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BakedPotato

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  1. Origin A peculiar creature discovered lingering in the lands of Aevos, though it is possible they existed in previous continents but were simply never discovered. Though if they did exist in previous continents, they must have hid quite well compared to now. Mana serpents can be discovered quite easily if one knows where to look, but a person could just as easily be startled by these slithery creatures. What exactly these creatures are is not quite clear, though magi who have studied these snakes have formed a hypothesis. The common belief is that they are simply regular snakes who have evolved and adapted to the realm which grows ever more magical. With mana mice becoming more prevalent with the lack of a natural predator, one can assume these serpents stepped up to the challenge. The mana mouse rich diet likely having an unusual effect on their biology. Creature Summary These serpents come in a wide variety of shades and sizes. Their length can be anywhere from a mere six inches to a total of three feet. Their eyes tend to be a stark black in contrast to their usually brightly colored scales. The fangs on these creatures are quite useful for hunting mana mice, but aren’t sharp enough to hurt a descendant. Being biten might leave a mark though would be barely noticeable, inflicting little pain or damage. The snake knows this as well and will often nip playfully or to show affection. Their scales though often take on a crystallized form similar to foci crystals. These gem-like scales are dotted along the serpents body and will never coat the entire snake. If a mana serpent were to have its entire body covered in these crystals, the snake would find it would have a hard time slithering around. When serpent snakes shed their skin they will leave these small crystals behind and regrow new ones, though the old ones would find their concentration of mana quickly fading without being able to rely on nutrition from the snake's food. This would mean left behind gems would have little use outside of decorative purposes. Their behavior is quite similar to their mundane counterparts, except for the fact that they enjoy basking in places rich with mana. While they are often found near and around obelisks and tears or other places rich with mana it is also not uncommon for them to be found in other places with high concentrations of mana. They will often lurk near an obelisk, enjoying basking in its radius similar to lizards basking in the heat of the sun, and startle unexpecting magi by mere accident. Their physical biology is designed for hunting mana mice. Their fangs secrete a toxin that is only effective against mana mice and does absolutely nothing to any other creature, magical in nature or not. The toxin would quickly sap a mana mouse’s strength, making it easy prey. Despite mana mice being their main source of food, that is not all these magical snakes consume. Outside of mana mice, they do not tend to hunt critters or creatures, instead relying on plants, vegetables, or fruit as a secondary source of nutrition. Mana serpents are docile creatures, shying and fleeing from fights even when attacked. They will never fight back and will only ever make attempts at getting away. Taming Taming these unique creatures is much harder for the mundane compared to magi adept in the void. Though that is not to say it is entirely impossible for one to tame a mana serpent without possessing the ability to wield the void. All one would need to do is regularly feed the snake its favorite food, mana mice, and handle them gently, showing the creature much love and care. It is recommended to try to tame a mana serpent in the presence of a mana rich area such as the radius of a mana obelisk. Eventually, the snake will latch onto their new owner if shown the proper treatment and care. For magi though, the process is much easier. Showing it the same love and care anyone else would when trying to tame the snake, the mage would slowly and gently pour their mana into the serpent like they might when creating arcanium. This would feed the serpent similarly to providing it mana mice except the mage is using their own magical abilities to supply it. The process requires much less mana compared to creating something like arcanium and doesn’t even require the presence of an obelisk though one is still recommended. A mage should also be careful to not overfeed the snake with their mana lest they wish the serpent to grow ill. The mana serpent would quickly grow familiar with the mage who fed it their mana, becoming much quicker to trust their newfound owner. Once tamed mana serpents are incredibly loyal creatures though they expect the same loyalty from their owner. Should someone mistreat their new pet it will usually run off and leave them. If a mage has tamed the mana serpent via feeding it with their mana, the next time the serpent sheds its skin, their new coat of scales will take on a similar look to their new owner’s aura. Tamed mana serpents cannot be tamed by a different person due to their incredibly loyal nature unless the mana serpent is mistreated and abandons their owner. Once tamed the snake would easily be able to follow orders of their master though would be unable to perform more complex tasks a normal pet snake would be incapable of doing. The snake would also not be able to break its true nature, never performing tasks that would require it attacking or fighting someone or something else. In the case of magi who have tamed the snake through the more magical process would find this creature has another use. A mana serpent would have the benefits of an arcane focus when coiling around or resting upon some part of the mage’s hand. The snake would not be able to hide under clothing or be disguised, following all rules normal arcane foci might. This ability is derived through the gem-like scales that form along the snake’s body that act akin to focus crystals as well as the mana stored within their body. Redlines: Credit: NorthTitan & Creete - Mana Mice Lore
  2. Cool lore but slight question, these are demons of presumably the moz but can only be created and tamed by necromancers?
  3. Please someone increase ShowItem to 48 blocks so its equal to shout range, 15 blocks doesnt even cover #rp range...

