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[✗] [Magic Addition] 2-Slot Conjuration

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ClassyDryad

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Advanced Conjuration
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While a varied and potent art, conjuration has always been limited by the comparative complexity of their art. Where a pyromancer may spend their whole life simply studying the nature of fire, an evoker of life must study countless different organisms, each composed of countless disparate elements. And such, conjuration has always held a much smaller scale than its kindred evocations. However, with greater devotion to the art of biomancy above others, a voidal magus can surpass the limitation of scale imposed by the complexity of their art and achieve greater heights. Much like most other evocations, advanced conjuration requires the usage of an additional [1] slot to the magic. Unlike other magics however, there is a baleful, if specific curse to delving in this particular craft beyond its well-honed limits. Spells from advanced conjuration cannot be enchanted  outside MArts due to their inherent complexity.

 

Flesh-Maker’s Curse


Pushing one’s mental limits does not come without consequence, as such obsession over life will pollute their magic, body, and even the world about them. Artificial replacements to body parts placed upon the mage, such as atronach limbs or golem limbs, will biologically network with their form and transmute partially into warped, soft flesh. Objects held upon their person might slowly begin to show organic features, like vein-like patterns, organic appearances, or other facsimiles of life. Finally, other spells they cast may take on organic qualities to it, such as a water evoker’s water being infested with sea-life.

 

- Advanced Conjuration is a second slot improvement upon base life evocation, requiring the devotion of an additional slot by a T5 conjurer which must be marked on their MA.

- All advanced conjuration spells cannot be enchanted.

- Replacement body parts outside already inherently organic ones (such as tawkin or witch-doctor limbs) become organic in nature and incorporated into the body outside cosmetics (gears shifting under the skin, elemental effects pulsing in veins, and so on.) They obtain blood vessels and lose any enhanced durability/mechanisms/non-voidal magical effects they might have outside their base function.

- Replaced parts, instead of being repairable by their original means, must be repaired utilizing reconstruction Jing instead.

- Affects on objects and magic caused by the Flesh-Maker’s Curse are optional and purely cosmetic, simply a means of showcasing the mage’s specialization in life evocation. Tells required for magic (such as the gathering of fire) nor the original material of the object can be hidden.

- Azhl, due to its anti-organic properties, is far more effective against spells produced within advanced conjuration. Whenever a spell denotes a number of slashing attacks causing an effect against it, an azhl weapon functions as [2] emotes of attacks each use regardless of its form.

- Greater Disjointed Conjuration, Steed Jing, Swarm Conjuration,  and Adhesive Blast are obtained after 1 OOC week of study.

- Gnashing Bulb, Exotic Chimeric Alteration, and Jing Colossus are obtained after 2 OOC weeks of study.


 

[T2-T5] Greater Disjointed Conjuration [NC] - Through perfected knowledge of organics, a mage can conjure disjointed evocations at a scale comparable to existing evocations. This functions as an advanced form of a regular conjurationist’s ability to form disparate elements of things they have dissected.

Mechanics

Spoiler

Through a freeform emote count, a mage can conjure organic substances, such as blood, bone, flesh, leaves, and so on in an area they can see, to a degree of detail only below razor sharp details. The amount they can conjure at once varies depending on the tier the spell is cast at.

[T2] Within a [1] meter radius area.
[T3] Within a [3] meter radius area.
[T4] Within a [5] meter radius area.
[T5] Within a [10] meter radius area.

 

These evocations are weightless and move fluidly. A mage cannot conjure full creatures outside swarms of tiny (locust sized) organisms nor plants with this ability, only parts, processed materials like paper, or raw materials like blood and bone at best beyond such tiny scales. Such materials or swarms can still be shaped into the appearance of creatures however- just not fully realized.

 

Redlines

Spoiler

- As a strictly non-combative spell, it is incapable of harming anyone.

- Organics and other things resulting from living organisms can be conjured, including processed materials like paper, but whole creatures are limited to tiny size (locusts or smaller).



 

[T3-T5] Swarm Conjuration [C] - With enhanced master comes the ability to maintain a wider number of beings at once. A conjurationist may manifest great swarms of organic matters to harass would-be attackers.

