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[✗] [Amendment] Abyssal Necromancy: Sapping

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Phantuhm

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Reasoning:

Spoiler



Necromancy's sapping spell is flawed.
For example, if the target is 3 blocks away from the caster, they can easily move 4 blocks backward to instantly break out in one emote and take another action such as blocking, while the necromancer might have spent multiple emotes charging. Not only do they have this option but they are able to in one emote break it by: moving a shield to block the lifeforce or using aurum which is a one emote break. There are too many ways to completely counter this ability in one emote and this suggestion just allows the necromancer an opportunity to not have their spell instantly broken by means of the 4 block movement because it allows for too much leniency. The ability to still sprint 8 blocks without taking any other actions is available because the tether is not enough of a hinderance to reduce their block movement down to 4 as stated within the Combat Rules and sprinting out would give them a nearly guaranteed escape snapping the tether. This amendment just looks to take away the ability of moving back 4 blocks away to snap the tether instantly.

Amendment:
1. I propose having the tether break on the necromancers emote allowing them a chance to walk forward and maintain the spell. The target is still able to attempt and break the tether in one emote by devoting a full emote to sprinting 8 blocks. Keep in mind a necromancer is limited to moving 3 blocks maximum while tethering.
2. The second proposed change is removing Orc Strength as a tier and conjoining Human and Orc as Descendant Strength to not only make things simpler, but to also just remove the pointless placement of orc strength within the strength brackets as all Descendants should function the same for the purpose of this move.

New Changes are bold
Old Replaced is striked through


OLD LORE:
 

Spoiler

[Tɪᴇʀ II] Sapping - [3+ Emotes] [Combative]
A diminutive, twisted form of the seeping drains of lifeforce that their predecessors once performed en masse- a Necromancer may congeal lifeforce within their palms and lash forwards a draining tether to weaken their foes upon a sustained sapping of one’s energies.energies.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

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Over [1] emote, a seeping tether lashes forwards from a Necromancer’s extended palm, moving to a target within [6] meters of them. Sapping is a slow spell, and does not function instantly- it takes at least a total of [2] emotes to drain their foe to a degree which actually harms them. For every [2] sustained emotes of draining, the target’s strength is dropped by a single bracket (detailed in the chart below) and their maximum movement per turn decreased by [1] meter until the end of the combative encounter. Sapping may only be initiated [2] times per OOC day.

 

[Olog Strength] → [Orc Strength] → [Human Strength] → [Voidal Strength] → [Voidstalker Strength]

 

An individual’s strength may only be dropped by Sapping’s drain [2] times per combative encounter. Whilst casting this spell, the Necromancer may only move [3] meters per emote, permitting the target to easily escape if they cannot interrupt the spell in other ways. Sapping’s tether may be broken in one of [3] ways, which are as follows:

❖ Interruption: The Necromancer is struck by an attack or otherwise loses their focus, causing the tether to instantly snap and cease draining.

❖ Distancing: The target moves at least [6] meters away from the Necromancer, causing the tether to be stretched too thin and snap.

❖ Barricading: The span between the Necromancer and the target is interrupted and broken by thanhium, aurum, a shield, or a physical wall.

❖ Holy Magics: The Necromancer's lifeforce woven to create the tether may be severed via any combative Holy Magic spell or ability.

 

Rᴇᴅʟɪɴᴇꜱ:

⬢ Sapping is a spell that takes [1] emote to conjure a tether, which instantly reaches out to a target within [6] meters of the Necromancer. Its effects are a slow progression; for every [2] emotes that it remains unhindered, the target’s strength drops by one bracket as per the progression above; if they already are upon the lowest tier, nothing occurs.

⬢ Sapping’s tether can only target individuals that bear lifeforce; non-lifeforce bearing individuals are immune to it. Whilst casting Sapping, the Necromancer is limited to [3] meters of movement per emote.

⬢ Sapping’s tether can be broken in four ways: Firstly, if the Necromancer is struck by any blow, forced to dodge/sidestep something that would otherwise hit them, or otherwise loses their concentration through other magics; secondly, if the target moves over [6] meters from the Necromancer; thirdly, if the tether is physically interrupted by either thanhium, aurum, a shield, or a physical wall; fourthly, if the tether comes in contact with any combative ability or spell from Holy Magic.
 

⬢ Spectral and incorporeal entities will not be affected by Sapping as their lifeforce has been meshed together to form into Ectoplasm.

⬢ Moroi affected by sapping would be slain if they are subject to [1] drain cycle.

⬢ Sapping corrupts [2] units of dragonsflame for every emote sustained on a Nephilim. This is to say that the very first emote of sapping will not corrupt, but every consecutive emote will.

⬢ Sapping may only be cast [2] times per OOC Day.

