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FIRE EVOCATION AMENDMENT - SUPPORTIVE ENWREATHE


Keening

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WHAT’S CHANGED:

Given the (very) recent passing of the Earth Evocation rewrite, which hosts four new deployable spells, I feel it’s time to grant some value to the base Enwreathe spell. Lighting your sword on fire is cool, but lighting your allies’ swords on fire is cooler.

 

ORIGINAL

 

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.
  • When enchanted, Enwreathe can be used in tandem with swinging the weapon it is applied to for the duration of the spell - this does not apply to the charge and cast emotes, which would still be interrupted if the weapon was swung.
  • 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.
  • 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

 

UPDATED: (Changes are bolded and underlined.)

 

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.
  • More allies can be targeted to have their weapons Enwreathed with an additional emote per target, to a maximum of three (including the initial target). The spell cannot be modified with Blue Fire or Combustion when applied to more than one weapon.
  • 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.
  • Enwreathing multiple weapons requires up to five total emotes [ Connect -> Charge -> Optional Charge -> Optional Charge -> Enwreathe ], with each added charge affecting one more weapon.
  • Once cast, Enwreathe can be maintained up to [6] emotes. It functions as a deployable spell and does not need concentration.
  • 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.
  • When enchanted, Enwreathe can be used in tandem with swinging the weapon it is applied to for the duration of the spell - this does not apply to the charge and cast emotes, which would still be interrupted if the weapon was swung.
  • Can be learned at T2.
  • Enwreathing additional weapons increases the tier of this spell by one per added weapon; two weapons will incur a T3 manacost, three weapons will incur T4. i.e. A scion can enwreathe two weapons, but never enwreathe three.

 

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 allied weapons, it follows all of the same redlines.
  • If more than one weapon is affected by Enwreathe, the spell cannot be modified with Blue Fire or Combustion.
  • Enwreathe is constituted as a deployable spell and does not require focus to maintain.
  • 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
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Gotta admit, this is pretty fire. :)

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17 minutes ago, PrimnyaQuorum said:

Tried this already iirc got denied. Deployable is a water only mechanic according to the denial reason

 

Reread the first line of the post

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yeah i agree

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Let mages casting the spell be better than the enchantment version (non-scions can't maintain and strike, unlike the enchantment version...)

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2 hours ago, PrimnyaQuorum said:

Tried this already iirc got denied. Deployable is a water only mechanic according to the denial reason

air and earth evo would like to talk 

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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