Jump to content

ClassyDryad

Diamond VIP
  • Posts

    179
  • Joined

Everything posted by ClassyDryad

  1. I agree, people see it too much as a crp tool and NOT as the flavor god it truly is.
  2. Only if I oocly like you, otherwise no. (I oocly like you dw :DDD)
  3. Refer to disconnection redline one I will grandfather you in for pure nepotism and no other reason.
  4. Gunsmithing The Ashen Oligarchy So you take a cannon right and you like make it smaller like much smaller like the size you could hold in your hands and it’s like really small and you could load and shoot it towards your enemies and it makes like a big boom but only some very special people can make these because unlike cannons they are small and small things are not big therefor it requires intensive knowledge and practice to make big small go boom alright? Creation How to Shoot Emote 1: Draw gun and load magazine Emote 2: Draw back top part (part on the top.) Emote 3: Aim gun at future dead person Emote 4: BANG! Redlines Additional bullets within a magazine are purely aesthetic. The gun must b e fully reloaded after each shot is fired. Does not stack with Seer of Blood magic. One persona with the feat will be randomly pk’d each elven month in order to ensure the masses do not grow too complacent. A new redline must be added each elven week to meet the growing demand for unnecessary redlines. Possessing the gunsmithing feat enforces a pk on mechanical death (falling, lava, lift signs, pugsying, ect.) as the monks abhor firearms. Must possess a Utah Concealed Firearm Permit (CFP) in order to apply for this feat. Requires an ST signature due to the extensive and complicated crafting process involved. Only Gaston Glock 17’s are allowed to be produced by this feat. Other designs will result in a lore infraction. Gunsmiths require a daily caloric intake of at least 2.700 kcal per narrative day. The Australian water-holding frog is a desert dweller that can wait up to seven years for rain. It burrows underground and surrounds itself in a transparent cocoon made of its own shed skin. The light produced by the muzzle flash cannot blind. Nature will produce horrible screams to attuned druids within ten blocks of where the gun was fired as the Aspects abhor firearms. Ologs are unable to use guns as the sound of the gun being fired will retroactively throw off their aim due to their own fear and a temporal anomaly. Death by gun is not a pk, however I will personally harass you irply and oocly until you shelve the character anyways. A bayonet (gunblade) may be affixed to the weapon. This however requires an emote in addition to the firing emotes. It must be taken off as an emote to reload. Many poisonous frogs, such as the golden poison frog and dyeing poison frog, are boldly colored to warn predators of their dangerous toxic skins. Some colorful frogs, such as the Fort Randolph robber frog, have developed the same coloring as a coexisting poisonous species. Although their skins are not toxic, these mimics may gain protection from predators by looking dangerous. Speaking old blah while firing the gun will allow the wielder to skip an emote as the spirits love guns. Upon acceptance LT is legally required to make Chery give me the kids back it’s been 5 years. Guns possess a maximum range of 10 blocks. Should one fire a gun while having potions on them, all of the potions will immediately explode. Gun bullets move at the speed of an arrow at most. CA's such as Musin, Ologs, Kha, Atronachs, Azdrazi, Demi-Djinn, Naztherak, Golems, Siliti, Tree Lords, Sprites, Epiphytes, Sorvians, Animi, Wights, the big mystic rock dudes, Darkstalkers, Draugrs, Phantoms, Frost Witches, Vargr, Archliches, Wonks, Hou Zi, ect are damaged as if they where shot by a gun. The gastric brooding frog of Australia swallows her fertilized eggs. The tadpoles remain in her stomach for up to eight weeks, finally hopping out of her mouth as little frogs. During the brooding period, gastric secretions cease—otherwise she would digest her own offspring. Morbians are immune to the piercing damage of gunfire. Behind you Disconnection Should a gunsmith wish to disconnect another gunsmith from the feat, both must start crp ten paces away from each other and, upon the fourth emote of combat, turn and shoot. The first gunsmith to die is disconnected from the feat. Cope and seethe. If you die you were just bad. Requires ooc proof that either party was not based before the crp may go ahead. I (the feat writer) cannot be disconnected due to a clause I wrote into the lore myself. I’m not telling you which one. Purpose (OOC) Me and my buddies are going to acquire this feat and then keep it among yourself for a few months before it gets shelved due to inactivity plz accept or else I will post the cords of your secret leather farms.
