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[Amendment] Azdrazi Amendpack But I Actually Consulted The Community

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OOC Purpose Note: The overall purpose of this amendment is not to buff or nerf the CA, but rather to modernize some aspects that are outdated, such as referencing outdated lore or mechanics. As well as fix contradictions between flavor text vs the actual redlines. And lastly to standardize the heating/burning effect that enrapturements cause. All enrapturements that would go on cooldown have been standardized for a [2] emote cooldown. I have also written my own recommendation for a 'nerf' to our double action, rather than outright removing it.

Immolation has been removed entirely, and some of its effects have been added to enwreathe. Spells that saw a lot of use were nerfed slightly and spells that were weak or did not see much use have been either reworked or adjusted. For example, Cindering Ward has been proposed to be made a regular enrapturement since Immolation has been proposed to be removed.

I personally believe it evens out given the nerfs that our double action will be receiving, either through this amendpack or through the amendment that stingy posted.

At the end of the day, I think something that a lot of people don’t understand is that Azdrazi is not meant to be a caster or mage-like CA. Our combative spell list is very small compared to other magics (At a whopping 4 spells, one of which is proposed to be removed in this amendpack), and we do not have any spell slots so we can not magic-stack (which is how the CA should be). Compared to something like fire evocation that offers 11 combative spells and they can also double action by picking up the voidal scion FA, and are still capable of magic stacking. This fact needs to be taken into consideration when discussing the overall balance of the CA.

SIDE NOTE 2: Can we please fix the broken image links? Or at least remove them?

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THE INNER FLAME

 

OLD:  

Spoiler

The Inner Flame

Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. 

 

General Mechanics

The Inner Flame is the latent energy created through the combustion of their draconic ichor,  powering their Enrapturements. Their use of Inner Flame is tied directly to their own physical health, and thus they exert themselves while using Enrapturements consistently within combat role-play. Each Nephilim possesses a limited amount of “essence” from which they may draw upon their Inner Flame without harming themselves, and they are limited to sixteen-units that they may draw upon every 24 Out-of-Character hours after a resting period or meditation.

 

Exhaustion Table

8 unit(s): The Nephilim will feel slightly out of breath, though barely noticeable.

10 unit(s): The Nephilim’s breathing is slightly more strained, though still hardly inhibits them. 

12 unit(s): The Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. 

14 unit(s): The Nephilim’s movement slows by about half and becomes two-meters rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion.

16 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves.

 

Due to the nature of their draconic soul, Nephilim are barred from learning various magics or becoming certain creatures. As their spirits are locked in tandem with their immortal bodies, Nephilim are unable to be transformed into striga, siliti, varg, wights, golems, and any other such transformative creature. In this vein, they are also disallowed from learning any form of Arcane Magic or any magic that would alter the soul (i.e. mysticism, druidism, etc). They may learn alchemical feats, though are not permitted to take on an afflicted symbiote in that regard.  

 

- Nephilim are capable of learning Alchemy and Further-Alchemy, and can learn all feats which do not conflict with the soul. They cannot learn any slotted magic or become another CA.

- Inner Flame cannot regenerate during combat.

- Their Inner Flame is merely used for calling upon their Dragonsflame. They can still drain their stamina in physical activity. 

 

 

NEW:

Spoiler

The Inner Flame

 

Fickle yet formidable, the Inner Flame is a tricky thing, comprised of a metaphysical network of dragonfire that spans the body in its entirety, thus manifesting the Nephilim’s powers. The core of this essence is supposedly housed within the very heart of the creature, intrinsically tied with their lifeforce and wellbeing. When drawing upon their draconic powers, this flame will swell, flowing its essence to wherever it is channelled. Overexerting this flame can prove to be deadly, exhausting not only the Nephilim’s corporeal body, but also their soul. It is thus critical that the Nephilim take great care to guard and foster this flame, as they are otherwise nothing without it. 

 

General Mechanics

The Inner Flame is the latent energy created through the combustion of their draconic ichor,  powering their Enrapturements. Their use of Inner Flame is tied directly to their own physical health, and thus they exert themselves while using Enrapturements consistently within combat role-play. Each Nephilim possesses a limited amount of “essence” from which they may draw upon their Inner Flame without harming themselves, and they are limited to sixteen-units that they may draw upon every 24 Out-of-Character hours after a resting period or meditation.

 

Exhaustion Table

8 unit(s): The Nephilim will feel slightly out of breath, though barely noticeable.

10 unit(s): The Nephilim’s breathing is slightly more strained, though still hardly inhibits them.  

12 unit(s): The Nephilim notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. 

14 unit(s): The Nephilim’s movement slows by about half and becomes two-meters rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion. 

16 unit(s): The Nephilim has completely exhausted themselves, quickly falling into paralysis shortly after exerting themselves.

 

Due to the nature of their draconic soul, Nephilim are barred from learning various magics or becoming certain creatures. As their spirits are locked in tandem with their immortal bodies, Nephilim are unable to be transformed into striga, siliti, varg, wights, golems, and any other such transformative creature. In this vein, they are also disallowed from learning any form of Arcane Magic or any magic that would alter the soul (i.e. mysticism, druidism, etc). They may learn alchemical or knowledge based feats, though are not permitted to take on an afflicted symbiote in that regard. 

OOC NOTE: Symbiotes haven’t existed for like, at least three out of character years.  

- Nephilim are capable of learning Alchemy and Further-Alchemy, and can learn all feats which do not conflict with the soul. They cannot learn any slotted magic or become another CA.

- Inner Flame cannot regenerate during combat.

- Their Inner Flame is merely used for calling upon their Dragonsflame. They can still drain their stamina in physical activity. The Inner Flame is the avenue through which an Azdrazi exhausts themselves, as their inner flame is tied to their very being.

OOC NOTE: This redline currently conflicts with the Exhaustion table, so it has been reworded to match the information presented in the Exhaustion table.

 

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FLAME WEAVING

 

OLD:  

Spoiler

Flame-Weaving

(Passive/Non-Combative)

 

Description

The first ability that a Nephilim will find they’re capable of doing, is the act of Flame-Weaving; effectively being able to manipulate their own Dragonsflame skillfully, as if it was an extension of their own body. Unlike the herald’s ability Zil Kresh, they may create large and moving images out of their fire without the need of another, its usage ranging from illusions, fiery performances, intimidation, etc. Additionally, their range of control is far greater, as long as the Nephilim maintain line of sight. 

 

Flame-Weaving is a freeform passive, allowing an Azdrazi to control their own Dragonsflame to the extent of creating vivid images that may shift around their forms, weave a harmless projectile around in the air, ignite an unlit brazier from a distance, etc. They may only manipulate their own fire. If the Azdrazi lights a torch for example, the fire will turn mundane and will no longer be able to be controlled. The Dragonsflame will not be able to harm, being warm to the touch at most - though not warm enough to allow one to comfortably traverse through the frigid north. The flame is also unable to blind an individual, nor is it able to ignite flammable objects save for unlit fire sources.

 

- The range of manipulation is a [20] block radius around the Nephilim, them being in the center. They are unable to perform Flame-Weaving from any other sources, other than their own Dragonsfire.

- The flames bear little effect within combat, meaning that while one could conjure it amidst a fight, they’d find that it does not singe, nor burn their opponent. At most, it is warm to the touch, and is unable to aid one through the cold.

- The flames aren’t opaque which means that the Nephilim cannot blind someone with it.

- All illusions must be connected to and obviously composed of a fire. They are not intended for subversion, but storytelling and mystique.

 

 

NEW:

Spoiler

Flame-Weaving

(Passive/Non-Combative)

 

Description

The first ability that a Nephilim will find they’re capable of doing, is the act of Flame-Weaving; effectively being able to manipulate their own Dragonsflame and mundane fire skillfully, as if it was an extension of their own body. Unlike the herald’s ability Zil Kresh, they may create large and moving images out of their fire without the need of another, its usage ranging from illusions, fiery performances, intimidation, etc. Additionally, their range of control is far greater, as long as the Nephilim maintain line of sight. 

 

Flame-Weaving is a freeform passive, allowing an Azdrazi to control their own Dragonsflame or mundane fire to the extent of creating vivid images that may shift around their forms, weave a harmless projectile around in the air, ignite an unlit brazier from a distance, extinguishing environmental fires, etc. They may only manipulate their own fire. If the Azdrazi lights a torch for example, the fire will turn mundane and will no longer be able to be controlled. The Dragonsflame or mundane fire will not be able to harm, being warm to the touch at most - though not warm enough to allow one to comfortably traverse through the frigid north. The flame is also unable to blind an individual, nor is it able to ignite flammable objects save for unlit fire sources.

 

- The range of manipulation is a [20] block radius around the Nephilim, them being in the center. They are unable to perform Flame-Weaving from any other sources, other than their own Dragonsfire or mundane environmental fires within their area.

- The flames bear little effect within combat, meaning that while one could conjure it amidst a fight, they’d find that it does not singe, nor burn their opponent. At most, it is warm to the touch, and is unable to aid one through the cold.

- The flames aren’t opaque which means that the Nephilim cannot blind someone with it.

- All illusions must be connected to and obviously composed of a fire. They are not intended for subversion, but storytelling and mystique. 

OOC Note: I personally found it a bit odd that despite being draconic masters of fire that azdrazi have a more restrictive fire passive than both feat heraldry and fire evocation. These changes are meant to bring this passive up to par with the ones those magics provide.

 

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ENRAPTUREMENT

 

OLD:  

Spoiler

Enrapturement

Once Transference is complete, the Nephilim are incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying solely upon their innate Dragonsflame. This fire possesses many unique traits, the most notable of which is its ability to inflict combustive damage upon phantom creatures and other undead, even if they are incorporeal. Dragonsflame may be up to two colours of anything upon the colour spectrum. The means by which it may be shaped are listed below. 

 

The quintessential essence of draconic beings. Though similar to regular fire in most aspects, there are some distinct characteristics of dragonfire that separate it from its mundane counterpart. Firstly, it is inherently magical in nature, similar to enchantments or magic spells, damaging things that would be weak to mana reliant beings such as phantoms and constructs of the arcane. Beyond this, dragonfire simply burns as normal fire would, causing damage to things that would normally burn otherwise, such as wood, cloth, and flesh. It may not burn underwater or where there is no air to fuel the flames, and is only ever hot as regular fire.

 

There are a few methods by which a Nephilim may draw upon Dragonfire, though are most primarily restricted to being directly projected or conjured around their body.  

 

- A Nephilim has [16] Dragonsflame Units in total. This will regenerate after an OOC day.

- Nephilim's Dragonsflame is not a true Dragonsflame, but rather a lesser variant of it.

- Nephilim's Dragonsflame bears the effect of mana disruption - meaning they are able to harm entities that are reliant on mana or are completely made of mana, such as ghosts, atronachs, golems, etc. Descendants will not be affected by this effect.

- Weapons engulfed in Dragonsflame will bear similar properties as Thanhium to entities reliant on/made of mana, in terms of anti-mana. Limbs touched and seared by Dragonsflame will cause control to be lost in that area for two emotes.

- Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center.

- Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply.

- While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines.

- Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing.

- If underwater, the Nephilim is unable to cast. Rain is not enough to snuff out Dragonsflame.

- The tells for casting Dragonsflame must be visible around the Nephilim, varying between flame, smoke, and ash.

 

 

NEW:

Spoiler

Enrapturement

Once Transference is complete, the Nephilim are incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying solely upon their innate Dragonsflame. This fire possesses many unique traits, the most notable of which is its ability to inflict combustive damage upon phantom creatures and other undead, even if they are incorporeal. Dragonsflame may be up to two colours of anything upon the colour spectrum. The means by which it may be shaped are listed below. 