 

Mechanics

Spoiler

A conjurer can summon a thick swarm of organic origin, such as tiny locusts, swirling prickly leaves, tiny floral winged rats, or a storm of sharp teeth. Regardless of the form the swarm takes, beings within will find their melee attacks thrown off when attempting to attack into or through the swarm, suffer superficial cutting wounds, and thrown objects will be knocked to the ground by the swarm. However, the swarm can be destroyed with [2] emotes of attacks with slashing weapons, fire, cold, stream-based attacks and explosives, or [4] emotes of attacks of other means.

 

[T3] The swarm takes the form of a 1 meter thick, 3 meter wide and 4 meter tall barrier which can be moved within arm’s reach of the mage. [3] emotes to cast and can be sustained for 4 emotes, with each additional 4 emotes beyond this costing the same as a new spellcast.
[T4] The swarm fills a 4x4x4 meter cube within 12 blocks of the mage. 4 emotes to cast and can be sustained for [4] emotes, with each additional 4 emotes beyond this costing the same as a new spellcast.
[T5] The swarm fills a 7x7x7 meter cube within 12 blocks of the mage. [5] emotes to cast and can be sustained for 4 emotes max.

 

Redlines

Spoiler

- Swarm Conjuration is clearly telegraphed by the gathering of a swarm of organic matter around the mage- which can be tiny creatures no larger than locusts or organic material like spiky leaves or teeth. These need not resemble any existing life and the appearance is purely cosmetic.

- The wounds caused by the swarm are superficial nips and cuts, and only disrupt concentration, being completely blocked by any armor greater than light armor. Nobody will ever die from the swarm under any circumstance as it is merely painful.

- Melee attacks attempting to target someone past or within a swarm will be thrown off by the swarm and instead resolve as an attack against the swarm itself, unless the being possesses olog strength or greater in which it resolves as both an attack against the target and the swarm at the same time.

- Projectiles moving at arrow speed or greater that deal physical (piercing, blunt, or slashing) damage will bypass the swarm entirely. Slashing spells will also resolve a “slashing attack” against the swarm itself.

- The caster is not immune to the effects of their own spell as they do not have that much fine control over it. It is not a combat pet.
- Once placed in its T4 or T5 version, the mage is limited to a walking pace. The swarm itself cannot be moved as it is, again, not a combat pet.

- Swarm Conjuration is considered Deployable, limiting the user to life evocation spells while being maintained.



 

[T3-T5] Adhesive Blast [C] - A masterful conjurer can utilize more novel organic materials, such as silks or saps, to throw off their foes in conflict.

 

Mechanics

Spoiler

The mage summons an adhesive material, such as silk, sap, congealed blood, or so on and then projects it at a foe. This can either fly out as a singular cord capable of pulling a target towards the caster or as a large net shaped projectile capable of binding limbs or bodies depending on how it is utilized. Cords and Nets of T3 and T4 can be severed/removed with [1] emote of slashing or fire or [2] emotes of other means, while those of T5 require an additional emote of either method. Due to the heightened scale compared to disjointed conjuration, these spells can only be held back for at most 2 emotes before the spell is wasted.

 

Cord
[T3] Forms a fist sized projectile attached to a thin cord that flies with the speed of a thrown rock against a target within 8 meters. Upon striking, or during another emote while the spell is sustained, the mage can manipulate the cord to pull the target up to 4 meters towards themself, ending the spell. [3] emotes. Can be sustained for 4 emotes max.

[T4] Forms a basketball sized projectile attached to a thin cord that flies with the speed of a short bow against a target within 12 meters. Upon striking, or during another emote while the spell is sustained, the mage can manipulate the cord to pull the target up to 8 meters towards themself, ending the spell. [4] emotes. Can be sustained for 4 emotes max.

[T5] Forms a 1 meter diameter projectile attached to a thick cord that flies with the speed of a short bow against a target within 12 meters. Upon striking the target is pulled up to 8 meters towards the caster, and each following emote for as long as the cord remains the target is pulled up to  another 4 meters towards them. [4] emotes. Can be sustained for 4 emotes max.

 

Net

[T3] Forms a functionally flat, 1 meter wide 1 meter tall projectile that flies with the speed of a thrown rock against a target within 8 meters. If the net strikes an arm, that limb will be momentarily bound against the body and unusable for the duration or until the net is removed. Striking against a leg binds the leg against the ground, preventing them from moving from their current location for a single emote until their movements wrench it from the ground. Striking the head is disorientating but does not fully blind or otherwise restrict the target. These effects are all ineffective against a being the size of an olog or larger. [3] Emotes. Every additional emote of charging can manifest an additional projectile, up to 3, with anymore beyond this increase the cost of the spell to T4, up to 3 more. Can be sustained for at most 4 emotes.

