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BakedPotato

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Posts posted by BakedPotato

  1. I don't particularly like the idea of the CA filling slots

     

    Imo the CA lacks too much substance to fill slots. They mostly get physical aesthetics, which don't get me wrong are cool and all, but aren't worth multiple slots. The physical attributes can have some combative effects, sure, such as extra arms (that have their own drawbacks), claws, or weak natural armor.

     

    The spells they get access to are limited with no non-combative abilities for fun rp. They have no unique abilities of their own either.

     

    Rakaal lose all their slots for a cool demonic form, orc strength (which isn't all too special imo), and one or two spells with little maelus.

    Kozun lose three slots in return for a cool demonic form and access to a few more spells and a bit more maelus compared to Rakaal.

    Malda lose one slot in return for voidal strength, a decent pool of malflame spells, and quite a bit of maelus.

    They all get the drawback of not being able to hide their form so their RP is limited as well as forced to listen to all commands their Naz gives them.

    A two-slotted Naztherak has access to way more abilities, both combative and non-combative, while their rp isn't as limited being able to blend in with society.

    Overall if the CA had more substance I could understand it costing a slot but zar'ie are near parallels to descendants besides their demonic forms and access to a few malflame spells and some maelus. It is overall a mid CA and taking away slots will only make it worse, people can still demon larp as a Naz while having access to more slots, spells, and abilites. Maybe instead of an amendment Zar'ie deserves a rewrite.

  2. MC Name:

             Bak3d_Potato

     

    Character's Name:

             On MA

     

    Character's Age:

             Old enough to have a MA and get to T5

     

    Character's Race:

             Zar'ie

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/233355-sensory-illusion-ma-bakedpotato7/?tab=comments#comment-2021831

     

    What magic(s) will you be teaching?

             Sensory Illusion

     

    Describe this magic or a creature as a whole:

             

    Sensory Illusion is a voidal magic that allows the user to create false illusions within the minds of others. The illusion can effect a person's five senses or effect the world around them, such as making rotten food taste better or creating a false object in the person field of vision. These illusions aren't real though and don't have any actual bearing on the material realm, being simply illusions. Illusions only work if they are believable and if the person creating the illusion has experienced it themself, their mind requiring familiarity with the sense being effected. Illusions are performed via the mage creating the chosen illusion within their mind before tramsitting it through the void into the mind of their target. This takes considerable concentration to do but little mana needed in return. The illusion will only be seen by the person the spell is being casted upon with not even the caster being able to see it. Illusions are easily broken though should they no longer be believable.

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Sensory Illusion can be broken down into a few subsections,

     

    Glamor: The first and easiest spell an Illusionist will learn, requiring both the least amount of mana to cast as well as the least amount of concentration to hold. Glamors alter the existing properties of objects, not being able to actually create an object.

     

    Figment: Figments create entire false senses or even objects, meaning it is a more difficult spell to grasp and use. Glamors can also be used to modify figments further, though require more time to cast.

     

    Multi-target: Multi-target, also known as web weaving, is creating an illusion within the mind of multiple people. This is a combative ability and the amount of time required to cast is increased depending on the amount of people being effected.

     

    Broadcast: Broadcast is an ability that requires too much concentration to be utilized in combat. The illusionist is essentially casting a desired illusion with a certain radius around them.

     

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    The creature stood a good distance away from combat as her allies clashed blades with their opponents. The voidstalker began to form her connection to the void, her black eyes that oozed mana began to glow a starry white. They appeared akin to pearls encased in a glossy translucent black glow. Translucent flames began the flutter to life on the back of the demon’s hands, starting off a pure putrid black which transitioned into a bloody crimson before fading into a vibrant orange. The flames ran along the back of the mage’s arms and up to her shoulders before stopping. A ring of the same flames spurred to life on top of the demon’s head, appearing like a crown of her mana. Her eyes drifted towards the armored knight who charged towards the one who owned her name.

     

    The mage stood completely still with her eyes locked upon the knight. Her face scrunched in concentration as she glared at him. 

