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Aelu / Rel (Combustionary)

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  1. The Creation and Playing of Familiars A Guide See the full lore here: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/?page=1 Contents I - What are familiars? II - Familiar Binding & Creation III - Playing a Familiar IV - Red Lines What are Familiars? Familiars are, in the simplest description, constructs fueled by the arcane. They are conjuration elementals given permanence through Mana-gem cores and arcane plates. These arcane plates define the shape and regeneration of the Familiar, and if they are too damaged the familiar will not be able to regenerate its lost element into the correct shape. In function, they are very similar to golems. They are of limited intelligence and are magically bound to follow the verbal commands of their creator. The similarities end here, however. Familiars have the limited ability to manipulate their bodies in a way similar to casting magic. Rather than connecting to the void and consciously forming the element (a task far too complex for such a being), they simply project their forms in the direction of a foe. After casting, their diminished mass slowly regenerates as the enchanted core summons more of the element. There are five types of Familiars. These are Stone, Ice, Arcane, Water, and Fire. Each of them have their own properties. ~ Stone Familiars are the most similar to golems, being made of rock bound by arcane plates. They are the most solid, and best at manipulating physical objects. They are, however, much more limited than other types in their ability to cast, only able to launch fingers or spikes at opponents from their bodies. Ice Familiars are, in use, very much like Stone. They serve the same functions and have the same abilities, though are slightly weaker. They are able to launch small spikes of ice from their bodies. Arcane Familiars are a sort of ‘jack of all trades’ among familiars. While their forms are more frail than those of stone or ice, they are able to manipulate objects with the same ease as their solid counterparts while still casting with ease. Water Familiars are slightly less powerful versions of fire familiars. They are able to shoot jets or orbs of water at ease towards their opponents, but lack the sturdy form of other sorts. Fire Familiars are the most volatile sort. Made of flame and arcane plates, they can launch jets of flame and fireballs from their bodies. They are also the most vulnerable, though. Severe damage to their plates can lead to them exploding as the core tries to regenerate fire without boundaries. ~ Familiar Binding and Creation The creation of a Familiar requires a MAT-locked knowledge much like Golemancy. This knowledge is called Familiar Binding. In addition to this, the creation of a familiar requires the combination of Conjuration, Evocation, and Transfiguration. The Evocation and Conjuration create the elemental spell, while the Transfiguration enchants it onto the core. A Transfigurationist’s entrapments of magic are perfectly viable for this. When a Familiar is created, it is initially linked to the Transfigurationist that created it. As per the Familiar types, only Earth, Water, Fire, and Arcane evocations are applicable. When a familiar is bound to its core, its size and shape are dictated by the Arcane Plates that are connected to the core. These plates serve to essentially tell the core the boundaries of where it should summon the element. These plates do not need create an entire shell around the being, and can cover (within reason) as much or as little of it as the creator decides. A more full covering is easier to hit, but much sturdier than a less full one. The size of a familiar is also important. A small familiar is possible to create, but will be much weaker than a larger one due to a smaller pool of its element to use. A larger familiar, however, puts a heavier strain on its core. The core has an effective range of roughly three and a half feet, and cannot easily summon the element past this. As a result, Familiars cannot exceed past this in any direction. When a familiar is made, its player will take one of two nexus races for its. Stone and Ice - Construct Water, Fire, and Arcane - Necrolyte Playing a Familiar Playing a familiar is like playing a golem. A familiar is compelled to follow the verbal commands of its master and is incapable of disobeying. Familiars are capable of basic and can speak clearly, but without any emotion. A familiar’s ‘home’ must be near a mana obelisk to retain its energy. A familiar does not need to remain exclusively near one, but it cannot linger for extended periods of time if one is not around to refuel its core. The abilities of a familiar are based on the type being played. Solid familiars (Ice and Stone) have different specialties than Fluid familiars (Water and Fire). Arcane familiars have many perks of both which will be described. Solid Stone and Ice familiars are much better at using physical objects than fluid ones. They will often be equipped with swords or other weapons to use as their primary offense. The ranged capabilities of a solid familiar are very limited, though. A familiar designed with spikes on its arm would be able to launch them (or even its fingers) like a crossbow’s bolt, but cannot spew a jet of their element like a fluid one can. These projectiles, when launched, take a long time to be regenerated by the familiar’s core. In a fight, the launch of a spike should take between two and four emotes. One must be dedicated to getting the arm (or other surface) into position, another to aiming, and finally one for firing. While still very important, the arcane plates of a solid familiar are not quite as large a weakness as they are in other sorts. If a plate is severely damaged, the element will begin to form unchecked at the break but will do so at a slow rate, allowing the being to continue fighting for a few moments before the growth renders them immobile. Fluid Fluid familiars are opposite to Solids. They are incapable of wielding weapons or tools, but their bodies are much greater in use than those of solids. Fluid familiars have no melee abilities to speak of. A fluid familiar can swipe its arm at a nearby attacker, but at great risk to its own arcane plates. In ranged ability, though, this short