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[Amendment] Wightest Kids U'know. (Invocation nerf & Invisibility minor buff)


xo31

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Changes are bolded and underlined as you already know

 

Invocation (Old):

Spoiler

Invocation

As the presence of a wight always lingers in part within Ebrietaes, they are able to be invoked by any mortal who focuses upon them and speaks their true name aloud in at least #quiet. When invoked, the wight’s attention would be drawn to the individual, allowing them to briefly cantrip effect in the immediate area around them. The abilities of a wight working through invocation are limited, but allow them to grant what others may view as ‘miracles’ from a great distance, lending them the impression of a pseudo-deity. The most basic effect which the wight may bestow is that of Hindering, though non-combative telekinesis, deadbreath, and wail may be used as well. Deadbreath may be a double-edged sword unless the mortal has True Sight.

 

- All signs are limited to aesthetic abilities, including: hindering, influence, gleaming, and so on. Only deadbreath and wail may be used combatively.

- Wights will never know where their name has been invoked from, nor can it be used to relay any information to and/or from the wight.

- Invocation may only be utilized once per combative scenario. The Wight decides the effect that an Invocation grants, if any - this meaning that the player invoking them must contact the Wight they are invoking. 

Invocation (New):

Spoiler

Invocation

As the presence of a wight always lingers in part within Ebrietaes, they are able to be invoked by any mortal who focuses upon them and speaks a 3 word or more prayer to their true name aloud in at least #quiet. When invoked, the wight’s attention would be drawn to the individual, allowing them to briefly cantrip effect in the immediate area around them. The abilities of a wight working through invocation are limited, but allow them to grant what others may view as ‘miracles’ from a great distance, lending them the impression of a pseudo-deity. The most basic effect which the wight may bestow is that of Hindering, though non-combative telekinesis, deadbreath, and wail may be used as well. Deadbreath may be a double-edged sword unless the mortal has True Sight.

 

- All signs are limited to aesthetic abilities, including: hindering, influence, gleaming, and so on. Only deadbreath and wail may be used combatively.

- Wights will never know where their name has been invoked from, nor can it be used to relay any information to and/or from the wight.

- Invocation may only be utilized once per combative scenario. The Wight decides the effect that an Invocation grants, if any - this meaning that the player invoking them must contact the Wight they are invoking.

- An individual must be able to focus when they utilize this, and may not take any other actions while they do it, although they may remain connected to any magics - though still being disconnected if the effect chosen would cause such. Ex: Wight's Wail disconnecting a void mage.

 

General State (Old):

Spoiler

General State

Wights are of phantom nature, appearing as semi-transparent creatures of ethereal composition, intangible as a cold mist or eerie fog. Wights resemble the appearance of the occultist which had embodied them in their former life, albeit perpetually gleaming with a mirthless, ethereal light - like that of a dying candle or willowing flame. Commonly, they may hover just slightly off the ground, gliding in a fluid, yet graceful motion, allowing them to hover over water or land, or fall any distance unharmed, though not equating to flight. Some wights maintain spectral armaments which gleam upon their ethereal husk, whereas others might be adorned in ornate attire that flutters as if carried by some eldritch wind. Since they are phantom undead, they are incorporeal and possess no internal organs, having no need to eat, drink, sleep, or breathe. An incorporeal wight may completely disregard even the hardest of steel blades, bearing no heed to any form of wear or exhaustion. 

 

Because wights have a pure makeup of ectoplasm their wounds from magical damage or aurum may be slowly mended with time and concentration to patch their tattered souls but this is a precise process which cannot take place during the heat of combat; they must retreat to the safety of the shadows to lick their wounds over a day’s time. Should they be banished, they would require three days to reconstitute themselves - making banishment a very real and present threat for the Wight. 

 

Wights bear spectral powers very similarly to ghosts, gravens, and apparitions. Though they hold a lesser degree Elysian power than other specters, wights can shift between invisibility and intangibility upon a whim, necessitating only one emote to switch between either state. Corporeality allows for the wight to become physical at the cost of becoming susceptible to mundane weapons, alongside their typical weaknesses to aurum, magic, and holy light due to their undead nature. 