[T4] Forms a functionally flat, 2 meter wide 2 tall projectile that flies with the speed of a thrown rock against a target within 8 meters. Should it contact upon a being smaller than an olog it will entangle about their body- possibly toppling them to the ground and making movements difficult until the net is removed. Upon an olog sized being or larger the spell functions as the T3 ability against them depending on where it strikes. [4] Emotes. Every additional emote of charging can manifest an additional projectile, up to 3, with anymore beyond this increase the cost of the spell to T5, up to 3 more. Can be sustained for at most 4 emotes.

[T5] Functions as the T4 usage, except it is a 4 meter by 4 meter projectile that flies at short bow speed against a target within 12 meters, also pushing the target back 3 meters if they are smaller than an olog, and capable or entangling the target, but not toppling them, if they are olog sized. [5] Emotes. Can be sustained for at most 4 emotes.

 

Redlines

Spoiler

- The spell is telegraphed by adhesive material forming before the mage's hand, or about the mage's focus.

- An individual struck by the adhesive suffers no direct damage regardless of form as the spell lacks enough bludgeoning force to do more than superficial bruising.

- Adhesive Blast is considered a deployable spell, allowing the mage to start casting a different life evocation spell while maintaining it (limited to [1] deployed spell at once.)

- Cord cannot pull being of large size (olog) unless cast at T5, in which case its effects are halved.

- Once the effect of adhesive blast ends, whether by being freed or the spell itself ending, the target is considered immune to the spell for 3 emotes.

- Each net fired can only entangle a single target, regardless of the size of the net itself.

- If the target of the cord moves outside its range, the cord will be pulled apart and the spell ends.

- Cord can pull a target into hazards made by other spells, but not off cliffs that would kill them.

- The net does not fully prevent an entangled individual from attacking or defending themselves, simply limiting their mobility in doing so as much as a mundane net would.



 

[T4-T5] Gnashing Bulb [C] - Named for the evoked mass which sometimes manifested upon the casting of unsound magic in centuries past, a conjurationist is capable of mimicking the aberration in the form of a deluge of biting flesh.

 

Mechanics

Spoiler

Through gathering organic material equipped with many maws or mawlike equivalents, a mage can send it out to engulf part of the body of a being in a writhing, gnashing ooze. This gnashing effect causes countless minor punctures across the body, increasing in severity over time and becoming critical should it be allowed to continue upon a vital area for 4 or more emotes. The organic material is too fluid in nature to obstruct movement, merely causing puncturing damage over time. The bulb itself can be removed easily with slashing, burning, or cold attacks and less effectively by other means.

[T4] Forms a medium bulb of organic material the size of a wolf that slides across the ground towards a target within 6 meters of the caster, engulfing their torso or one full limb at most. Requires 1 emote from slashing, burning, or cold means to remove, or 2 from other means. [4] Emotes to cast, can be sustained for 5 emotes at most.

[T5] Forms a large bulb of organic material the size of a grizzly bear that slides across the ground towards a target within 6 meters of the caster, engulfing their body outside their head entirely (but still not hampering their movements at all as the material fluidly moves with them.) Requires 2 emotes from slashing, burning, or cold means to remove, or 3 from other means. [5] Emotes to cast, can be sustained for 5 emotes at most.


Redlines

Spoiler

- The spell is telegraphed by a gnashing mass of organic material forming upon the ground around the mage or upon their focus.

- Unless left upon a vital region for a 4 emotes the damage caused by the spell is not life threatening in itself.

- Heavy armor offers 1 emote of protection before the mass manages to worm through gaps, and increases the number of emotes damage to a vital area needs to happen by one emote (effectively meaning it requires two castings of the spell to achieve this.)
- The material is fluid and moves with the target, meaning it does not obstruct them in any way- nor can it cover their head and blind them.

- The flesh moves at the speed of a sprinting horse for 1 turn, disappointing if it fails to engulf a target. This means that should it be properly subverted by moving outside the range, leaving line of sight, or raising a shield larger than a buckler between themselves and the mass, the spell will be entirely subverted.

- If the target of the spell is struck by an explosive or T4 or higher stream based spell, the spell will end in [1] emote, but will also injure the target themselves.