shines. Fluid familiars can project their element with ease in the forms of either a jet or an orb. The nature of their bodies allow for faster regeneration as well. The quantity they can cast before the core must replenish the element is roughly equal to a fourth-tier evoker. While this replenishment is still quicker than that of a solid, it still takes more time than most battles will allow for a nearly depleted familiar to regenerate. The arcane plates of a fluid familiar are far more vulnerable than that of their solid counterparts. If a plate is severely damaged, the element will spew from the break uncontrollable, diminishing the mass of the familiar. Multiple breaks can likely lead to a familiar exploding as the core generates the element through them. Arcane Arcane Familiars server as a combination of both types. They are able to manipulate objects as well as a solid familiar, but can cast as well as a fluid one. Instead of a liquid expulsion, arcane familiars can launch orbs of energy or beams of it. They take after the weaknesses of a fluid familiar, though. Due to the fragile nature of arcane whisps, they are only slightly more durable than water or fire familiars. Red Lines A Familiar’s casting is very limited, and must be an ejection from its own form. A stone familiar cannot form a rock above it, for example. Only the following magicks can be used to create familiars. (Familiar Binding is required in addition) Conjuration Alteration (Transfiguration) One of: Water Evo, Earth Evo, Fire Evo, Arcanism Familiars have no free will. Familiars cannot be larger than seven feet in diameter. ‘Solid’ familiars are the only type that can easily manipulate physical objects, though ‘liquid’ familiars are far superior at casting.
  2. 1 - These are meant to be long-term term, regenerating enchantments. Those enchants might, say 'create a bear', but do they sustain it? If that bear lost a leg, could the enchantment itself begin to heal it? The atronach core resupplies the being's body by resupplying its element over time, without intervention from its creator. 5 - Arguments could be made for both possibilities, and that's something I'd prefer to leave in the hands of the people RPing it.
  3. 1 - Unless I'm mistaken (which I may be - conjuration isn't my area of expertise), 'fleshy' conjurations are quite complex and similar to their natural counterparts. Organs, Blood, the like. An Atronach is simply 'fire' or 'water' etcetera. The core for an Atronach simply conjures the element within the parameters formed by the arcane plates. It wouldn't be able to differentiate between the tissues and materials that make up a more lifelike being. 2 - As I'm currently aware (and feel free to correct me if I'm wrong), a casted conjuration is controlled by a direct casting link between the creature and its caster. Due to the nature and complexity of this atronach, that direct link is only present in the form of the creator's mana within the managem. It would recognize that creator's instructions, but would need to be verbally commanded. Its intelligence is similar to that of a golem. 3 - As long as the shape has proper arcane plates, and isn't too large to be sustained, you can make an atronach with whatever form you desire. 4 - I play a golemancer myself, as does Bokratz (the co-writer of this lore). One of the things we focused on was making sure this wasn't just a new way to make golems. The earth atronach is of course the most similar to golems, but overlap as far as strengths and weaknesses go are at a minimum. For one, golems are much, much more physically resilient than any atronach. While an earth atronach is the strongest of the five, any severe blow to its arcane plates will soon render it useless. Golemancy also has a great deal more depth in what you can do with the various types of golems that can be discovered and created. Golemancy has a great deal of depth to it, while Atronachs have more variety.
  4. Fire moves, but it's a lot more stable than electricity while it's being cast. I'm not an expert on electrical evo lore, but the bolt doesn't really sit idle when its being cast, does it? With fire evo, you can have a fireball sitting above your palm for a while, as long as you have the mana to sustain it. I don't think you can just have a lightning bolt chilling in your hand with electric? The way lightning works, I don't know how well it can just assume a shape as well as the other listed elements.
  5. It's intelligence is that of any conjuration. The creature itself is something that can already be made via conjuration+evocation. This lore is simply to give those beings permanence and allow them to be characters played long-term by players. Ah, yes. It would greatly increase the mana needed to sustain the being due to the climate wearing away at its form. The core would need to use mana to regenerate doused flames or evaporated water.
  6. Hitting the element itself would do little damage. Any of the fluid knocked from the body would need to be regenerated (and thus cost mana), but past that little would happen. Thanks for the question, though! I'll make sure it's clarified.
  7. Unless I'm mistaken, you're referring to the raw conjuration primordials that can be summoned and act as other conjuration creatures. These are long-term constructs that exist to be played in the way golems are. Out and about on a daily basis, rather than summoned when needed.
  8. Arcane Familiars A Mage's Construct Credit to Combustionary and Bokratz Also, some credit to DSDevil for having tried a similar idea quite a while ago. Overview: In the purest sense, a Familiar is an elemental morphon given persistence through the use of an enchanted core. As such, the familiar is the product of a combination of three magicks - Evocation, Conjuration, and Transfiguration. The appearance and abilities of a familiar varies based on the type of evocation used in the enchantment’s creation. Applicable evocations include Arcanism, Earth Evocation, Fire Evocation, and Water Evocation. ((In short - A familiar is essentially a long-term conjuration spell that is given a player like a golem)) Creation The creation of a familiar is a process not unlike that of a golem. In order for such a creature to exist, a magical core must be created and enchanted. This core consists of a very large mana gem encompassed in arcaurum that must then be