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[Magic Addition] 2-Slot [Redacted] LIFE EVOCATION

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Life Evocation Mastery [2-Slot]


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Upon reaching Tier 5 in life evocation, a mage may devote an additional [1] slot to the magic to obtain additional spells by marking the life evocation MA. These spells cannot be enchanted as with other voidal magic masteries. These new spells are achieved [1] OOC week and [2] OOC weeks after their MA is marked.

 

[1 OOC week]: Greater Disjointed Conjuration, Adhesive Blast

 

[2 OOC weeks]: Swarm Conjuration, Jing Shroud

 


[T2-T5] Greater Disjointed Conjuration [C Modifier/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 life evoker’s ability to form disparate elements of things they have dissected.

 

Mechanics

Spoiler

[Combative]

 

Acting as a modifier to Disjointed Conjuration, a mage may destabilize their created projectile with more ethereal material as to alter the effects of the spell itself. Each of these alterations increases the affected tier and manacost of the spell by [1] and increases the emote count by [1] charging emote. The exact effect is determined by the form it is created as in its first charging emote, which cannot be changed when it is modified. Unlike regular disjointed conjuration, these modified variants can only be held for at most [2] emotes before they crumble into nothingness and waste the spell.

 

Blunt [t3][4 Emotes]: Rather than firing forward, the blunt evocation bursts into a [1] block diameter stream of arrow-speed bludgeoning shrapnel at a range of [8] meters. Parts of the body that are struck by this stream that possess light armor or worse will experience fractures, whereas superior armor will result in denting and major bruising. Despite being considered a stream attack, the spell only lasts [1] emote when cast.

 

Arrow [t3][4 Emotes]: By infusing an arrow-like projectile with hazardous material like boiling blood or organic acid, flesh struck with the arrow will experience a stinging pain that disrupts focus based activity (archery, alchemy, connection based magics like druidism or voidal magic) for [4] emotes after being struck. This effect can be ended early by devoting [1] emote numbing the wound by any means. The arrow itself otherwise gains no increase in armor penetration or speed over its weaker counterpart.
 

[Non-Combative]

Through a freeform emotecount, 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 akin to elemental evocations rather than the mass-bearing nature of most products of life evocation. 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. These creations vanish the moment the mage disconnects, as with all voidal evocations.

 

Redlines [Combative]

Spoiler

- Neither application of this spell can “instantly kill” a character, at most putting them in critical condition if a vital region is struck.

- The spell is telegraphed by the prior disjointed conjuration visibly changing upon its second charge emote. They type cannot be changed on this emote.

- The blunt variation of the spell is treated as a stream spell for interactions, and can be fully neutralized by a shield raised the emote before the attack.

- The arrow variation of the spell has the same range/damage/speed as its weaker version, the pain being the only addition. As the projectile vanishes on the same turn it contacts, this pain is not tied to the mage’s connection and can be ended early by any emote action taken to end it.

 

Redlines [Non-Combative]

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).

- Conjured materials serve no use in magical/alchemical processes as they are composed of arcana and bear no genus/lifeforce/signs/etc.

 

 

[T3-T5] Adhesive Blast [C] - A masterful life evoker can utilize more novel organic materials, such as silks or saps, to throw off their foes in conflict by either drawing them out of position or entangling them.

 

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, applicable abjuration/antimagic, or fire or [2] emotes of other means, while those of T5 require an additional [1] emote of either method (except for antimagic.) 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

[T4][4 Emotes]: Forms a [1] meter wide projectile attached to a thin cord that flies with the speed of a short bow 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 [8] meters towards themself, ending the spell. Can be sustained for [4] emotes max after being cast. Does not function on beings with olog level strength or greater.

[T5][4 Emotes]: Functions identically to the T4 version, but it has a range of [12] meters and  can pull beings with olog strength [4] blocks. Can be sustained for [4] emotes max after being cast.

 

Net

[T3][3 Emotes]: 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. Can be sustained for at most [4] emotes after being cast.

[T4][4 Emotes]: Forms a functionally flat, [3] meter wide [3] 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, toppling them to the ground if they bear voidal mage strength or weaker, preventing them from moving from their current location, and making other physical movements sluggish and restricted for the duration. Upon an olog sized being or larger the spell functions as the T3 ability against them depending on where it strikes. Can be sustained for at most [4] emotes after being cast.

[T5][5 Emotes]: Functions as the T4 usage, except it is a [5] meter by [5] meter projectile that flies at the same speed against a target within [8] meters, also pushing the target back [3] meters and knocking them over if they are smaller than an olog, and being capable of entangling the target, but not toppling or pushing them if they are olog sized. Can be sustained for at most [4] emotes after being cast.

 

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 when sustained in both Cord and Net form, allowing the mage to start casting a different life evocation spell while maintaining it (limited to [1] deployed spell at once.)

- 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 the rest of the encounter regardless of form and source.

- 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 themself, simply limiting their mobility in doing so as much as a mundane net would.

- If a mounted individual is targeted by a cord and pulled, they will be dismounted and pulled toward the caster as normal. Targeting the mount instead pulls both the mount and the rider.

