aiming or firing a weapon, picking up or holding objects, maintaining posture, running, or performing any movement that requires accuracy and coordination. Should a person lose precise bodily control due to Electrical Evocation, they will be unable to perform these kinds of detailed actions in the affected areas.
  • The loss of precise bodily control through Electrical Evocation does not inflict paralysis on a person as they can still perform broad, clumsy, or uncontrolled movements. For example, stumbling around, slurring their words, flailing their limbs, or swinging their arms without accuracy.
  • Necrosis caused by Electrical Evocation refers to the complete death of flesh, leading to the loss of the afflicted body part.
  • A ‘body part’ refers to the head, torso, or any limb.

 

REDLINES

 

  • Creatures that do not possess nerves are immune to numbness caused by Electrical Evocation.
  • Creatures that do not possess muscles are immune to muscle spasms caused by Electrical Evocation and thus will not lose precise bodily control.
  • Creatures that do not possess flesh are immune to the physical damage and harmless sensations caused by Electrical Evocation.

 

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

 

GENERAL REDLINES

 

Core

  • Electrical Evocation spells do not reflect the scientific properties of real lightning or electricity.
  • Electrical Evocation spells cannot power electronics or machinery.
  • Electrical Evocation spells cannot directly stop a beating heart.
  • Electrical Evocation spells cannot chain between targets or ignite materials, unless explicitly stated otherwise.
  • Electrical Evocation spells disappear as soon as the mage is disconnected and follow all currently accepted Voidal connection guidelines, including line-of-sight.
  • The physical consequences of Electrical Evocation spells (e.g. lightning burns) are not reversed upon disconnection.
  • Non-deployable Electrical Evocation spells cannot travel through solid objects or pierce through liquids, unless explicitly stated otherwise.
  • Electrical Evocation spells will function on a damp target as they would on a dry target, with no additional effects.
  • Electrical Evocation spells cannot produce a volume of sound loud enough to damage hearing.
  • Electrical Evocation spells must be telegraphed by visible, but harmless, crackling sparks around the caster.
  • An Electrical Evocationist cannot control real lightning, only lightning conjured from the Void.
  • An Electrical Evocationist may only upscale a spell to their maximum tier.

 

Combat Specific

  • Combative Electrical Evocation spells travel at the speed of an arrow, unless explicitly stated otherwise.
  • Non-deployable combative Electrical Evocation spells that impact a body of water (minimum 1 block in size) will electrify it for the duration of the casted spell’s direct contact with the water. This electrification expands the size of the spell from the point of impact up to a maximum radius of 5 blocks within the water. Anyone within the electrified water will be affected by the spell, with the impact targeting all parts of the body in contact with the water.
  • Combative Electrical Evocation spells cannot target gaps in heavy armour with precision and will always impact the armour if worn on the targeted body parts.
  • For reference, armoured targets are considered those wearing anything greater than half-plate, i.e. heavy armour.

 

– S P E L L S –

 

Spells are labeled by the tier in which they are unlocked, and once unlocked, an Electrical Evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.

 

CONJURE SPARKS [T1] – Non-Combative

 

By envisioning the crackling essence of lightning within the Void and drawing it into the world, an Electrical Evocationist may conjure vivid but harmless arcs of lightning. These sparks, flashes, and beams of lightning may be composed into any shape the mage desires.

 

Spoiler

MECHANICS

 

The spell is shaped and used by the mage only for creative purposes. Voidal lightning in this form is chaotic, flickering, and non-harmful. As tiers progress, the mage can conjure more defined, controlled, and complex expressions of electrical strands.

 

Tier Progression:

 

[T1]: Sparks are brief and formless. They may appear as quick zaps or erratic pulses between fingertips, unable to hold shape or direction. Radius: 1 block.

 

[T2]: Sparks may linger slightly longer and dance between two points (e.g. hands). The mage may create loose shapes like chaotic orbs or jagged lines. Radius: 2 blocks.