enchanted with the morphon spell that combines the target evocation with conjuration. This core, unlike the cubic or spherical shape of a golem’s, is actually cylindrical, with a large crystal within to fuel the familiar. The core, crafted with the fragile, arcane conductive metal Arcuarum, produces the element that creates the being’s body. In addition to the core are various binding plates that define the being’s shape. They do not need to cover the creature’s entire body, but rather only enough to provide a guideline for the barriers of the creature’s body. These plates can be made of any material, with respect to the attributes of the summoned being. Wooden plates would not last long on a fire familiar. In addition to the familiar’s components, such a being requires a mana obelisk to function over a long period of time. While its creator’s can alternatively imbue the core with their own magical power and keep it running, this will only work for a short time (no more than a few hours), and will likely make the imbuer lose more mana than they can recharge in the same time frame. The use of a mana obelisk allows for the familiar to exist indefinitely within its range due to a constant supply of mana recharging its core. Should a familiar’s core be depleted of mana, the evoked element will dissipate to the void and the core (as well as all of its enchanted plates) will fall to the ground, lifeless until mana is resupplied to the core. Behavior A familiar’s behavior is much the same as any other conjured beast. It will obey the orders of its creator. A conjured beast may find its orders through a voidal bond with their master, but this is not the case for the enchantment- the core appears to take only verbal commands or gestures of sorts. When their artificial life begins, they act akin to golems, their creator their owner, and their life becomes bound to theirs. It is up to their creator to teach them anything, though the use of their arcane power appears innate. When it comes to learning to talk-- these Familiars lack any emotion in their voice, yet are able to talk like a human, only their speech sounds inhuman. Types Earth Familiar Magic - Earth Evocation Type - Solid Earth Familiars are very similar in appearance to a golem, though lack the same degree of durability. While easily the strongest (phyiscally) sort of familiar, the stone being does have a weakness in its exposed metal plates. Earth Familiars are able to wield any sort of melee weapon, though are far too clumsy for any sort of bow. They do have some ranged ability, though, with the capability of expelling fingers or other spikes from its body at high speeds. Fire Familiar Magic - Fire Evocation Type - Liquid The opposite end of the spectrum from the earth familiar, this being is much less sturdy than it. The fire familiar is perhaps the most volatile of the five types. The fire familiar is the most adept at the ranged use of its body, able to expel fireballs and infernal jets in very short order. Its form, however, leaves it very vulnerable in close quarters. Any damage to its plates greatly diminishes the core’s ability to sustain the being’s form, and quickly leads to its dispersal. Water Familiar Magic - Water Evocation Type - Liquid Marginally more stable than the fire familiar, the water counterpart has many similarities to it. Being a bound liquid, the water familiar is very capable of expelling water from its form against enemies. It suffers from the same weakness as fire, though, as a serious blow to its plates will lead to the core quickly expiring as it uncontrollably summons water. Ice Familiar Magic - Water Evocation Type - Solid Not quite as powerful as the earth familiar, the ice familiar demonstrates the diverse use of water in the formation of these creatures. The ice familiar’s abilities are functionally identical to an earth familiar, though not quite as powerful purely due to the weakness of ice compared to solid stone. Arcane Familiar Magic - Arcanism Type - None The Arcane Familiar is a mix of the ‘liquid’ and ‘solid’ types of beings. Due to the nature of an arcanist’s wisps, this sort is able to maintain a solid form but still ‘cast’ itself as though it were a liquid. This familiar serves as a ‘jack of all trades’. It’s form lacks the same durability as ice or stone, but is able to manipulate physical objects just as well. Like liquid familiars, though, it is also capable of expelling its form through orbs or beams. Abilities The abilities of an familiar are based on the element of which they were created. They can fully interact with the world as far as their bodies permit, and can cast their element from their bodies in a way that is similar in appearance to spellcasting. They cannot actually, however, use magic themselves. A fire familiar could, as an example, throw a ball of flame at an enemy but this act is simply expelling that amount of fire from its own body rather than forming a connection to the void. As such, the ‘casting’ ability of an familiar is purely dependent on the form its body takes. ‘Solid’ familiars, like ones made of ice or stone, are very limited in ranged use. At most, they could shoot a finger towards their enemy as a projectile. More ‘liquid’ beings, like those of fire or liquid water, are able to much more freely cast their bodies over a range. When a familiar casts, however, the element used is depleted from its body. While this will slowly be replenished, too much casting in a short time will deplete the being to a point where it is too insubstantial to function. In physical abilities, solid familiars are much more able than their liquid counterparts. A stone or ice being can hold a weapon while a fire or water one would find its flowing form unable to grasp such an object. The middle ground between the two sorts is the Arcane familiar. The unique properties of an arcanists’ wisps allow for a creature than cast itself nearly as well as its liquid kin, while still having a solid enough form to easily manipulate the world around it. The fragile nature of its form offsets this, though. Weaknesses Familiars, physically, rely on their core and plates to function. Any strike to their bodies that only hit the element itself will do minimal damage, and only cause the core to be drained of the slight amount of mana needed to regenerate the lost element. The destruction or draining of an familiar’s