 

The quintessential essence of draconic beings. Though similar to regular fire in most aspects, there are some distinct characteristics of dragonfire that separate it from its mundane counterpart. Firstly, it is inherently magical in nature, similar to enchantments or magic spells, damaging things that would be weak to mana reliant beings such as phantoms and constructs of the arcane. Beyond this, dragonfire simply burns as normal fire would, causing damage to things that would normally burn otherwise, such as wood, cloth, and flesh. It may not burn underwater or where there is no air to fuel the flames, and is only ever hot as regular fire. OOC Note: This lore is in direct conflict with the dracanium smithing lore. It does not make sense for fire that can reach quote ‘a shocking 5,990°F (3,310°C or 3,583.15K)’  to be on par with regular fire. Additionally, even fire evocation (blue fire) is stated to be hotter than regular fire. This is just a lore thing and does not directly impact combat. Heating/Fire/Burning in combat is clarified further down in this amendpack.

 

For all combative enrapturements, the following heating effects will occur for each continuous emote the same area is spent in contact with the flames when they are wearing medium or heavy armor. For those wearing cloth or light armor, or upon direct contact with flesh, the heating effect instead starts at second degree and progresses from there. This heating effect is shared across all of the Azdrazi’s spells:

    - [1] emote: First degree burns are instantly applied. These burns are somewhat painful but do not impair any functions.

    - [2] emotes: Second degree burns are instantly applied. These burns are moderately painful but do not impair any functions.

    - [3] emotes: Third degree burns are instantly applied, These burns are extremely painful and that area is unable to be utilized for offensive actions, as moving it is agonizing.

    - [4] emotes: For heating that occurs on the head or torso, the third degree burns worsen even further, causing such debilitating pain in the area that they go unconscious, and are unable to meaningfully fight.

    - [5] emotes: For heating that occurs on the head or torso, the heat immolates their flesh, resulting in an agonizing death.

OOC NOTE: Please note for balancing purposes this table is for attacks on the SAME AREA. The attack must be made on the exact same area that’s already been heated in order to progress the burn. Merely hitting someone three times in three separate areas will NOT increase the burn to the following stages. These mechanics are the same for all Azdrazi spells. Since currently the heating effects are different for every single enrapturement, it makes it difficult to teach and moreover does not make much sense since it's all the same kind of fire. It has been my experience as an avid crper that burns are one of the most powergamed mechanics, with a large portion of the server not understanding how debilitating third degree burns are and instead merely shrugging them off. Please note this is largely not a 'buff' to how our fire works, as the degrees of burns were already being applied according to these emote counts but rather a clarification on what each tier of burn feels like and does.

 

There are a few methods by which a Nephilim may draw upon Dragonfire, though are most primarily restricted to being directly projected or conjured around their body.  

 

- A Nephilim has [16] Dragonsflame Units in total. This will regenerate after an OOC day.

- Nephilim's Dragonsflame is not a true Dragonsflame, but rather a lesser variant of it. Dragonsflame is not comparable to mundane fire in terms of heat, for the purposes of other lore that reference mundane fire specifically. 

OOC NOTE: This clarification is on par with the information found in the dracanium smithing lore page. It is not actually clarified anywhere in the main Azdrazi lore piece that dragonsflame is hotter than mundane fire. Although this is a common sense thing, this redline has been added to simply clarify that confusion.

- Nephilim's Dragonsflame bears the effect of mana disruption - meaning they are able to harm entities that are reliant on mana or are completely made of mana, such as ghosts, atronachs, golems, etc. Descendants will not be affected by this effect.

- Weapons engulfed in Dragonsflame will bear similar properties as Thanhium to entities reliant on/made of mana, in terms of anti-mana. Limbs touched and seared by Dragonsflame will cause control to be lost in that area for two emotes.

- Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist corruptive fogs, such as Deadbreath or Abyssal Smog, it will sear through the fog 4m in each direction with the flame at the center.

- Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply. 

- While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines. The Nephilim can not attack or sprint and cast on the same emote, but may attack or sprint while charging without any hindrance, unless stated otherwise in the redlines. The Nephilim may still move and defend while charging or casting, unless stated otherwise in the redlines.
OOC NOTE: If I were to modernize our double action, or have it nerfed, this is how I would propose it rather than removing it entirely. This brings it in line with Voidal Scions double action, which is an FA. The double action is a core mechanic to the CA, and without it all of the enrapturements would need to be reworked. (PLEASE NOTE I’M JUST PROPOSING HOW I WOULD WRITE IT COMPARED TO STINGY’S AMENDMENT)

- Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing. Azdrazi do not have a sustained connection, and as such each spell must be casted in full. OOC NOTE: This is a redline that was listened in the 'general redlines' section being condensed into this one applicable section instead of splitting the redlines for combative casting into two sections. This is not a buff or a nerf, this is how Azdrazi casting currently functions as is implemented in lore.

- For the heating effect, Items that are treated to be resistant to extreme heat, such as with frost oils, will allow the first emote to instead bear no heating effect, with the other heating effects happening from the second emote onwards. Mundanely treated items, such as with Athins herbs, are not effective enough to provide this benefit.

- These heating effects do not stack, in the event that multiple Azdrazi are targeting the same person. Effectively, three Azdrazi could not instantly apply third degree burns by targeting the same person.

- Lingering flames do not contribute to the heating effect and burn akin to mundane fire, unless specified otherwise in the enrapturement’s redlines.

- Weapons, shields, and held items, will become so hot that they are too painful to be held or used for [1] emote after the third continuous emote of being heated, requiring time to cool down.

OOC NOTE: Please note this particular redline is not meant to be a buff. Currently enwreathe has a redline that reduces items to unusable slag, so this is actually a nerf in comparison.

- The heating effects do not apply to materials that are immune to fire, such as Dracanium or Rokodra.

- If underwater, the Nephilim is unable to cast. Rain is not enough to snuff out Dragonsflame.

- The tells for casting Dragonsflame must be visible around the Nephilim, varying between flame, smoke, and ash. 

- Dragonsflame cannot melt metal in combat under any circumstance. Instead, Dragonsflame applies a heating effect to metal in combat.

OOC NOTE: This redline already exists but is being condensed into one applicable section. For some reason the redlines for general enrapturements were duplicated into two sections, this section and a general redline section but had the same information.

 

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ENWREATHE

 

OLD:

Spoiler

Enwreathe

[2 Emotes: 1 connect + 1 cast | 1 Dragonsflame Unit]

(Combative)

 

Description

The most notable ability of the Nephilim, by which they may summon Dragonsfire around their weapon over the course of two emotes, the effects lasting eight emotes after ignition or is forcibly quelled by some other means. The flame itself brings no harm to the blade should it not be made of flammable material or is doused in oil, though certain materials will prevent the weapon from igniting should it bear anti-magical or cold properties. If the Nephilim wants to ignite ranged projectiles such as bolts or arrows, only a small portion will catch aflame.

 

The first emote will be the Azdrazi conjuring up their Dragonsflame, and the second will be setting their weapon or projectiles aflame. The fire around the weapon will not be hotter compared to mundane flame, though will sear flesh in the same manner. Burns inflicted by the Dragonsflame will begin as first-degree burns, scaling up in severity the more times the area is struck. On the third hit, the wound’s state worsens to that of second-degree, requiring three more to become third-degree. Projectiles that are enwreathed will ignite three at a time, each following a collective ten emote burn-time before extinguishing. If the Azdrazi loses their grip on their flaming weapon, the fire will remain lit until its duration runs out or is doused in some other manner. Should a non-Azdrazi pick it up, they will feel a searing effect on their hand - forcing the individual to drop it. The pain will not cause any physical damage.

 

Even if metal is immune against the flame, does not mean it will catch on fire. Any weapon of antimagic such as thanhium, or bears a cold property such as being treated in salium or frost oil will not ignite. The flame may be easily doused when in contact with water.

 

- Enwreathement costs [1] Dragonsflame Unit.

- One act of Enwreathement lasts [8] emotes, requires [2] emotes to ignite a weapon or ranged projectiles. 

- Upon contact with descendant flesh, Enwreathe will instantly offer a first degree burn on the applied area, becoming more severe every consecutive strike.

- Enwreathing ranged armaments such as javelins, crossbows, etc, also have this effect. Only four projectiles will be ignited at a time or for that total duration, following a collective [12] emote duration before returning to normal.

- Striking metal armour or weaponry that isn’t immune to heat will yield a heating effect, with each consecutive strike past the first heating the metal to follow the same damage as descendant flesh. 

- Treated, but not immune, items (leather, frost oils, etc) will afford another strike, requiring [2] successful strikes before the [3]rd would cause the same burn as descendant flesh.

- Items such as armour or weapons vulnerable to heat after the 3rd emote would burn into unusable slag.   - When enwreathing Dracanium, each successful strike counts as 2 for burns/melting. 

- Weapons treated with cold such as salium, frost oil, etc will not ignite. Weapons with an antimagic property such as thanhium will not ignite.

- No movement restrictions, save for current CRP rules.

 

 

NEW:

Spoiler

Enwreathe

[2 Emotes: 1 connect Charge + 1 cCast | 1 2 Dragonsflame Units]

(Combative)

Description

The most notable ability of the Nephilim, by which they may summon Dragonsfire around their weapon or a single part of their body over the course of two emotes, the effects lasting eight emotes after ignition or is forcibly quelled by some other means. The flame itself brings no harm to the blade should it not be made of flammable material or is doused in oil, though certain materials will prevent the weapon from igniting should it bear anti-magical or cold properties. If the Nephilim wants to ignite ranged projectiles such as bolts or arrows, only a small portion will catch aflame.

 

The first emote will be the Azdrazi conjuring up their Dragonsflame, and the second will be setting their weapon, a portion of their body, or projectiles aflame, which applies the heating effects listed in the general enrapturement section. The fire around the weapon will not be hotter compared to mundane flame, though will sear flesh in the same manner. Burns inflicted by the Dragonsflame will begin as first-degree burns, scaling up in severity the more times the area is struck. On the third hit, the wound’s state worsens to that of second-degree, requiring three more to become third-degree. Projectiles that are enwreathed will ignite three four at a time, each following a collective ten twelve OOC NOTE: This isn’t a buff it just conflicts with currently existing redlines. emote burn-time before extinguishing. If the Azdrazi loses their grip on their flaming weapon, the fire will remain lit until its duration runs out or is doused in some other manner. Should a non-Azdrazi pick it up, they will feel a searing effect on their hand - forcing the individual to drop it. The pain will not cause any physical damage.

 

Even if metal is immune against the flame, does not mean it will catch on fire. Any weapon of antimagic such as thanhium, or bears a cold property such as being treated in salium or frost oil will not ignite. The flame may be easily doused when in contact with water

 

- Enwreathement costs [1 2] Dragonsflame Units. A Nephilim may attack while a body part, projectile, or weapon is enwreathed.

OOC NOTE: I have increased the dflame cost so that this isn’t a straight buff to this spell. Changes have been made to allow enwreathe to work on the Azdrazi’s body as well, given the proposed removal of immolation.

- The portions of the Nephilim’s body that can be enwreathed are as follows: Hands/Arms, Feet/Legs, Tail, Torso, or Head/Neck.

- One act of Enwreathement lasts [8] emotes, requires [2] emotes to ignite a weapon, a single body part, or ranged projectiles.
- Upon contact with descendant flesh, Enwreathe will instantly offer a first degree burn on the applied area, becoming more severe every consecutive strike.

- Enwreathing ranged armaments such as javelins, crossbows, etc, also have this effect. Only four projectiles will be ignited at a time or for that total duration, following a collective [12] emote duration before returning to normal.

- This enrapturement applies the heating effects listed in the general enrapturement section.

- Striking metal armour or weaponry that isn’t immune to heat will yield a heating effect, with each consecutive strike past the first heating the metal to follow the same damage as descendant flesh. 

- Treated, but not immune, items (leather, frost oils, etc) will afford another strike, requiring [2] successful strikes before the [3]rd would cause the same burn as descendant flesh.

- Items such as armour or weapons vulnerable to heat after the 3rd emote would become burn into unusable slag.  

- When enwreathing Dracanium, each successful strike counts as 2 for burns/melting. When enwreathing Dracanium, the condensed flames will always impart burns that start at second degree upon areas that are struck.
OOC NOTE: This redline is a balancing nightmare please save me from my sins. This is a nerf please don’t kill me.

