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[Amendment] Necro Combat Petsmart


Aehkaj

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Bold is new additions Strikethrough is to be removed

 

 


 

Old

 

Darkening (Under the Malediction Page)

 

A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time.  Perverting the teachings of Rh'thor, a necromancer is capable of conjuring an abyssal aura upon one hand and steal the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained.

 

Redlines:

 

  • Does not kill the victim the first time, only renders them unconcious.
  • Direct touch must be maintained the entire spell’s duration for success.
    • Touch draining requires 2 emotes to channel + 2 for full effect.
    • Tether draining requires 2 emotes to channel + 4 for full effect.
  • Tether draining can be severed via aurum or holy magical disturbances.
  • A necromancer’s draining can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection.
  • Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals.
  • Necromancers are not granted any combative benefit from draining unless they had been made weak/frail from going a particularly long period of time without lifeforce.
  • Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy. This means that descendants with accessible flesh can be drained, and does not refer to other CAs that have souls but do not have flesh (Machine Spirits, Sorvians, etc.).
  • Combative draining does not wipe the memory of victims.
  • Draining can be used in tandem with ordering other undead.

 

 


 

New

 

Darkening (Under the Malediction Page)

 

A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time.  Perverting the teachings of Rh'thor, a necromancer is capable of conjuring an abyssal aura upon one hand and steal the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained.

 

Redlines:

 

  • Does not kill the victim the first time, only renders them unconcious.
  • Direct touch must be maintained the entire spell’s duration for success.
    • Touch draining requires 2 emotes to channel + 2 for full effect.
    • Tether draining requires 2 emotes to channel + 4 for full effect.
  • Tether draining can be severed via aurum or holy magical disturbances.
  • A necromancer’s draining can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection.
  • Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals.
  • Necromancers are not granted any combative benefit from draining unless they had been made weak/frail from going a particularly long period of time without lifeforce.
  • Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy. This means that descendants with accessible flesh can be drained, and does not refer to other CAs that have souls but do not have flesh (Machine Spirits, Sorvians, etc.).
  • Combative draining does not wipe the memory of victims.
  • Draining can be used in tandem with ordering other undead.



 

To be added under Corpse Crafting -> Reanimation -> Oculi as well as Thautamurgy -> Rituals - > Oculi for consistency on each lorepage

 

  • Commanding requires its own action, and may not be used while performing other major actions such as casting a spell or attacking.

 

 

 

Reasoning: Commanding reanimations should be treated as its own action, simple as.

 

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It doesn't make sense for speaking to take up an entire action in my opinion. ima be charging darkening and someone comes to attack me so i gotta say "defend!" to my summon and restart the charging because i spoke a single word. I dont think this fixes anything with the current state of necromancy as I believe this amendment aimed to do.

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If you can draw a weapon and swing at the same time why shouldnt i be able to speak while casting. That makes 0 sense what so ever. Not to mention necro summons are often ignored which adds more to the issue than it helps.

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Would be better if this paused offensives actions/spellcasting, and did not wholly prevent them. Necro summons are dependant tho so the idea is nice at least.

 

 

Now amend drazi double action out. cowards.

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2 hours ago, Mestvin said:

If you can draw a weapon and swing at the same time why shouldnt i be able to speak while casting. That makes 0 sense what so ever. Not to mention necro summons are often ignored which adds more to the issue than it helps.

 

False Equivalency, drawing a sword and attacking in the same emote is different inherently while holding a fundamental drawback and mechanics. You cannot draw + attack + move, thats just how it works. This makes it so Necros cannot dual cast, which is basically what they do already. Also I dont know when ever that Necro summons are ever ignored, they usually are dealt with first in combat.

 

3 hours ago, Rhettthecoldone said:

It doesn't make sense for speaking to take up an entire action in my opinion. ima be charging darkening and someone comes to attack me so i gotta say "defend!" to my summon and restart the charging because i spoke a single word. I dont think this fixes anything with the current state of necromancy as I believe this amendment aimed to do.