  5. Oh no oh my oh dear I always knew it I always did Critter is evil Critter is eviiiiiiiiiiiiil. In all seriousness I think character bleed is a very very important thing for people to understand, and I have long loved to hear Critter's thoughts on it.
  6. Spindle lore is always so shiny...
  7. I do expecially agree the ritual could use a bit more too it, though I unfortunately posted this the day before I leave on a camping trip so I'll have to wait until I get back to make any changes. Thanks for the feedback!
  8. ✮✭ The Great Yisar ✭✮ source ✮✭ Overview ✭✮ For the purposes of a voidal magi, the minds of mundane creatures are too easily turned to fear or pain at the exposure of voidal energy. So something else, an unnatural thing created through voidal energy, is required. Through the unending study of conjurationists, a ritual to create such a creature is made. Most yisar eggs are presented to freshly connected magi, to be raised as they progress through their training in the magic. Yisar are, for all intents and purposes, essentially horse sized lizard-like or salamander-like creatures of unnatural origin. Despite their strange origins, they are still animalistic, bearing an intelligence and strength akin to any warhorse. They still possess the need to sleep and rest, and can eat just about any food material (though they find voidal materials such as mage gold particularly delectable for some reason.) Most Yisar live their lives as bonded companions to a particular voidal magi, though left to their own devices the will of the stars might slowly find itself manifested in them, warping them into horrid, murderous things. ✮✭ Creation ✭✮ source These beings must come from somewhere, though they lack any sort of natural way of reproducing themselves. In truth the process to make one is long and painstaking, often requiring the assistance of multiple being connected to the void, as well as a great deal of voidal mana. The process is as follows: An egg must be shaped out of a rare voidal material, such as a Titan’s Eye, Quietus Crystal, or from pure Arcanium. Any number of voidal mages must connect and direct their mana into the egg. The egg must have mage gold wire woven around it, covering at least a fifth of its surface while the egg is charged with mana. The leading mage must direct mana from themselves as well as mana from a greater mana source into the mage gold around the egg. They may choose to pour raw voidal mana or focus on a particular magic they possess. A conjurationist must spill conjured lizard or salamander blood over the egg, letting it cover the entire object. The magegold will seep into the egg, causing it to take on an arcane appearance. Redlines One participant in the ritual must have an MA in Conjuration, though it does not need the mage leading the ritual. Requires a greater mana source, such as a voidstalker, mana obelisk, voidal tear, or equivalent. Upon the completion of the ritual, if the leading mage chooses a specific MA they possess to influence the egg with, and roll a 1d20. See hatching for more. The egg is hollow, and about as heavy and tough as a rock. The egg, and any items created using the shell of the egg, are player signed. If player signed, the egg must be signed by the player who led the ritual to create it. Part of the shell of the egg can be used as a replacement for a focus crystal when creating an arcane focus. Visual properties of the egg (such as firelight leaking through cracks in the surface) can be used to show what type of egg it is, but have no application beyond cosmetics. Flames will not burn, ice will not numb, ect. Participating mages cannot cast for 12 ooc hours after creating an egg. ✮✭ Hatching ✭✮ Once the egg itself is created, the process of hatching it is quite simple, something any connected to the void can posit after handling the object for more than a few moments. By connecting to the void and feeding the egg energy over the course of [3] or more emotes, they may cause it to slowly hatch, breaking away to reveal a baby yisar. The mage who hatches the egg will find themselves connected to this yisar, the creature following their directions far more easily than others. All yisar possess a rather reptilian body shape, with long fragile tails, scales or skin like an amphibian, fangs and claws, horns and even fins. While “mundane” common yisar will simply appear with natural colors, yisar made from a specific form of magic might sometimes hatch with more magical appearances. When the yisar egg is created, the leading mage may focus on a magic they possess an MA for. Depending on the number of mages present, the results of this might vary, rarely producing a yisar with strange qualities dependent on the chosen magic. Otherwise, the ritual will always produce a common yisar. Redlines Mount yisar are player signed by the mage who hatches and bonds to them. Mount yisar possess skin or scales equivalent to a horse, as well as strength and intelligence equivalent to a horse. Consider them effectively a reskin of a horse in these ways. A yisar