- Weapons treated with cold such as salium, frost oil, etc will not ignite. Weapons with an antimagic property such as thanhium will not ignite. Items that are anti-magical, or otherwise unable to be enchanted cannot be enwreathed. Items that have been treated to be resistant to extreme heat, such as with salium or frost oils, cannot be enwreathed. Items that have been mundanely treated to be resistant to heat, such as with Athins herbs, can still be enwreathed.

- No movement restrictions, save for current CRP rules. 

 

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FLAMEBREATH

 

OLD:

Spoiler

Flamebreath

[3 Emotes: 1 connect + 2 cast | 2 Dragonsflame Units]

(Combative)

Description

An offensive technique by which a Nephilim can channel flame from their mouth and spew it out for up to four meters in front of them, lasting for four emotes. Due to the volatile nature of this spell, the Nephilim are unable to recast this spell for a duration, sputtering up harmless smoke as their inner flame needs time to recharge. Whilst spewing flame, they are unable to move properly, resulting in a slow walk or stumble.

 

Flamebreath requires three emotes to cast, the first requiring the visual of an bright spark or flame that originates from the Azdrazi’s mouth. Over the course of the next two emotes, buildup of Dragonsfire occurs in their throat, lighting up the area significantly as flames leak from their jaws. The torrent of flame will be four blocks long in a straight line, and can be sustained for four emotes. During the duration of this spell, movement is restricted to two blocks per emote, whilst only being able to defend themselves. Flamebreath may be interrupted if the Azdrazi were to be struck in the head or pierced in the throat, either by a projectile or weapon. The force behind a strike must be hard enough to stagger or incapacitate. Once the duration ends, the spell is put on a two emote cooldown.

 

Upon the release of Flamebreath, it will ignite anything flammable, resulting in at least second-degree burns, up to third-degree should they remain in range. On the first emote, the target will recieve insteant second-degree burns upon the affected area should they be wearing only clothes, resulting in third-degree on the second should the fire not be put out in a single emote. If they remain in the flamebreath upon the third emote, their flesh will char and sear, perhaps resulting in a slow death.

 

If an armored individual was struck by the flame, the damage will vary depending on what they wear. Those wearing platemail will be immune to the Dragonsfire, as it cannot melt through metal. Though should one stay within range of Flamebreath for over an emote, the searing flame will heat up the metal accordingly. On the first emote, the armored individual is unaffected to the flame, no burns forming over their body. On the second and beyond, should their skin/cloth press against the platemail, they will recieve instant second degree burns, worsening to third degree upon the next emote. On the fourth, the air within their armor will scald, searing them from the inside out.

 

Should it be flammable like leather, they may avoid severe burns should they leave the range and put out the fire in one emote. Otherwise, the Dragonsflame will sear through the hide, reaching skin. On the first emote, the individual will recieve first degree burns, lighting the leather aflame. If it is not extinguished in time, the burns will worsen to second degree upon the next emote then third degree following after.

- Flamebreath requires [3] emotes to cast, and [2] Dragonsflame Units.

- Once the duration ended, the spell will go on a [2] emote cooldown.

- Movement is limited to [3] blocks per emote during Flamebreath’s duration. The Nephilim is only unable to attack during charging, but may while casting.

- The attack itself only has a maximum range of [6] blocks and a width of [1], lasting for [4] emotes. The Nephilim may cancel the spell at any time should they wish. A nephilim may choose instead to empower their flamebreath at the cost of stamina, extending the maximum range to [10] blocks and a width of [3], lasting for at most [2] emotes. This is decided upon the first emote of affect and cannot be changed.

- Upon contact with descendant flesh, Flamebreath will instantly offer a second-degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. If protection is worn, the damage will differ if the material is flammable or not.

- Metal: If the target remains in range of Flamebreath whilst wearing platemail or any metal that conducts heat, the armor will begin heating up. On the first emote, the temperature does not differ too much. But on the second emote and beyond, their armor will begin matching the heat of the fire, causing second-degree burns, growing in severity the longer the individual stays in range of Flamebreath. On the third emote, the burns will become third-degree. On the fourth, will result in the target being cooked alive within their armor.

- Leather/Flammable material: First degree burns are still applied, but the target may avoid getting severe burns should they leave the range of Flamebreath and put out the fire over the inflicted area over one emote. It can be put out with water, rolling, or stamping on the flame. The first emote results in first-degree burns, worsening to second-degree on the second emote if the fire is not extinguished. If the flame continues to burn, the affected area grows to third-degree.

- Channeling fire from the mouth/maw requires that the Nephilim be able to breathe. In this regard, they cannot project fire through the armor that obstructs one's mouth, such as a closed helm. The Nephilim cannot speak during the duration of Flamebreath.

 

 

 

NEW:

Spoiler

Flamebreath

[3 Emotes: 1 connect + 2 Charge + 1 Cast 2 cast | 2 Dragonsflame Units]

(Combative)

Description

An offensive technique by which a Nephilim can channel flame from their mouth and spew it out for up to four meters in front of them, lasting for four emotes. Due to the volatile nature of this spell, the Nephilim are unable to recast this spell for a duration, sputtering up harmless smoke as their inner flame needs time to recharge. Whilst spewing flame, they are unable to move properly, resulting in a slow walk or stumble.

 

Flamebreath requires three emotes to cast, the first requiring the visual of an bright OOC NOTE: Typo spark or flame that originates from the Azdrazi’s mouth. Over the course of the next two emotes, buildup of Dragonsfire occurs in their throat, lighting up the area significantly as flames leak from their jaws. The torrent of flame will be up to four ten blocks long and three wide in a straight line, and can be sustained for four three emotes. During the duration of this spell, movement is restricted to two three OOC NOTE: This isn’t a buff it just conflicts with currently existing redlines. blocks per emote, whilst only being able to defend themselves. Flamebreath may be interrupted if the Azdrazi were to be struck in the head or pierced in the throat, either by a projectile or weapon. The force behind a strike must be hard enough to stagger or incapacitate. Once the duration ends, the spell is put on a two emote cooldown.

 

Upon the release of Flamebreath, it will ignite anything flammable, and will apply the heating effects listed in the general enrapturement section. Flammable objects will be ignited, lasting for three emotes if left unattended. It can be put out by mundane methods such as being doused with water or by being patted out. resulting in at least second-degree burns, up to third-degree should they remain in range. On the first emote, the target will recieve insteant second-degree burns upon the affected area should they be wearing only clothes, resulting in third-degree on the second should the fire not be put out in a single emote. If they remain in the flamebreath upon the third emote, their flesh will char and sear,perhaps resulting in a slow death.

 

If an armored individual was struck by the flame, the damage will vary depending on what they wear. Those wearing platemail will be immune to the Dragonsfire, as it cannot melt through metal. Though should one stay within range of Flamebreath for over an emote, the searing flame will heat up the metal accordingly. On the first emote,the armored individual is unaffected to the flame, no burns forming over their body. On the second and beyond, should their skin/cloth press against the platemail, they will recieve instant second degree burns, worsening to third degree upon the next emote. On the fourth, the air within their armor will scald, searing them from the inside out. 

 

Should it be flammable like leather, they may avoid severe burns should they leave the range and put out the fire in one emote. Otherwise, the Dragonsflame will sear through the hide, reaching skin. On the first emote, the individual will recieve first degree burns, lighting the leather aflame. If it is not extinguished in time, the burns will worsen to second degree upon the next emote then third degree following after.

- Flamebreath requires [3] emotes to cast, and [2] Dragonsflame Units. A Nephilim may not attack while sustaining Flamebreath, but may still defend themselves.

- Once the duration ended ends OOC NOTE: Typo, the spell will go on a [2] emote cooldown, and can not be charged during this time.

- Base Mmovement is limited to [3] blocks per emote during Flamebreath’s duration, and they can not sprint. The Nephilim is only unable to attack during charging, but may while casting.

- The attack itself only has a maximum range of [6 10] blocks and a width of [1 3], lasting for [4 3] emotes. The Nephilim may cancel the spell at any time should they wish. A Nephilim may choose instead to empower focus their flamebreath at the cost of stamina, extending reducing the maximum range to [10 6] blocks and a width of [3 1], lasting for at most [2] emotes, however these condensed flames will always impart burns that start at second degree upon areas that are struck. This is decided upon the first emote of affect and cannot be changed.

OOC NOTE: My thought process behind this change was considering what flamebreath's use cases are. This spell is already capable and implemented to being a 10x3, and I believe that flamebreath should be utilized primarily for dealing with crowds of people, whereas the secondary effect is meant to allow flamebreath some use against armored individuals at a much smaller range. The secondary effect that I wanted was far too strong on a 10x3 aoe, so I made the decision to swap their sizes.

- Upon contact with descendant flesh, Flamebreath will instantly offer a second-degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. If protection is worn, the damage will differ if the material is flammable or not.

- Metal: If the target remains in range of Flamebreath whilst wearing platemail or any metal that conducts heat, the armor will begin heating up. On the first emote, the temperature does not differ too much. But on the second emote and beyond, their armor will begin matching the heat of the fire, causing second-degree burns, growing in severity the longer the individual stays in range of Flamebreath. On the third emote, the burns will become third-degree. On the fourth, will result in the target being cooked alive within their armor.

- Leather/Flammable material: First degree burns are still applied, but the target may avoid getting severe burns should they leave the range of Flamebreath and put out the fire over the inflicted area over one emote. It can be put out with water, rolling, or stamping on the flame. The first emote results in first-degree burns, worsening to second-degree on the second emote if the fire is not extinguished. If the flame continues to burn, the affected area grows to third-degree.

- This enrapturement applies the heating effects listed in the general enrapturement section.

- Should the target be struck by Flamebreath, they may spend [1] emote to pat the flames out to prevent them from becoming more severe. While patting down or extinguishing the flames, they cannot attack, having to choose between aggressive action or extinguishing. The target may also ignore this, though the heating effect will progress according to the heating effects listed in the general enrapturement section.

OOC NOTE: Please note this is not a buff to flamebreath, it was already capable of lighting things on fire, but for whatever reason that aspect was worded much differently than flamespew. I have standardized the wording and mechanics between both enrapturements for ease of understanding.

- The flames, if not tended to, will go away after [3] emotes. Otherwise, it can be put out by being doused with water or by being patted out.

- Channeling fire from the mouth/maw requires that the Nephilim be able to breathe. In this regard, they cannot project fire through the armor that obstructs one's mouth, such as a closed helm. The Nephilim cannot speak during the duration of Flamebreath.

 

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FLAMESPEW

 

OLD:  

Spoiler

Flamespew

[3 Emotes: 1 connect + 2 cast | 2 Dragonsflame Units]

(Combative)

 

Description

An ability where the Nephilim to project a direct baseball-sized fireball from their maw, or throw from their hand, over the course of casting and drawing upon their Dragonsflame for three emotes. It’d travel up to twenty five meters, and where it lands - it'll expand in a plume of flame. The shape and detail of the projectile can be fitted onto what a Nephilim wishes, as example; one can opt to manipulate it onto a spear of flame rather than a fireball.

 

Over the course of three emotes, the Azdrazi will gather and condense their Dragonsflame into a single mass within their hand or mouth, growing in brightness and size. The shape can vary for pure aesthetic purposes, from a flaming spear to a ball of fire. Upon impact, Flamespew will implode into a three block radius of fire upon contact, resulting in second-degree burns. Flammable objects will be ignited, lasting for three emotes if left unattended. It can be put out by mundane methods such as dousing in water, or rolling, etc. The flame created upon impact is not strong enough to quickly heat up metal, nor will it ignite items treated with the cold, such as frost oil, etc.  

 

Should an individual be wearing armor whilst struck, the flame will heat the metal over the course of two emotes. On the first emote, they may be unaffected as the flame engulfs their form. On the second, the platemail gains some of the heat of the flamespew, causing second-degree burns upon their skin should it touch the armor they wear. The temperature and burn severity will go no higher past the second emote.