 

[T3]: The mage may manipulate the colour of the spell and form more defined, coherent shapes, like rings, symbols, or slow-moving tendrils. Patterns may move or float slowly through the air. Radius: 8 blocks.

 

[T4]: The mage may conjure storm-like visuals, arcing web-structures, or branching electrical surges flickering with light. Sparks may be shaped to simulate movement, such as electric birds or running creatures. Radius: 15 blocks.

 

[T5]: Sparks may take on highly detailed forms, like precise sigils or large creatures entirely composed of electrical strands. The mage may even create displays resembling controlled storms, complete with synced crackling sound and light. Radius: 20 blocks.

 

REDLINES

 

  • Conjure Sparks can only be performed outside of combat.
  • Conjure Sparks cannot damage the physical world.
  • Conjure Sparks cannot be black in colour.
  • Sounds produced by Conjure Sparks are capped at shout emote distance and are limited to sounds associated with lightning, such as crackling static, electrical hums, and thunder.
  • Sounds produced by Conjure Sparks cannot be used for purposes of stunning or causing harm. They may be used to cause deafening noises to conceal another sound.
  • Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual spark. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a giant lightning storm, obviously it will take more than three emotes, likely closer to around six or seven.

 

THUNDERBOLT [T1] – Combative

 

The fundamental combative spell of Electrical Evocation, Thunderbolt allows the mage to unleash a sudden arc of volatile lightning from the Void toward a target. Though lacking the lethality of true lightning, it delivers a burst of zapping force from the caster.

 

Spoiler

MECHANICS

 

The mage casts a single-target arc of Voidal lightning, up to 16 blocks in range, in a clear line of sight to the desired impact spot.

 

When cast from Tier 3 to Tier 5, Thunderbolt will produce an audible sound of thunder emanating from the caster, heard from the distance of a roleplay emote.

 

The spell has a 3 emote cast time across all tiers:

[1 connect + 1 charge + 1 cast]

The spell may be held back for up to 2 emotes before dissipating.

 

Tier Progression:

 

[T1]: Thunderbolt creates a spark with a soft snap of energy, exerting no meaningful force. A target struck by this will suffer no negative effects beyond a minor static shock, comparable to a soft pinch if unarmoured.

 

[T2]: Thunderbolt now delivers a forceful zap capable of knocking tiny lightweight objects aside, such as coins and pebbles. A target struck by this will suffer minor lightning burns within the affected body part.

 

[T3]: Thunderbolt now strikes with enough charged force to knock small objects aside, such as small crates and loose tools. A target struck by this will suffer minor lightning burns within the affected body part. Targets hit by this bolt will recoil and slide 1 block backwards with force comparable to a descendant-strength shove.

 

[T4]: Thunderbolt now generates a powerful strike of lightning that can knock moderately sized objects aside, such as chairs and barrels. A target struck by this will suffer moderate lightning burns within the affected body part. Targets hit by this bolt will recoil and slide 1 block backwards with force comparable to an orc-strength shove.

 

[T5]: Thunderbolt now releases a formidable surge of lightning that can knock larger objects aside, such as tables and carts. A target struck by this will suffer moderate lightning burns within the affected body part. Targets hit by this bolt will recoil and fall 2 blocks backwards with force comparable to an orc-strength shove.

 

REDLINES

 

  • Thunderbolt is narrow, with a width approximately the size of an adult Human fist.
  • Thunderbolt cannot impact more than one body part in a single cast. In cases where the impacted area borders two body parts (e.g. around the shoulder), the target will determine which of the two disputed body parts are affected.
  • Thunderbolt hitting a raised shield will negate lightning burns, but not the knockback force of the strike itself.
  • Thunderbolt cannot be sustained.
  • Injuries inflicted by Thunderbolt as a result of knockback collisions are dependent upon the hardness of the colliding surface, meaning hitting something such as wood will surely inflict pain, whereas softer material such as grass or sand would not.