 


NEW LORE:
 

Spoiler

[Tɪᴇʀ II] Sapping - [3+ Emotes] [Combative]
A diminutive, twisted form of the seeping drains of lifeforce that their predecessors once performed en masse- a Necromancer may congeal lifeforce within their palms and lash forwards a draining tether to weaken their foes upon a sustained sapping of one’s energies.energies.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

  Hide contents

Over [1] emote, a seeping tether lashes forwards from a Necromancer’s extended palm, moving to a target within [6]meters of them. Sapping is a slow spell, and does not function instantly- it takes at least a total of [2] emotes to drain their foe to a degree which actually harms them. For every [2] sustained emotes of draining, the target’s strength is dropped by a single bracket (detailed in the chart below) and their maximum movement per turn decreased by [1] meter until the end of the combative encounter. Sapping may only be initiated [2] times per OOC day.

 

[Olog Strength] → [Orc Strength] [Descendant Strength]  → [Human Strength]→ [Voidal Strength] → [Voidstalker Strength]

 

An individual’s strength may only be dropped by Sapping’s drain [2] times per combative encounter. Whilst casting this spell, the Necromancer may only move [3] meters per emote, permitting the target to easily escape if they cannot interrupt the spell in other ways. Sapping’s tether may be broken in one of [3 ways, which are as follows:

❖ Interruption: The Necromancer is struck by an attack or otherwise loses their focus, causing the tether to instantly snap and cease draining.

❖ Distancing: The target moves at least [6] meters away from the Necromancer causing the tether to be stretched too thin and snap
The target is at least [6] meters away from the necromancer, by the end of the necromancer's emote.

❖ Barricading: The span between the Necromancer and the target is interrupted and broken by thanhium, aurum, a shield, or a physical wall.

❖ Holy Magics: The Necromancer's lifeforce woven to create the tether may be severed via any combative Holy Magic spell or ability.

 

Rᴇᴅʟɪɴᴇꜱ:

⬢ Sapping is a spell that takes [1] emote to conjure a tether, which instantly reaches out to a target within [6] meters of the Necromancer. Its effects are a slow progression; for every [2] emotes that it remains unhindered, the target’s strength drops by one bracket as per the progression above; if they already are  upon the lowest tier, nothing occurs.

⬢ Sapping’s tether can only target individuals that bear lifeforce; non-lifeforce bearing individuals are immune to it. Whilst casting Sapping, the Necromancer is limited to [3] meters of movement per emote.

⬢ Sapping’s tether can be broken in four ways: Firstly, if the Necromancer is struck by any blow, forced to dodge/sidestep something that would otherwise hit them, or otherwise loses their concentration through other magics; secondly, if the target moves over [6] meters from the Necromancer if the target is distanced over [6] meters away from the necromancer by the end of the necromancer’s emote; thirdly, if the tether is physically interrupted by either thanhium, aurum, a shield, or a physical wall; fourthly, if the tether comes in contact with any combative ability or spell from Holy Magic. 

⬢ Spectral and incorporeal entities will not be affected by Sapping as their lifeforce has been meshed together to form into Ectoplasm.

⬢ Moroi affected by sapping would be slain if they are subject to [1] drain cycle.

⬢ Sapping corrupts [2] units of dragonsflame for every emote sustained on a Nephilim. This is to say that the very first emote of sapping will not corrupt, but every consecutive emote will.

⬢ Sapping may only be cast [2] times per OOC Day.


 

Overall Changes in short:

Sapping tether breaks by the end of the necromancers turn and not instantly when the target moves out of range.

Changed Orc Strength and Human Strength to Descendant Strength.

Credits:
 

Spoiler


Ideas:
Hawkeye_Gough                   Sapping Tether Idea
King_Kunuk                            Descendant Strength Idea

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No magic on lotc works the way your proposing it. This spell requires 2 or 3 emotes to achieve value for the remainder of the encounter. It does not need buffing

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15 minutes ago, PrimnyaQuorum said:

No magic on lotc works the way your proposing it. This spell requires 2 or 3 emotes to achieve value for the remainder of the encounter. It does not need buffing

Hello I appreciate this comment Primnya while I would strongly have to disagree.
Firstly it requires 3 emotes to achieve value but any person playing this game with 3 or more IQ would be able to make any necro who uses it waste 2 emotes by just walking back 4 blocks and instantly snapping out on the last emote. They also have 2 emotes they can get on the edge of the tether preparing to break out and then walk 4 blocks back and 100% break out of the tether basically making the spell totally worthless. It gives a lot of value I agree but you can emote putting up a shield over it and instantly break it while also attacking another player and you can do that on the last emote of the spell which basically makes you waste 2 of the necros emotes.

I think comparing how difficult it is to use with voidstalkers ability wither is almost laughable considering they have a 20 block range 3 emotes and there is no tether what so ever and it is a mere FA lifeforce manipulation is the MAIN core around necromancy. But I'm open to hearing your take so by all means.

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1 hour ago, PrimnyaQuorum said:

No magic on lotc works the way your proposing it. This spell requires 2 or 3 emotes to achieve value for the remainder of the encounter. It does not need buffing

Voidstalker's Withering has 4x the range with no requirement except for LoS and Connection.

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Idk why every necromancy spell is like "here is my cool spell. It's range is 5 inches. It's okay if I get morion in an event I can raise that to six inches!"

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This lore has been denied.

 

This amendment was taken to an internal vote and was denied; at this time LT has no interest in implementing this.

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