core will cause the immediate dissipation of all voidal energies surrounding it, in a sense killing the familiar until the core is repaired and recharged. The familiar's plates are used to provide the guidelines for the replenishment of the familiar’s form. Most crucial in a ‘liquid’ familiar’s replenishment and a the initial formation of all types, the destruction or damage of these plates will cause the familiar to become more unstable in its form. A fully formed solid familiar is not are severely affected, but severe damage to the plates of a liquid Familiar can cause the being to burst in an explosion of its element as the core lacks boundaries and drains itself. Pros and Cons A cool addition to enchanting. Provides more flavor to magic RP, having these command-able magic beings that aren’t golems may be interesting. Effectively golems that can use the void. These Familiars are more fragile than a normal golem, infact- it would generally only take a few strikes, or even one strike from a golem in the right places to destroy the familiar. A descendant may have a harder time, but still has a good chance of destroying one. Making one of these Familiars is time consuming, and cannot be made during quick combat. The Familiar is bound to the will of their maker, having to follow their orders and guidelines Severe damage or destruction of the plate(s) can cause for the element to fluctuate and become unstable, harming those around it whilst using more mana from the core to try and fix itself (and if the plate is not repaired, an Familiar cannot do it on its own.) FAQ Answers to questions will be posted here. Redlines An Familiar’s casting is limited, and must be an ejection from its own form. A stone familiar cannot form a rock above it, for example. Transfiguration is required to make the Atronach, a basic understanding of conjuration and in-depth knowledge of an Evocation is also required. While Familiars can have some free will they are bound to the will of their master. Familiars cannot be larger than seven feet. ‘Solid’ familiars are the only type that can easily manipulate physical objects, though ‘liquid’ familiars are far superior at casting. Mechanics: Stone and Ice Familiars use the Construct Nexus Race Arcane, Water, and Fire Familiars use the Necrolyte Nexus Race (Note: There can be exceptions, for example: A lighter variant of an ice actronach, or an overly bulky and massive arcane atronach) Atronach/Familiar Additions: (Also, can we just change their name to Atronachs now? There really isn’t a point to keep it as Familiars. We were strong armed to change the name to Familiars anyway.) Original lore: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/ Note: ”the destruction or damage of these plates will cause the familiar to become more unstable in its form. A fully formed solid familiar is not are severely affected, but severe damage to the plates of a liquid Familiar can cause the being to burst in an explosion of its element as the core lacks boundaries and drains itself.” - Original Atronach lore. New Discoveries and Augmentations have brought about additions and changes to the Arcane Familiars. Lightning: Beings of storm, their beings put into the fluid section of atronachs (Necrolyte). The first issue was with how much electrical evocation took quite a lot of charge for an enchantment, and such was fixed with simply a enlarging the core, and lining the plates with arcarum for the sole purpose of better conduction and usage. While they still can use a mana obelisk as a means of fuel, this method provides a longer duration for this, and all other atronachs. The other issue is that the plates would need to be of a different material, for metal will attract electricity towards it, so instead the use of stone was utilized. These creations crafted the first Storm Atronach, rock and arcs its form. These beings have the ability to unleash electrical blasts, charges, sparks, and so on, though by no means quickly- verily, this new Atronach takes time to let rip electrical blasts and oddly enough, it cannot cast a call down, as though the energy is far too much for it to unleash. What makes this Atronach deadly to any about it, is the issue of when a plate is heavily damaged or destroyed, the electricity goes out of control in that area, spewing forth arcs which could damage both ally and foe. -Example: Pros: New type of Atronach, more options for players. Can unleash electrical attacks Get Necrolyte Cons: Cannot cast call downs. (Basically making an aerial strike with electricity) Takes as much time to cast as a normal mage Can harm friends and foe if the plates are heavily damaged Plates can be damaged. Larger ‘core’ which can translate to more viable ways of putting one out of commision Can be warded with Alteration and can be taken out by Fi. Plates are still vulnerable to attack. Redlines: Cannot be stronger than an adept mage Cannot cast call downs (lightning strikes) In the event of plates being heavily damaged or destroyed, the electricity has to go berserk and flow out of the atronach in said area of the damage eventually. The Atronach still has to adhere to Electrical Evocation rules. Wind (Also a fluid type Atronach): Wind Atronachs are an archetype left almost untouched by mages throughout time. The fluid creatures are capable of generating strong winds and gusts that can send man to their knees, proving a valuable asset in the war for tactical superiority; their raw power pales in comparison to the other more battle ready atronachs. The most harmless of their kind are capable of creating torrents of wind when their plates incur damage. It proves to be an intimidating asset when used in tangent with other atronachs or martial abilities. Example of an Wind Atronach: Pros: New type of Atronach for players to RP. Can use wind related attacks Get Necrolyte Cons: Must adhere to Air Evocation rules A mass of wind will flow out of the area where the plate is damaged or destroyed. Affected by Fi and Alteration. Plates can be damaged by normal weapons. Redlines: Has to RP the effects if a plate is heavily damaged or removed. Must adhere to Air Evocation rules. Cannot be stronger than an adept mage. New behavior changes: Personality complex: The Atronach is an ethereal creature with an intellect incomparable to that of the descendants races. When conjured from the womb of the Void, they are