 

JOLT [T2] – Non-Combative

 

Sometimes a jolt is all it takes to stir a consciousness. This spell allows an Electrical Evocationist to emit a harmless, controlled surge of Voidal sparks to rouse a naturally unconscious person.

 

Spoiler

MECHANICS

 

The mage places their hand on the target. Upon casting, a brief arc of Voidal electricity courses into the target from the mage’s hand, accompanied by a visible flicker of sparks.

 

The target, if naturally unconscious (e.g. fainted, passed out from exhaustion, or knocked out), is immediately roused with symptoms akin to being jolted by Smelling Salts, disoriented, but awake.

 

The spell has a 2 emote cast time:

[1 connect + 1 cast]

 

REDLINES

 

  • Jolt can only be performed outside of combat
  • Jolt cannot heal, cauterise, revive the dead, or restore a pulse.
  • Jolt only works on a target that is naturally unconscious.
  • Aesthetics (sparks, zaps, arcs) produced by Jolt do not deal damage.

 

STORMCLOAK [T2] – Combative

 

The Electoral Evocationist may create a defensive cloak of volatile static charges as a means to protect against and repel projectiles.

 

Spoiler

MECHANICS

 

The mage conjures a hemispherical cloak of crackling static electricity centred around their person, 4 blocks high, with a radius of 2 blocks. The barrier forms instantly upon being cast and remains fixed to the caster, not the ground. While it has no defensive ability against melee or magical attacks, the static charges repel non-magical projectiles.

 

The spell has a 4 emote cast time across all tiers:

[1 connect + 2 charge + 1 cast]

The spell can be sustained for 4 emotes.

 

Tier Progression:

 

[T2]: This barrier can repel projectiles traveling at speeds comparable to thrown objects, no heavier than pebbles. A repelled projectile will be deflected directly away from the point of impact, continuing in a straight line for a maximum 2 blocks at a throwing speed.

 

[T3]: This barrier can repel projectiles traveling at speeds comparable to arrows, no heavier than a rock the size of an adult Human fist. A repelled projectile will be deflected directly away from the point of impact, continuing in a straight line for a maximum 4 blocks at a throwing speed.

 

[T4]: This barrier can repel projectiles traveling at speeds comparable to crossbow bolts, no heavier than a rock the size of an adult Human fist. A repelled projectile will be deflected directly away from the point of impact, continuing in a straight line for a maximum 6 blocks at a throwing speed.

 

[T5]: This barrier can repel projectiles traveling at speeds comparable to crossbow bolts, no heavier than a rock 1 block in diameter. A repelled projectile will be deflected directly away from the point of impact, continuing in a straight line for a maximum 8 blocks at a throwing speed.

 

REDLINES

 

  • Stormcloak allows the mage to move around while it is being sustained.
  • Stormcloak will always remain fixed on the caster’s position.
  • Stormcloak will be instantly dispelled should it be directly struck by an explosive like a blasting potion, putting the mage on a 1 emote cooldown before the spell is castable again.
  • A mage with Stormcloak cannot guide a repelled projectile.
  • A repelled projectile that reaches the maximum distance for the spell tier will lose all momentum and fall to the ground, coming to a stop.
  • The barrier of Stormcloak is 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 Electrical Evocation spells only.
  • Stormcloak cannot protect against melee attacks, magical attacks, or liquids, as they will phase through the barrier.

 

NERVE ZAP [T3] – Non-Combative

 

In understanding Voidal electricity’s potential to disrupt nerve function with lightning burns, a mage may precisely utilise the numbing property, targeting only the nerves to aid those in need.

 

Spoiler

MECHANICS

 

The mage places their hand on the specific part of the body they wish to affect. Upon casting, a controlled pulse of Voidal electricity flows from the mage’s hand into the target, causing the affected body part to experience temporary numbness.

 

Numbness will persist for the duration of the spell, lasting as long as the caster maintains concentration and contact with the target.

