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E__V__O

Creative Wizard
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Everything posted by E__V__O

  1. Hey Poly, thanks for the reply, I do agree with the current state of illusion being loosely written should be mediated, that is why I wanted to expand on the general idea on the spell of false images such so written as 'perception illusionary spells'. To the mental aspect it of the magic which I assume to be... the other spells? Specifically 'Reaching' and 'Memory Restoration'. That was included to flavour the additions, though I am willing to remove the 'memory restortion' part as it does follow close to mental magic. The spell 'Pensive' can already be done but added further clarification/points. The reason I mentioned combat in the prior comment was due to that is how mental magic functioned, at the current time and where this differs. If Kunuk wishes to include combat applications in his mental magic rewrite he is fully able to without crossing over the piece here. If you want to discuss further I am open in PM's so we don't go back and forth on the subject and get an idea on improvements to the overall piece of lore.
  2. The 'biggest' mental magic aspect here is creating perception of memories which can theorically be done already, which has been in discussion within the illusionist magic chat. This was to put clarifications on such with added complementry abilities. Mental magic hasn't been a thing for a series of years so the addition isn't out out of the hand for illusion magic to have some 'mental magic themes'. Added the abilities listed here fit non-combat and don't delve into obtaining information, rather masking over it which fits the theme of illusion, whereas mental magic at least in past iterations have done the opposite.
  3. Sensory Illusion Clarifications / Additions Footnote: This piece of lore a clarification on a certain aspect within sensory illusion that isn’t delved into much on the main lore post. When sharing ideas for this to be a feat, it was found that it will just be clarified further in the lore of illusion. To the additions, they’ll be outlined with two asterisks on either side that further help complement the clarifications. *Reaching* As with illusion, you must connect to the mind of the individual before inducing any spell effects upon the player. The reaching spell would have the illusionist reach out to the mind of their intended target, upon connection they’ll be able to interweave any illusionist spell on this list; the caveat is; the caster requires physical contact. Once a successful connection has been done, the caster’s mana forms an interlocking tether between the two sharing information. The information shared can be the exchange of emotions, thoughts, and the player’s inner voice. You may not pick and choose as both players exchange the information equally. Void Connection --> Charge x1 --> Mind connection. Redlines You can only connect and maintain the connection of reaching while physical contact remains. Unable to utilise tools such as casting implements, familiars or arcane focus to act as the physical ‘bond’. You’re able to react and move as you would while casting a spell. You cannot connect to the minds of non-superior souls. The exchange of emotions, thoughts and the player’s inner voice, is telepathy between the two minds. You both will hear such in each other's heads there is no way to prevent this while connected. This in no way shows memories or images. Cannot be done on someone unconscious/asleep. Is enchantable between two attuned enchantments, only transfers thoughts within #q range of 5 blocks while held. Counts as a combat enchantment. Learnt at T4. Can be done in combat. Perception Illusionary Spells An illusionist would be able to create a false perception across one’s senses warping fake imagery to implant it on someone's mind. The ability is not delving into a mind and finding memories to alter, rather if the illusionist knows key details of an event that occurred in the player’s life you may attempt to change the perception of it if not too extreme. As an example, if a player had a memory of the Rex of Krugmar, the illusionist may channel mana through the player and rework the perception of the rex being a brown-skinned Uruk to blue-skinned. The perception only remains until the mana flow ends or the player’s mind has fully come to the realisation of the memory perception was in fact, true. As the player believes the memory perception, it would trickle down to all other memories, slowly replacing the Uruks colour. The perception only breaks if the illusionist made something completely unbelievable, the players self-discovery of putting the pieces of memory back together and or seeing the real thing. In the case of the Uruks skin colour, if made purple it can be unbelievable thus breaking the illusion. Self-discovery can be searching through your own memories before they have been rewritten, breaking the perception, and or lastly seeing the Rex themselves being brown-skinned. These factors are all up to the player being targetted and not up to the illusionist. To first practice perception illusionary spells upon, the illusionist needs to know events that preceded the player. They’re incapable of searching through or seeing memories by themselves, if the player gives incredible details of an event, an item