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[✗] [Amendment] Disjointed Conjuration

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Wonderland_Boy

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[T1/T2] Disjointed Conjuration [C] - Originally fathomed from an incomplete act of conjuration, a utility for the reduced forms of life were found- beyond their existence, the product of their death. The body parts of animals and dangerous parts of plants can be used as projectiles by the mage.

 

Mechanics:

-Projectiles can be formed by either using components of Terrestrial or Perennial conjuration as a base.
-The shape and type of projectile used is at the discretion of the caster, but should not exceed a bull’s head in size. However, these projectiles will fall into one of the two categories of damage, regardless of what is chosen: A sharp projectile akin to an arrow, or a blunt projectile akin to a rock.
-Projectiles from Disjointed Conjuration take [3] emotes to cast.
-Arrow-type projectiles follow all the damage rules of shortbows as described in Techlock - Armaments.
-Blunt-type projectiles deal damage comparable to a strong punch, capable of bruising and fracturing bone upon an unarmored opponent but at most denting and slightly bruising armored opponents.
-These projectiles have a range of [20] meters rather than line-of-sight due to the limitation of having physical weight.

 

Redlines:

-Conjurations of this type cannot display practical living characteristics; while a beating heart might be fine, an arm that grasps at an opponent is not.
-Regardless of what type of conjuration is chosen, projectiles will have the exact same effect due to constraints of weight, speed, and material.
-This can be performed noncombatively with a freeform emote count if one simply wants to conjure the body parts of creatures.
-This can be enchanted, following the exact same mechanics, accounting for Transfiguration lore.

-Noncombative disjointed conjuration can be considered a T1 spell. Combative disjointed conjuration can be considered a T2 spell.

-On cast, these projectiles would fly forward with speed respective to their type (an arrow or a rock), the projectile itself demanifesting once focus is no longer on it, e.g. when another spell is cast or the Voidal Connection of the caster is ended.  

 

 



New [All changes have been underlined]:

[T1//T3] Disjointed Conjuration [C] - Originally fathomed from an incomplete act of conjuration, a utility for the reduced forms of life were found- beyond their existence, the product of their death. The body parts of animals and dangerous parts of plants can be used as projectiles by the mage.

 

Mechanics:

-Projectiles can be formed by either using components of Terrestrial or Perennial conjuration as a base.

-The shape and type of projectile used is at the discretion of the caster, but should not exceed a bull’s head in size. However, these projectiles will fall into one of the two categories of damage, regardless of what is chosen: A sharp projectile akin to an arrow, or a blunt projectile akin to a rock.

-Projectiles from Disjointed Conjuration take [3] emotes to cast.

-Arrow-type projectiles follow all the damage rules of shortbows as described in Techlock - Armaments.

-Blunt-type projectiles deal damage comparable to a strong punch, capable of bruising and fracturing bone upon an unarmored opponent but at most denting and slightly bruising armored opponents.

-These projectiles have a range of [20] meters rather than line-of-sight due to the limitation of having physical weight.
-Every additional emote of channeling manifests [1] more additional projectile, capped at [4] total and unlocked upon reaching T3

 

Redlines:

-Conjurations of this type cannot display practical living characteristics; while a beating heart might be fine, an arm that grasps at an opponent is not.
-Regardless of what type of conjuration is chosen, projectiles will have the exact same effect due to constraints of weight, speed, and material.
-This can be performed noncombatively with a freeform emote count if one simply wants to conjure the body parts of creatures.
-This can be enchanted, following the exact same mechanics, accounting for Transfiguration lore.

-Noncombative disjointed conjuration can be considered a T1 spell. Combative disjointed conjuration can be considered a T2 or T3 spell should more than [1] projectile be conjured.

-On cast, these projectiles would fly forward with speed respective to their type (an arrow or a rock), the projectile itself demanifesting once focus is no longer on it, e.g. when another spell is cast or the Voidal Connection of the caster is ended.

 


 

Purpose:
Whilst Life Evocation is already an amazing piece of lore in its own right, some of its combat spells still fall behind those of other evocations, such as Air and Earth. This change, while small, aims to address that disparity and may serve as a foundation for further development of conjuration as a whole.

 

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If you are making it function like the other projectile spells it should be t2 for 1 to 3 projectiles and then t3 by going 4 to 6. Otherwise good change

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Always thought it was weird all the Evos had normal projectiles and Life was like yeah you can kinda throw a dead arm at someone if you're really tryna be like that, good change imo

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I wouldn't have it so multiple projectiles becomes a t3 spell, it should still be a t2 spell since every projectile is considered an individual cast even for other evocations, each projectile consuming a t2 spell's worth of mana. It would be weird for it to suddenly be considered a greater spell once three projectiles are summoned, is the first projectile a t2 projectile, costing a t2 spell's worth of mana, and then every other is a t3 projectile, costing a t3 spell's worth of mana, or do they all become t3 once a second one is summoned? I would just say the ability to summon multiple projectiles is achieved at t3 and modify the redline pertaining to what tier the spell is considered.

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#bufflifeevoprojectiles

+1

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This lore has been denied.

 

This went to an internal vote and did not pass. 

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