 

REDLINES

 

  • Nerve Zap can only be performed outside of combat.
  • Nerve Zap requires direct physical contact with the targeted body part.
  • Nerve Zap cannot affect more than one body part in a single cast.
  • Nerve Zap cannot be cast on oneself.
  • Aesthetics (sparks, zaps, arcs) produced by Nerve Zap do not deal damage.
  • Any non-combat spell requires at least one emote of connection, and one emote of casting.

 

ARC LIGHTNING [T3] – Combative

 

By acting as a conduit for Voidal lightning, an Electrical Evocationist may unleash Arc Lightning, a continuous stream of electricity that courses rapidly through the air, delivering sustained shocks.

 

Spoiler

MECHANICS

 

The mage casts a continuous stream of Voidal lightning in a clear line of sight.

 

The spell has a 4 emote cast time across all tiers:

[1 Connect + 2 Charge + 1 Cast]

The spell may be held back for 2 emotes before dissipating, and can be sustained for up to 4 emotes.

 

Tier Progression:

 

[T3]: Arc Lightning travels up to 8 blocks in range. A target struck by this will suffer minor lightning burns to the impacted body part, with each subsequent sustained emote reapplying minor lightning burns.

 

[T4]: Arc Lightning travels up to 10 blocks in range. A target struck by this will suffer moderate lightning burns to the impacted body part, with each subsequent sustained emote reapplying moderate lightning burns.

 

[T5]: Arc Lightning travels up to 12 blocks in range. A target struck by this will suffer moderate lightning burns to the impacted body part, with each subsequent sustained emote reapplying moderate lightning burns.

 

REDLINES

 

  • Arc Lightning does not exert knockback force on objects or people.
  • Arc Lightning hitting a raised shield will not inflict lightning burns.
  • Arc Lightning is narrow, with a width approximately 1 block in size.
  • Arc Lightning cannot impact more than one body part per emote in a single cast. In cases where the impacted area borders two body parts (e.g. around the shoulder), the target will determine which of the two disputed body parts are affected.
  • Arc Lightning cannot exceed stated range.

 

CHAIN BOLT [T4] – Combative

 

In focusing one’s efforts in replicating the conductive nature of electrical charges, the Electrical Evocationist may channel a single burst of lightning that leaps from one target to the next in quick succession. An essential spell to aid in staggering a group of enemies.

 

Spoiler

MECHANICS

 

The mage casts a bolt of lightning that strikes in a clear line of sight towards marked targets in a sequence.

 

For each emote of charging before being cast, the mage will tether an individual within a line of sight. Upon being tethered, targets will display the same visible, harmless, crackling sparks that surround a casting Electrical Evocationist.

 

Upon being cast, Chain Bolt will target the tethered individuals in the order they were selected, starting with the first. The caster will aim the spell towards a specific body part on the first target. The body part hit on the first target determines the targeted location of all subsequent tethered individuals.


After impacting a target, Chain Bolt will leap on the caster’s next emote, provided there are remaining valid targets.

 

Tier Progression:

 

[T4]: Chain Bolt travels up to 8 blocks and can only leap once to another target. A target struck by this will suffer minor lightning burns to the impacted body part.

[1 Connect + 2 Charge + 1 Cast]

 

[T5]: Chain Bolt travels up to 12 blocks and can leap a second time for an optional extra emote of charging to tether the third person. A target struck by this will suffer moderate lightning burns to the impacted body part.