The hand must be kept empty for this spell to work if the Azdrazi conjures one from their palm, or there cannot be any mouth covering if it is meant to be shot from their maw. A strike strong enough to stagger or incapacitate in either option’s respectable method of casting will interrupt. Upon the completion of the cast, the spell will go on a two emote cooldown. Should the Azdrazi wish to sustain the projectile after the three emote casting time, it will cost an addition one Dragonsflame Unit.

 

- Flamespew requires [3] emotes to cast, requires [2] Dragonsflame Units.

- Sustaining for a singular emote costs a [1] Dragonsflame Unit.

- There is a concussive effect similar to being struck by an arrow to this spell.

- Upon the completion of the cast, the spell will go on a [2] emote cooldown.

- On contact, the projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials such as cloth, leather, etc should it not be put out by then.

- Should the projectile make contact with any person or object, they will give them second-degree burns upon touch, worsening should the area be struck once more or if the flame is not extinguished. Contact against armor will require [2] emotes to cause any damage. On the second emote, the armor will heat up and result in second-degree burns should skin/cloth come into contact against the heated platemail.

- Should the target be struck by the projectile, it would take [1] emote to pat the flames out to prevent them from becoming more severe. While patting down or extinguishing the flames, they cannot cast and can only move at half pace, having to choose between defending themselves or extinguishing. The target may also ignore this, though the burn affect will progress as per the spell effects.

- The flames, if not tended to, will go away after [3] emotes. Otherwise, it can be put out by water, no oxygen or stamping on it.

- No movement restrictions, save for current CRP rules.

 

 

NEW:

Spoiler

Flamespew

[3 Emotes: 1 connect + 2 Charge + 1 Cast  2 cast | 2 Dragonsflame Units]

(Combative)

 

Description

An ability where the Nephilim to project a direct baseball-sized fireball from their maw, or throw from their hand, over the course of casting and drawing upon their Dragonsflame for three emotes. It’d travel up to twenty five meters, and where it lands - it'll expand in a plume of flame. The shape and detail of the projectile can be fitted onto what a Nephilim wishes, for example; one can opt to manipulate it onto a spear of flame rather than a fireball.

 

Over the course of three emotes, the Azdrazi will gather and condense their Dragonsflame into a single mass within their hand or mouth, growing in brightness and size. The shape can vary for pure aesthetic purposes, from a flaming spear to a ball of fire. Upon impact, Flamespew will implode into a three block radius of fire upon contact, and will apply the heating effects listed in the general enrapturement section. resulting in second-degree burns. Flammable objects will be ignited, lasting for three emotes if left unattended. It can be put out by mundane methods such as being doused with water or by being patted out. dousing in water, or rolling, etc. The flame created upon impact is not strong enough to quickly heat up metal, nor will it ignite items treated with the cold, such as frost oil, etc.  

 

Should an individual be wearing armor whilst struck, the flame will heat the metal over the course of two emotes. On the first emote, they may be unaffected as the flame engulfs their form will receive first degree burns. On the second, the platemail gains some of the heat of the flamespew, causing second-degree burns upon their skin should it touch the armor they wear. The temperature and burn severity will go no higher past the second emote..

 

The hand must be kept empty for this spell to work if the Azdrazi conjures one from their palm, or there cannot be any mouth covering if it is meant to be shot from their maw. A strike strong enough to stagger or incapacitate in either option’s respectable method of casting will interrupt. Upon the completion of the cast, the spell will go on a two emote cooldown. Should the Azdrazi wish to sustain the projectile after the three emote casting time, it will cost an addition one Dragonsflame Unit.

 

- Flamespew requires [3] emotes to cast, requires [2] Dragonsflame Units.

- Sustaining for a singular emote costs a [1] Dragonsflame Unit. 

- There is a concussive effect similar to being struck by an arrow to this spell.

- Upon the completion of the cast, the spell will go on a [2] emote cooldown.

- This enrapturement applies the heating effects listed in the general enrapturement section.

- On contact, the projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials such as cloth, leather, etc should it not be put out by then.

- Should the projectile make contact with any person or object, they will give them second-degree burns upon touch, worsening should the area be struck once more or if the flame is not extinguished. Contact against armor will require [2] emotes to cause any damage. On the second emote, the armor will heat up and result in second-degree burns should skin/cloth come into contact against the heated platemail.

- Should the target be struck by the projectile, it would they may spend take [1] emote to pat the flames out to prevent them from becoming more severe. While patting down or extinguishing the flames, they cannot cast attack and can only move at half pace, having to choose between defending themselves aggressive action or extinguishing. The target may also ignore this, though the burn heating affect will progress according to the heating effects listed in the general enrapturement section as per the spell effects.

- The flames, if not tended to, will go away after [3] emotes. Otherwise, it can be put out by being doused with water or by being patted out. water, no oxygen or stamping on it.

- No movement restrictions, save for current CRP rules.

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IMMOLATION

 

OLD:

Spoiler

Immolation

[2 Emotes: 1 connect + 1 cast per specific part of the body | 1+ Dragonsflame Units]

(Combative)

The last of the primary techniques by which the Nephilim conjures flame around a single appendage (i.e. an arm) over the course of two emotes. They may use this to deliver searing punches no stronger than that of their regular attacks. This may prove effective against magical creatures who may experience a heavy searing pain which may compromise balance.

 

An Azdrazi may ignite a limb of their choice over two emotes, the flames lasting a duration of eight emotes. Should they wish to increase the duration, an additional emote will cost one Dragonsflame Unit, and so forth. The Dragonsflame that exudes from their appendage is capable of easily searing flesh should it come into contact, offering first-degree burns. Same goes with undead that are susceptible to fire. Should contact be maintained past the first emote, the severity will grow to second-degree upon the second emote, third-degree upon the third emote, then the searing of skin and flesh upon the fourth. This spell does not increase the strength of the Azdrazi, and each limb may only be ignited once per combat encounter. Whilst ignition, the Nephilim's movement is halved to two blocks per emote.

 

Should the target be wearing armor and if contact is maintained over three emotes, the third emote will result in the affected area to heat up - such as the entirety of an armor piece, but will not spread throughout the rest of the platemail. If skin/cloth comes into contact against the metal, it will cause second-degree burns. The temperature and burn severity will go no higher past the third emote.

- One act of immolation lasts [8] emotes, and requires [2] emotes to cast. Casting it further in spite of such draws an additional unit of Dragonsflame. (The cost turns from One to Two, and so forth), etc.

- Upon contact with descendant flesh, Immolation will instantly offer a second-degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. Contact against armor will require [3] emotes to cause any damage. On the third emote, the armor will heat up and result in second-degree burns should skin/cloth come into contact against the heated platemail.         

- Each limb can only be immolated once per combat encounter. Once the duration is over, it cannot be reignited.  

- Immolation cannot be used at the same time as Flamebreath or Flamespew.

- Whilst casting, movement is slowed down to [2] blocks per emote.   

 

 

NEW:

Spoiler

Immolation

[2 Emotes: 1 connect + 1 cast per specific part of the body | 1+ Dragonsflame Units]

(Combative)

 

The last of the primary techniques by which the Nephilim conjures flame around a single appendage (i.e. an arm) over the course of two emotes. They may use this to deliver searing punches no stronger than that of their regular attacks. This may prove effective against magical creatures who may experience a heavy searing pain which may compromise balance.

 

An Azdrazi may ignite a limb of their choice over two emotes, the flames lasting a duration of eight emotes. Should they wish to increase the duration, an additional emote will cost one Dragonsflame Unit, and so forth. The Dragonsflame that exudes from their appendage is capable of easily searing flesh should it come into contact, offering first-degree burns. Same goes with undead that are susceptible to fire. Should contact be maintained past the first emote, the severity will grow to second-degree upon the second emote, third-degree upon the third emote, then the searing of skin and flesh upon the fourth. This spell does not increase the strength of the Azdrazi, and each limb may only be ignited once per combat encounter. Whilst ignition, the Nephilim's movement is halved to two reduced to three blocks per emote. 

 

Should the target be wearing armor and if contact is maintained over three emotes, the third emote will result in the affected area to heat up - such as the entirety of an armor piece, but will not spread throughout the rest of the platemail. If skin/cloth comes into contact against the metal, it will cause second-degree burns. The temperature and burn severity will go no higher past the third emote.

 

- One act of immolation lasts [8] emotes, and requires [2] emotes to cast. Casting it further in spite of such draws an additional unit of Dragonsflame. (The cost turns from One to Two, and so forth), etc.

- Upon contact with descendant flesh, Immolation will instantly offer a second-degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. Contact against armor will require [3] emotes to cause any damage. On the third emote, the armor will heat up and result in second-degree burns should skin/cloth come into contact against the heated platemail.

- Each limb can only be immolated once per combat encounter. Once the duration is over, it cannot be reignited.  

- Immolation cannot be used at the same time as Flamebreath or Flamespew.

- Whilst casting a limb is immolated, base movement is slowed down to [2] blocks per emote.

 

OOC NOTE: In its current iteration, Immolation is in a very poor state. In my two years of being an Azdrazi I have never seen this enrapturement used, and the community as a whole agrees that it is in a very weak state. I believe it is best to remove this spell entirely, and add some of its effects to enwreathe. In exchange, Cindering Ward is proposed to be made a regular combative enrapturement. I personally believe it is redunant to have both this spell an enwreath when they do the same exact thing. After community polling, they are generally alright with the removal of this spell so long as the ability to light oneself on fire is an effect that can be added to enwreath.

 

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GENERAL REDLINES

 

OLD:

Spoiler

General Redlines:

- Dragonfire cannot melt metal in combat under any circumstance.

- Each spell has a full-cast time, meaning you have to connect each individual spell.

- All abilities consume 1 unit of Dragonflame per use unless stated otherwise.

- Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center.

- Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply.

- While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines.

- Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing.

- If underwater, the Nephilim is unable to cast. Rain is not enough to snuff out Dragonsflame.

- The tells for casting Dragonsflame must be visible around the Nephilim, varying between flame, smoke, and ash.

 

 

NEW:

Spoiler

General Redlines:

- Dragonfire cannot melt metal in combat under any circumstance.

- Each spell has a full-cast time, meaning you have to connect each individual spell.

- All abilities consume 1 unit of Dragonflame per use unless stated otherwise.

- Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center.

- Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply.

- While casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines.

- Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing.

- If underwater, the Nephilim is unable to cast. Rain is not enough to snuff out Dragonsflame.

- The tells for casting Dragonsflame must be visible around the Nephilim, varying between flame, smoke, and ash.

 

OOC NOTE: These redlines are already listed under the general enrapturement section, and as such this section is not needed as it is duplicated information.

 

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CINDERING WARD

 

OLD:

Spoiler

Cindering Ward

[2 Emotes: 1 Connect + 1 Cast | 2 Dragonsflame Units]

(Combative)

 

Description

A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the size of a tower shield, remaining in front of the individual.  Any physical attacks will cleave through the flame with ease, as the flame may only protect against the magical.

 

A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the size of the target, remaining in front of the individual.  Any physical attacks will cleave through the flame with ease, as the flame may only protect against the magical.

 

To begin the cast, the Nephilim uses two units of their Dragonsflame, condensing it into a mass in front of themselves, or another target. Over the course of the second emote, the tangible flame or ash spreads and solidifies into a large barrier. This ward will only defend against magicks, but will be useless against physical projectiles and strikes such as blades and arrows.

 

The ward is able to negate a single spell that is overpowered by powerful drakaarsflame. Corrupting magicks are consumed, before dispersing. For example, if the barrier is struck by a mass of malflame, the barrier grows corrupted instead of the Nephilim before extinguishing into ash. Ice will melt, flame negated, ectoplasm burnt. Spells with channeling effects such as flamethrowers will only grant protection against the first emote, before breaking. Xannic mists or magics which affect dragons/drakaar (or darkspawn) specifically would be unaffected, shattering the ward as the projectile strikes into the caster. This spell may be maintained for two additional emotes before expiring, needing to be recasted. If casted on someone else, the Azdrazi must keep line of sight to the target. This spell will only shift to protect the individual from attacks that are visible to the individual. Upon expiration, this spell will go into a three emote cooldown. The individual with the ward will have their movement slowed, only able to move three blocks per emote. 