    1. Bethinwonderland
    2. Charles The Bald

      Charles The Bald

      @Java17

       

      Implementation required.

       

      Looking forward to hearing from you in the next scrum meeting.

       

      Thanks,

       

      Charles

    3. Onnensr

      Onnensr

      I will use this to immediately show an entire city my jar of bile 

  4. "The food was decent but the customer service was excellent, 6.78/10 stars." This review would be written on a piece of scrunched up paper using a pickle as a pen.
  5. I agree tbh but the lore for Invoke Ignorance specifically states it can only be self-taught at T2 or higher, that is what Zarsies wrote. For tier progression I simply went with what each ritual said.
  6. True, I updated my wording from access to learn since 1-slotted blood mages can still learn the 2-slot rituals for teaching. As for the first part second part I've had students and seen other blood mage players ask what spells can be learned at each tier. While someone could go through each spell and see what tier they can learn it at that is both inefficient and pointless. Most magic pages include what spells can be learned at each tier for convenience already. I don't see why blood magic should lack that when most magics have it. It is a small amendment but one for convenience. You need to wait three months anyways before applying for a TA and by then the mage should be T5. Also as per the rules you need to be T5 in order to apply for a TA. I don't see where blood magic says you can apply for a TA at T4. While the rune of insight can be self-taught at T4 it says you still need to acquire a TA and does not say a TA can be acquired at T4. And as for the mage being able to learn any ritual at any tier, most teachers already follow this tier progression. Sure a T2 blood mage could be taught every spell and ritual and then left on their own until they reach T5 but most teachers aren't doing that.
  7. Tier Progression Old Lore New Lore Purpose Pretty straight forward, only tier one listed the spells accessible for that tier. For the spells each tier can learn I went with the tier the mage would have to be to lead the ritual. This would make it easier for teachers and students alike to keep track of the spells they can learn for each tier.
  8. Where is the subway surfers? How am i supposed to read allat?
  9. Properties of Conjured Fire Old Lore New Lore Tier Progression Old Lore T2 - Apprentice T3 - Adept T4 - Expert T5 - Master New Lore T2 - Apprentice T3 - Adept T4 - Expert T5 - Master Reasoning: Colored fire is a completely non-combative effect that doesn't change the flame in any way besides color. Non-combative flames can already have this visual effect so it doesn't make sense for combative flames to not be able to as well. It is completely a flavor effect to enhance roleplay and make fire evocation more fun. As for the tier progression Enwreathe, Smokescreen, and Flaming Tempest aren't listed under spells for tier progression despite being learned at t2, t3, and t5 respectively. The tier they can be learned at is listed under the spell but that can be completely overlooked by newer players. Besides, it doesn't make sense for them to be excluded from the spell list.
  10. OMG AESO YOU'RE SO AMAZING FOR THIS now bring back crayons plz
  11. guides for magics should be linked on the magic's lore page to make it much easier to find

    1. NightcastorKitty

      NightcastorKitty

      Druidism hub page has always had that. 