[1 Connect + 2 Charge + 1 Optional Charge + 1 Cast]

 

REDLINES

 

  • All tethered targets must remain in line of sight of the caster, otherwise the spell dissipates.
  • Chain Bolt can only leap to the next target if it is within the spell’s range relative to the current target and can be reached in a straight, uninterrupted line. Otherwise, the spell dissipates.
  • The caster must maintain focus while Chain Bolt is active and therefore cannot cast other spells until it concludes.
  • Chain Bolt is narrow, with a width approximately the size of an adult Human fist.
  • Failure of Chain Bolt to strike a tethered target will negate any remaining leaps.
  • Chain Bolt does not exert knockback force on objects or people.
  • The tell of being tethered must be clearly visible, harmless, and persist until the target is struck or the spell dissipates.
  • A Tier 4 Chain Bolt spell impacting heavy armour will negate the spell entirely, causing the spell to dissipate.
  • Chain Bolt hitting a raised shield will negate the spell entirely, causing the spell to dissipate.
  • If a subsequent target lacks the corresponding body part, or if the body part is obscured, Chain Bolt will instead aim for the centre of the largest visible body part.
  • Chain Bolt cannot impact more than one body part per emote in a single cast. In cases where the impacted area borders two body parts (e.g. around the shoulder), the target will determine which of the two disputed body parts are affected.
  • Chain Bolt cannot strike the same target more than once in the same casting.

 

IONIC ATTUNEMENT [T4] – Combative

 

Through greater understanding of Voidal lightning, an Electrical Evocationist may enhance select spells with additional force and volatility to render severe lightning burns on a target. However, the spell requires additional time and concentration to pull off.

 

Spoiler

MECHANICS

 

Ionic Attunement may be applied to spells that deal moderate lightning burns, enhancing it to inflict severe lightning burns instead.

 

Spells enhanced with Ionic Attunement fire at the speed of a crossbow bolt.

 

Applying Ionic Attunement requires 1 additional emote of charging, added to the beginning of the spell. The subsequent emotes of charging are marked by spiraling electrical arcs, pulsing in concentric rings from the spell as it readies to fire. These rings disturb the surrounding air, producing a noticeable gust of wind felt by all within the spell’s cast range.

 

REDLINES

 

  • Ionic Attunement can only be applied to Tier 4 and Tier 5 spells carrying the effects of moderate lightning burns.
  • The tell that Ionic Attunement has been applied must be visible from the second emote of charging until the spell is cast.
  • The tell of Ionic Attunement cannot deal damage.
  • The 1 additional emote of charging required by Ionic Attunement cannot be used to tether a target when casting Chain Bolt.
  • Ionic Attunement adds 1 tier worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.

 

STORM CALL [T5] – Combative

 

Having gained a fundamental grasp on the nature of storms, an Electrical Evocationist may rain down a disruptive barrage of Voidal lightning from the sky onto the battlefield.

 

Spoiler

MECHANICS

 

The mage conjures a rumbling static cloud which fires Voidal lightning towards targets below.

 

Storm Call can be conjured with its central point within 15 blocks horizontally from the caster, with a maximum radius of 6 blocks, and up to 10 blocks from the floor itself.

 

Upon being cast, the mage may immediately fire one bolt of Voidal lightning from the static cloud onto a target directly below, then one bolt per emote thereafter. The bolt will aim for the centre of the largest visible body part of the target.

 

Targets struck by Storm Call will suffer moderate lightning burns across their entire body.

 

The spell has a 6 emote cast time:

[1 Connect + 4 Charge + 1 Cast]

The spell may be sustained for up to 5 emotes.

 

REDLINES

 

  • The caster may fire only one bolt of Voidal lightning from the static cloud per emote.
  • Bolts from Storm Call do not strike automatically or without the caster’s input.
  • Bolts from Storm Call do not exert knockback force on objects or people.
  • Each strike must be directed at a valid target within the area below the static cloud.
  • Targets must be in clear line of sight of the static cloud and the caster.
  • The static cloud cannot move position.
  • The bolts from Storm Call are narrow, with a width approximately the size of an adult Human fist.
  • Any bolts from Storm Call hitting a raised shield will negate the strike.
  • The caster must be able to maintain focus and see the static cloud, or the spell will dissipate.