or painting the illusionist may put a perception illusion upon the player for the given detail. It is up to the player to decide if the illusion is too extreme or something that would not be possible. For example, A player’s fiance, they’ve known for years having significant portions changed about them; an illusion over the eye colour is possible but not greater details such as a different race, blonde hair when they have a darker pigment, ext. Performing the spell requires the initial *reaching* spell due to the complexity of memory perception. The process being; Reaching --> Charge x2 --> Cast. Casting in this sense means the beginning of your memory perception illusionary spells. It requires constant connection and mana flow. Redlines Requires the spell *reaching* to be done before creating this perception. Cannot read/see memories. Cannot create a memory perception without preceded knowledge of events that happened on the character by being present and or details were given. Cannot force the player to believe the memory perception illusion unless it was not too significant in the characters life, even so, self-discovery that is out of your control can change the memory back. Anything too extreme will or impossible much like illusion will break. The perception of being a success doesn’t always mean it’ll trickle down to all other memories, this is an up-to-the player choice being illusioned. To mend the illusionist, they’re able to bind perception illusions on memories to enchantments. Learnt at T4. Cannot be done in combat. *Memory Restoration* With the illusionist able to coerce an illusionary memory, the same should be able to pull a memory back. Drawing on the mana of the player through the exchange of information an illusionist can find altered memories done through memory perception illusions, leaving stagnated mana imprints on the individual. The caster through *reaching* is further able to delve deeper into the mind and help expend more mana to collectively bring in the mana and restore damaged memories, unbeknownst to the player. In addition, the illusionist would be able to aid in the restoration of memories not done through illusion perception spells, utilising mana to reconstruct a broken memory. Performing the spell requires the initial ‘*reaching*’ spell due to the complexity of memory restoration. The process being; Reaching --> Charge x3 --> Cast. Casting in this sense means the beginning of your memory restoration spell. It requires constant connection and mana flow. Redlines: Requires the spell *reaching* to be done before creating restoration. Cannot read/see memories. A players memory restoration process takes longer the more time has passed, up to six additional emotes which will leave the caster unable to cast for 1 IRL Day. Additional are increased per week of memory restored. Can bring back memories lost through memory loss diseases or illusion memory perception. This is all up to the player being cast on. Learnt at T4. Cannot be done in combat. *Pensieve* The design of a pensive is already possible by creating illusionary images of a perceived event created by illusion. This is to give clarity and understanding to that concept by adding in a bit more flavour which is why it is listed as a new spell. Pensieve is an ability illusionists can create through circling with a player, channelling through the information crossing tether by reaching and turning it into a visual sensory illusion cast through the illusionist. This is a way to play out a thematic event that occurred on the player around them in a broadcast, either perceived in the minds of both, or around them both so others may see the perceived events. In addition if circled/co-enchanted with a transfigurationist you may ‘entrap’ these perceived illusionary memories to be viewed on touch or looking within the jar. Performing the spell requires the initial *reaching* spell due to the complexity of Pensieve. The process being; Reaching --> Charge x2 --> Cast. Casting in this sense means the beginning of the pensive spell. It requires constant connection and mana flow. Redlines: Requires the spell *reaching* to be done before utilising pensive. The caster cannot force the perceived memories to be shown, rather up to the player. The memory will be how the player has perceived it so it may be distorted up to the player's request. Cannot read/see memories. Learnt at T5. Cannot be done in combat. Purpose: Although I believe illusion could do with a rewrite, having a clarification on an ability (Perception Illusion spells) and having non-combat spells to complement the magic further allows a nice flow to open up illusion to other aspects adorned within it and not just an illusionary smokebomb, snare, pain. I am fully writing this to assist in cooporating roleplay between multiple parties and different options that the magic can move within, without breaking too much of what it can be. I do understand some 'mental magic' elements may be seen/present in the piece of lore and although i'm not trying to bring that magic back or have plans to do so. Hopefully I don't cross the boundaries too far within this lore. I am open to opinions and feedback to see how to improve this piece. Thank you. Credits: - Ttwesten / Jenny_Bobbs - Writer, ideas. - Samsan99 - Writer, ideas. - Tojo - Edits, grammar fix. - Insert name here for people missed when asking for initial feedback.