     

    /msg sam33497 [*] The knight would suddenly find the world going black, his vision fading! [Sensory Illusion]

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

     

    The woman walked quietly into the empty room followed by her student. She turned around to face them before speaking, "Did you get that azhl anemia cleared up?"

     

    "Good, then we can get started on todays lesson, begin connecting to the void. You had asked why I slit your palm with my azhl blade and I offered no response. The reason was so you could create the figment of the sting from azhl within someone's mind. To create a proper figment you must experience the sense you wish to fabricate. Illusions are only strong if your mind truly understands what you are trying to manifest."

     

    She watched as her student slowly began to connect to the void, their aura taking shape. "Like earlier lessons you must focus on the person you want to cast the illusion upon. Figments take much more concentration than glamors do so focus, it will not be easy. If you fail, simply keep trying, we have all day."

     

    The mage watched her student fall silent and focus upon her, eyeing her student carefully. She waited patiently as her student struggled to form the illusion, beads of sweat forming on their brow.

     

    The voidstalker remained silent, allowing her student to practice. Her eyes quickly snapped to her hand where she felt the sudden stinging pain of azhl. "Not too shabby, keep practicing figments until we meet again, you hear?"

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If my student powergamed during teaching I'd assume it came from a place of misunderstanding and correct it as well as clarifying the lore so they understand why it would be considered powergaming. If I heard or caught my student powergaming after teaching I'd check in with them and make sure they understand the lore and clarify any questions they may have had. If seemed like it was on purpose I'd let them know that is not allowed and warn them that if it continued I'd have to report them. If it was reoccurring I'd report them to ST as well as drop them from my TA.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nuh

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yuh

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Nuh

  3. MC Name:

             Bak3d_Potato

     

    Character's Name:

             Check MA

     

    Character's Age:

             Old enough to have an MA

     

    Character's Race:

             Zar'ie

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/233098-fire-evocation-ma-bakedpotato7/?tab=comments#comment-2020184

     

    What magic(s) will you be teaching?

             Fire Evocation

     

    Describe this magic or a creature as a whole:

             

    Fire evocation is a magic that allows its user to create flames within the void and draw them forth within the material realm. These flames have light and heat, akin to mundane flames. The only difference between voidal flames and mundane flames is that voidal fire will vanish as soon as the mage is no longer concentrated on them or is no longer connected. Though voidal flames that have latched onto something within the material realm such as cloth will not vanish even if the mage disconnects but will no longer be controlled by the mage. These fires that a mage summons forth can be used to perform a whole list of different spells. Fire evocation is one of the greatest offenses within voidal magic though has terrible defense.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Fire evocation can be broken down into three different subsections,

     

    Non-combative flames: These are flames a fire mage can create outside of combat scenarios. As the mage progresses and gets better at wielding fire they may give more shape to their flames and even color their fire however they like. The size and radius of non-combative casting improves as the mage progresses through tiers. Non-combative fire cannot be amplified.

     

    Combative flames: These are flames a mage uses to perform spells. The fire cannot be colored unlike non-combative flames though for some spells the shape of the fire can be more freeform. Spells that use these combative flames are cauterize, flame projectile, flame trail, enwreathe, flame blast, flamethrower, and flaming tempest. These spells can also be modified unless stated otherwise such as flamethrower unable to become combustive.

     

    Modifiers: Modifiers are used to amplify or change the nature of fire, and the two modifiers cannot be used in conjunction with one another. Using a modifier adds an extra charging emote to the spell being modified as well as consuming more mana then the spell normally might. The first modifier a mage will learn is called Blue Fire. This effect gives the flames a blueish hue as well as increasing its intensity. The flames would deliver third degree burns upon contact with flesh and half the amount of time it would take to leave someone in critical condition. The second modifier is combustion. Combustion adds solidity to fire, allowing it to have force behind its impact.