 

- Cindering ward is a temporary spell, meaning once the barrier demanifests, expires, or breaks, this spell will go on a [3] emote cooldown.

- This spell requires [2] emotes to cast, requiring [2] Dragonsflame units to create. The ward will last an additional [2] emotes before expiring.

- The ward will protect against effective spells that last for a duration, but for only the first emote before breaking.

- Magics which are specifically effective against dragons/drakaar or darkspawn would ignore cindering ward.

- The ward will not protect against physical projectiles and strikes such as blades and arrows. The exception is enchanted projectiles and strikes, which are blocked if Cindering Ward is responsive to it’s specific type of magic.

- The ward will only protect against spells that are visible to the player. Any spells not in their field of view will not be blocked.

- The Azdrazi must maintain line of sight on an individual to cast this ward upon the target. After the ward is completed, it cannot be transferred to another.

- The ward would stand a meter in front of the target, as a [1] block wide wall from head to toe.

- The movement of the individual with the ward is slowed down to [3] blocks per emote.

- While Cindering Ward is up, the target and/or Azdrazi casting may begin to cast other spells or take other actions.

 

 

 

NEW:

Spoiler

Cindering Ward

[2 Emotes: 1 Connect 1 Charge + 1 cCast | 2 Dragonsflame Units]

(Combative)

 

Description

A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the form of either a protective haze of dragonsflame around the target, or may be shaped, such as into a pair of flaming wings that wrap about them size of a tower shield, remaining in front of the individual. Any physical attacks will cleave through the flame with ease, as the flame only protects against magical attacks may only protect against the magical.

 

A Nephilim may conjure a portion of their flame, channeling and condensing it into one area before allowing it to spread forth. Imbuing it with ancient high draconic, it gains protective properties, searing certain magic and consuming such - before demanifesting. The barrier will take the size of the target, remaining in front of the individual.  Any physical attacks will cleave through the flame with ease, as the flame may only protect against the magical. OOC NOTE: This paragraph is just a duplicate of the above paragraph and isn’t needed.

 

To begin the cast Over the course of two emotes, the Nephilim uses two units of their Dragonsflame, condensing it into a protective haze of dragonsflame around the target, or may be shaped, such as into a pair of flaming wings that wrap about them, which will become active on the second emote.  mass in front of themselves, or another target. Over the course of the second emote, the tangible flame or ash spreads and solidifies into a large barrier. This ward will only defend against magical attacks. Physical objects and projectiles such as swords or arrows will pass through the ward with ease. magicks, but will be useless against physical projectiles and strikes such as blades and arrows.

 

The ward is able to negate a single spell that is overpowered by the dragonsflame. powerful drakaarsflame. Corrupting magicks are consumed, before dispersing. For example, if the barrier is struck by a mass of malflame, the barrier grows corrupted instead of the Nephilim before extinguishing into ash. Ice will melt, flame negated, ectoplasm burnt. Spells with channeling effects such as flamethrowers will only grant protection against the first emote, before breaking. Xannic mists or magics which affect dragons/drakaar (or darkspawn) specifically would be unaffected, shattering the ward as the projectile strikes into the caster. This spell may be maintained for two additional emotes before expiring, needing to be recasted. If casted on someone else, the Azdrazi must keep they must be in line of sight of the Azdrazi on the casting emote. line of sight to the target. This spell will only shift to protect the individual from attacks that are visible to the individual. Upon expiration, this spell will go into on a three two emote cooldown. The individual with the ward will have their base movement slowed, only able to move three blocks per emote, and are unable to sprint.

 

- Cindering ward is a temporary spell, meaning once the barrier demanifests, expires, or breaks, this spell will go on a [3] emote cooldown. 

- This spell requires [2] emotes to cast, requiring [2] Dragonsflame units to create. The ward will last an additional [2] emotes before expiring. A person can only have one Cindering Ward on them at a time. Effectively, this ward can not be stacked to allow multiple instances of protection. 

- Once Cindering ward is cast, it will go on a [2] emote cooldown, unable to be charged during this time. This enrapturement can only be cast [2] times per combat encounter.

- The ward will protect against effective spells that last for a duration, but for only the first emote before breaking.

- The ward will instantly dissipate if it comes into contact with anti-magic, such as Thanhium, and will not protect against the attack.

- Magics which are specifically effective against dragons/drakaar or darkspawn would ignore cindering ward. OOC NOTE: Paladins are dead :(

- The ward will not protect against physical projectiles and strikes such as blades and arrows. The exception is enchanted projectiles and strikes, which are blocked if Cindering Ward is responsive to it’s specific type of magic.

- The ward will only protect against spells that are visible to the player. Any spells not in their field of view will not be blocked.

- The Azdrazi must maintain line of sight on an individual to cast this ward upon the target. After the ward is completed, it cannot be transferred to another.

- The ward would stand a meter in front of the target, as a [1] block wide wall from head to toe.

- The base movement of the individual with the ward is slowed down to [3] blocks per emote, and they can not sprint.

- While Cindering Ward is up, the target and/or Azdrazi casting may begin to cast other spells or take other actions.

OOC NOTE: Honestly this spell has been incredibly underutilized, and in a poor spot similar to immolation. I would like to see this spell moved to the combative enrapturements section as our singular defensive enrapturement. Any Azdrazi that have cindering ward as a selected augmented flame spell (lol) can select a new one from the remaining three by opening an sreq upon the passing of this amendpack. Perhaps at a later date a new augmented flame spell could be added, should this amendpack pass, to replace cindering ward, however that is outside of the scope of this amendment.

 

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PRIMORDIAL DESCENT

 

OLD:

Spoiler

Primordial Descent

[4 Emotes: 1 Connect + 3 Cast | 4 Dragonsflame Units]

(Combative)

 

Description

A Nephilim, emboldened by the history and what they were, may allow flame and fire to course through their body – strengthening it beyond mortal belief. A glimpse of the prior form that they once had. In this state, they grow as large as an Olog (9 ft maximum) with a thick tail and perhaps wings. They are unable to speak in anything but Draconic, whilst also being locked to their baseline abilities.

 

Upon using this spell, the Azdrazi’s form will slowly be overtaken by a large torrent of flame, leaving only a silhouette in the center from an outside point of view. The silhouette will grow in size, allowing the individual to burst out upon the completion of their transformation. If they sustained any injuries prior, it will transfer over to their draconic form. Whilst in the vortex, the Azdrazi is grounded - meaning they are immobile, nor can they attack or defend themselves.

 

This process will take four emotes to complete, and is able to be interrupted if the Azdrazi is staggered, winded or incapacitated. The flames of the torrent will exude heat, bringing mild harm to anyone should they come into melee range. If the individual was wearing armor prior to transformation, it will disappear - exposing the chitinous scales that cover the entirety of the lesser dragon’s form. Their draconic form will last for seven emotes, requiring one Dragonsflame unit to maintain it for an additional three emotes and so on.

 

As the completed transformation of the Azdrazi is revealed, they will gain two additional feet in height, capping at nine feet. Their form mimics that of a dragon’s - growing talons, a tail, and perhaps even wings. Their horns gain the durability of bone, whilst scales and spikes may not be more resilient than ceramic. In this form, the Azdrazi is unable to cast any advanced spells, limited to their Enrapturements. They are locked to speaking in only draconic tongue, whilst losing comprehension of common until the transformation is undone.

 

- Primordial Descent requires [4] emotes to cast, requiring concentration in the first emote, costing [4] Dragonsflame Units.  

- This lasts for [7] emotes. The nephilim can extend the transformation duration by [3] emotes at the cost of [1] Dragonsflame Unit. This extension may be continuously used if the nephilim has enough Dragonsflame Units.

- The spell may be interrupted mid-way, if the nephilim is incapacitated or staggered by a blow. The nephilim cannot move during transformation, nor can they attack or defend themselves.

- The vortex surrounding the nephilim exudes an intense heat that causes first-degree burns to those within a four block radius, save for Heralds and Azdrazi.

- Upon transforming, the nephilim’s armor is lost but ‘stored’, able to be reclaimed after they revert to their original form. They are unable to wear armor while maintaining this form.
- Injuries prior to transformation transfers over, same goes for any injuries gained whilst in their draconic form.

- Whilst in this form, the nephilim is able to only cast Enwreathe, Flamebreath, Flamespew, Immolation, and Cleansing.

- Nephilim’s strength is bolstered up to peak orc strength maximum.

- The tail may be used as a method of attack, but is not prehensile enough to grapple.

- The natural armor will have the durability of ceramic, allowing protection against bladed weaponry, whilst weak to blunt and piercing weapons/projectiles.

- Blades will chip off parts of their armor, without reaching flesh. Hammers, maces, etc will easily crack and expose flesh beneath.

- While in their draconic form, the nephilim loses the ability to comprehend common, only able to speak in Draconic.

- The Nephilim’s wings in this form allow them to glide midair in a straight line, should there be open and constant airflow in their surroundings. They cannot perform complex maneuvers, traveling 3 blocks forwards and 5 blocks downwards every emote. This cannot be used to gain altitude.

- They cannot carry individuals or heavy items while midair, nor can they use this ability to get to places they cannot access mechanically. Should their wing joints be pierced or broken during flight, the Nephilim will fall, resulting in injuries.

- Azdrazi are able to access their draconic forms out of combat using [2] Dragonsflame Units, with no upkeep cost or duration. Upon entering combat, they are forced back to their descendant form.

 

 

NEW:

Spoiler

Primordial Descent

[4 Emotes: 1 Connect + 3 Charge + 3 1 Cast | 4 Dragonsflame Units]

(Combative)

 

Description

A Nephilim, emboldened by the history and what they were, may allow flame and fire to course through their body – strengthening it beyond mortal belief. A glimpse of the prior form that they once had. In this state, they grow as large as an Olog (9 ft maximum) with a thick tail and perhaps wings. They are unable to speak in anything but Draconic, whilst also being locked to their baseline abilities.

 

Upon using this spell, the Azdrazi’s form will slowly be overtaken by a large torrent of flame, leaving only a silhouette in the center from an outside point of view. The silhouette will grow in size, allowing the individual to burst out upon the completion of their transformation. If they sustained any injuries prior, it will transfer over to their draconic form. Whilst in the vortex, the Azdrazi’s base movement is slowed to [1] block per emote, and they are unable to sprint or attack. Whilst in the vortex, the Azdrazi is grounded - meaning they are immobile, nor can they attack or defend themselves.

 

This process will take four emotes to complete, and is able to be interrupted if the Azdrazi is staggered, winded or incapacitated. The flames of the torrent extend in a [4] block radius around the Azdrazi will  that exudes heat, bringing mild harm to anyone should they come into contact with the flames melee range. OOC NOTE: Currently the size of the vortex is not actually specified anywhere in the mechanics section, only in the redlines. This is not a buff but just adding that redline information into the mechanics section, which is where it should be. If the individual was wearing armor prior to transformation, it will disappear - exposing the chitinous scales that cover the entirety of the lesser dragon’s form. Their draconic form will last for seven emotes, requiring one Dragonsflame unit to maintain it for an additional three emotes and so on.

 

As the completed transformation of the Azdrazi is revealed, they will gain two additional feet in height, capping at nine feet. Their form mimics that of a dragon’s - growing talons, a tail, and perhaps even wings. Their horns gain the durability of bone, whilst scales and spikes may not be more resilient than ceramic. In this form, the Azdrazi is unable to cast any advanced spells, limited to their Enrapturements. They are locked to speaking in only draconic tongue, whilst losing comprehension of common until the transformation is undone.

 

- Primordial Descent requires [4] emotes to cast, requiring concentration in the first emote, costing [4] Dragonsflame Units.

- While charging, the Azdrazi’s base movement is slowed to [1] block per emote, and they are unable to sprint or attack.

- This lasts for [7] emotes. The nephilim can extend the transformation duration by [3] emotes at the cost of [1] Dragonsflame Unit. This extension may be continuously used if the nephilim has enough Dragonsflame Units.

- The spell may be interrupted mid-way, if the nephilim is incapacitated or staggered by a blow. The nephilim cannot move during transformation, nor can they attack or defend themselves.