  4. [!] A flyer is delivered to the gates of the Elven Settlements where it may be passed on to the other nations across Almaris [!] To the denizens of Almaris I send you this missive, be you receive it from a pinned notice or handed to you by another. If you’re willing to read, I hope this welcomes you. This isn’t a notice from an official of Haelun’or, but it comes from a concerned citizen of the state of the upcoming war. I wish to share my experience living within the walls of Haelun’or from the last dozen human years, from three Sohaers in the span of my arrival to the current day. Haelun’or or the Silver City has had many hardships and discerning members of its governing body starting before Dimaethor Elevethar from the rise of Kalenz to the rise of our current governing Sohaer Idendril Elassidil. The current Sohaer of the Silver City has shown significant progress for the mali’aheral, high elves as with other elven races, the mali’ame, and mali’ker so far so, having them run establishments, living within the silver district, and being a part of our military body Sillumir without strife. The state has started a patronage program for those who wish to succeed in the ideals of progress and health to live within our walls, open to all races. I am addressing this to you all to open up dialogue within our nation and see the progress we’ve made in the prying times over the former leaderships that got it wrong within Haelun’or. Showing progress that any race is welcomed within the walls of the Silver City and, much like other nations allowing them patronage to live within the walls if they so please it. The outlier is that of purity, and I understand it is a hard-hitting word though phrasing it to be the rules of the state is how it should be, much like the human nations, dwarven, Uruk, or mali. We each have a set of laws governing the cities built upon the land. The spouted discrepancies of slavery, servitude, kidnapping are things of prior leaderships which Idendril Elassidil is identifying and fixing to push further a greater Haelun’or than that which preceded the Sohaer. I urge other nations to look into the current city of Haelun’or and see the people, how they’re welcoming to other races, other nations, and other affiliations within the walls and aid us in the progress and health of our people. We do not seek conflict, nor do we seek war. The people behind the walls haven’t left to battle or raid other lands even before the current Sohaer reign. To the followers of lady Ivarielle, I implore you not to further your attacks on the nation and start your own. The people here are of no threat to you, and we respectfully urge you to unite your forces against the immense evil of the land of Azdromoth or the voidal abominations plaguing the land. The Haelun’or people stand by governing ideals that you don’t follow, nor are we forcing it on you; you’re welcome to build your own nation; I hope you don’t take the one made here and abandon it. Don’t allow further bloodshed of the people you claim to rule over; we’re not warmongers. Signed, Evo'lur Tartarus.
  5. I feel that this explains the whole magic exlplanation well especially with how everything is interconnected and yet still different. I do support this lore, even if denied can provide a basis of good theory craft within character.
  6. [!] Listening towards Valazaer speak before giving a small brief thought as he waits for them to finish before he speaks [!] "My original statement, the missive proclaimed that the people of Haelun'or shouldn't be different or divided as they don't take up tasks of physical brawn like what the Sillumir requires, you now speak of wanting them to raise a sword, I ask why? It is respectable you want the citizens of Haelun'or to rise up and defend the city, I myself share that statement though for those who cannot or do not want to we shouldn't force them. The Silver City promotes itself on progress and health not brawn. Alchemists, magi, scholars, children are the future to the city as with Sillumir who protect us. In the fight to clear the hollow, we must first do research which many are working towards. I urge you to look into creating unity than division." [!] He finishes up his statement as the elf he spoke with before leaves to the mansion, Evo'lur not following. [!]
  7. [!] Shortly after Evo'lur posted the missive he awaits around to hear those who comment hear. Stopping to look to Valazaer he gives the elf a nod before he comments back [!] "The efforts to take on the voidal hollow are a step which we need to be tackled on united front and not divided as which it is seen now. Fixing the internal issues within Haelun'or the silver state we all reside within should be a priority to further push maehr'sae hiylun'ehya."