In the nature of this, a necro is controlling their summons through a MAGICAL Oculi, it makes sense that if you were to start casting a spell that you should not be able to control your summons. This prevents essentially Dual Casting in the sense, for necro is a unique magic based on summons and controlling ones summons is magical in nature. 

 

2 hours ago, PrimnyaQuorum said:

Would be better if this paused offensives actions/spellcasting, and did not wholly prevent them. Necro summons are dependant tho so the idea is nice at least.

 

 

Now amend drazi double action out. cowards.

 

 

 

Learn how to read bro.

 

Spoiler

While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines.

 

Imma go through them spells n point em out

  • Enwreath -  aint no movement restrictions but on the emote your weapon is fully entreated you can’t attack with it
  • Flame breath - movement limited to 3 and can only defend during charging, but its balanced cause of the distance it holds which aint that much, but aye i can see in how it might be crazy to fight.
  • Flamespew - has no movement restriction, regardless, it is not treated as such in general, used more like a ranged weapon instead of whatever
  • Immolation - dont nobody use this shit lmao, just worst enwreath
  • Imbued roar - has movement restriction to 1 block, 
  • Cindering ward - it says nothing on it so aint no movement restrictions
  • Primordial descent - you can’t do much except sit there and cook with this shit
  • Emboldened strength - no movement restrictions, you just get bigger muscles and hit shit harder

All the same, the only one in which you can reasonably dual cast with, is flame breath, but even then they can just split yo shit like any other dude. The Drazi aint scions, they dont and didnt regularly abuse that shit bro, otherwise they woulda been hit back then when Scions got hit.

 

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Me when I have to defend from an Olog sized armored undead and knight and deal with a 3 emote incapacitating (death) tether drain from a distance fighting 1 guy 

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1 hour ago, MonteGiant said:

it makes sense that if you were to start casting a spell that you should not be able to control your summons

oculus is not a casting focus. that is why it's an oculus and not the lesser branding spell

 

6 hours ago, Aehkaj said:

Reasoning: Commanding reanimations should be treated as its own action

why

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7 hours ago, PrimnyaQuorum said:

Would be better if this paused offensives actions/spellcasting, and did not wholly prevent them. Necro summons are dependant tho so the idea is nice at least.

 

 

Now amend drazi double action out. cowards.

Do it yourself 

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4 hours ago, PrimnyaQuorum said:

you cannot say this, and then proceed to agree with me. this is not asioth dude

 

That is Asioth.

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5 hours ago, MonteGiant said:

In the nature of this, a necro is controlling their summons through a MAGICAL Oculi, it makes sense that if you were to start casting a spell that you should not be able to control your summons. This prevents essentially Dual Casting in the sense, for necro is a unique magic based on summons and controlling ones summons is magical in nature. 

I don’t disagree with any of this at all. It is simply that if this amendment passes, combative spells will basically never be able to be casted due to people trying to individually attack you. As you have to then drop the charging spell immediately to say a single word to defend yourself. This honestly just makes necromancers more dependent on their summons because combative casting would be much harder to perform.

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You need to hold your oculus while commanding. Not sure how you are casting at the same time. 

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Oculi is a trinket meant to be held in one hand. What stops you from using the other hand to perform actual action. 

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3 hours ago, Rhettthecoldone said:

I don’t disagree with any of this at all. It is simply that if this amendment passes, combative spells will basically never be able to be casted due to people trying to individually attack you. As you have to then drop the charging spell immediately to say a single word to defend yourself. This honestly just makes necromancers more dependent on their summons because combative casting would be much harder to perform.


Reanimations are an active magic puppet of flesh and bones you control for offense and defense , you also get two of these reanimations which may receive different commands or issue one command which both follow. This is in and of itself effectively your bread and butter spell in combat, and always has been, necromancers don’t flavor commanding because they’re boring so it doesn’t feel like a spell.

 

Making commanding its own action isn’t that crazy, it just removes the cop out available if you do bad unit placement.

 

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