- The vortex surrounding the nephilim exudes an intense heat that applies the heating effects listed in the general enrapturement section. causes first-degree burns to those within a four block radius, save for Heralds and Azdrazi. OOC NOTE: I believe this shouldn’t not affect heralds, technically a nerf. Azdrazi are unaffected by heat per their physicality redlines so it doesn’t need to be restated here.

- Upon transforming, the nephilim’s armor is lost but ‘stored’, able to be reclaimed after they revert to their original form. They are unable to wear armor while maintaining this form.
- Injuries prior to transformation transfers over, same goes for any injuries gained whilst in their draconic form.

- Whilst in this form, the nephilim is able to only cast Enwreathe, Flamebreath, Flamespew, Immolation, Cindering Ward, Emboldened Strength, Imbued Roar, and Cleansing.
- Whilst in this form, an Azdrazi’s basic combative enrapturements cost [1] dragonsflame unit less, to a minimum of [1].

- Nephilim’s strength is bolstered up to peak orc strength maximum.

- The tail may be used as a method of attack, but is not prehensile enough to grapple.

- The natural armor will have the durability of ceramic, allowing protection against bladed weaponry, whilst weak to blunt and piercing weapons/projectiles.

- Blades will chip off parts of their armor, without reaching flesh. Hammers, maces, etc will easily crack and expose flesh beneath.

- While in their draconic form, the nephilim loses the ability to comprehend speak common, only able to speak in Draconic.

- The Nephilim’s wings in this form allow them to glide midair in a straight line, should there be open and constant airflow in their surroundings. They cannot perform complex maneuvers, traveling 3 blocks forwards and 5 blocks downwards every emote. This cannot be used to gain altitude.

- They cannot carry individuals or heavy items while midair, nor can they use this ability to get to places they cannot access mechanically. Should their wing joints be pierced or broken during flight, the Nephilim will fall, resulting in injuries.

- Azdrazi are able to access their draconic forms out of combat using [2] Dragonsflame Units, with no upkeep cost or duration. Upon entering combat, they are forced back to their descendant form.

OOC NOTE: This is updating the format of the emote at the top of the ability and making the burn effect on par with the rest of the proposed enrapturements. Also removing the casting of immolation since it will no longer exist should this amendpack pass and allowing for the casting of cindering ward. Some restrictions that I felt like were overly punishing compared to other enrapturements have been recommended for reworking.

 

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EMBOLDENED STRENGTH

 

OLD:

Spoiler

Emboldened Strength

[3 Emotes: 1 Connect + 2 Cast | 2 Dragonsflame Units]

(Combative)

 

Description

Should a Nephilim wish to use their new-found heritage for combative purposes, they may harness the power of their long-forgotten forms into specific parts of their body. When used, flames begin to weave over the limb, creating a tangible silhouette over it with fire and ash. Upon completion, the next strikes will gain increased strength and force before dissipating.

 

Upon the initial emote, flames or ash is conjured over the specified limb, weaving around it. Over the course of the next two emotes, the silhouette begins to gain more defined features along with solidification. The silhouette can take the shape of a gauntlet or draconic talons, though is simply aesthetic choice and variation as the limb becomes as durable as plate. The volatile Dragonsflame allows their strikes to have the same strength and impact as a olog, before going into a one emote cooldown where the Azdrazi is unable to cast whilst rendering that appendage fatigued. While fatigued, they are unable to attack and only defend. The spell may be interrupted should the nephilim be struck in the arm with holy magic, or cold-based magicks/metal.

 

- Emboldened Strength requires [3] emotes to cast, lasts for [4] strikes before going on a [1] emote cooldown. Whilst on cooldown, the nephilim is unable to cast or attack with the specified limb due to fatigue. This costs [2] units of Dragonsflame.

- This spell will only cover one limb at a time, requiring another complete cast to cover the other. When striking, to achieve an olog-strength strike would require that appendage to be the main force of power behind the attack.  

- Blunt weaponry will require two direct hits to break the silhouette, whilst slashing/piercing weapons require three. Once broken, the effect ends.

- The ability may be interrupted if struck by azdrazi weaknesses such as extreme cold, holy magics, or corrupting magics, breaking the silhouette.

- No movement restrictions, save for current CRP rules.

 

 

NEW:

Spoiler

Emboldened Strength

[3 Emotes: 1 Connect + 2 Charge + 2 1 Cast | 2 Dragonsflame Units]

(Combative)

 

Description

Should a Nephilim wish to use their new-found heritage for combative purposes, they may harness the power of their long-forgotten forms into specific parts of their body. When used, flames begin to weave over the limb, creating a tangible silhouette over it with fire and ash. Upon completion, the next strikes will gain increased strength and force before dissipating.

 

Upon the initial emote, flames or ash is conjured over the specified limb, weaving around it. Over the course of the next two emotes, the silhouette begins to gain more defined features along with solidification. The silhouette can take the shape of a gauntlet or draconic talons, though is simply aesthetic choice and variation as the limb becomes as durable as plate. The volatile Dragonsflame allows their strikes to have the same strength and impact as a olog, before going into a one two emote cooldown, where the Azdrazi’s limb that was emboldened is so fatigued that they are unable to attack with it for the duration. where the Azdrazi is unable to cast whilst rendering that appendage fatigued. While fatigued, they are unable to attack and only defend. The spell may be interrupted should the nephilim be struck in the arm with holy magic, or cold-based magicks/metal.

 

- Emboldened Strength requires [3] emotes to cast, lasts for [4] strikes before going on a [1 2] emote cooldown. Whilst on cooldown, the nephilim is unable to cast or attack with the specified limb due to fatigue. This costs [2] units of Dragonsflame. A Nephilim may attack while a limb is emboldened.

- While charging, the Azdrazi’s base movement is slowed to [3] blocks per emote.

- This spell will only cover one limb at a time, requiring another complete cast to cover the other. When striking, to achieve an olog-strength strike would require that appendage to be the main force of power behind the attack.  

- Should a Nephilim have a tail, they may imbue that tail as one of the limb options.

- Blunt weaponry will require two direct hits to break the silhouette, whilst slashing/piercing weapons require three. Once broken, the effect ends.
- The ability may be interrupted if struck by azdrazi weaknesses such as extreme cold, holy magics, or corrupting magics, breaking the silhouette.

- No movement restrictions, save for current CRP rules. 

OOC NOTE: This is just updating the format of the emote at the top of the ability and adding the attack action clarification, and a very slight nerf to compensate for the changes to heating/burning with the enrapturements. I would like to see Primordial Descent and Emboldened Strength be of relatively the same value.

 

 

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IMBUED ROAR

 

OLD:

Spoiler

Imbued Roar

[3 Emotes: 1 Connect + 2 Cast | 2 Dragonsflame Units]

(Combative/Non-combative)

 

Description

The draconic tongue, ancient yet mysterious. A nephilim may imbue power behind their words, roaring or chanting loudly to bring out its effects. Flame builds up within their throat, weaving over their forms before bursting out in a wave. If specific words are used within the chant, individuals who hear will be afflicted with various ailments or blessings. If no words are used, the spell will be that of a loud roar, causing no physical harm to the ears of those in range.

 

Two Dragonsflame units are used upon the initial casting of this vocal spell, the three emotes required being a buildup of fire within the Azdrazi’s throat. During this buildup, the Azdrazi’s movement is restricted to two blocks per emote in a ritualistic channel. The flame that dances over their form is for pure aesthetic purposes, ranging from a silhouette of a dragon’s head or jaws forming over their body or head to a faint vortex condensing within their mouths. Upon the release of the spell, a wave of harmless flame is sent out, requiring the emote to be made in #shout. The words for the roar to bear an imbuement must also be included in the emote, for its effects to take place. Any player within range of the emote (20 or 60 blocks) will be afflicted, though it may be negated if one covers their ears beforehand or has sufficient ear coverings that deafen sound. If an object is hurled at the Azdrazi’s head or throat with enough force to stagger or incapacitate, the spell will be interrupted.

 

L'gra  

If the Azdrazi uses the term L’gra in their roar, those who hear the emote will experience primal fear and intimidation for a single emote as if one were to be met against the presence of a dragon, causing a flight response and disconnecting any concentration based spells. Azdrazi will be immune to this spell, but heralds will not.

 

Kalith

Kalith means courage in the draconic tongue, and those of draconic affiliations and nature will be influenced with a morale boost. This does not allow one to ignore the pain of their injuries, though it would allow them to ignore the physical effects of their injuries or exhaustion for [2] emotes, as well as negating fear. Upon its expiration, any effects of fear-inducing spells/curses will return. This imbuement’s effects last for four emotes.

 

Mitne  

Any unlit sources such as torches, braziers, campfires, etc will be reignited instantly in a [20] or [60] (if in #rp or #s) block diameter. The light that comes from those sources will range from a mundane low flame to as bright as a brazier depending on the volume spoken. This imbuement may also snuff out lit sources within the range. Draconic or Heraldic flame which had been recently extinguished would be reignited, requiring [1] emote dedicated to extinguishing to put out.

 

- Imbued Roar requires [3] emotes to cast, and requires [2] Dragonsflame Units. If Mitne is used out of combat, it may be cast in [1] emote and will not require any Dragonsflame Units.

- While casting, the player’s movement is restricted to [1] block per emote.

- The emote made for its effects to take place must include the specified word, and can only be made in #s.

- Imbued Roar may only have one imbuement at a time, requiring a recast to imbue another effect.

- The roars/chanting will not be loud enough to cause permanent harm to one’s ears.

- The flames within this spell are aesthetic only, bringing no harm to those who touch it other than warmth.

- The imbuements will have no effect if sufficient deafening-specific covering is over the ears.

- The imbuements will not stack if numerous Azdrazi use the same imbuement. The duration will only be reset if used continuously.

 

L’gra

- Heralds will not feel the fear-inducing effects of L’gra if they are allied with the Azdrazi casting the spell.

- Creatures that do not have physical ears (Ghosts, etc) will still be affected by the imbuement if they are able to hear it.

- Targets affected by the fear are unable to cast or attack for [1] emote, with defense or movement unaffected. If in the middle of a cast, it is interrupted.

- If Templars are struck by this imbuement, they will become enraged as stated in their lore and are unaffected.

 

Kalith

- Only Azdrazi and heralds will gain the effects of this spell.

- One should not ignore or forget the fear of death whilst under the influence of Kalith.

 

Mitne

- The fire reignited by Mitne does not bear any magical properties unless they were magical beforehand.

- Draconic or Heraldry flame which has been extinguished for more than five emotes cannot be reignited. - If a flame, even magical, had something preventing it’s lighting (Such as being submerged fully in water), then it would not re-light again.

 

 

NEW:

Spoiler

Imbued Roar

[3 Emotes: 1 Connect + 2 Charge + 2 1 Cast | 2 Dragonsflame Units]

(Combative/Non-combative)

 

Description

The draconic tongue, ancient yet mysterious. A nephilim may imbue power behind their words, roaring or chanting loudly to bring out its effects. Flame builds up within their throat, weaving over their forms before bursting out in a wave. If specific words are used within the chant, individuals who hear will be afflicted with various ailments or blessings. If no words are used, the spell will be that of a loud roar, causing no physical harm to the ears of those in range.

 

Two Dragonsflame units are used upon the initial casting of this vocal spell, the three emotes required being a buildup of fire within the Azdrazi’s throat. During this buildup, the Azdrazi’s movement is restricted to two blocks per emote in a ritualistic channel. The flame that dances over their form is for pure aesthetic purposes, ranging from a silhouette of a dragon’s head or jaws forming over their body or head to a faint vortex condensing within their mouths. Upon the release of the spell, a wave of harmless flame is sent out, requiring the emote to be made in #shout. The words for the roar to bear an imbuement must also be included in the emote, for its effects to take place. Any player within range of the emote (20 or 60 blocks) will be afflicted, though it may be negated if one covers their ears beforehand or has sufficient ear coverings that deafen sound. If an object is hurled at the Azdrazi’s head or throat with enough force to stagger or incapacitate, the spell will be interrupted.

