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[✗] FIRE EVOCATION AMENDMENT - USEFUL FLAME IMPLEMENT

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Keening

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WHAT’S CHANGED:

Given the Fire Evocation rewrite passed recently, we’re all aware of the extensive changes, additions, and improvements to the magic. With that said, I’ve noticed one particular issue with the spell Flame Implement: It has a t4 manacost and, though listed as a 3-emote spell, would take 4 emotes to actually use per Voidal Connection redlines, which prevent attacking and casting in the same emote. For what's intended as a self-defense spell, it's difficult to justify using it in most cases.

 

Put simply, this is meant to broaden the use-cases of the spell while maintaining all its current mechanics; it is not stronger, it does not last longer, and it remains in the two-slot section of Fire Evocation - it simply costs less mana (t3) and allows the mage to attack with it on their cast emote.

 

ORIGINAL

 

Flame Implement [+] [Deployable]

The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios.

 

Spoiler

Mechanics:

Flame Implement involves the mage manifesting a tangible and fiery-hot weapon wrought of flames. While this spell is being cast and maintained the mage’s connection is still subject to Voidal Connection rules, however they may attack using Flame Implement, and as this spell is deployable they may use other fire evocation spells and do not require active focus for maintenance. 

 

Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will also disrupt this spell. 

 

This spell is incompatible with all modifiers. 

 

The tiers of this spell are as follows:

 

T4: The fire evocationist may compose a one-handed melee weapon created entirely from dense arcane fire not dissimilar to Combustion. The conjured weapon lacks any form of sharpness but is fiery-hot to the touch and radiates the heat you would expect from a regular fire. Leaves a fiery after-trail when the weapon is swung that does NOT inflict direct damage but feels fiery-hot to the touch. 3 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again.

 

Redlines:

- Flame Implement can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has density comparable to its mundane counterpart (steel) but lacks any form of sharpness you may or may not expect from it, ex. A Flame Implement sword would lack a cutting edge. 

- Flame Implement is not white-hot or blue-hot and only has the same heat of standard Voidal fire.

- Flame Implement is considered a deployable spell. 

- Flame Implement, as a weapon made of fire, will cause anything flammable it comes into contact with to immediately ignite with the exception of the mage’s grip on the weapon.

- The length of weapons conjured by this spell is limited to [2] metres in total.

 

UPDATED: (Changes are bolded and underlined.)

 

Flame Implement [+] [Deployable]

The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios.

 

Spoiler

Mechanics:

Flame Implement involves the mage manifesting a tangible and fiery-hot weapon wrought of flames. While this spell is being cast and maintained the mage’s connection is still subject to Voidal Connection rules, however they may attack using Flame Implement, and as this spell is deployable they may use other fire evocation spells and do not require active focus for maintenance. 

 

Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will also disrupt this spell. 

 

This spell is incompatible with all modifiers. 

 

The tiers of this spell are as follows:

 

T3: The fire evocationist may compose a one-handed melee weapon created entirely from dense arcane fire not dissimilar to Combustion. The conjured weapon lacks any form of sharpness but is fiery-hot to the touch and radiates the heat you would expect from a regular fire. Leaves a fiery after-trail when the weapon is swung that does NOT inflict direct damage but feels fiery-hot to the touch. 3 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again.

 

Redlines:

- Flame Implement can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has density comparable to its mundane counterpart (steel) but lacks any form of sharpness you may or may not expect from it, ex. A Flame Implement sword would lack a cutting edge. 

- The mage may cast and attack with this spell, however they cannot begin charging another spell or perform any other actions besides standard movement if they choose to do so. This does NOT permit attacking with the sword while casting other spells.

- Flame Implement is not white-hot or blue-hot and only has the same heat of standard Voidal fire.

- Flame Implement is considered a deployable spell. 

- Flame Implement, as a weapon made of fire, will cause anything flammable it comes into contact with to immediately ignite with the exception of the mage’s grip on the weapon.

- The length of weapons conjured by this spell is limited to [2] metres in total.

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already? Also didn't Johann say that connection was included in emote-counts?

 

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12 minutes ago, MsLinni said:

already?

 

Yeah. I don't much care for the optics of making an amendment so soon; the magic may have been passed, but that doesn't mean the spell should be left alone to fester, unused. I foresee very few people using it when they could just use translocation to shift away from an attacker, unless they were trapped in a corner - a death sentence for anyone who has to spend a total of 4 emotes connecting, charging, casting, then attacking with the spell. This makes it significantly more useful in many more scenarios, without enhancing the damage or something similar, as mentioned above.

 

12 minutes ago, MsLinni said:

Also didn't Johann say that connection was included in emote-counts?

 

Per the lore itself:

 

Spells are labeled by the tier in which they are unlocked and once unlocked a fire 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.

 

This means the emotes count listed encompass connection, charges, and casting of the spell.

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2 hours ago, Keening said:

Yeah. I don't much care for the optics of making an amendment so soon; the magic may have been passed, but that doesn't mean the spell should be left alone to fester, unused. I foresee very few people using it when they could just use translocation to shift away from an attacker, unless they were trapped in a corner - a death sentence for anyone who has to spend a total of 4 emotes connecting, charging, casting, then attacking with the spell. This makes it significantly more useful in many more scenarios, without enhancing the damage or something similar, as mentioned above.

 

Per the lore itself:

 

Spells are labeled by the tier in which they are unlocked and once unlocked a fire 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.

 

This means the emotes count listed encompass connection, charges, and casting of the spell.


It is only 2 emotes after you connect. It seems reasonable to me?

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7 minutes ago, MsLinni said:

It is only 2 emotes after you connect. It seems reasonable to me?

Two emotes to cast the spell after connection

A third to strike with it

 

For a self-defense spell, which also consumes tier-4 worth of mana, this is not good

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I think this is fair given 1. Enwreathe exists and 2. At the tempo of this spell (when it actually impacts crp) you could finish and attack someone with a flamethrower.

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This lore has been denied.

 

This ability exists in the state it is right now due to reviewer feedback, and to alter this would go AGAINST said compile that was just recently implemented. Sadly atm, we aren't going to be considering major changes that go against the reviewer feedback in the NEAR FUTURE given this piece was just accepted.

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