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Flame projectile

     

    The mage stared lazily towards her unarmored foe as they slowly approached. The voidstalker began to form her connection to the void, her black eyes that oozed mana began to glow a starry white. They appeared akin to pearls encased in a glossy translucent black glow. Translucent flames began the flutter to life on the back of the demon’s hands, starting off a pure putrid black which transitioned into a bloody crimson before fading into a vibrant orange. The flames ran along the back of the mage’s arms and up to her shoulders before stopping. A ring of the same flames spurred to life on top of the demon’s head, appearing like a crown of her aura. Her azhl dagger appeared in her hand in a small misty explosion shaded the same colors as her aura.

     

    The mage kept her distance with her opponent as she began to draw fire from the void within the material realm. Embers and ash began to whirl around the tip of her blade before merging to create a small baseball sized orb of crackling flames. The fire began to morph into the crude shape of a bat, it was lacking in detail though one could tell what it was.

     

    As the person before her charged towards her, the mage lofted her dagger up into the air within a single hand. The baseball sized bat that was held at the tip of her blade flew forth towards her opponents head. The fire would leave first to second degree burns upon flesh should it land, bursting upon contact with any surface leaving smaller flames where it landed. The flames would stick to the surface and fizzle out should the surface not be flammable though the fire would spread and grow along more flammable surfaces.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    "You have begun to get better at wielding flames so today I will teach you the spell enwreathe." The woman spat as she approached her student. "Begin to form your connection to the void like you must will all spells." The elder mage waited as she watched her student slowly form their connection

     

    "Hmm, not bad. After forming your connection you simply focus on a weapon you wish to coat in fire and cover a portion of it in flames." The mage raised her dagger out before her. "Try it on this. As a voidal mage this spell is not too useful for yourself unless you decide to become a scion, though it can be useful to cover your allies weapons in fire during combat."

     

    She watched carefully as her student performed the spell, "Hm, you are improving though you still lack skill. Train even when I'm not around." She looked down towards her dagger which now had its blade set ablaze. "Weapons coated in fire would deliver second degree burns upon flesh it comes in contact with or it can be used to spread fire along flammable surfaces. The spell can last a while should you keep your line of sight and concentration upon it. That is all for today, leave and continue to practice."

     

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    If my student powergamed during teaching I'd assume it came from a place of misunderstanding and correct it as well as clarifying the lore so they understand why it would be considered powergaming. If I heard or caught my student powergaming after teaching I'd check in with them and make sure they understand the lore and clarify any questions they may have had. If seemed like it was on purpose I'd let them know that is not allowed and warn them that if it continued I'd have to report them. If it was reoccurring I'd report them to ST as well as drop them from my TA.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             Nub

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yub

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             Nub

  4. kXJw0N0q6YL1X0cKk-1is-s9RVtZZDJKAjok0Cnpp7FY0jdSlUJ-OTxuEM386Yh1FlFEh_qyyOWw5QqI13gfT2-lXocpzOLabARBKCSNkQ6syrCrUiKve8M9Na2iqS37q9ujcGipDpoYEgzmCaxwKOU

     

    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.

     

     

    meV1V-AcRPqkRDPQpxy1sPPDF3mZyND_iNbW0sYCmAWOSG-Tlf5QYZrD4rXlfchSae1ReUIP3L27xBzkfKQllJQZgQzuWfMPzGN8tdVVGWBRHBwzg73_TfSEob0bqpmyVX7wDgVTHOHw7Hxo9jFrABo

     

    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:

    Spoiler

    - Cannot be used to metagame information such as discovering places rich with mana. (examples such as obelisks or tears.)

    - Mana serpents are able to follow orders a normal snake would and complex tasks would be impossible.

    - Cannot be used in crp or used to attack. Even if ordered to by their master the snake would simply not listen. Will not fight back if attacked either.

    - Mana serpents that are being used as an arcane focus follow all redlines of [Magic Lore: Arcane Focus].

    - Mana serpents that are being used as an arcane focus require an item to represent them as well as properly emoting their existence. They can not suddenly exist when crp starts if their existence was never acknowledged previously.

    - Mana serpents cannot be stolen from others unless the snake is being mistreated which would result in them abandoning their owner anyways

    - Mana serpents cannot be used to attack, harm, or eat other players' mana mice.