 

VOLTAIC WILL [T5] – Combative

 

Voltaic Will is the apex of mastery over the art of Electrical Evocation. Aptly named for being the manifestation of destructive will. Devastating barrages of lightning converge into a singular colossal beam from the caster, with the sole purpose to lay ruin to one’s enemies.

 

Spoiler

MECHANICS

 

The mage unleashes a continuous beam of concentrated Voidal lightning, 2 blocks wide and up to 20 blocks in range, in a clear line of sight.

 

The spell, when cast, will produce a roaring sound of thunder emanating from the caster, heard from the distance of a shout emote.

 

Targets struck by this will suffer moderate lightning burns across their entire body, with each subsequent sustained emote reapplying moderate lightning burns.

 

The spell continuously bludgeons and pushes targets back by 2 blocks with force comparable to an orc-strength shove. This force is capable of pushing aside large and heavy furniture with ease.

 

The beam direction may be adjusted by up to 4 blocks per emote through the caster pivoting their body on the spot.

 

The spell has a 7 emote cast time:

[1 Connect + 5 Charge + 1 Cast]

The spell may be sustained for up to 6 emotes.

 

REDLINES

 

  • The caster must remain stationary and fully focused while maintaining Voltaic Will, or the spell will dissipate.
  • Voltaic Will hitting a raised shield will negate lightning burns, but not the knockback force of the strike itself.
  • Injuries inflicted by Voltaic Will as a result of knockback collisions are dependent upon the hardness of the colliding surface, meaning hitting something such as wood will surely inflict pain, whereas softer material such as grass or sand would not.
  • Voltaic Will cannot exceed stated range.

 

– P U R P O S E –

 

The intention of this write is to embody a form of Voidal magic that offers distinctive and thematic disruption to targets. While many elemental magics focus on immediate damage or direct environmental manipulation, Electrical Evocation stands apart by offering nervous system disruption and muscle impairments to its targets, resulting in a unique set of consequences in both combat and non-combat scenarios.

 

From a thematic perspective, lightning is a quintessential fantasy magic, seen across all fiction, including LotC for many years. It’s no small secret that issues have plagued this magic in the past, a common one being the conflation between real lightning and Voidal lightning. A key goal of this write is to clearly define the magic so as to avoid any confusion over the most basic fundamentals and to give it properties that relate to the idea of lightning without all the unintended abuses that could entail.

 

Additionally, this magic seeks to be distinct from the other elemental evocations without simply resorting to being a fully passive magic or an anti-fun full paralysis magic. Unlike the straightforward damage of Fire, Electrical Evocation emphasises precision and disruption. It introduces the concept of lightning burns, a mechanism that doesn’t scorch, but instead affects the nervous system of the target, leading to symptoms of numbness, muscle spasms, and the loss of precise bodily control. This makes it more than just concussive damage dealing commonly associated with Air or Earth Evocation spells. Instead it adds a layer of tactical depth by forcing targets to respond not just to the magic’s impact, but to the unique prolonged consequences it has on their body.

 

– C I T A T I O N S –

 


– C H A N G E  L O G –

 

Spoiler

28/4/25 - Renamed technical terms 'Lichtenberg figures' to 'shock marks', 'fine motor control' to 'precise bodily control', and 'soft tissue' to 'flesh' for better flavoured wording.

29/4/25 - Added an additional redline to clarify the interaction of Ionic Attunement with Chain Bolt.

6/5/25 - Added an additional redline to clarify that bolts from Storm Call do not exert knockback force.

8/5/25 - Removed the redline relating to feeling tingling and goosebumps from charging combative spells to avoid having too many layers of sensations and tells.

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hmmmhhh honestly not bad. might have more opinions as i read...

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5jmhVo3.jpeg

 

Finally. Bring Electrical Evocation back!

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Honestly a good rewrite.

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Oh boy, can’t wait for this to get denied again! 

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I just think that instead of heavy armor decreasing the intensity of lightning burns, it should be the material of the armor that does so.