  12. I have updated the roll chart to differ more
  13. like what I agree some of them might seem a bit more silly, weird, or useless but that was meant to be the point of them. I didn't want all the effects to be directly negative or positive nor have all the effects be combative related. I agree the list might be hard to digest, from a player perspective I usually have the lore page for the magic im using while in crp to make sure im following everything correctly. I just assumed most people who use the magic would have the roll table open as they cast.
  14. The void in which magi draw their spells from is a chaotic realm, filled with endless possibilities. A place that contains monstrous horrors holding devastating magic. This chaos, this destruction, this power is addicting to most. Magi grow an insatiable hunger to be stronger and to master the void. But what if simply gaining mastery over the void wasn’t the key to growing more powerful? Voidal entities are masters of the void, yet all mages pale in comparison when it comes to magical prowess. The key is to thrive in the chaos of the void, just like the monsters that it contains do. A lone mage came to this conclusion and decided to embrace the chaotic ways of the void. Why try to tame the void when it is much more powerful untamed? The mage spent countless nights trying to figure out how to make themself chaotic like the void without completely destroying themself. And finally at last they figured it out. Through a grueling ritual they corrupted their mana, making it untamed and chaotic like the void. A double edged-sword, but a powerful one. Chaos Magic is the process of making one’s mana more unstable and chaotic, making it an unwieldy force that can work to one’s advantage or against it. Their spells become chaotic, having beneficial or sometimes adverse effects. Just like the void their mana is chaotic and their spells unpredictable. This is done through a painful ritual which the mage should do with the utmost caution. - Chaotic Magic requires 3 slots dedicated to voidal magic to learn. This feat will go dormant should one lose or forgo the ability to practice the voidal arts or no longer have 3 voidal slots dedicated. - Chaos Magic must be self-taught, initiated through ritual. - Chaos Magic is a FEAT one would make an app for. This app requires a screenshot of the greater source of mana and assisting mages to link their valid MA. - Chaos Magic is compatible with all other voidal feats. - Chaos Magic is an ability that gives spells unexpected and uncontrollable side effects that can either hinder or assist the mage caused by their newly chaotic and uncontrollable mana. Chaos Magic is unlocked through a ritual involving the soon-to-be Chaos Mage and a greater source of mana, whether that be an obelisk, voidstalker, voidal tear, or anything along those lines and second voidal mage. The mage would then use the greater source of mana to pour their mana into the void before drawing it back out. The second mage would use their mana to assist in this process. They would repeat this painful ritual over and over until their mana is fully corrupted by the void, becoming a chaotic and untamed force inside of them. Upon completing the ritual, it would immediately cause a 1d10 Chaotic Spike within the mage. This ritual would exhaust the mage, eating at all of their physical stamina for an entire OOC day. Redlines: - Chaos Magic requires connection from a greater source of mana and the ritual is considered open knowledge. - The assisting mage does not need to possess Chaos Magic but requires a valid MA in any voidal magic. A Chaos Mage’s body would show little physical effects. Their spells though would seem more untamed, bearing a flavorful chaotic and untamed warping effect that the player is allowed to decide. Their aura also becomes more chaotic and sometimes takes on a shade of stark green, violent red, or a sickening yellow. - All physical effects are freeform and a player may decide how to roleplay them, though a player should try to incorporate at least some of the physical effects. - The chaotic effect upon spells has no bearing on combat, neither making spells stronger or weaker. It is there to simply serve as flavor and may only have visual effects upon spells. Chaos Magic is much more strenuous upon the mage’s mind compared to their body. In their pursuit of power and taking one step closer to becoming similar to the voidal monsters they tend to admire, most neglected to think about the effects their chaotic mana would have on them. The force inside them that threatens to spill out at any moment eats away at the mage’s mind. Chaos Mages struggle with their more chaotic nature and become tend to become more unstable, the effects of the ritual they