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[Addition] make weirhency great again

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old:

Spoiler

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

 

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

 

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

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

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

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

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

 

Sapping may also be employed noncombatively to an extent, the Necromancer reaching their Lifeforce out into an area of at most [5] meters in diameter around them as their dreaded presence draws the fickle life from flora and miniscule fauna. Plant life such as flowers, vines, and parts of trees would wither within this presence, only returning to their former levels once such a force vacated their locale. Creatures no larger than a squirrel in size would weaken and grow visibly more gaunt, and so on. This effect would hold no effect within combat, unable to truly drain away the life of anything involved within.

 

Rᴇᴅʟɪɴᴇꜱ:

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

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

Sapping’s tether can be broken in four ways: Firstly, if the Necromancer is struck by any blow, forced to dodge/sidestep something that would otherwise hit them, or otherwise loses their concentration through other magics; secondly, if the target moves over [6] meters from the Necromancer; thirdly, if the tether is physically interrupted by either thanhium, aurum, a shield, or a physical wall; fourthly, if the tether comes in contact with any combative ability or spell from Holy Magic.
Spectral and incorporeal entities will not be affected by Sapping as their lifeforce has been meshed together to form into Ectoplasm.

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

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

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

 

new (totally better i swear....):
 

Spoiler

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

 

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

 

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

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

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

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

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

 

Sapping may also be employed noncombatively to an extent, the Necromancer reaching their Lifeforce out into an area of at most [5] meters in diameter around them as their dreaded presence draws the fickle life from flora and miniscule fauna. Plant life such as flowers, vines, and parts of trees would wither within this presence, only returning to their former levels once such a force vacated their locale. Creatures no larger than a squirrel in size would weaken and grow visibly more gaunt, and so on. This effect would hold no effect within combat, unable to truly drain away the life of anything involved within.
 

This may be used in an inverted form, weaving foreign Lifeforce into the environment to bolster the local life. This can provide a superficial effect of rapid growth, though this comes with the inconvenient contrivance of enraging the nearby flora - something a Druid would sense via Communion, the voice of nature replaced with a cacophany of wails. This cannot be used to any combative effect, serving a purely aesthetics purpose.

 

Rᴇᴅʟɪɴᴇꜱ:

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

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

Sapping’s tether can be broken in four ways: Firstly, if the Necromancer is struck by any blow, forced to dodge/sidestep something that would otherwise hit them, or otherwise loses their concentration through other magics; secondly, if the target moves over [6] meters from the Necromancer; thirdly, if the tether is physically interrupted by either thanhium, aurum, a shield, or a physical wall; fourthly, if the tether comes in contact with any combative ability or spell from Holy Magic.
Spectral and incorporeal entities will not be affected by Sapping as their lifeforce has been meshed together to form into Ectoplasm.

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

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

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

 

idk. uh. xionism.  changes bolded 

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