 

Any metalic armor should, if anything, increase the intensity of the burns by one tier, due to the conductivity of metal.; whereas leather armor, gambesons, etc, should decrease it by one. In case of no armor? Then the base intensity value should apply.

 

This would be very interesting in adding a bit of dynamism to the choice of armor on LOTC, as right now everyone still uses heavy plate armor.

 

If you are bound to fight a mage with electrical evocation? Then suit yourself properly for it, just like people tend to exploit the weaknesses of creatures and other magic users in combat.

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My only critique is that an acute awareness of the nervous system could lean into a tech lock break.

 

This isn’t to say that this piece does actually cross any boundaries directly, I’d only recommend creative lotc flavored rewording where possible. Assume that characters are reading the spell descriptions to their students verbatim.

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20 hours ago, Althea_ said:

I just think that instead of heavy armor decreasing the intensity of lightning burns, it should be the material of the armor that does so.

 

Any metalic armor should, if anything, increase the intensity of the burns by one tier, due to the conductivity of metal.; whereas leather armor, gambesons, etc, should decrease it by one. In case of no armor? Then the base intensity value should apply.

 

This would be very interesting in adding a bit of dynamism to the choice of armor on LOTC, as right now everyone still uses heavy plate armor.

 

If you are bound to fight a mage with electrical evocation? Then suit yourself properly for it, just like people tend to exploit the weaknesses of creatures and other magic users in combat.

 

It was my first idea to have metallic armour play a role, however, I could not find offcial lore stating the conductive properties of all armour. It felt like there was a risk of falling down a rabbit hole so I just stuck with the standard 'heavy armour reduces dmg' line. However, your suggestion of inversing it for light armour is interesting and I will look into it, assuming it doesn't cause complications.

 

17 hours ago, Luxury said:

My only critique is that an acute awareness of the nervous system could lean into a tech lock break.

 

This isn’t to say that this piece does actually cross any boundaries directly, I’d only recommend creative lotc flavored rewording where possible. Assume that characters are reading the spell descriptions to their students verbatim.

 

Yeah since a regular critique of these writes is that they are not precise enough in the language, I went in the other direction in being very descriptive. But I do agree with the point and I have adjusted some of the language to be more fitting while still hopefully conveying the same meaning.

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15 hours ago, Althea_ said:

I just think that instead of heavy armor decreasing the intensity of lightning burns, it should be the material of the armor that does so.

 

Any metalic armor should, if anything, increase the intensity of the burns by one tier, due to the conductivity of metal.; whereas leather armor, gambesons, etc, should decrease it by one. In case of no armor? Then the base intensity value should apply.

 

This would be very interesting in adding a bit of dynamism to the choice of armor on LOTC, as right now everyone still uses heavy plate armor.

 

If you are bound to fight a mage with electrical evocation? Then suit yourself properly for it, just like people tend to exploit the weaknesses of creatures and other magic users in combat.

?u=https%3A%2F%2Fimg.grouponcdn.com%2Fdeal%2F9AYN5AjYQzBjqiH4djeq%2F75-732x439%2Fv1%2Fc870x524.jpg&f=1&nofb=1&ipt=39c6096d9dd80f4c01e4bad60f9749f7c8510e6ab6af47d493c789218e818b92 Guy clad in full mail seems awfully fine. He would be worse off if not in it (funnily enough this is according to techlock medium armor)

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This lore has been Management VETO'd.

It was a mistake of ours that we did not include Electric Evocation in our list of "Bad Lores" which are, for the most part, auto-deny. We genuinely thought it was already there, and have now added it. In the past, we gave some attempts a shot at going thru mag but every time they found themselves denied for the same reasons. A bit powerful, excess of evocation, and overall worries that it would just buff Void Magic even more.


As a result, and going forward, we're more than likely just going to keep denying Electric Evocation submissions because it is simply a lore-type we do not want at this time. That isn't to say that electric-styled abilities aren't permissible in other magics with different flavors and interactions, but base Void Lightning is just not what we're wanting.

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