    - Being a mana based creature, druids are able to communicate with them but not will them to do as they please. These creatures will not respond to the commands or demands made by a druid and should be considered uncooperative to their attempts.

    - If a mana serpent is struck with thanhium, null arcana, abjuration, or anything else anti-magic then they would lose their ability to act as an arcane focus for the rest of combat or [1 ooc] hour but would do nothing else. [ex: Stabbing them with a thanhium weapon would still likely kill them, but the properties of thanhium only prevent them from acting as an arcane focus.]

     

    Credit:

    NorthTitan & Creete - Mana Mice Lore

  5. 1 hour ago, Markisstreaming said:

     

    Invoke ignorance at T2 seems wrong. Dropping the magic, especially if its a self-taught, one person ritual, should be a T1 thing.

     

    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. 1 hour ago, Traveller said:

    also your amendment doesn't account for the fact embark, invent & spiritspell need 2 slot BM

    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.

     

    1 hour ago, MeteorDragon said:

    Also, it would ruin the whole TA at T4 thing if you have to wait until T5 to learn some of the rituals

    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

    Spoiler

    Tier Progression


    Tier 1 - Novice lasts for 2 weeks. The blood mage begins to take on faint physical and mental changes and may access Ensorcell Material, Ensorcell Flesh, Hemhorraging, Scabbing, and Siphoning.
    Tier 2 - Apprentice lasts for 3 weeks. The blood mage further develops physical and mental changes and may assist in more complex rituals.
    Tier 3 - Adept lasts for 3 weeks. The blood mage’s physical changes reach their completion and they may lead group rituals.
    Tier 4 - Expert lasts for 4 weeks. The blood mage may lead or assist in more complex rituals.
    Tier 5 - Master is reached at 12 weeks (3 months in total). The blood mage’s mental changes reach their completion and they may access all of blood magic.

    New Lore

    Spoiler

    Tier Progression


    Tier 1 - Novice lasts for 2 weeks. The blood mage begins to take on faint physical and mental changes and may access Ensorcell Material, Ensorcell Flesh, Hemhorraging, Scabbing, and Siphoning.
    Tier 2 - Apprentice lasts for 3 weeks. The blood mage further develops physical and mental changes and may assist in more complex rituals. The mage may learn Augmentation and Invoke Ignorance now.
    Tier 3 - Adept lasts for 3 weeks. The blood mage’s physical changes reach their completion and they may lead group rituals. The mage may learn Hail, Quiet, Seal, Embark, and Invent.
    Tier 4 - Expert lasts for 4 weeks. The blood mage may lead or assist in more complex rituals. The mage may now learn Gilding, Engorge, Rune of Insight.
    Tier 5 - Master is reached at 12 weeks (3 months in total). The blood mage’s mental changes reach their completion and they may access all of blood magic. The mage may now also learn Call Calamity and Spiritspell.

     

    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.  

    Properties of Conjured Fire

    Old Lore

    Spoiler

    Properties of Conjured Fire

    Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting. 

     

    • Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact.
    • Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it. 
    • Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive.
    • Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable. 
    • Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed.
    • Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over. 
    • While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut. 
    • Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly. 
    • Combat conjured fire will always hold a red or orange color, though the shades may vary, with the exception of Blue Flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire.

    New Lore

    Spoiler

     

    Properties of Conjured Fire

    Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting. 

     

    • Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact.
    • Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it. 
    • Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive.
    • Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable. 
    • Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed.
    • Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over. 
    • While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut. 
    • Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly. 
    • Combatively conjured fire can be any color the mage chooses with the exception of Blue Flame, white flame, and black flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire.

     

    Tier Progression

    Old Lore

    T2 - Apprentice

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, 

     

    Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin.

    T3 - Adept

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast

     

    Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame.

    T4 - Expert

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire 

     

    Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat

    T5 - Master

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire, Combustion

     

    Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions.

     

    New Lore

    T2 - Apprentice

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe

     

    Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin.

    T3 - Adept

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen

     

    Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame.

    T4 - Expert

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen, Flamethrower, Blue Fire

     

    Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat.

