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About _Twi

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  1. A mali scans through the missive, tilting her head to the right as she processes the contents. A moment later she would release a loud “Hrrmmm” and decides to go back and properly read through it, after which she clears her throat as the words further sink in..
  2. do you ever just.. 🤡

  3. What happened to the snake facts man..

  4. Yeah, as I stated the primary thing I messed with was trying to balance that out without just making it a useless magic. I’ve been told by a few to wipe TA’s so that the magic can have more ‘newer’ flavourful users though i’ve yet to actually make my mind up on that issue. – Thanks for the feedback though.
  5. Origin Electrical Evocation hails from a similar nature of that from the other evocations. Ever since the Descendants have walked the Mortal Plane, there have been those who have wished to bend the elements to their will. Through the usage of the void and mana, these descendants coined evocation. From evocation came the five derivatives of elemental evocation, as such, electrical evocation is one of them. This deadly art is one that involves producing offensive, bright, lightning based strikes . Magic Explanation Electric Evo works by calling forth energy from the void, this potential energy is then formed in the real world as a static charge. From this static charge, a mage can use energy to produce electricity (in the form of visible sparks). Where normal electricity is normally invisible, electric evocation instead works by producing constant arcs, these arcs bounce off of air particles and can be controlled to a slight degree by the mage. Once the electricity arcs through the air, it travels at tremendous speeds. As a result, Electric Evocation is primarily viewed as a combat energy. Though since the fundamental nature of the magic is to evoke high energy charges, it requires more time and preparation than other evocations to cast, leaving the mage considerably more vulnerable during this critical stage. Not only this but the magic itself could be considered more dangerous and wild to cast, if one were to mess up hard enough the magic itself could backlash upon the user, as the magic itself forms differently. Electric Evocation takes up [1] Magic Slot, it is not a feat. Electric Evocation requires a stable connection to the void and ample mana to cast. Electric Evocation is of the subclass Evocation under the class of Voidal Magic. Electric Evocation can be learned from those who possess a [TA] in the magic. Electric Evocation users must have a valid [MA] to use it in-game. Casting Electric Evocation The casting process for Electrical Evocation is in principle very similar to other evocations. The mage starts by connecting to the void, creating a mental space in their mind. In this mind, they can use the properties they’ve learned of the element to form a picture. This picture can then be drawn into the real world. However, Electrical Evocation is slightly unique in this process. It is instead the evocation of charged particles into the world, instead of visualising the actual arcs themselves. The visual arcs come from the particles being charged which have been drawn from the void. These particles then bounce off each other in a controlled manner around the mage, who can then discharge the sparks in any direction they please, completing the casting process. Casting Electric Evocation is considerably longer and requires more energy than some other evocations, On top of this, unlike other evocations, Electric evocation can not be fizzled out half way through the casting process as it is a far more wild art, nor can it be held for longer than the amount of time (emotes) without an overcharge back lashing on the user when cast. Learning Electric Evocation To learn electric evocation one must have both a connection to the void as well as a teacher to be able to teach them. Since electricity is only typically viewed in nature as lightning, mages generally seek to use lightning as an analogy for their spells. It must be taught to the student that lightning is the result of charged energy from the void. Since technology is primitive and less understood at this point in time, mages choose to understand this concept as “charged mana,” or “charged potential” instead. They use this charged potential energy in the void and then draw it into the world, producing arcing sparks, these sparks, then as described above can be discharged in a variety of different manners. Electric Evocation is learned under basic progression times. Properties of Electricity Electricity is hard to understand for many Descendants, as a result the properties must be clearly outlined in a way that can be interpreted easily by students and learners. Electricity moves fast, and produces light. The charged energy can also produce a lot of heat at the location where it strikes, possibly resulting in burns. Descendants must also understand that electricity is moved by conductors, like metals and iron, and resisted by insulators like wood. Electricity, once it begins to form is a wild force meaning that it is hard to control, as well as tame. As a result, once a spell of electricity is launched, it is launched and cannot be undone. Electricity normally does not have an appearance, instead it is the arcing of the energy off the particles which the mage commands that produces the visible light. Electricity that arcs as described above produces visible light, this visible light can be either yellow, white, purple, or blue. These colours are unique to the mage and typically model the closest colour to the mage’s aura (not the colour of the aura, but a close cousin of that colour instead). This means that there should normally be no black or red lightning. Electricity is extremely fast. This means that when released it cannot be cancelled and depending upon how far the caster is into casting a spell - he may personally suffer from it as they would be building up a wild, dangerous force only to try and quell it. To prevent the caster from simply stopping he is more likely to let out a small arc of electricity which can easily be prevented with metal deterrents, or shielding insulators like wood. Due to