  8. Divide Within The Silver City A divide has recently been brewing from small actions and inactions alike from the Silver state's Okarir, Tilruir, and Sillumir. The ridge I'm speaking of is that of gender. I wish to address this to all mali'thill of Haelun'or that no divide should exist. We exist in a commonwealth of growth, progress, and health, maehr'sae hiylun'ehya. The gender or lack of in Haelun'or shouldn't divide the people as everyone is equal within the walls of the state, physical strength isn't a single deterrent to cause a divide, not joining the Sillumir isn't a cause to make a divide. We should encourage working together, which with Larihei is a gift she gave to all mali'thill. I hope to see the Silver Stage progress further into maehr'sae hiylun'ehya and not fall into this divide. We're being divided outside the walls already not to have an eternal struggle. The cooperation, progress, health, and the mali'thill should be our main concern. This missive isn't the council's position on such rather my own; I wish to address these concerns if I am appointed Okarir'tayna by the city's people. We as a people should rise together, not form a divide. Undersigned Evo'lur Tartarus By will of elheial’thilln, by will of the Maheral
  9. You quoted backstory/origin, that is flavourtext not 'minmax' as the only thing you can do with the casting implement is listed in the "Abilities" section. Unless you have a specific part i'm missing?
  10. You understand this is a casting implement, meaning it has no minmax ability?
  11. I do understand the potential use of metagame for the runes though in general, it is a new casting implement that is fully stationary that isn't something we have currently besides 'familiars' which could be considered walking 'seals' as you're also able to cast through them.
  12. Background/Origin The avail between the mundane and magical wonders where both have infinite inner workings between what they can do but nothing to cross between a tangible unification. The study of both has raised curiosity and tension between finding a substantial bond and making the two meld together. Evo’lur Tartarus has found a bond and similarities from the material alphabet seals to the arcane. Notarizing down seals of elements and channeling magic from the void has left an impartial imprint on the seal lines. Further study of the coercion on seals and magic, the symbols reacted positively on the essence of magically imbued seals attributed to the elemental sect of the void art one transfused. Though limited to the sign, connected lines and an area were made, forming the ‘casting circle.’ Utilizing a series of seals, one could replicate the spells of the chosen arcane art along the seal circle. Explanation of Casting Seals Casting seals take the material alphabet and its corresponding element of magic symbol to create cohesion between the two. One may create a spark of their magic by channeling it through the chosen alphabet symbol. Casting seals are available to magi who have gone under a ritual to attune themselves closer to the chosen archetype of magic. For example, Arcane Scions, Voidstalking, Voidal Eminence, and Voidal Artificery can use ‘casting seals.’ Other forms of attunement to the archetype of magic that can use the seals would be; the Druidic ritual of - Tree Lord. Necromancy ritual of - Lichdom/Darkstalker. Mysticism Ritual of - Conjoinment/Wights, ext. In the alternative, a voidal mage who has filled at least 3 void magic slots, and is T5 in all the subtypes that comprise these slots; may use casting seals. Additionally, users of non-voidal magic (Deity/Dark) who are; neither further attuned nor have filled 3 magic slots may use casting seals as long as they are T5 in their given magic. No FA/MA is required, as the above merits the potential to use these. You only lose the knowledge if the above feats are lost/removed from you. Creation of Casting Seals Casting seals are freeform interlocked rings that contain symbols outlined in the Material Alphabet, which adhere to a spell being cast through it. The seal's power is attributed to the number of signs written of the chosen spell symbol type. A novice (T1) spell would require one elemental symbol to be drawn within the interlocked ring alongside the fuel of the magic enacted and the creation symbol. In contrast, a master (T5) spell would require five elemental symbols. The seal itself will be drawn by a mundane power attributed to the chosen archetype of magic, grounded light stones for paladism, foci-crystal for voidal, Kuila for druidism, ext. Once the circle and symbols are drawn, a small imbuement ritual is done to seal the essence of the chosen archetype of magic to the interlocked ring. One has to etch out the engraved seal; brushing over it will not remove it. The ring's size serves as a purpose of visibility, requiring it to be at least two by two meters in length (2x2) for the entire spell effect; anything less than the required size means the power and width of the spell are diminished by half. To activate the seal requires the caster's sight and a flow of the essence of magic