new to the world; their thoughts muddled and clouded, be it from adolescence and malformation or the effects of their untimely translocation to the physical plane. Regardless, they bend the knee to their masters; they are magically obliged to bend to the will of their de jure masters and to follow their orders regardless of their opinions on the matter at hand. Some may argue that the deeds they perform serve as a platform from which they derive their morality and conscience on this new and alien world - or that of their masters. Some may even become great contrarians, sarcastic creatures bound to the will of an irate master. Tl;dr: This is to make Atronachs more playable. The longer an Atronach is alive it gains more sentience, however it will always be bound to the will of their master. Different variants and aesthetic: Aesthetic: Floating can be enchanted on an Atronach, though the larger a Atronach the less of the levitation. The maximum sized Atronach can hover one foot, a foot shorter can hover two feet, and so on. [Note: Atronachs can be further upgraded or designed to be better casters, be more intelligent, swifter, and even be better physical fighter] Drone: Atronachs can come in many shapes and sizes, and these variants are truly a companion. The drone is a smaller Atronach, with arcane energy or any other of the elements inside it. These beings can be given the ability to float (via other enchantments) though they cannot exceed seven to eight feet. Due to its smaller frame, less mana is fueling them causing for them to have weaker spells in comparison to your seasoned wizard. ((These can still be played by other players, but the appeal is likely on the player who has one.)) Example: Pros: A smaller variant, able to be carried by players and RP’d as small companions which act as support. Cons: Even though it is small, these creatures can easily be hit by weaponry. Plate damage/destruction causes the same effect. Spells are generally weaker in comparison to a normal Atronach. Must adhere to Atronach guidelines and lore. If you are caught power-gaming your Atronach, it will be taken away. Redlines: These beings max at the strength of a novice mage (t3). Must adhere to the lore of their imbued magic. Must RP the proper effects of damaged plates. Must adhere to basic atronach guidelines. Tl;Dr: ones that the owner player can RP so long as they understand the rules. If they don’t, the atronach gets removed from them. Basically, these are much smaller atronachs that can float at the max of six feet that do weaker spells and act more as a support for a character. Think of them like a weaker conjuration. Although forgers are already able to rp their own atronachs, this provides something that fits more towards being played by the maker, rather than having to emote for another body (which you can still do, this is just easier to rp, but also weaker) Goliaths: Of material and arcane, these Atronachs types are even deadlier compared to their brothers, having the prowess of master wizards, and even surpassing them. This strength comes at a cost however, their beings, now massive and visible for attack, are immobile when they call upon the great power within. And once they cast, they must secure themselves to the ground, though it appears most of their creators keep them in designated spot. These variants also appear to heavily rely on their creators, having little to no intelligence. The Goliath is more so employed as a siege weapon, or even wall defenders more so because of the constant need for a massive fuel source, an obelisk. These beings must be near at a mana obelisk at all times. Example of a Goliath: Pros: Bigger Atronachs, standing at the maximum height of 9 feet. Their spells are incredibly powerful, being the equivalent of two master wizards. Can be used for sieges as both offense and defense. Cons: Incredibly slow, only able to move the speed of a Brawn-core golem Their charge up for spells are slower, taking an average four emotes for a weaker spell (like a volley of magic missiles, although they’d do more damage than a normal volley) When they cast, they have to become immobile, with the slight exception of re-adjusting aim. Require their master to give orders or even do anything. Not playable, unless used for mounted building or area defense, or for sieges. Vulnerable to strikes, especially now that the frame is larger. If the plates are heavily damaged or destroyed, the berserk effect will be greater. Need to have a mana obelisk present with, or around them. If it is broken, the construct shuts down. Timing: Out of wars, when it is used as area defense or heavy artillery, the typical emotes go and number of casts per obelisk (CPO) Weaker spells - 4 emotes, 10 CPO Moderate spells - 6 emotes, 7 CPO Strong spells - 8 emotes, 5 CPO Redlines: -Must adhere to the magic rules -Cannot be quick. - Has to roleplay the effects of heavily damaged or destroyed plates. For Sieges: Basically, when Goliaths used for sieges, they are immobile and GMs could/will moderate the strength to an amplificare, albeit the blast is a bit weaker, so it would be somewhere between Rune Cannon and Amplificare. It takes a standard of 5-6 emotes for a blast. For every obelisk, they have five uses. You will need to roll out of 20. Roll effects goes as below: 1-5: Misfire, the energy is dispersed before it could reach its mark, using one of the charges from the obelisk. 6-14: Miss, however the blast is close to its mark. 15+: The blast hits dead on. If the Obelisk is destroyed the Atronach has to shut down, if the Atronach sustains heavy damage from an enemy siege weapon, the energy within will go berserk, and heavily injure the people operating the Atronach, taking them out of the fight. Tl;dr: Big, near immobile Atronachs that need to be near an Obelisk. Their blasts are far stronger than an Atronachs, even greater than a mage’s due to the mass of mana. They are incredibly dumb and require their masters to be near them to give orders. Amendment: All Atronachs typically need to be charged after three weeks (unless there is some mana saving thing the creator does on the atronach and even then keep the extended time reasonable). Being charged by the hour is excessive and takes time out of playing one.
  9. The area around the lava's been covered in water. If you logged off on fire you should be able to return without dying.