endured heightening that nature to an extreme. A Chaos Mage would likely develop one if not multiple of the following mental effects. Their minds would become chaotic, just like their magic. - Impulsivity and lack of self control - Black and white thinking - Emotional reasoning - Jumping to conclusions - Mood swings - Craving for further power - God Complex - Impatience - Instability - Hyperactivity In addition to these mental effects the mage would become more addicted to the void as if it were a drug. They would want to delve deeper into the voidal arts, and dropping the practice would be extremely difficult. This would not prevent a player from dropping voidal magic should they wish to, but the choice should be a much larger deal to the mage than what it might normally be. [Passive][Combative] - Chaotic Spike By corrupting their mana, Chaos Mages added an unique unpredictability to their spells. For better or for worse each spell will cause an unknown and uncontrollable side effect. This is the main facet of Chaos Magic. Chaotic spikes trigger after a spell that is 3+ emotes. The spike is triggered on the final cast emote of the spell where the mage would roll before they perform their cast emote. After rolling the mage may proceed to emote casting their spell as well as the effects of the Chaotic Spike, the effects of the Chaotic Spike always coming after the spell. Chaotic spikes don’t interrupt the casters spell unless the Spike specifically states otherwise. Chaotic spikes aren’t fueled by the mage, just a side effect of their chaotic mana, but rather its source is directly from the void itself and its endless untamed energy. Tier Progression: Tier 1 - Roll 1d10 Tier 2 - Roll 1d15 Tier 3 - Roll 1d20 Chaotic Spike Roll Table- (The number rolled corresponds with a number on the list) Redlines: - Chaotic Spikes only trigger on spells that are 3+ emotes, example: [Connect + Charge + Cast] and will never trigger on spells that are [connect + cast]. - Chaotic Spike effects always come after the casting of the spell, never before. - Chaotic Spikes don’t interrupt spells or the mage’s concentration unless stated otherwise. - Chaotic Spike rolls must be done in the chat they were emoting in, one cannot roll in whisper when they have been emoting in shout the entire time and instead should roll in shout. [Ability][Combative] - Chaos Manipulation Chaos Mages who have gotten used to their chaotic mana gain more control over it. While it is still unpredictable and uncontrollable for the most part, Chaos Mages have been able to force a better outcome. While triggering a Chaotic Spike, a Chaos Mage may roll twice for Chaotic Spike and choose the roll they like the most. Though this is no easy feat and Chaos Mages are only capable of performing it a limited number of times. This also adds an additional [charge] emote to the spell being cast. This should also have a tell that it is being used, such as the mage’s aura stabilizing. Tier Progression: Tier 2: 2 uses per combat scenario Tier 3: 3 uses per combat scenario Redlines: - Will always add an additional [charge] emote to the spell. - Some sort of tell should be given that the ability is being used. [Ability][Combative] - Mastery of the Chaotic Void After years of practice a Chaos Mage gains mastery of their chaotic nature. Their spells are still chaotic and unpredictable, but they hold more control over it. They are able to suppress its more chaotic side effects, though still with uncertainty. Chaos Mages who have unlocked this skill is no longer forced to trigger a Chaotic Spike after each spell, instead they can make an attempt try to suppress it. Spells used outside of combat do not require a roll but during combat the mage must declare in OOC that they are using this ability before emoting. After which they would roll a 1d20, which will always go before the Chaotic Spike roll, and if they get an odd number a Chaotic Spike would trigger and if they get an even number a Chaotic Spike wouldn’t trigger for that spell specifically. The mage would then emote their spell and the Chaotic Spike like normal. Redlines: - The ability is free to use outside of combative scenarios with no roll required. - The use of the ability must be declared in out of character for all to hear before its use. Cannot be declared in #wooc while the person has been emoting in #s the entire fight. Tier 1 A mage who has undergone the ritual to corrupt their mana would feel the physical and mental effects immediately, though the mental effects would progress slowly, worsening over time. A mage of this tier would have access to Chaotic Spike. This tier would last for two OOC weeks. Tier 2 A Chaos Mage would have their mental state worsen more after becoming tier two though their control over