adorned upon it. When activated, the caster will have no visible indication they're casting a spell on the chosen archetype except the aura/flow of mana coming from the mage. In contrast, the seal will have all the visible tells of it being activated. Steps to the Seal creation: Step One: Drawing the interlocked ring will give an understanding of the initial size and purpose of the ring placement without going outside the initial boundaries. The thickness of the ring has to be at least one inch. Step Two: Serving as a protectionary barrier in case the seal erupts prematurely a bracing line of the same thickness is drawn. Step Three: Setting the structure of the ring now to be more stable with the elemental symbol forces, a hexagon shape is drawn of the same thickness to form a conductor line for each symbol. Step Four: Drawing more conductor lines for each symbol to connect and parse power, the two triangles drawn allow precise flow of the alphabet symbols to reach each corner. Step Five: Scaling the design to include three more interlocked rings allows the inclusion of the finished seal circle if stopping for novice spells, allocating an elemental symbol in one, a fuel-based symbol in the other and a creation symbol in the final interlocked ring. Step Six: Further scaling the seal drawing three more closed circles to assist in scaling the glyph to balance the greater spells power encapsulated within. Step Seven: Two spirals spun to interconnect within the middle flows the elemental symbols together to reach the centre forming the greater spell to be channelled. Step Eight: Drawing the elemental symbols within each interlocked corner ring followed by the archetype of magic fuel symbol, and creation symbol. In the example below this would be an adept (T3) Casting seal for a fire evocation spell, having three fire elemental symbols and the mana symbol. Abilities Creating a casting seal allows any user with the knowledge of the material alphabet and the ability to make the seals themselves to channel magic to the attributed casting seal enabling them to cast spells through it on the given element/fuel type. Locking the caster into all limitations of casting the spell and, if disrupted, having to start over, the benefit of channeling a spell through the seal allows the caster not to have the aura/spells effect to be seen around them. In the example of fire evocation, you wouldn’t have sparks of embers, fire, or smoke coming from the caster, but your aura can be seen casting a magical ability. However, the spell ‘charge’ would be seen around the seal, having all those prior specific effects. The casting seal can only be activated by those whose knowledgeable in the created seals symbols with the practiced magic within their arsenal. A non-fire void mage cannot activate a fire casting seal. You must have KNOWLEDGE of the magic to cast through the seal archetype. You cannot cast through a fire evocation fire seal, without an accepted MA. To activate the seal requires the caster's sight and a flow of the users essence. When casting through a seal, you'll still be seen as visibly casting a spell, with your aura visible. Any spell based effects from the spell or casting will only appear on the casting seal. The size of a seal cannot expand the limitations of the current spell, adhering to all size restrictions of the spell no matter the size of the seal. The only exception is through circling to 'empower' the magic. Activating an casting seal takes the same time as casting the desired spell, as with taking the same mana as doing so. If the caster is interrupted similarly to casting other spells, the casting seal is deactivated. You're limited to the casting restrictions of the spell channeled. Any archtype of magic, void, druidism, necromancy, blood magic, mysticism, shamanism, ext. Are able to use this casting implement. An casting seal is, in all terms considered a casting implement, limited to the range of the spell and unable to extend it without an arcane focus. If a spell is limited to 20 meters from the caster, the seal cannot be activated from further than 20 blocks away, or the magic ability is extended past that range. You may channel 'self-cast' spells like 'Earth Evocation - Earthen Dome' on a casting seal. This is limited to one meter from your character to the edge of the seal, doubled with an arcane focus. A heavy strike from a hammer, abjurations, or mana depreciating objects/spells will destroy the seal etch failing the spell cast. Auric Oil will always break the seal when activated, no matter the tier of the spell being cast. You can walk/move out of the seal without impeadment, even if activated. The seal will only have an effect if the spell is ready to be cast. If the ring is cast through is beneath two by two (2x2) meters in size, the spell's effectiveness and width are cut in half. In non-combat scenarios, the spell's width follows the size of the seal. The seal would be symbolized with blocks drawn, restone, drawn lines, and a sign stating what it is before using it. Citations Credits - Jenny_Boobs // E__V__O - Main writer. - Sriflo - Ideas.