  10. Mcname(s): Smawton Why he/she is blacklisted: Animal Griefing (Killing more than 25%) https://gyazo.com/1819a7c43e8ebad4c8cd08125105c005 https://gyazo.com/fed472c2d3d6f88ea3eb2c5f58137268 Conditions of blacklist (temporary, permanent, until appeal, etc.): 2 Weeks with appeal.
  11. Name: Ac'Aelu Tinuvial [Mc Name]: Combustionary Race: Wood Elf Magics known: Earth Evocation, Arcane Evocation, Transfiguration. Magics you can teach: Earth Evocation ((TA link in sig)) Who have been your teachers presently or in the past, and what did they teach you? Earth Evocation - Salamandra Arcane Evocation - Katari Stirling/Self Transfiguration - Avenel Which position do you feel most suited for? I believe myself to be a master of Earth Evocation, Adept as Arcane, and a student of Transfiguration. I would feel suited for Adeptus.
  12. Thank you, and have a goodnight. Current warclaim rules, found under the "Rules" header, state that conquest cannot be declined. The snow elves are not a racial nation (or a chartered nation at all), nor is the rp reason for this war invalid. The conquest may proceed.
  13. Mcname(s): Org_The_Robo Why he/she is blacklisted: Breaking PvP Rules (Calling after insufficient RP) And Combat Logging Conditions of blacklist (temporary, permanent, until appeal, etc.): 1 Month with appeal.
  14. Mcname(s): ggteixeira, TooLegiit Why he/she is blacklisted: Raid Baiting. Ban Evading https://gyazo.com/96e69e72f118ea063f77b1bcb0f69a5a Conditions of blacklist (temporary, permanent, until appeal, etc.): 6 Months with Appeal.
  15. Mcname(s): Alakabam Why he/she is blacklisted: Raid Baiting. https://gyazo.com/96e69e72f118ea063f77b1bcb0f69a5a Conditions of blacklist (temporary, permanent, until appeal, etc.): Two Months with appeal. December 28th.
  16. Mcname(s): Pito444 Why he/she is blacklisted: Raid Baiting. https://gyazo.com/96e69e72f118ea063f77b1bcb0f69a5a Conditions of blacklist (temporary, permanent, until appeal, etc.): One Month with appeal. November 28th.
  17. Mcname(s): Shamejax Why he/she is blacklisted: Raid Baiting. https://gyazo.com/96e69e72f118ea063f77b1bcb0f69a5a Conditions of blacklist (temporary, permanent, until appeal, etc.): One Month with appeal. November 28th.
  18. Mcname(s): DunamisAkimbo Why he/she is blacklisted: Raid Baiting. https://gyazo.com/96e69e72f118ea063f77b1bcb0f69a5a Conditions of blacklist (temporary, permanent, until appeal, etc.): One Month with appeal. November 28th.
  19. Memes are disgusting.