    T5 - Master

    Spoiler

    Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen, Flamethrower, Blue Fire, Combustion, Flaming Tempest

     

    Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions.

     

    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.

  9. 14 minutes ago, Unwillingly said:

    chaos spike roll table feels like it lacks a vision or direction. some are cool but others are either weird or do nothing

     

    38 minutes ago, BakedPotato said:

    The mage would find themself capable of only speaking in “Mooo”s for the next [30 OOC] minutes or the next 5 emotes.

    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. 

    15 minutes ago, Unwillingly said:

    having such an extensive list with their own redlines and effects is also really hard to absorb/memorize from a player perspective and could definitely benefit from just being condensed as "a roll 1-5 = x effect. a roll 6-10 = y effect, etc"

    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.

  10. XagwquufJh2BfCcqOwL8IQXVJKTTxwgaK6W9EUrx6Hl2XeysR9VkC_1kXP4540KjkOgUpdWv_LEFoVs2rm1BtLGvm7sW-ngB6MtxDaWp9k91sJPCSUkKmNb4kDpcW41j97ejjcCDoe46nXigAcYDwRk

     

    EIFtFlDLYA6hN7ZH0zKPYrJcpwcAysx7T4dBnzJKwIS8lRxMFyKjYkNmvK5QBAJI4pQP9KVde9d3X8eTz_Iq5dowQ5QueixOc4y7biT5IV9pNW2hVb5wyR6-4oRWlTvBDryAUeRVczqcW11oOue041U

     

    GdH_NIcyx3Yrk8fKedW5NmuF4-bnqcBEbnxKTKH0LGli4C2nKqXSZ0vvnWiNsCevnAWsKcII_7UQjzKeXMNBXTVWsYq9k2utWeZYkzoAQX2y5XoromlrGy8L4LBzf9I58Xvy8uKRgfNQs8ZyXwV5zpc

     

     

    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.

     

     

    nwT9Kmbzbn3CxJOiHKoAb9ibnJXlBYjheo4SnQZ6a7mw0kUnziW1AsI8HzGBxf11IpNI9ofHA1bVNPk5M7Ul8qUenEZJTHiwH9aC0GaO2SzOdX0l1R0zOCGeQUpZ2JSLXs_ID7G099Ivsn7RTnzmMgA

     

    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.

     

    SW0_d15Wg-dzdf7iMfgL0iGnW6btudRW5mikpUIfsCm45VyOzfr9ehBXvkUBh0eCVqlhUcn13_WQJakHTZaz3cYL44ddiJgmLGQ0g4-ofYgGTfPO0TPGemwzVuQe5i7WwxGKoVxP6vbTViEDSUmQbYg

     

    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.

     

     

    INU8P0i-ld4pjEqClp03kz1ov5q-TWzDXr5_WH8EAXszQ-v5n8ngPPtnDqdQlanpFVj4u786FvuCiGyvQj_asklmJlx77aIsDK5WzXcfb5j0cTRHuszfC7PoIJxSajajSrdZXufIgSYOlHMWvShVoxA

     

    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.

     

    _uj_XOCOJR-7SLBe2GXUreU7N5q3JvZhpWIl9SyZd6dWLolbaO2fx9BwbZYD4N_htc1EGONbQIb7bhbn-Fxlm8k1mnO1W6uFYcZ9nb6mMBYKKHzaH8iDGkg11x-NOMAxzrJoHOnVLdRvFKV1SUgNku4

     

    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.

     

    QJmRmF4E9qdIh90CLzfdFSmd1IKU6fxPXOKZx8s9857nkjCpPd0JQlDw54qm4ptogHQ8pZa7S_zTxrhV2_Wup85PSHusTnajTTaEkWTc23TN4bF-3PUlj8fxK62L4oKKyCcw5APFfPCB30lromMYIpI

     

    vbAvB3DvcssLz21-rG7bIlUEXLZhFAXQzIA-ZAFRobXYWDwUGtUcXvEjyla5Wdpt6UXzXVl4U-7nWN3ns8uLT40lx3htLebhv-K9KuflpqgUbybUOeTLpXmAt5DMaRRLeFdw-h1pvOfVxSh8BLxU-qw

     

     

    [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)

    Spoiler

    1 - The mage would feel a sudden loss of mana. On top of the mana spent casting the spell they would also lose mana equivalent of casting a tier 3 spell.