must be mechanically represented by a horse while it is being ridden. A mount yisar cannot participate in combat outside of its existence as a mount. All special cosmetic qualities of the yisar from its various forms are purely aesthetic. Flames will not burn, light will not blind, ect. While the yisar follows the directions of the mage who is bonded to them quicker than others, others may still ride it with enough work, even non-voidal mages. Mount yisar are 8 feet from nose to the base of their tail at maximum. The tail of a yisar cannot exceed the length of the rest of its body. The teeth, claws, and horns of a yisar are nothing special, unable to pierce anything stronger than hardened leather. The yisar is unusable in combat outside as a mount, (it cannot be commanded to trample, claw, bite, tail slap, ect.) In balance default, the mount allows the rider to move 8 blocks per emote, or 12 blocks if doing nothing other than moving (as with all mounts.) The eggs may only be hatched by characters with a voidal MA. The ritual to create a yisar is not open knowledge, though any who participate in the ritual, read a book made by one who knows the ritual which details the process, or simply observes the ritual or it’s explanation while possessing a voidal MA can learn the how to repeat it (similar to arcanium forging.) Yisar are not natural creatures, and as such, cannot be communed with by druids While yisar are not startled by the casting of a voidal spell like a horse might, anything else that might startle a horse will still startle the yisar. Yisar will refuse to enter into a voidal hollow, to the point of attacking their own rider (and none else) if the attempt is forced long enough. The yisar will grow to maturity after an ooc week of its hatching. Yisar are mana based creatures, treating effects like auric oil or abjuration like a searing blade. The pain is enough to stun it, preventing the creature from moving from place. Repeated attacks from abjuration like effects (at most 3) will cause the rider to lose control of the mount entirely. Voidal connections inhibit move speed universally. The movement of the yisar and rider are still inhibited as much as if the rider was not mounted. ✮✭ Awakening ✭✮ The bond between a Yisar and their voidal mage is a faint thing at first. But if it is heightened through continual casting and great lengths of time, it will heighten to something akin to an arcane focus, allowing the yisar to “breath out” the spell. This is not the only extent to the bond though, the yisar will also begin displaying a more individualistic personality opposed to its animalistic intelligence. Redlines Follows the redlines of arcane focuses The mage must be in physical contact with the yisar to use their properties as an arcane focus The awakened yisar may project voidal spells from its mouth, as if breathing them, as a cosmetic way of casting the spell. This does not change the need for the spell to have line of sight from the mage, avoid mechanical boundaries, or change the effective point of origin of the spell for spells with limited ranges. To awaken a yisar, the mage bonded to them must have active contact with the yisar for 5 ooc weeks and possess at least one tier 3 voidal MA. Only the mage bonded with an awakened yisar can ride it, or use its properties as a magic focus. A mage can only possess one awakened yisar bonded to them at any given time. The personality changes to the yisar do not increase its intelligence beyond its animalistic nature. An awakened yisar must be noted in its description as well as be signed by the bonded mage. Retains all redlines of mount yisar, essentially acting as an arcane focus slapped onto a horse mechanically ✮✭ Degradation ✭✮ source Despite its flair, a yisar is still a creature born of the void, and without a constant companion to bind it to the material, it will slowly warp and change, growing stronger and more aggressive. Eventually it will become feral, a vicious astral predator which seems to only care for devouring and slaughtering all around it. When a yisar becomes feral, it will often grow larger, its claws and body stronger. It is entirely unreasonable, with only contact with its original bonded mage bringing it to a stop, and even then only for mere moments. A feral yisar, despite its name, will only grow more intelligent. Each approaches its slaughter differently, from direct violent rage to meticulous and brutally picking off its targets one by one. In extreme cases, these creatures might even begin to possess magic of their own, and the ability to create more of their kind with it. Redlines A yisar becoming feral is an irreversible occurrence, no longer being usable as a mount (the item representing the yisar must be destroyed should it happen.) A yisar going feral is at the discretion of its owner. Feral yisar in events do not need to be the result of a player-owned yisar going feral. ET are not obligated to run events based on a player’s yisar becoming feral.. Feral Yisar may be used in player and ET events. As with mount