    1. Show previous comments  4 more
    2. Pureimp10

      Pureimp10

      Quite the tragedy that the GM team is a meme then, eh?

    3. Ioannis

      Ioannis

      I kinda like this meme thought. The person who made it , made sure to use the right words so they can match with the feelings of the speaker.

      http://captiongenerator.com/65692/Combustionary-Reacts

    4. Ioannis

      Ioannis

      Despite the fact its targeting a moderator , its rather inacurate so no hard feelings.

  20. Mcname(s):Burketma Why he/she is blacklisted: Metagaming. No-RP Killing. See BR. https://www.lordofthecraft.net/forums/topic/135533-player-report-on-czals-rassidic-wolfthepict-burketma/?page=2 Conditions of blacklist (temporary, permanent, until appeal, etc. 6 Months with appeal.
  21. Mcname(s):WolfThePict Why he/she is blacklisted: Metagaming. No-RP Killing. See BR. Using an Alternate Account https://www.lordofthecraft.net/forums/topic/135533-player-report-on-czals-rassidic-wolfthepict-burketma/?page=2 Conditions of blacklist (temporary, permanent, until appeal, etc. 6 Months with appeal.
  22. Mcname(s):Rassidic Why he/she is blacklisted: Metagaming. No-RP Killing. See BR. https://www.lordofthecraft.net/forums/topic/135533-player-report-on-czals-rassidic-wolfthepict-burketma/?page=2 Conditions of blacklist (temporary, permanent, until appeal, etc. 6 Weeks with appeal.
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