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[Amendment] Water Evocation


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Water Evocation

OLD

 

Spoiler

Water Projectile

T2: The projectile is the size of a closed fist and carries the concussive force of a hailstone or a pebble and may cause a target to flinch at best should it strike their face. 2 emotes. Has a 1 emote cooldown after being cast.

T3: The projectile is 1 meter in diameter and carries the concussive force of a descendant-strength punch which may cause major bruising upon unarmored targets and minor bruising upon armored targets. 3 emotes. Every additional projectile requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T4 progression, capped at 3 more.

T4: The projectile is 2 meters in diameter and carries the concussive force of an orc-strength punch which may cause fractures upon unarmored targets and major bruising and denting of armor upon armored targets. 4 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max.

T5: The projectile is 5 meters in diameter and carries enough concussive force equivalent to an orc-strength hammer slam, capable of breaking the bones of unarmored targets and fractures even upon armored targets. As the projectile is so large it carries significant bludgeoning force that easily topples the likes of Ologs. 6 emotes.

 

Vortex

T3: Pool is cast as a whirlpool of water of a 2 meter radius with pushing power equivalent to a strong descendant shove persistently trying to drag the target along. This spell slows the movement of targets within it by 1 unit and causes them to stumble over once after 1 emote. 4 emotes. Can be sustained for 4 emotes and no further.

T4: Pool is cast as a cascading vortex of water of a 4 meter radius with pushing power equivalent to an orc strength shove persistently trying to drag the target along. This spell slows the movement of targets within it by 2 units and causes them to stumble over once after 1 emote. 5 emotes. Can be sustained for 4 emotes and no further

T5: Pool is cast as a torrential tempest of water of a 6 meter radius with pushing power carrying enough force to topple larger targets like Ologs with relative ease and devastate groups of smaller targets. This spell slows the movement of targets within it by 3 units and causes humanoid targets to instantly stumble over, while larger targets like Ologs follow suit after 1 emote. 6 emotes. Can be sustained for 4 emotes and no further.

 

Hydrosprout

T3: A pillar up to 2 meters long and 2 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force of a descendant-strength punch that may result in sprained ankles and bruising. 3 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.

T4: A pillar up to 3 meters long and 3 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force of an orc-strength punch that may result in fractured bones and sprained ankles from the impact. 4 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.

T5: A pillar up to 4 meters long and 4 meters wide surges out from the ground up to a maximum height of 6 meters. This pillar carries the force of an orc-strength punch that can easily destabilize and stun creatures like Ologs. 5 emotes.

 

Water Wave

T4: The wave is able to crash upon a 3x3 area carrying the force of an orc-strength punch and 4m knockback from the point of impact. The wave manifests with the same dimensions and has a height of 6 meters. 4 emotes.

T5: The wave is able to crash upon a 6x6 area carrying the force of an orc-strength hammer and 8m knockback from the point of impact. The wave manifests with the same dimensions and has a height of 6 meters. 5 emotes.

 

NEW

 

Spoiler

Water Projectile

T2: The projectile is the size of a closed fist and carries the concussive force of a hailstone or a pebble and may cause a target to flinch at best should it strike their face. 2 emotes. Has a 1 emote cooldown after being cast.

T3: The projectile is 1 meter in diameter and carries the concussive force capable of causing major bruising upon unarmored targets and minor bruising upon armored targets. 3 emotes. Every additional projectile requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T4 progression, capped at 3 more.

T4: The projectile is 2 meters in diameter and carries the concussive force capable of causing fractures upon unarmored targets and major bruising and denting of armor upon armored targets. 4 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max.

T5: The projectile is 5 meters in diameter and carries enough concussive force capable of breaking the bones of unarmored targets and fractures even upon armored targets. As the projectile is so large it carries significant bludgeoning force that easily topples the likes of Ologs. 6 emotes.

 

Vortex

T3: Pool is cast as a whirlpool of water of a 2 meter radius. This spell slows the movement of targets within it by 1 unit and causes them to stumble over once after 1 emote. 4 emotes. Can be sustained for 4 emotes and no further.

T4: Pool is cast as a cascading vortex of water of a 4 meter radius. This spell slows the movement of targets within it by 2 units and causes them to stumble over once after 1 emote. 5 emotes. Can be sustained for 4 emotes and no further

T5: Pool is cast as a torrential tempest of water of a 6 meter radius. This spell slows the movement of targets within it by 3 units and causes humanoid targets to instantly stumble over, while larger targets like Ologs follow suit after 1 emote. 6 emotes. Can be sustained for 4 emotes and no further.

 

Hydrosprout

T3: A pillar up to 2 meters long and 2 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force that may result in sprained ankles and bruising. 3 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.

T4: A pillar up to 3 meters long and 3 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force that may result in fractured bones and sprained ankles from the impact. 4 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.

T5: A pillar up to 4 meters long and 4 meters wide surges out from the ground up to a maximum height of 6 meters. This pillar carries the force that can easily destabilize and stun creatures like Ologs. 5 emotes.

 

Water Wave

T4: The wave is able to crash upon a 3x3 area carrying the force of an which may cause fractures upon unarmored targets and major bruising and denting of armor upon armored targets and 4m knockback from the point of impact. The wave manifests with the same dimensions and has a height of 6 meters. 4 emotes.

T5: The wave is able to crash upon a 6x6 area carrying the force capable of breaking the bones of unarmored targets and fractures even upon armored targets. As the projectile is so large it carries significant bludgeoning force that easily topples the likes of Ologs. and 8m knockback from the point of impact. The wave manifests with the same dimensions and has a height of 6 meters. 5 emotes.

 


Purpose

Water Evocation, I have found from experience, to be extremely misinterpreted due to some specific wording of 'orc-strength' or 'descendent-strength' in it. This isn't seen in other evocation lore and so I've seen it massively misinterpreted due to this over several months from a variety of places and seen from my students using it too. I've decided enough is enough and to just put through this amendment. It adjusts none of the wording of what was present in regards to level of damage, instead just leaves it at the 'damage dealt' and not an human equivalent. It was basically saying that orcs could punch armour and dent it easily and fracture the bones beneath too- once again, not something mentioned anywhere else in lore.

 

It's not a major amendment, all I've done is crop out descendant comparisons and leave it at just the damage inflicted, spare Water Wave where I copied the damage from where it had put it (i.e. Orc punch capable of denting plate, I copied the denting plate and put that in its stead.) I want to make the lore less ambiguous and less underwhelming. If you charge up for 4 emotes a giant water wave of something that's the size of a small car and hits a whole body, it shouldn't have the equivalent to just a punch.

 

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AMEN!!!!

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This is very much needed. I say this as someone whose first voidal magic was water, I was confused from the fact I could create a giant projectile and it would do nothing more than bruise. 

 

Hope this passes. 

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Nerf water evo

 

Spoiler

Now seriously, I like it +1

 

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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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