electricity being extremely fast it takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles, as the user is NOT visualising the arcs of lightning. Things such as metal attract electricity very well due to it being a conductor. This means that casting against one in armour is somewhat easier, though they may have some resistance against it. The most likely scenario is that the recipient of the spell will gain worse burns though they will find the stunning aspect of the magic to not affect them as much. This can also be an issue for a caster as if they are in urban areas with large quantities of metal about they could find their spells are less effective against the recipient as electricity will arc off course towards metals and magnetic apparatus in the close radius of a mage casting electricity, though it will naturally make its way towards the user - taking an extra duration of time (an extra emote or two) and reaching the recipient though its effects can be severely dampened. It is a common misconception that water is a natural conductor of water, while this is normally true, water with minerals is what actually provides the ionic particles required to conduct electricity. Pure water itself (water drawn from water evocation for instance), is incapable of conducting electricity and will not attract bolts towards them. The larger an arc, or rather the longer a projectile travels, the more energy required to cast it. This is because arcs normally do not occur in electricity, rather they occur from the attraction between point a to b. As a result, spells that have larger distances to cover will naturally be more taxing than ones that are closer. In no way can electricity be manipulated to do a fancy 90 degree turn in the air once cast, as attacks are fast and travel from caster to its recipient (From A to B) unless it makes its way to the target through an external path such as travelling through metal and lashing out at the recipient When said electricity hits a recipient on bare skin they will find themselves being stunned for a brief duration through a small amount of sparks will not stun someone, it is more comparable to a static shock or a pinch. In no way does this mean that they are immobilised. When a recipient is stunned they will be slowed or find themselves somewhat dazed (Meaning they can still stumble backwards in a retreat or do their best to raise their defence against a caster but, as it states, they are stunned - like being minorly tazed). If they are directly struck on the skin with another attack right afterwards (for example the t3+ ability with Bolt) they will instead be immobilised. The physical appearance cannot be manipulated, though when cast the light appearance of the arc can be somewhat flavourful depending on the emotion of the caster. For example a calm and collected caster’s bolt might appear more tamed and controlled as it shoots from A to B. Spells and Abilities Electrical Evocation knows a variety of spells and abilities which can be applied. These different spells cover the bases for what can and cannot be done in situations requiring the usage of the evocational magic. Electrical Evocation is primarily focused around the manipulation of electricity for use in combat, primarily being displayed in flashes of lightning. Sparks [Non-Combat] Sparks allow the mage to call forward small sparks of electricity for non-combat usage. These are non-harmful sparks of electricity which can be held at the fingertips of the mage. These can be used for playful shocks against friends or perhaps heating up some food by passing the electricity as far as it can through the food. Sparks summoned by this spell have no usage in combat and will not be applicable to such a situation. Bolt [Combat] Bolts become the first step in offense for the mage. Bolts can be summoned and charged to be used as projectiles which travel at rapid speeds to its destination, but inflict relatively lower amounts of damage than other projectile spells. Bolts primarily inflict minor burns to the naked skin, and can be casted in multiples if skilled enough. Bolts produce powerful sparks that travel up to a decent distance, they are lightweight, and a staple in dealing distracting damage. Electrifying Jolt [Combat] This spell, relatively unique in the Evocationist’s arsenal is not a ranged spell. This means it is easier to summon stronger energies as it does not need to arc across a range. Electrifying Jolt is a spell that can inflict a great deal of burns and immobilization on an enemy, should the mage be able to make physical contact with the target’s body (or armour) with their hands. Spark Stream [Combat] One of the more advanced techniques in the Electrical Evocationist’s arsenal is the capacity to conjure forth channeled streams of electricity. This is similar to arcanist’s beam, but rather channels constantly delivered spark streams against a single target. Shorter range than a bolt, but very much powerful. Spark Streams can bring targets to a very vulnerable state. Electrifying Field [Combat] Electrifying Field is a unique spell in the Electrical Evocationist’s kit. This spell allows the mage to create a field of electricity around them (which is visible by minor sparks arcing around) in a sort of dome formation. Anyone who attempts to enter this field will suffer the usual effects, such as burns, stunning and immobilization at the border of the field. However, while mages can create this zone preventing exit/entry of people, elemental evocations and matter can still be thrown through the barrier so as long as it is not conductive. Metals and conductive material on the other hand, will be stopped by the field and either bounced off the field or be stuck in the field momentarily before falling to the ground on the other side. Chain Lightning [Combat] Chain Lightning is the ability to loop an electrical bolt through 3 different targets. This ability is essentially the same damage of bolt, but will “jump” from target to target if they are within a proper range. Chain Lightning is a powerful ability that can be used to stun and immobilise multiple attackers in the right hands. Calldown [Combat] Calldowns are definitely the most powerful spell in the Electrical Evocationist’s arsenal. Calldowns are as the name suggests, the art of