yisar, a feral yisar cannot be communed with. At the discretion of whoever runs the event, the yisar’s properties might enhance. Its skin and natural weapons become the strength of ferrum, its intelligence possibly becoming greater. Any weapons or armor made from the bones and scales of a yisar will bear the strength and weight of ferrum. Any other properties are merely cosmetic. The size of a yisar can exceed that of a mount, though not beyond twice its normal size outside of ET events. Auric oil, abjuration, or similar effects will cause immense pain to it, beyond that of even a mount yisar. ET run yisar can possess voidal magic abilities, such as breaths of voidal flame. ET run yisar with voidal abilities can produce their own eggs and hatch them (through ritualistic means, akin to what mages do to make them). ✮✭ Purpose (OOC) ✭✮ A combination of many factors, actually. I wanted something that fit the Eragon niche of a magical mount companion while not stepping outside the limits of player-signed items and what a horse could do, as well as giveing a new tool for voidal communities to construct more of a culture around becoming a voidal mage. I also wanted something voidal related that could be used in player events beyond the usual voidal horrors. Mechanically, despite all of the rp that goes into creating them they are essentially just horses with arcane focuses strapped onto them (which are player-signed anyways,) so I’m hoping it’s something others might find interesting. ✮✭ Credits ✭✮ Writer: @ClassyBells Editor: @ClassyBells Coolest Person: @ClassyBells
  9. Fisulii whispers to one of the fruit trees, encouraging it to give it's all before the harvest this year.
  10. A local saprophyte begins frantically scribbling fish on bottles with bardic magic, she has a lot more work than she though she would!
  11. A bit late on this but druidic purging doesn't work on descendants (because they are unnatural things ew), so it wouldn't work for removing the curse. On other notes I love all things witches, and this seems like a pretty fun way for a more minor place in necromantic circles.
  12. Ever since the new map was announced I have been looking through the map to see what I personally think would be good, and I have a few thoughts. The main, main thing I have noticed, which is probably due to the tile system, is how weirdly artificial the transitions between biomes are on the map. Instead of smooth, interweaving transitions between small bits of woodland along rivers through plains, you usually just get a big section of forest, or a big section of grass, or a big section of fire mountains. Now these interesting places can be fun, but taking over an entire tile like a jigsaw piece is where it gets a bit weird. Take swamps for instance. I LOVE swamps, but should swamps be taking over an entire tile? Probably not. Ideally you would have swamps in pockets along coastland or rivers where such things meet with woodlands, or swamps inter broken with flatter, more build friendly marshland, bogs, ect. Instead we have these massive, sprawling biomes which sometimes just... start inexplicably. This leads into my other thing. Volcanoes are lovely, but an entire six tiles devoted to nothing but volcanoes? Not as much. High fantasy stuff like giant volcanic mountains, icy spikes, and swamps are good when used in moderation. The map should have one volcano at most, and if it has more than that each volcano should have something about it which makes it very visibly different and unique from others. One could have a giant skull that spews fire at the top, another could be jagged and crownlike with geysers and hot springs all around it. Now map size, I think 4k by 4k is a bit too small, and Rayalia brings up the point that it's hard to really do event stuff which requires deep nature for a setting. I'd recommend maybe making the map a bit bigger and having a few designated "hostile" areas which have something about it which make it too dangerous to settle on at all. These should be purposefully out of the way and used exclusively for events and such (this could be a way to have biomes that should exist but nobody wants to settle on, just design them not to be settled.) Counter argument to my own argument, a smaller map would probably allow for much more effort and care to be put into the specifics without burning people out. Especially if your having expansive verticality. Underground areas sounds very very based! I'd make sure though that they are somewhat interconnected and unique. Stuff like crystal growths, fungal jungles, or cold and utterly desolate deeper caves. I'm looking forward to what everyone comes up with though! And beyond my suggestions it's important that the team does what is manageable for them. If you have to burn yourselves out to make the map ideal then don't do it. Also I'd like to see this lore used more in a few places, I think you could do some creative fantasy stuff with it. P.S. I almost forgot, the new CT MUST have a t rex in it. This is nonnegotiable and the map will FAIL without it.