    - Adds the cost of t3 spell onto the spell cast. So if the spell just cast was a t4 spell then the mage would consume mana equivalent to a t4 spell + a t3 spell.
    - Should this push the mage over their normal casting limit which usually results in Thaumburn they would not experience Thaumburn but would be unable to cast for the rest of the OOC day and attempting to do so would result in Thaumburn.

     

    2 - A random person near the mage within shout range or the mage themself would suddenly be filled with a disorienting effect such as becoming dizzy. Everyone in the vicinity or combat scenario (including the mage) would roll a 1d100, the person rolling the lowest would be the person struck by the effect. This would easily disconnect a mage if struck or interrupt actions, and would stun the individual requiring 1 full emote of regathering their senses.

    - The effect would stun the individual for 1 full emote, unable to take any major actions besides regathering their senses. They would also only be able to move 3 blocks.

    - The effect would disconnect mages and disrupt actions requiring concentration.

    - Should a Ward Shield be between the mage and the person being affected then the Ward Shield would protect against the effect. This does not require the transfiguration mage to have an understanding of Chaos Magic.

     

    3 - The next spell the mage casts would have an extra [charge] emote added to the spell. Should the mage lose concentration on the spell midcast or disconnect this effect would vanish.

    - This effect will vanish should the mage lose concentration on the spell midcast or disconnects.

     

    4 - The mage would find themself unable to speak in a tone lower than a shout for the next ooc hour. 

    - The player would be unable to do any emotes that include talking in anything but #s

     

    5 - The mage would summon a cat or cat sized creature from the void which would remain for the rest of the combat scenario or for [1 OOC] hour. The cat is completely non-combative and is unable to harm anyone.

    - The creature cannot be used to attack someone.

    - The creature cannot be used to interrupt someone’s action or try to impair their vision.

     

    6 - The mage would find themself suddenly disconnected from the void. This disconnection follows normal disconnection rules, requiring 1 emote before they are able to reconnect to the void again.

    - Follows the normal disconnection rules.

     

    7 - The mage's skin tone would change into a vibrant color for the rest of combat or 1 OOC hour.

    - This has no effect on combat and the player is free to choose oocly what color their persona would turn into.

     

    8 - The mage would find themself incapable of hearing sound or noise for the next [2] emotes.

    - This would not impede or help the mage in any way such as disrupting their casting or combat, though might make them temporarily immune to sound based attacks.

     

    9 - The mage would find themself capable of only speaking in “Mooo”s for the next [30 OOC] minutes or the next 5 emotes.

     

    10 - The closest person to the mage, whether that be friend or foe, would become fearful of the mage for an entire emote. This would require them to spend their next emote trying to get away from the mage and unable to attack them.

    - This would likely disrupt any actions the player was making such as casting a spell or aiming a bow though it would not completely disconnect a mage.

    - The fear stricken player would be unable to attack the mage they were scared of, though is still capable of making attacks against other players, including AOE attacks that might hit the mage as well.

    - Should a Ward Shield be between the mage and the person nearest to them, then the ward shield would protect against the effect. The transfiguration does not need an understanding of Chaos Magic for the shield to function. 

     

    11 - The mage would create a floating shield from their mana that would hover near them and protect solely them and would last for 3 emotes. The shield is the same size as the average human heater shield and can sustain 1 direct blunt force strikes or 2 direct slashing strikes though if it was struck with the force of an olog or greater it would shatter. Mundane projectiles that require 5+ emotes to shoot would also shatter the shield. The shield does not require concentration meaning other spells can be used while it is summoned and the mage may move it around to protect themself as they see fit. The mage would be limited to three blocks of movement and the use of brisk step, minor teleportation, or group teleportation would break the shield. Disconnecting from the void would also cause the shield to vanish.