their newly chaotic mana would be far better then when they had first started. A mage of this tier would have access to Chaos Manipulation. This tier would last for three OOC weeks. Tier 3 A Chaos mage has mastered their chaotic mana though it remains chaotic in nature. The mental effects that come with this corrupted mana would have fully set in by now. Mages of this tier would have access to Mastery of the Chaotic Void. When I first got into the magical scene of LOTC I noticed there was nothing that filled the “wild magic” niche. The magic scene is so expansive but it seems this unique magic was forgotten. I decided to make it a feat instead of a stand-alone magic so it would affect all the voidal spells the mage possessed. I tried my best to make it balanced with both positive effects and negative ones while keeping it a feat people would want, and even included some more silly ones to add some excitement to combat. Furthermore, I also understand that no other voidal magic or feat includes a rolling mechanic, but that makes this piece unique. It’s supposed to rely on rolls to make it unpredictable, and I don’t see a way of writing it without rolls while staying true to its core concept, chaos. This is my first time writing lore so I hope you all like it. Citations BakedPotato - Writer Meteor Dragon - Review/Feedback, major help with working out the mechanics and balancing ScoutTheWitch - Review/Feedback Bethinwonderland - Review/Feedback RealSamler - Review/Feedback PrimaQuorum - Review/Criticism Squakhawk - Previous Voidal Feats Change Log: Changed #8 Changed #7 Changed #15 Changed #14 Edited #13
  15. This seems like a very over powered metal imo capable of tanking high density boomsteel hits, able to be wielded by kani users, able to add extra emotes to spell casting, able to completely stun limbs of magical constructs, all while having the durability of bluesteel and halving the force from hits
  16. Heyo! Question... What do I have to do to become a frost witch? would you...be willing to do rp? Even if I am to be ur fletchling and work mah way up indeed I am LOL I WANNA BE A FROST WITCH SO BAD.. it wa smy biggest goal on LotC like months ago. I was so close. Never happened. 50 is alot too damn. How did you get so many? Wait we can talk afterr. How long has ur crp been anyways. I saw ur ooc on dah stream. if ur stressed take a deep breath. Hey how it going. U there? i just wanted to check in. aaa i feel bad sorry. hi. u alr?
  17. Gazhnahk'Akaal senses a hyspian and is disgusted.
  18. The word traveled to an uruk who sat near a hookah ”We may have had our differencez, but diz realm just lozt ah hozh azh. Zee you in ztarguzh Enomi.” She began to load the hookah with crayons in Enomi’s memory.
  19. Automatons Old Lore New Lore Prosthetics Old Lore New Lore Reason: There was an amendment recently proposed that would do something similar for servents and pets. I don't think it would make sense for high density boomsteel weapons to effect specifically servents and pets more than automatons and animatii prosthetics. I also don't believe that a weapon made from high density boomsteel and one made from mundane ferrum should effect automatons and prosthetics the same since high density boomsteel strikes with 2x the force of mundane weapons.
  20. Air Sweep Old Lore New Lore Reason: Air sweep is a t2 spell and should not be able to cause creatures such as ologs and golems to fall to the ground. Launch, a higher tier spell, already has this redline included.
  21. Golem Limbs Old Lore New Lore Mundus Core Old Lore New Lore Servus Core Old Lore New Lore Brutus Core Old Lore New Lore Antecessor Core Old Lore New Lore Reason: I read through the golemancy lore and noticed there was no mention of the effects of high density boomsteel weaponry. High density boomsteel weapons strike with 2x the force of their mundane counter parts so it doesn't make sense for a mundane weapon and a high density boomsteel to count as the same amount of force and damage to a golem and golem limbs. I chose to leave Titanicus Golems out of this because their durability states that only attacks such as siege weapons or large monster attacks would have any effect on these monstrous golems.
  22. I think movement should be limited to 6/3 instead of 4/2 If someone is fighting a ranged combatant, the ranged archer/mage will get to fire arrows or spells while moving back four blocks. This would make it impossible for the person in earth armor to get close or even get away. At least with 6/3 the person would still stand some of a chance. I also agree with Dio’s comment. Earth ensorcelled chainmail is the same durability and weight as plate so it doesn’t make sense for it to half your movement.
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