calling down a great burst of electricity from the skies down onto a target. Calldowns bring down a mimic’d lightning bolt, while not true lightning, these bolts thunder with enough force under a target to seriously harm them. These bolts of lightning are evoked from the skies which is aimed towards a single target, damaging an area of effect radius as well as easily igniting flammable materials and creating an explosion of force Red Lines Like all magics, Electricity has an array of red lines that must be followed. These red lines are universal to every spell and must be understood and avoided in order to properly roleplay electrical evocation. Breaking any one of these red lines or going against what they state is considered powergaming and may lead to punishment. All evoked electricity and every spell cast must follow in the mage’s line of sight. If this does not happen, the electricity does not work and cannot be cast. Electricity follows a path that prioritises conductive metals and materials of such. As a result, people with armour will be prioritised. As a general rule of thumb, if there is a target wearing metal within 5m of a person being targeted with a spell, the electricity diverts towards them over the target. This armour also extends to >3 blocks arranged in a row of iron or gold, or iron bars. Iron bars are capable of absorbing electricity and blocking any spells that try and pass through. Electricity cannot pass through walls, however it can pass through gases and liquids if they are conductive. Mist and condensed water does not also block electricity. Physical, non-conductive matter that is solid however cannot be passed through. Must roleplay fatigue, electrical evocation is a very tiring magic and requires a lot mana. Tier Progression Electrical Evocation knows many different tiers of progression and skill. These tiers are graded on a scale of 1-5. Each Tier has access to a unique different array of spells and abilities. These spells and abilities are also performed at varying levels depending on skill. The most skilled masters (Tier 5), know all the spells of the magic, however this is not the case for every tier. Electrical Evocation follows standard progression times for voidal magics. Tier 1: Novice The new mage is just beginning to learn of Electrical Evocation, forging their voidal connection and building their small mana pool. Learning of the aspects of electricity and it’s properties, conjuring even a few sparks for the novice mage is generally tiring. Under the guidance of their teacher, they are just taking their first steps into the magic. Tier 2: Student Student mages are beginning to become more formidable, though limited by mana pool and whatnot. Student mages learn more techniques of the magic, able to practice them under the careful guidance of a teacher. This gives the mage a more practical scope of the magic, moving past simple theory and void connection at this point. Tier 3: Adept Adept mages are getting somewhere, they’ve learned a larger amount of techniques offered to mages of Electrical Evocation. They are refining their craft into something more fierce-some and powerful, now becoming formidable on the battlefield as “average mages.” Tier 4: Expert Expert mages are above average mages. They are able to cast very powerful spells and have mastered more techniques. These mages have great spells for a variety of combat situations, and are a force of power given time to cast these spells in ordinance with the longer casting times of Electrical Evocation. Tier 5: Master Master mages have learned all of the techniques of Electrical Evocation. They are very formidable and good at what they do. These mages have mastered these techniques and the lower tier techniques with poise and sophistication. Master mages are revered and respected as powerful mages in their circles. Purpose (OOC) This write is primarily aimed to bring electric evocation off the shelf, able to be taught, wielded and exist once again. I primarily focused on fixing what I heard were the issues with the magic, such as the one shot aspect it carried as well it being stated that it was ‘above other evocations’. The primary focus was on balancing the magic, without butchering it. Citations A majority credit for the work on explanations, casting section and a lot of the properties writing to Zythus from Zythus’ write, in which I directly sourced/took material from. In this post Zythus stated that Toodles’ write was the primary source for the rewrite they did, so, Toodles’ write of electric evocation can also be found below.
  6. “Hrmf, i’d feel threatened if that were coming from anyone over the height of three feet, ugh..” The skinny ‘aheral retorted to the punt-worthy halfling.
  7. “Well.. that’s entertaining..” The rather skinny ‘aheral commented as she skimmed over the missive, spotting that particular section.
  8. It undergoes the equivalent of lore games but for oil lamps.
  9. _Twi


    Iris was born to Hall, which is why she inherited the surname Halldottir. She grew up frequently sailing with her father after her mother would perish in a raid and their lands were seized. However, valuables and sentimental possessions were saved and Iris and her father along with his friends spent many years at sea. Originally young Iris was extremely sea sick, crying her eyes out as a little girl when she puked over the edge into the water but eventually she over come that. When they were docked one time, getting supplies Iris would sneak off and at the age of 10 she would actually get a small tattoo on her arm which of course she cried during. When she showed her father he would laugh at her a little before scolding her for not telling him first. Many years would pass and many tattoos would be gained eventually leading to Iris gaining the nickname Blå-Hud due to the amount of tattoos she would have on her body at the age of 20. Life was fair and a few months later her father would pass as well as some of his friends, resulting in Iris having to find some new crew members. Due to her inexperienced crew members over the years her ship would eventually crash and she would wash up, travelling for the next few years and eventually sticking to the area of the Kingdom of Hanseti-Ruska.
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