 

 

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

 

Mechanics

Spoiler

An evoker 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 suffer superficial cutting wounds that prevent the use of focus based actions within the area. However, the swarm can be destroyed with [1] emote of applicable abjuration/antimagic,  [2] emotes of attacks with slashing weapons, fire, cold, stream-based attacks and explosives, or [4] emotes of attacks of other means/non-slashing attacks.

 

[T3][3 Emotes]: The swarm fills a [3x3x3] meter cube within [4] blocks of the mage. It can be sustained for [4] emotes after casting, with each additional [4] emotes beyond this costing the same as a new spellcast.
[T4][4 Emotes]: The swarm fills a [5x5x5] meter cube within [12] blocks of the mage. It can be sustained for [4] emotes after casting, with each additional [4] emotes beyond this costing the same as a new spellcast.
[T5][5 Emotes]: The swarm fills a [7x7x7] meter cube within [12] blocks of the mage. Can be sustained for [4] emotes after casting at 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 focused based actions (connection based magics like voidal magic or druidism, alchemy, archery), 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.

- The spell does not break connection/readied stances of archery, just disrupting any specific spells being charged/cast.

- The caster is not immune to the effects of their own spell.

- Once the spell is cast the swarm cannot move from its current area. The entire area must be within the range of the spell (meaning a t3 casting of the spell would be at most 1 block away from its caster.)

 

 

[T4] Jing Shroud [C] - Through a more advanced form of beastmelding, a mage can mimic the elemental shields of other disciplines in a more self-serving manner and shroud themselves from harm.

 

Mechanics

Spoiler

[T4][3 Emotes] Requiring at least one Beastmelding Jing on the mage to cast. The mage forms a protective gathering or organic material that fills the immediate (up to [2] meter) space around the mage, taking on any sort of cosmetic appearance such as a swirl of locusts or shielding leaves. The shroud shields the user from attacks akin to an elemental shield, but without the risk of dazing at the cost of far less durability especially to particularly damaging sources, inability to defend others, and a more restricted deployable nature. It is destroyed after [1] emote of slashing attacks, applicable abjuration/antimagic, fire, cold, stream-based attacks and explosives, or [3] emotes of attacks of other means. Superficial attacks such as thrown pebbles do not damage the shroud. It lasts for [4] emotes after being cast, capable of being sustained for an additional [4] emotes at the cost of mana equivalent to an additional spellcast.

 

Redlines

Spoiler

- This spell is telegraphed by the gathering of organic material around the mage and the apparent activation of a beastmelding jing upon their person (rattling, glowing, so on.) The aesthetic choice of the shroud is purely aesthetic.

- While under the effects of the spell the mage will find their movement partially obstructed, limiting them to [3] blocks a turn.

- Unlike elemental evocation shields, Jing Shroud only protects the mage themselves. Attempting to throw yourself in front of an attack constitutes a dodge and disconnects the mage, rendering the attempt moot.

- Jing Shroud causes all beastmelding jing on the mage’s person to be rendered temporarily overcharged for the rest of combat after being cast within combat, meaning it can only be used ONCE per combative encounter.

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

- HOWEVER, due to the slightly increased level of mental strain required by Jing Shroud, it cannot be used in conjunction with independent or dependent summons. Should it be cast, any and all summons/battle pets either exit combat or cease. If the mage brings in a summon of any kind after the fact, the Shroud immediately ends so the mage can focus on it properly.

 

Spoiler

OOC PURPOSE

CAUSE IT IS COOL. Also I think 2 slotted options on voidal magic allows you to focus more on the character and less on the #build. This is a repost so not going to go super into it, sorry. I kept this to 4 spells because I know of at least one person who wants to mainline their conjuration spellforge, which would bring it to a pretty standard starting 5.

 

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As much as this seems really cool to a degree, I personally do not believe that it will take 2 weeks OOCly for a mastery for all of these things. Life evocation as it is already takes 16 weeks oocly to get to T5 regular life evocation and to say that the mastery only takes 2 weeks is kinda hard to see. It's already about 4 months OOCly and for example some creature tier progression can last up to even 10 months OOCLY. Growing longer with each tier.

In my opinion I think that it should at least a couple more weeks than just 2 to get the two slot mastery. Others may have other opinions on it, but thats simply mine

I think it would be a cool idea if worked on though but life evocation as it self is already really powerful if used correctly. So hopefully I explained my opinion good enough to be understood and not just a whole bunch of rambling that makes no sense

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1 minute ago, Silly Zero said:

As much as this seems really cool to a degree, I personally do not believe that it will take 2 weeks OOCly for a mastery for all of these things. Life evocation as it is already takes 16 weeks oocly to get to T5 regular life evocation and to say that the mastery only takes 2 weeks is kinda hard to see. It's already about 4 months OOCly and for example some creature tier progression can last up to even 10 months OOCLY. Growing longer with each tier.

In my opinion I think that it should at least a couple more weeks than just 2 to get the two slot mastery. Others may have other opinions on it, but thats simply mine

I think it would be a cool idea if worked on though but life evocation as it self is already really powerful if used correctly. So hopefully I explained my opinion good enough to be understood and not just a whole bunch of rambling that makes no sense

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Its only 2 weeks because the other masteries for fire/air/earth are also two weeks (If I had my way they'd all be a longer but I think with the cost of losing a slot people generally don't also want to spend a ton of time on it.)

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I LOVE YOUR LORE DRYAd!!!

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isn't it called conjuration 

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