    - The shield cannot be moved to protect others and should it be moved more than 1 block away from the mage it would vanish.

    - While the shield cannot be used to purposefully protect others, people may move into the protection of the shield while the mage uses it to defend themself.

    - Brisk Step, Minor Teleportation, and Group Teleportation cannot be cast while the shield is being maintained, doing so would cause the shield to vanish

    - Ward shield and Abjuration would dispel the shield whether the Transfigurest has Chaos Magic or not.

    - Disconnecting from the void would cause the shield to vanish.

    - The mage can only move a maximum of 3 blocks while the shield is active, exceeding that would cause it to vanish.

     

    12 - The mage would find that the spell they were about to cast is replaced by a different voidal spell of the same tier or lower of another voidal magic they know. 

    - The spell that it is changed into can't be a spell of a higher tier then the one that the player planned on casting

    - While the player gets to oocly pick which spell their intended one changes into, their persona should still be surprised. 

     

    13 - The spell would malfunction and instead of going off like normal it would instead create a minor explosion that’s 2 meters in every direction with the mage as the center. The explosion would knock people who are lighter than an olog off of their feet and disconnect mages caught in it, including the caster. The explosion itself is relatively harmless for the most part though, only causing minor injuries such as bruising or scrapes. The explosion may take on aesthetic visuals of the magic school the spell belonged to, such as an explosion of air for air evocation.

    - The explosion would disconnect mages caught in it including the caster, as well as interrupt concentration based actions such as using a bow.

    - The explosion only causes minor injuries.

    - The explosion cannot destroy or damage objects or the world around it.

    - A Ward Shield would protect against the explosion and does not require understanding of Chaos Magic to work.

     

    14 - The mage would cough up some multi-colored feathers that would vanish as soon as they were touched or hit the ground

    - This would not impede the mage in any way, not interrupting their spells or combat.

     

    15 - The mage would find themself blind for one emote, this would interrupt spells as they require line of sight to cast but would not disconnect the mage.

    - Can't cast while blinded and the effect will interrupt the casting of a spell or concentration based spells.

     

    16 - The mage would feel increased strength and stamina flooding their body, the mage would find their body equal to an average mundane person of their race. Though the mage would find themself unable to cast while this is in effect. The effect would last for 5 emotes.

    - This cannot increase strength beyond a physically fit mundane person of the mage’s race.

    - Cannot cast spells or connect to the void while bearing this effect.

     

    17 - The mage would find their height increased by one foot, able to surpass that of their race. Their clothes would grow to match this new size as well. This effect would last until the end of combat or [2 OOC] hours. After the effect wears off, their clothes would return to normal as well.

    - The mage is able to temporarily surpass the normal height cap of their race or species should the one-foot addition push them over such height cap.

    - The increased height has no effect on combat and doesn’t increase the person’s strength.

     

    18 - The mage regains the mana equivalent to a t3 spell.

     

    19 - The next spell the mage casts would have its emote count lowered by one but will only affect spells that are 4+ emotes. Should the mage lose concentration on the spell midcast or disconnect, this bonus would vanish.

    - This effect can only lower spells to [connect + 1 charge + cast] and cannot lower spells to [connect + cast].

    - This effect will vanish should the mage cancel the spell midcast or disconnects.

    - This effect does not stack with Incanter's Flow.

     

    20 - The Chaos mage would feel a rush of mana flood their body. The next spell they would cast would consume none of their mana. This effect would vanish should the mage cancel their spell midcast or disconnect.

    - Essentially the next spell casted is free of charge.

    - This effect will vanish should the mage cancel the spell midcast or disconnects.

    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.

     

     

     

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    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

     

     

    UviqO69XE-X-tmLa7atLHyfvNlBDYIcchQwvl_owa1khSSy9dy-ZpvWwTgstEdTt-ds5ifV1f-L1htgl0jQgAfFo03htIgT5NWfLuAIPEtEk3InjY7-_yPb4ag-CIzztgij7-9jonjH39pVmfOZM8ro

     

    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

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