  13. I have had another report the same, in anycase the topic should look like: https://i.imgur.com/G4EbPOp.png
  14. Challenge for Okarir’Tayna Given reigns to the current Okarir'Tayna Seth Calith for the last elven month, the progress which they push is stagnant and recoiled. To this, I don't doubt mister Calith's abilities in successfully running his position, Okarir'Tayna for the Silver State. I ask the citizens of Haelun'or to lend me your voice in this missive and only ask how we can do more, to which I challenge mister Calith for his position to bring maehr'sae hiylun'ehya to the city walls once more. To the citizens and those who reside within the Silver State, I ask you to lend me your voice, see your face, and start to show you what I see for the future of Haelun'or in divisions magic, protection, progress, and health. Open the door, let me come and sit by the fire, just let me come close to your heart, let me progress the Silver City to its previous glory of the bastion of magic. The maehr'sae hiylun'ehya of the Silver State is something I hold dear to my heart. Seeing how nothing has changed on the appointment of Mister Calith has inclined me to write this missive so you may lend me your voice to maehr'sae hiylun'ehya. Lend me your voice, open the door, let me show you maehr'sae hiylun'ehya. Allow me to offer you a future in magic and wonder, bringing mystery behind our walls that greet anyone who enters. I offer to the silver state my unyielding support and the citizens in any decision they come to, and I only ask you to lend me your voice, lend me your vote so I may show what we can bring to the city of Silver. I am only an individual. Together we're a community where your voice is heard together; we make maehr'sae hiylun'ehya, not as one but a body. I ask again for you to lend me your voice, only while together we progress; if another shows potential, lend them your voice as such goes for maehr'sae hiylun'ehya of the silver state. Undersigned Evo'lur Tartarus By will of elheial’thilln, by will of the Maheral
  15. From the Transfiguration lore that is already accepted: This is to your base question of 'essence of magic'. It can be used for enchanting purposes already I just wanted to expand upon it that it may also be utilized for 'abjuration/warding' purposes. I didn't want to nessecarily have the magic have a big power spike/boost but have a way to utilize abjurations/warding in a unique way as other magics/mundane items seemly have further interaction of 'warding' magical feats. Commenting to this section, I can argue agreement though that would be a big powerspike to a magical art that I do not really see something like this being accepted, you're free to try however. It wouldn't clash with what is listed in this post if you did.
  16. Reading over and giving thoughts on the general make on the lore. I'll say you've done a good job here!
  17. Reading over the missive he raises a brow before putting it down. "Isn't sutica, being the trade city supposed to be neutral in all conflicts unless Haelun'or has done something against the trade city? I'm not aware of any reports they did..." the elf sighs momentarily "It is curious how the trade city of Sutica is now ongoing with political conflicts."
  18. Updated to 1.16 tamable mobs.
  19. From my understanding moderators have claimed if they RP'ly put stuff in a chest as you described and you have screenshot evidence of such they cannot use said items in RP. You can RP hiding weapons, trinkets, tools which can be easily moved on from. Then again, could be wrong. Just what was described to me.