- Targets floating above the ground are immune to the effect, while those riding mounts cannot themselves be targeted: only their mounts.


 

[+] Exotic Chimeric Alteration [C] - Conjurers are capable of replicating or fabricating a series of more exotic traits upon their conjuration, surpassing the limits of mundane wildlife to that of the monstrous.

 

Mechanics

Spoiler

Rather than being a new spell, Exotic Chimeric Alteration is instead an addition to the Chimeric Alteration modifier which expands effects it can add. This means that it still imposes an additional [1] charging emote to cast and increases the mana cost of the spell by 1. Combatively, these qualities consume all 3 qualities which could normally be applied to the creation.

Terrestrial Conjuration Qualities:

 

Volatile: The conjuration’s innards are partially composed of a hazardous substance such as bile or boiling blood which constantly leaks from its form. When the conjuration is slain, it will rupture and deliver a splash of the substance which yields first degree burns were hit, going into gaps of heavy armor. Small and smaller conjurations will only deliver the splash upon a singular part of an individual within 1 meter of it. Medium creatures release the splash at a range of 1 meter around them, while large creatures release a splash out at a range of 2 meters from themselves. As a cost of this effect- the conjuration bears reduced strength due to the loss of muscle fiber.

- The substance yields first degree burns upon contact, being painful but not life threatening unless compounded with significant burns from other sources.

- The conjured animal has only half as much offensive strength as its mundane counterpart.

 

Swarm: The animal instead takes the form of an amassed swarm of tiny animals or organic material akin to swarm conjuration. The conjuration is treated as immune to the effects of Swarm Conjuration. It also moves [2] blocks further than normal each emote, but is much more vulnerable to damage- being destroyed by [1] slashing, fire, cold, or stream attacks if medium or smaller and [3] if large.  Explosive attacks disperse the swarm in [1] emote regardless of size if directly hit.

- Can only be applied to small, medium, and large conjurations.

- The conjuration moves [6] blocks normally, or [10] while dashing.

- Outside movement and resilience changes, the conjuration functions identically to its mundane counterpart. A conjuration made of locusts taking the form of a wolf cannot fly.

Armored: The animal possesses a great natural source of armor equivalent to heavy steel armor, though possessing gaps across the body necessary for the animal to move like descendant-worn plate. At the cost of this added resistance, the conjuration’s movement is reduced by [2] blocks.
- Can only be applied to small, medium, or large conjurations

- The conjuration moves [2] blocks normally, or [4] while dashing.

- The armor still does not protect against “exposure”, for instance fire will burn the armor as if it was exposed skin. The armor otherwise functions identically to heavy armor under techlock.

- Flying conjurations lose their ability to fly due to added weight.

 

Perennial Conjuration Qualities:

 

Fused: When conjuring large flora like trees, they may come fused together in a line up to the width of the area of effect rather than placed sporadically, with each fused together by flesh, ivy, or other organic materials.

- The flora must be placed in a straight line within the original area of effect and must all be fused together into one wall, but otherwise function the same.

- Can only be used when choosing to summon “trees”, meaning it cannot be utilized upon the [2] emote version of the spell.

 

Stabbing: When conjuring lesser flora, the mage can cause organic material such as bone, bamboo, or so on to grow from the obstructing flora and pierce upwards with the sharpness of a ferrum spear. Each block within the area features a different [2] meter tall and 3 inch wide projection, which crumples and vanishes immediately after striking upwards. Those wearing medium armor or worse may suffer lacerations or punctures from the projections, but armored figures will only find their armor dented and skin bruised.

- Cannot fully impale a descendant, at most striking until it reaches bone.

- The projections immediately break away and vanish upon striking up, meaning they do not apply any additional obstacle after the initial attack.

- Floating creatures are capable of evading the stabbing attack without spending any effort (actions) to dodge, as flying type beats grass type. Particularly nimble creatures like musin or kha’cheetrah  also benefit from this effect.

 

Writhing: When conjuring lesser flora, the mage can cause the flora to grasp out constantly at those within rather than remaining static, allowing its movement slowing effect to remain active for as long as it remains rather than simply affecting those who start their turn within its initial casting.

- Once the effect ends, those affected are instead fully immune to the slowing effect for the rest of combat rather than simply for [1] emote.

- The slowing hazard can be cleared away by [2] emotes of slashing attacks or fire.