 

L'gra  

If the Azdrazi uses the term L’gra in their roar, those who hear the emote will experience primal fear and intimidation for a single emote as if one were to be met against the presence of a dragon, causing a flight response and disconnecting any concentration based spells. Azdrazi will be immune to this spell, but heralds will not.

 

Kalith

Kalith means courage in the draconic tongue, and those of draconic affiliations and nature will be influenced with a morale boost. This does not allow one to ignore the pain of their injuries, though it would allow them to ignore the physical effects of their injuries or exhaustion for [2 4] OOC NOTE: This is not a buff, but rather amending a conflict in the following sentence/redlines. emotes, as well as negating fear. Upon its expiration, any effects of fear-inducing spells/curses will return. This imbuement’s effects last for four emotes.

 

Mitne  

Any unlit sources such as torches, braziers, campfires, etc will be reignited instantly in a [20] or [60] (if in #rp or #s) block diameter. The light that comes from those sources will range from a mundane low flame to as bright as a brazier depending on the volume spoken. This imbuement may also snuff out mundane or draconic environmental fires within its arealit sources within the range. OOC NOTE: Despite being draconic masters of fire we don’t actually have any way within the lore to put out fire. This will add some utility to Mitne since it hardly ever sees any use. Draconic or Heraldic flame which had been recently extinguished would be reignited, requiring [1] emote dedicated to extinguishing to put out.

 

- Imbued Roar requires [3] emotes to cast, and requires [2] Dragonsflame Units. If Mitne is used out of combat, it may be cast in [1] emote and will not require any Dragonsflame Units.

- While casting charging, the player’s movement is restricted to [1] block per emote.

- The emote made for its effects to take place must include the specified word, and can only be made in #s. - Imbued Roar may only have one imbuement at a time, requiring a recast to imbue another effect.

- The roars/chanting will not be loud enough to cause permanent harm to one’s ears.

- The flames within this spell are aesthetic only, bringing no harm to those who touch it other than warmth. 

- The imbuements will have no effect if sufficient deafening-specific covering is over the ears. 

- The imbuements will not stack if numerous Azdrazi use the same imbuement, and a person can only be affected by L’gra once every [3] emotes. Effectively, Azdrazi can not chain casts of L’gra together to keep someone feared. The duration will only be reset if used continuously.

 

L’gra

- Heralds will not feel the fear inducing effects of L’gra if they are allied with the Azdrazi casting the spell. 

- Creatures that do not have physical ears (Ghosts, etc) will still be affected by the imbuement if they are able to hear it.

- Targets OOC NOTE: Typo affected by the fear are unable to cast or attack for [1] emote, with defense or movement unaffected. If in the middle of a cast, it is interrupted.

- If Templars are struck by this imbuement, they will become enraged as stated in their lore and are unaffected.

 

Kalith

- Only Azdrazi and heralds will gain the effects of this spell.

- One should not ignore or forget the fear of death whilst under the influence of Kalith.

 

Mitne

- The fire reignited by Mitne does not bear any magical properties unless they were magical beforehand. 

- Draconic or Heraldry flame which has been extinguished for more than five emotes cannot be reignited.  
- If a flame, even magical, had something preventing it’s lighting (Such as being submerged fully in water), then it would not re-light again.

 

 

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RITUAL OF WARDING

 

OLD:  

Spoiler

Ritual of Warding

[3 Emotes: Freeform | 3 Dragonsflame Units]

(Non-combative)

 

Description

A Nephilim may grant a blessing upon a Descendant, acting as a shield against the mental influences of Dark Magick, be it Siliti Thralling, geists of Mystics, etc. This requires one Nephilim, engraving an inscription on any part of their body with a portion of their flame - searing it onto their skin. One Nephilim may bestow this boon upon three individuals at the max.

 

This boon takes three emotes total, requiring the Azdrazi preforming the ritual to conjure their flame and carve it into their target’s flesh. The dragonkin must use three Dragonflame Units to begin the imbuement, implanting one of their Units into the individual. This process will be far from painless, as skin and flesh is seared. The effects of the blessing is that of a mental ward, preventing any attacks to the consciousness and mind.  This boon may only be granted one per descendant, and may only be given once per day. One Azdrazi may only grant this gift to a maximum of three individuals.

 

Should the individual wish to erase the ward, the Azdrazi may clear the marking of flame by siphoning their Dragonsflame from the tattoo, wholly erasing the mark and its effects - leaving a scar. Alternatively, Xannic mists will purge it completely, leaving no remnants behind, along with other deific sources. Should the boon be removed by the latter, the Dragonsflame Unit will still return to the original Azdrazi. Alternatively, should the Azdrazi seek to retrieve their blessing by force, they may take it back should they maintain contact with the marking for two emotes.

 

- The Ritual of Warding requires [3] emotes and [3] Dragonsflame Units. This rite may only be performed once per day. Upon the completion of the ritual, the Azdrazi loses [1] Dragonsflame Unit permanently until it is returned. The ward may only be given out of combat. Only three wards may be given per Azdrazi. An individual cannot have more than one ward on them at the same time.

- Should the Descendant wish to remove the mark, they are given two options. Either to ask the original Nephilim to remove it, or have it be purged by Xannic mists. Should it be purged, the Dragonsflame Unit will return to the original Nephilim.

- If the Nephilim wishes to retrieve their unit, they must maintain contact with the engraving for [2] emotes.

- This can be applied only once per Descendant, and cannot be applied to a Nephilim.

- If the Descendant was under the influence of dark magicks, such as Silit Enthrallment, prior to the ritual, the ward will not function.

- Curses and Mental Influences include that of the Naztherak, Frost-Witches, Siliti, and Mystic Hexes, and Phantom Possession.

- The amount of Dragonsflame Units lost, and those who have it must be recorded on the Nephilim’s CA.

- More boons may be written with the acceptance of a MArt/Lore Addition.

 

 

NEW:

Spoiler

Ritual of Warding

[3 Emotes: Freeform | 3 Dragonsflame Units]

(Non-combative)

 

Description

A Nephilim may grant a blessing upon a Descendant, acting as a shield against the mental influences of Dark Magic.  k, be it Siliti Thralling, geists of Mystics, etc.  This requires one Nephilim, engraving an inscription on any part of their body with a portion of their flame - searing it onto their skin. One Nephilim may bestow this boon upon three two individuals at the max.

 

This boon takes three emotes total, requiring the Azdrazi preerforming OOC NOTE: Typo the ritual to conjure their flame and carve it into their target’s flesh. The dragonkin must use three Dragonflame Units to begin the imbuement, implanting one of their Units into the individual. This process will be far from painless, as skin and flesh is seared. The effects of the blessing is that of a mental ward, preventing any mental influences from attacks to the consciousness and mind Dark Magic, specifically: Naztherak Boons, Banes, and Cursing, Naztherak Rituals, Necromantic Rituals, Mystic Rituals, Zar’akal Facade, Zar’akal Possession, Mystic Hexes, Ghost Possession, and Wight Possession.  This boon may only be granted one per descendant, and may only be given once per day [4] ooc weeks. One Azdrazi may only grant this gift to a maximum of three two individuals.

 

Should the individual wish to erase the ward, the Azdrazi may clear the marking of flame by siphoning their Dragonsflame from the tattoo, wholly erasing the mark and its effects - leaving a scar. Alternatively, Xannic mists will purge it completely, leaving no remnants behind, along with other deific sources. Alternatively, a Cleric’s Purity of Sanction can be used to purge the mark. Should the boon be removed by the latter, the Dragonsflame Unit will still return to the original Azdrazi. Alternatively, should the Azdrazi seek to retrieve their blessing by force, they may take it back by calling upon their dragonsflame at any time over the course of [3] emotes. should they maintain contact with the marking for two emotes.

 

- The Ritual of Warding requires [3] emotes and [3] Dragonsflame Units. This rite may only be performed once per day every [4] OOC weeks. Upon the completion of the ritual, the Azdrazi loses [1] Dragonsflame Unit permanently until it is returned. The ward may only be given out of combat. Only three two wards may be given per Azdrazi. An individual cannot have more than one ward on them at the same time. 

OOC NOTE: The reason for this change will be explained further down in the redlines. Due to this change, the cooldown for the ritual has been increased as a recommendation to prevent ward-spamming.

- This mark can only be given to a Descendant with an unaltered soul. This mark can not be used to metagame or ‘darkspawn test’. Should this mark be attempted to be placed upon anything with an altered soul, the mark will fail and the Azdrazi will not know the reason why.

- Should the Descendant wish to remove the mark, they are given two options. Either to ask the original Nephilim to remove it, or have it be purged by Xannic mists a Cleric's Purity of Sanction. Should it be purged, the Dragonsflame Unit will return to the original Nephilim.
OOC NOTE: RIP Palabros :(

- If the Nephilim wishes to retrieve their unit revoke their boon, they may do so at any time by calling upon their dragonsflame over the course of [3] emotes. The warded player must be made aware that their boon is being revoked. must maintain contact with the engraving for [2] emotes. 

OOC NOTE: Most Azdrazi do not want to risk using this ritual because what if the player stops playing? Dragonsflame is, essentially, a piece of the Azdrazi’s soul and as such should be able to be recalled at any time. Even if the other changes to this spell are denied I would highly recommend considering this change, as currently an Azdrazi can permanently lose a unit of Dflame with no recourse if the marked player stops playing or is banned etc. This is the primary reason and concern behind why 99% of Azdrazi do not use this ritual and is (in my opinion) a glaring oversight.

- This can be applied only once per Descendant, and cannot be applied to a Nephilim.

- If the Descendant was under the influence of dark magicks, such as Silit Enthrallment, prior to the ritual, the ward will not function.

- Curses and Mental Influences of dark magic include, specifically: Naztherak Boons, Banes, and Cursing, Naztherak Rituals, Necromantic Rituals, Mystic Rituals, Zar’akal Facade, Zar’akal Possession, Mystic Hexes, Ghost Possession, and Wight Possession. that of the Naztherak, Frost-Witches, Siliti, and Mystic Hexes, and Phantom Possession.

OOC NOTE: RIP Siliti, RIP Frost Witches :(

-  The Ritual of Warding must be represented by a Player-Signed item created by the Nephilim. These items cannot be ‘robbed’ IRPly given they are just a means of tracking. This item must state the username and roleplay name of the character it has been applied to, and must include the following text in the description:

 

This item follows all redlines of the ability Ritual of Warding from [✓] [CA] Nephilim, The Lesser Dragonkin.

 

- When a boon is revoked, removed, or cleansed, the item must be [/use]’d for tracking purposes, and the both the Nephilim that initially gave the boon and the player that received the boon must be oocly made aware.

- It is considered metagaming to use this item as proof of having a boon from an Azdrazi, or to immediately assume that it has come from an Azdrazi as every mark is different. Proper roleplay must be done to find the mark upon the descendant’s form, which specifically denotes the area being searched. A catch all ‘searches everywhere’ emote does not suffice.

OOC NOTE: I do not believe it is necessary to clog SREQs for this ability. This allows for Nephilim to internally track this boon without needing to SREQ for it. I do not believe that this is specifically a buff to this ability, but rather a rework that brings it into a more modern and usable state that outlines clearly what it does and does not actually protect against.

- The amount of Dragonsflame Units lost, and those who have it must be recorded on the Nephilim’s CA. 

- More boons may be written with the acceptance of a MArt/Lore Addition.

OOC NOTE: For implementation purposes should these changes pass, I offer the following recommendation: It is expected that Azdrazi that have given out these boons inform those players of the changes to this ability and supply the required item for tracking purposes upon this amendment passing. Should an Azdrazi have more than two players warded already (lol) they must indicate to ST which of the three they are dropping the boon for and the Azdrazi must make that player aware that their boon no longer functions.

 

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DRACONIC FALLALERY

 

OLD:  

Spoiler

Draconic Fallalery

 

As the Nephilim grow in age, so do their bodies. Immortal in terms of time, their forms begin to take on more draconic traits. They are able to resist this eventual transformation should they wish, or embrace it. The pronounced features may vary; be it the addition of horns, talons, a scaled tail, etc.  This transformation tends to vary between Nephilim to Nephilim, gaining more characteristics as they age.