  20. Amendments Introduction Transfiguration, where it stands, has a good balance on its place on the server by not being too powerful yet housing a plethora of spells. This is where the amendment kicks in. Due to the number of spells, some things get lost or missed in lore which I hope to amend to further increase cooperation, creativity, and community engagement with the magic, hoping for not some underutilised spells to be more prone to use. For further adieu, enjoy. Alter Position Including two separate redlines, which has no added benefit other than flavour, promotes RP engagement and interactivity, especially when performing mundane tasks. Do note, this cannot be done in combat. Add Redlines: - “The caster is able to perform separate **transmutation or enchanting** spells while alter position is active.” - “The caster is able to utilise this spell on multiple objects as long as they don’t weigh greater than 25lbs/~11kg.” Enhanced Magelight Enhanced Magelight is an underutilized spell due to its main being unable to be used in combat. You’re unable to create a magelight orb in the mists of battle to help brighten a location or light up an alley if creatures are coming towards you. I do not think this should be the case. Relatively keeping the magic non-blinding and intrusive, one should utilize it for many forms. Change: - "Enhanced Magelight to Magelight." - "Learned at T4 ---> Magelight to T2." - T2: Can cast twice, able to hold magelight for 3 emotes. - T3: Can cast up to four times, able to hold magelight for 5 emotes. - T4: Can cast without strain, able to hold magelight while mana is available. - T5: As T4. - "Learned at T4 ---> Overcharged Magelight T4." - T4: Expends 3/5th mana on cast. - T5: Expends 2/5th mana on cast. - "Non-combative to combative." Current description: “In its non-combative, yet brighter form, it takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell, the brighter it gets, having the potential to fill an entire cavern with light. If the Transfigurationist was to overcharge the spell for a combative advantage, it would take 1 connect emote + 2 charge emote + 1 cast emote. This causes a brief, yet powerful flash of light that lasts for one emote and can disorient targets who perceive it for about an emote. This is rather mana intensive and takes up about a fourth of the Transfigurationist’s mana and will disconnect the mage after it’s been cast due to the intense light.” New Description: “It takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell for an additional emote, the brighter it gets, having the potential to fill an entire cavern with light. The light will not disorientate, blind, or be intrusive otherwise than looking at a normal lightbulb, no matter the more mana one expends to increase the brightness. If the Transfigurationist were to overcharge magelight, the spell would take 1 connect emote + 2 charge emotes + 1 cast emote. Casting causes a brief yet powerful flash of light that disorients targets who perceive it, lasting one emote. You can overcharge a current casted magelight, skipping the connection emote.” Add Redlines: - “The light will not disorientate, blind, or be intrusive otherwise than looking at a normal lightbulb, no matter the more mana one expends to increase the brightness.” Entrap Spell Entrap spell will be getting one adjustment, so to clarify the amount one can make per day, the reasoning for this is due to the change coming to Abjurations/Warding. This is already a thing. Just if it needs clarification, it is here. Add Redline: - “You’re limited to creating three entrapped spells per day.” Warding & Abjurations Warding and abjurations are at an impasse. While you cannot increase the total power of the magic nor make it weaker, an exception should be made. These spells within transfiguration are the most underutilized within the magic. To make them usable by mages who wish to remain utility-based mages against the more combat intuitive counterpart would be entrapped spells. Add to Description: “Utilizing entrapped spells, you may gather the essence of the school of magic within the enclosed jar/container for warding or abjuration, taking an additional emote to extract the energy. This is a single-use as the entrapped spell's essence is used upon a successful cast. Entrapped spells used have to be T4/5. Anything below won’t work.” Change: Warding: “This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote” ---> “This spell takes 1 connect emote + 1 charge emote + 1 cast emote. (+1 charge emote if used entrapped spell)” Abjuration: “1 connect emote + 1 charge emote + 1 cast emote.” ---> “This spell takes 1 connect emote + 1 charge emote + 1 cast emote. (+1 charge emote if used entrapped spell)” Add Redlines: - “You may utilize an entrapped spell to ward/abjure that spells school of magic by consuming the essence to power your ward/abjuration. This uses up the entrapped spell.” - “You may carry with you three entrapped spells per combat encounter, this isn’t connected to the alchemy/enchantment use limit.” - “Entrapped spells used have to be T4/5, anything below won’t work.” - “Using entrapped spells puts an additional emote required to cast, extracting the essence from the jar/container.” - “You cannot create a warding enchantment with an entrapped spell.” - “You can co-enchant to make warding enchantments.” Original Lore: (If you want to see what're changed/added if they make a difference).
  21. Might I ask why this constitutes two magic slots to learn?
  22. Evo'lur reading the recent letter delivered to his tower, looking it over he has a raised eyebrow. He'll lower the inventation down before speaking to himself. "I wonder if the tea will be free..." as he looks round before closing his door back to his studies.
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