 

Redlines

Spoiler

- When applied combatively, Exotic qualities count as using all 3 available to chimeric conjuration.

- Exactly how each trait is achieved as a fully aesthetic choice of the mage so long as it remains within the realm of organisms. For instead writhing undergrowth could be mobile vines, sticky sap, or squirming hands. 

- These traits cannot be applied to Bound Jing.



 

[T3] Jing Steed [C] - Existing as a larger yet simpler variant of a typical bound jing, conjurationist pursuing greater enlightenment can form a majestic steed from the void itself by utilization of a jing.

 

Mechanics

Spoiler

Like Jing Binding, a Jing Steed involves two linked jing, one worn and one used as the core of the creation, and must be created across [5] emotes utilizing a greater mana source. The created jing can be of any form, but is functionally a reskin of a horse save for being under the mental control of the mage. Unlike other conjurations the steed will react to pain due to its more automatic nature. The steed can be summoned  from or dismissed back to its bound object with [3] emotes.

 

Redlines

Spoiler

- Requires an ST signed Jing in order to be utilized.

- Functions as a horse reskin, and must be represented by a mechanical horse or mount build to be utilized in combat.

- The steed experiences pain and reacts accordingly regardless of the summoner’s wishes.

- Cannot be used in conjunction with an independent summon/combat pet such as a jing binding. If the mage had a jing binding in combat already, this spell cannot be used and vice-versa.

- The mage, as with all mounts, must still adhere to movement restrictions while casting a spell.

- The mount may take the form of any creature, including any number of chimeric alterations, so long as it still remains functionally identical to a horse. All cosmetic choices are purely that.

- Horse armor must be mechanically on the horse in order to be admissible in roleplay as armor.

- The steed may only enter into combat if the user was mechanically riding the horse/build at the start of combat (like existing horses.)

- If the steed is slain the jing must be brought to a greater mana source to be repaired. If the jing itself is destroyed the item must be entirely remade.

- The Steed counts as a T3 spell.  Though you can make a Steed Jing for another person, it can only be used by 2-slot conjurationists.


 

[T5] Jing Colossus [Event C][NC] - Where a traditional elemental evoker forms an immense and volatile storm, the apex of a conjurer’s work instead takes the form of an immense creature- smaller in scale but no less destructive in scope.

 

Mechanics

Spoiler

A Colossus Jing requires [5] emotes and a greater mana source to make much like other binding jing, but unlike those it is bound to the soul of its creator and so only one can exist per any given conjurationist. The creature bound to the jing can be up to the size of an african elephant in scale, and may possess up to 3 chimeric alteration qualities (though not exotic ones.) The mental connection is so great that the mage fully loses consciousness within their own form, their awareness instead overtaking the colossus. Summoning the colossus from its jing in a combative scenario  requires [7] emotes of effort and can only be sustained for at most 6 emotes.



Redlines

Spoiler

- Requires an ST signed jing to be utilized, which lists the name of the creator. If a new Colossus jing is created, the original withers away into nothingness. If the jing is destroyed the item must be fully remade.

- May only be utilized non-combatively or in an event with the consent of the host of the event.

- The being conjured is limited to the size of an african elephant and must be detailed on the item. It possesses the same strength as a typical war elephant and cannot have non-mundane functional features like fire breaths or projectile quills.

- The mage experiences all sensations of the conjuration while their own body remains unresponsive and immobile. Attacks against their body will cause the colossus to demanifest. They may choose to have their body ride upon the colossus or remain somewhere within shout range of it. This also means all deployable spells immediately end upon its casting.

- When the spell ends, all pain received by the colossus rebounds upon the mage themselves, rendering them incapable of further assisting in that encounter if the conjuration took any non-superficial damage. If the conjuration dies, they are instead rendered unable to cast or function combatively for a full OOC day.

- Should it be exposed to the effects of similar event only spells under voidal magic (fulminating blast for instance) it will be destroyed from [2] emotes of exposure due to being much comparatively smaller. [2] Attacks from anti-magical sources capable of effecting t5 spells will also destroy it.

- When utilized noncombatively the creation cannot harm anyone or be utilized to destroy structures.