 

Yet although granted an unprecedented amount of power amidst the covens of mystics and the occult, the existence of the wight is a tragic one. Being themselves unliving, wights often bear a dissociation with mortals, or even may harbor an inherent vehemence towards their kind. They are often inclined to look down upon descendants, though not necessarily any quicker to violence or the utter abolition of those living. Rather, wights no longer bear the lens of perspective that comes with mortality, perhaps even causing them to foster an acute envy for the living due to their possession of senses of which the wight themselves is deprived. They tend to become reclusive, clinging to aspects of the life they no longer live. This leads them to surround themselves with reminders of their former being, collecting odd trinkets and baubles which reflect those they had adored in life — but alas, much of this is done in vain.

 

Despite their existence in undeath and their inability to truly perish, wights seldom wish to engage in direct conflict, dissuaded by the immense torment that comes about as a result of demanifestation. Though this may be overcome with willpower in some instances, they often work through proxies and associates rather than directly.

 

- Even when intangible, wights can still be harmed by aurum, Kani, holy magic, Arcanium, or voidal magic. Each requires four constant emotes in order to force a Wight to manifest when intangible or as a mist.

- Wights are still limited to mechanical movement. They cannot use incorporeality or flight to reach areas that could not otherwise, such as through a locked gate or wall. 

 

General State (New):

Spoiler

General State

Wights are of phantom nature, appearing as semi-transparent creatures of ethereal composition, intangible as a cold mist or eerie fog. Wights resemble the appearance of the occultist which had embodied them in their former life, albeit perpetually gleaming with a mirthless, ethereal light - like that of a dying candle or willowing flame. Commonly, they may hover just slightly off the ground, gliding in a fluid, yet graceful motion, allowing them to hover over water or land, or fall any distance unharmed, though not equating to flight. Some wights maintain spectral armaments which gleam upon their ethereal husk, whereas others might be adorned in ornate attire that flutters as if carried by some eldritch wind. Since they are phantom undead, they are incorporeal and possess no internal organs, having no need to eat, drink, sleep, or breathe. An incorporeal wight may completely disregard even the hardest of steel blades, bearing no heed to any form of wear or exhaustion. 

 

Because wights have a pure makeup of ectoplasm their wounds from magical damage or aurum may be slowly mended with time and concentration to patch their tattered souls but this is a precise process which cannot take place during the heat of combat; they must retreat to the safety of the shadows to lick their wounds over a day’s time. Should they be banished, they would require three days to reconstitute themselves - making banishment a very real and present threat for the Wight. 

 

Wights bear spectral powers very similarly to ghosts, gravens, and apparitions. Though they hold a lesser degree Elysian power than other specters, wights can shift between invisibility and intangibility upon a whim, necessitating only one emote to switch between either state. Corporeality allows for the wight to become physical at the cost of becoming susceptible to mundane weapons, alongside their typical weaknesses to aurum, magic, and holy light due to their undead nature. 

 

Yet although granted an unprecedented amount of power amidst the covens of mystics and the occult, the existence of the wight is a tragic one. Being themselves unliving, wights often bear a dissociation with mortals, or even may harbor an inherent vehemence towards their kind. They are often inclined to look down upon descendants, though not necessarily any quicker to violence or the utter abolition of those living. Rather, wights no longer bear the lens of perspective that comes with mortality, perhaps even causing them to foster an acute envy for the living due to their possession of senses of which the wight themselves is deprived. They tend to become reclusive, clinging to aspects of the life they no longer live. This leads them to surround themselves with reminders of their former being, collecting odd trinkets and baubles which reflect those they had adored in life — but alas, much of this is done in vain.

 

Despite their existence in undeath and their inability to truly perish, wights seldom wish to engage in direct conflict, dissuaded by the immense torment that comes about as a result of demanifestation. Though this may be overcome with willpower in some instances, they often work through proxies and associates rather than directly.

 

- Even when intangible, wights can still be harmed by aurum, Kani, holy magic, Arcanium, or voidal magic. Each requires four constant emotes in order to force a Wight to manifest when intangible or as a mist.

- Wights are still limited to mechanical movement. They cannot use incorporeality or flight to reach areas that could not otherwise, such as through a locked gate or wall.

-Wights, when invisible & intangible, will not manifest a 'blur' when moving, as a mortal mystic might - so long as they are not husked.

 

Purpose: A nerf for a buff. Both of these things should already be the way things are. Wights are literal super ghosts. It's insane to say they couldn't turn invisible fully. Inversely, many people (myself included) have abused Invocation in questionable scenarios and I don't think it needs to be used to such an op and unfun way.

Changelog: Added 'so long as they are not husked.' to the general state redlines.

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Amendments/Additions implemented into main lore post.

We took a vote and only wanted the FIRST Amendment, not the Second.

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