 

The features that they gain may be chosen from the list below, receiving one choice per tier. These characteristics are purely for aesthetic, as they are optional and cannot be used to gain any advantage during combat.

- Extra pairs of horns

- Rigid/scaled tail

- Elongated talons

- Rigid/spiked scales

- Colored Dragonsflame, ranging from red to yellow.
- Battered Wings

 

Each tier takes a specific amount of time to go up. The Nephilim is tier 0 upon the date of their CA acceptance. Unlike other tier systems, Draconian Fallalery only has three tiers.

- Tier 0-1: 1 month [4 weeks]

- Tier 1-2: 2 months [8 weeks]

- Tier 2-3: 3 months [12 weeks]

 

- Rigid scales and horns cannot be used as protection during combat. They will break off easily upon a weapon’s strike.

- The talons do not offer an advantage in combat, unable to pierce skin

- The tail is not prehensile enough to grapple, nor is it strong enough to knock back an individual if swung. - If the tail were to be severed, the Nephilim will bleed and feel pain accordingly.
- The wings cannot be used to gain any advantage during combat, nor do they allow flight. They are the same color as the Nephilim’s scales, stretching at most 4 feet in width. This option can only be taken when an Azdrazi is T3.
- As stated in the redlines of this ability, all objects of Draconic Fallalery are incapable to be used in combat and are purely aesthetic. Should someone swing upon the back of a Nephilim it would easily tear through the wings, they are too weak to be used to block hits or move things away.

 

 

NEW:

Spoiler

Draconic Fallalery

 

As the Nephilim grow in age, so do their bodies. Immortal in terms of time, their forms begin to take on more draconic traits. They are able to resist this eventual transformation should they wish, or embrace it. The pronounced features may vary; be it the addition of horns, talons, a scaled tail, etc.  This transformation tends to vary between Nephilim to Nephilim, gaining more characteristics as they age.

 

The features that they gain may be chosen from the list below, receiving one choice per tier. These characteristics are purely for aesthetic, as they are optional and cannot be used to gain any advantage during combat. These characteristics offer limited functionality in combat.

- Extra pairs of horns

- Rigid/scaled tail

- Elongated talons

- Rigid/spiked scales

- Colored Dragonsflame, ranging from red to yellow.

OOC NOTE: This lore in fallalery is conflicting with the lore stated in the general enrapturements section. Colored dragonsflame is not tied to the age of the Azdrazi and as such does not need to be listed here.
- Battered Wings

 

Each tier takes a specific amount of time to go up. The Nephilim is tier 0 upon the date of their CA acceptance. Unlike other tier systems, Draconian Fallalery only has three tiers.

- Tier 0-1: 1 month [4 weeks]

- Tier 1-2: 2 months [8 weeks]

- Tier 2-3: 3 months [12 weeks]

 

- Rigid scales and horns cannot be used as protection during combat. They will break off easily upon a weapon’s strike.

- Talons have the durability of ferrum and can not pierce anything more durable than cloth.

- The tail can be used to attack, and bears the same blunt-force as whatever the Nephilim’s current strength is, but is not prehensile enough to grapple or hold onto items. Attacking with the tail is a major action. Effectively, a Nephilim can not attack with their tail and a weapon in the same turn.

- The talons do not offer an advantage in combat, unable to pierce skin.

- The tail is not prehensile enough to grapple, nor is it strong enough to knock back an individual if swung.

- If the tail were to be severed, the Nephilim will bleed and feel pain accordingly.

- The wings are not fully functional and as such do not allow for flight. However, they can be used to hover up to [1] foot off of the ground, and can be used to catch themselves to negate fall damage cannot be used to gain any advantage during combat, nor do they allow flight. They are the same color as the Nephilim’s scales, stretching at most 4 feet in width. This option can only be taken when an Azdrazi is T3.

- As stated in the redlines of this ability, all objects of Draconic Fallalery are incapable to be used in combat and are purely aesthetic. Should someone swing upon the back of a Nephilim it would easily tear through the wings, they are too weak to be used to block hits or move things away.

OOC NOTE: I feel like having these features be completely unusable in combat is a bit of a holdover from older lore as more modern cas allow the use of their natural features (moroi, lycan, zarakal, zarei, palelord/knights, etc). These are nominal ‘buffs’ however, these changes offer no increase to an Azdrazi’s survivability or the overall amount of damage they can do. PLEASE NOTE: Azdrazi still do not have any kind of functional natural armor. That has not been changed.

 

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SHRINES

 

OLD:  

Spoiler

Shrines

Much like their progenitor, Azdromoth, the Nephilim are naturally inclined towards earth, fire, and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice, immortality, and rest. For this reason, many Nephilim find themselves tasked with arts and crafts ranging from simple shrine construction to the creation of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim these marvelled creations, serving as both the den of the Nephilim and a place where they might enact their service and praise to Azdromoth. 

 

Shrines bear twelve units of Dragonsflame, per each revival; one unit is lost. Should it have no more units, it is not able to be used as an RP respawning area and Nephilim must grant it back the units to continue using it.

 

Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Nephilim and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied.  

 

Once the shrine structure is built, a Nephilim or Ordained Heralds must ignite a pyre with their own draconic flame or draan, whether that be a great hearth, large censur, or other such object, which symbolizes the draconic power present within the altar. Once this is completed, the shrine may be activated and may be used as a point to “respawn” the Nephilim in accordance with their respawn mechanics. It may also be used as a hoard and a place necessary to forge weapons and perform rituals.   

 

Aesthetically, shrines may be hot, have embers idly floating about, or even a faint cloud of ash or smoke which lies on the ground. So long as aesthetics offer no combat advantage, nor pose any harm to non-Nephilim within, then the aesthetic options are virtually limitless.  

 

In order to be valid, shrines must be approved by an ST via a locked sign stating them as such.  

- Drakeshrines will now be personal, with them only being able to be bound to one Nephilim at a time. 

- A Nephilim can only bind themselves to one Drakeshrine, and should it be destroyed, then they’ll need to make a new one bind themselves to.

- These should be mechanically represented with a build, and require a [ST-Approved] Sign to validify it.

- Should a Nephilim perish, or die via CRP or conflict that they chose to switch to PVP, and they are not bound to a Drakeshrine, then they are temporarily PK’d until their kin, or followers, make a Drakeshrine for them to respawn in. In order to create a drakeshrine for someone else, they must speak the draconic name of the nephilim in order to grant it for them.

- There is no requirement of PRO or RO permission to build a drakeshrine, as long as the player has access to the build.

- Should a Nephilim perish in CRP or PVP, they respawn in their Drakeshrines – should it be standing, and not destroyed – rather than at Cloud-Temple for the Monks abhor them.

- To fully create a shrine, one Nephilim must grant two units of Dragonsflame to it or two Ordained Heralds must channel their draan onto it, making them unable to cast their magicks for [3] OOC days.

- The units of Dragonsflame is player-tracked via a sign stating how much Dragonsflame is within it. If abuse of this freeform and simple system is found, punishment is granted. ST will only approve them via a locked sign. 

 

NEW:  

Spoiler

Shrines

Much like their progenitor, Azdromoth, the Nephilim are naturally inclined towards earth, fire, and the shaping of stone. The hardy, near-infinite substance emulates the undying will of the dragons and the ferocity of their impenetrable scales. It represents timelessness and sacrifice, immortality, and rest. For this reason, many Nephilim find themselves tasked with arts and crafts ranging from simple shrine construction to the creation of grand, towering monuments of stone. Rare earth metals and precious gems are even more treasured and appreciated, often used to decorate and trim these marvelled creations, serving as both the den of the Nephilim and a place where they might enact their service and praise to Azdromoth. 

 

Shrines bear twelve units of Dragonsflame, per each revival; one unit is lost. Should it have no more units, it is not able to be used as an RP respawning area and Nephilim must grant it back the units to continue using it.

 

Shrine Overview 

Shrines are locations or monuments built by Nephilim in honor of Azdromoth, serving as a ritual ground or den where the Nephilim and their Heralds may assemble. These locations are rather freeform in terms of their make, so long as their overall theme pertains to earth, fire, and the draconic; allowing it to be anything from a mere altar atop a mountainous peak, to a great temple built within the heart of a volcano. Though much freeform is allowed, in order for a shrine to be considered valid, it must be at least seven by seven meters in size, whether that be the altar, pedestal, or chamber itself. Typically, magma, nether, and fire-themed blocks are appropriate for such builds, though so long the build pertains to the overall theme, other blocks may be applied.

 

Once the shrine structure is built, a Nephilim or Ordained Heralds must ignite a pyre with their own draconic flame or draan, whether that be a great hearth, large censur, or other such object, which symbolizes the draconic power present within the altar. Once this is completed, the shrine may be activated and may be used as a point to “respawn” the Nephilim in accordance with their respawn mechanics. It may also be used as a hoard and a place necessary to forge weapons and perform rituals.   

 

Aesthetically, shrines may be hot, have embers idly floating about, or even a faint cloud of ash or smoke which lies on the ground. So long as aesthetics offer no combat advantage, nor pose any harm to non-Nephilim within, then the aesthetic options are virtually limitless.  

 

In order to be valid, shrines must be approved by an ST via a locked sign stating them as such.  

- Drakeshrines will now be personal, with them only being able to be bound to one Nephilim at a time.

- A Nephilim can only bind themselves to one Drakeshrine, and should it be destroyed, then they’ll need to make a new one bind themselves to. 

- These should be mechanically represented with a build, and require a [ST-Approved] Sign to validify it. 

- Should a Nephilim perish, or die via CRP or conflict that they chose to switch to PVP, and they are not bound to a Drakeshrine, then they are temporarily PK’d until their kin, or followers, make a Drakeshrine for them to respawn in. In order to create a drakeshrine for someone else, they must speak the draconic name of the nephilim in order to grant it for them.

- There is no requirement of PRO or RO permission to build a drakeshrine, as long as the player has access to the build.

- Should a Nephilim perish in CRP or PVP, they respawn in their Drakeshrines – should it be standing, and not destroyed – rather than at Cloud-Temple for the Monks abhor them. 

- To fully create a shrine, one Nephilim must grant two units of Dragonsflame to it or two Ordained Heralds must channel their draan onto it, making them unable to cast their magicks for [3] OOC days.

- The units of Dragonsflame is player-tracked via a sign stating how much Dragonsflame is within it. If abuse of this freeform and simple system is found, punishment is granted. ST will only approve them via a locked sign. 

OOC NOTE: I’m going to be honest, ST do not put how many units are in a drakeshrine on the ST approved sign. I don’t feel as though this mechanic is even necessary. Tracking units with the drakeshrine is a weird, unnecessarily complicated mechanic.

 

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32 minutes ago, ғꮖꮮꮖꭺꮮꮪ said:

This amendpack was actually written by PrimnyaQuorum idk anything about that

I was threatened at gunpoint by an unknown dragon 

 

I didn't actually write this one tbh this was mostly other people. HOWEVER if this doesnt pass for some reason, I will write the 20 page rebuttal

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this was written by primnyaquorum to celebrate #pride

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I love lizards +1

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Lyn u didn’t consult me wtf

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I reread and understand the change with Enwreathe but I no likey not having it right under the spell for ease of access

 

 

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14 minutes ago, Coronate said:

I don’t agree with merging Enwreathe and Immolation especially when you seemingly removed a lot of redlines related to the intent and point of the spell of Enwreathe regarding burns and the heating up of your opponents weapons and armor :(

 

 

All of the redlines have been moved to the general enrapturement section as all heating/burns have been standardized. It states that in the redlines in both sections.

Also functionally all immolation did was let you light yourself on fire, but were unable to actually burn anything for 3 emotes after immolating. If I were to update it, I would have just given it the same burning effects as enwreath and the other enrapturements (as all burning effects have been standardized which again, is mentioned several times through out the amendpack. I'm not entirely certain how you missed that) and it seemed counter intuitive to have the same spell listed twice but one works on weapon and one works on body. Easier to merge them.

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