OOC Purpose
 

Spoiler

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Translation
Hello! Classy here. The main purpose of this lore is because I felt like making it, but the secondary main purpose behind the lore is- while I think conjuration is the coolest of all the voidal magics, it lacks a bit of internal integrity to function well as the main core magic of a particular character. This lore provides a means for conjurationists to 1. Go against minmaxing and instead embrace mastery of their favored evocation (like earth fire and air currently), 2. Fill out more gaps in the magic for those specializing in it and, 3. Because beeeeees. I have included a Q and A here for common questions, and I will make fun of you and call you fleshbag (derogatory) if you repeat one.


Q: Classy why does this 2-Slot have a curse while the others do not? A: Personally I think each two slot should have some greater impact on your magic- at least to an aesthetic standpoint. However, for conjuration specifically has always had a facet where the complexity of organic creations limits the scale of what you can do with it. An air mage can do a 40 meter diameter area of air out of combat, a conjurationist can summon 2 bears. Given this 2-slot goes beyond this, I decided it would be fun to have a possible narrative consequence to stuffing your head too much- unconsciously tramsmuting things around you into your obsession. Functionally speaking, your golem arm losing stone durability does not matter to a mage unless they are powergaming, its not really a big determent.


Q: Aren't swarms advised against in lore guidelines? A: Swarms are advised against as a combat pet, where as the "swarms" in this lore are either just a battle-field hazard that isn't even a battle pet (Swarm Conjuration) or just a reskinned mass of creatures with a light movement buff (Exotic Chimeric.) Either are relatively easy to disperse, just keep a dagger on you man. View swarm conjuration itself more like a fire wall/ice shield esk spell.

Q: What is the deal with the Colossus? A: Each evocation currently has a big event only spell, so when giving one to conjuration it makes the most sense to give them a silly big creature and not just some boring flesh-wave or something. If you have ever been to an LOTC event you will know that even weaker monsters you run into are utterly massive, usually beyond the size of the humble war elephant. The current largest player event monster is even 60ft tall! The poor 10ft tall war elephant is still like a halfling facing an olog in that scenario. This is more just of a cool thing for mages to have access to, and I tied it to jing so that mages can have one character specific colossus they call upon rather than just making a unique one for every situation. If you are still worried about the size here is a TO SCALE representation of a war elephant compared to fire evocation's event spell.

26a7dcde574ecb61142819cfb8941af0.png

Q: Why not add some of these spells to conjuration? A: Because I want to feel better than 1-slotters >:(. In reality, conjuration itself has a powerful tool of combat summons/combat pets that fills a niche no other voidal magic does. However even though it has less combative options than others, giving voidal mages MORE spells on top of that slot investment would invite power creep. This slot improvement is more for people who want to make their mage a flesh mage, not for minmaxers who only want the magic so they can have a jing binding and be done with it.

Q: Where is the name gnashing bulb from? Why? A: While its fun to tread new ground, part of being on such an old server that is appealing is calling upon the mountains of prior creativity people have made. I was not brave enough to fully replicate the original effect, but I think its a pretty cool callback:



Q: Why do most of these spells only cause superficial damage? Are you a TREE LOVING HIPPY or something? A: Conjuration's primary source of dealing damage is through conjuring beasts to attack your foes, and giving a bunch more means to do this did not seem particularly helpful or interesting. Instead synergizing with melee attackers or assisting the mage utilize said summons seemed like the better route to go.

Q: What is your favorite species of dinosaur? A: prehistoric_kingdom___baryonyx_design_by


 

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OMG this is amazing +1

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-1, the CORRECT favorite dinosaur is the humble brachiosaurus 🦕 

 

Spoiler

This is heat. +1

 

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but can it conjure John Crabbington, reaver of player limbs and devourer of many a french fry?

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47 minutes ago, Aehkaj said:

but can it conjure John Crabbington, reaver of player limbs and devourer of many a french fry?


what-do-you-think-about-the-giant-enemy-

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come on man don't make me choose between 2 slot conjuration and 2 slot air evo!

 

(+1, cool additions)

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I'd rather see all event only crp void spells be deleted from existence ngl, we have voidal rituals for stuff like that  and MArts for stuff like this.

 

Other than that one spell which I conceptually disagree with, everything else does look pretty cool!

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On 1/21/2026 at 4:50 PM, ClassyDryad said:


what-do-you-think-about-the-giant-enemy-

image.thumb.png.26bb8faee86ae3e9cc0dfbf6e97734a6.png

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@AehkajThe real John Crabbington was the friends we made along the way, and is also the swarm of chimera beating your door down that as well

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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