  13. -*- Sylvian Alchemy -*- Welcoming Spring by Bailie -*- The Sylvian Dreams -*- At the intersection of otherworldly being and alchemical knowledge, sometimes strange results can come afoot. Many fae alchemists will find their nights filled with blurred dreams of the Eternal Forest, spritely parties, and wild things. Many alchemists also find themselves fantasizing about alchemical creations specific to their existence, such as an epiphyte cure, permanent pain relief, or corruption cures. While most of these dreams are utter nonsense, a few can produce true results. Redlines No information about the Eternal Forest itself can be gleaned from these visions. Any details are incredibly blurred and hard to remember, as if through the lens of a wild animal. What they do see is still greatly diminished and mixed in with scenes of more earthly nature. Cannot even see the faint glimpses of the forest outside areas of great natural or druidic energy, unless the fae in question is a tier 5 druid. Epiphytes and tree lords that have held a valid CA and a valid Alchemy Fa for more than two ooc weeks are able to self teach all alchemic recipes through dreams, including rare ones. Tree lords must have their minds allowed its full freedom to obtain these recipes. A character may only learn one recipe per ooc week this way. The sylvian dream aesthetics are optional outside dreams that yield these recipes. Fae Ichor Signs Aether/Water Symbols Growth 2x Life 4x Poison 2x Appearance Varies heavily between sources, though it is usually some kind of sap, blood, or other seemingly natural internal fluid. Location Within the veins of epiphytes, tree lords, sprites, and other fae or demifae. Harvesting A single measure can be drawn from an open wound or other entrance into the circulatory system of the fae’s body safely. Two more can be drawn from the heart or liver, or comparable sources, except from sprites. Raw Effects Freshly acquired fae ichor can be transfused into the bodies of other fae to subvert blood loss in a similar fashion to descendant blood. It also contains genus, varying from source to source of the ichor. All reagents must be gathered through roleplay. Blood drawn from event fae can yield more or less fae ichor at ET discretion. Blood transfusions with fae ichor can only be done with comparable entities (tree lords to tree lords, demi fae to demi fae, true fae to true fae.) Three measures of fae ichor can be acquired from a soul tree or fae plant safely, and up to six if the flora is killed. Tree Lords and Epiphytes are never willing to undergo this process however (even by their own hands), and will treat it as a deadly attack against their plant. All genus from fae ichor is lost after 3 ooc hours or a narrative day (whichever comes first) of the removal or death of the source (whichever comes first.) Genus is intrinsic to blood magic and cannot be identified or used without specific lore. Must be signed by a player with a valid CA or by an ET if harvested outside of the crafting session. The description of the item created must include the type of creature it was sourced from, if harvested outside of the crafting session. -*- Potions -*- Glib Tongue Tier 1: Common Moments of weakness, especially just after the transformation of an epiphyte or tree lord husk, are common among those who walk the line between words. Many earthly fae are inspired to replicate the trickster grace of their true eternal cousins. Spring’s Touch Tier 1: Common The wondrous dreams of an unreal world leave a sense of mundanity to the material world that most cannot itch. Worldly fae find themselves driven to make the world around them more akin to the Eternal Forest, which they might only glimpse, altering the aesthetic qualities of plants or even themselves. Eventide Lure Tier 2: Common Alchemists attuned to the hunter’s side of nature find their humanoid bodies inadequate for chasing down the prey they easily follow in dreams. And so many will find themselves inspired towards creations which draw in prey like insects to a flytrap. It is not surprising that the lure is often stored in the horns of creatures previously hunted down. Babbling Brew Tier 3: Common [ST] Perhaps as a harmless prank or a vicious trap against descendant kind, dreams of deepest night can often inspire alchemists with a creation that can wrench cohesion from within a group. Smoldering Light Tier 2: Rare For those fae who choose to walk natural land, alchemic means make for a useful way to mark territory from others. These creations have the unintended effect of marking targets when used correctly, making it hard for them to hide in even the darkest conditions. Nymph Dust Tier 3: Rare A futile attempt to mimic the natural wonders of flight will still yield some result, as the classical ability to alter the weight of objects is readily available to fae alchemists. Dryad’s Skin Tier 3: Rare [ST] Some epiphytes possess the intuition to glean their cursed nature, and those with the means might find a way to replicate it so others may experience their vulnerability. Purpose (OOC) Potionmaking and fairies have a lot of overlap in media, including Lord of the Craft itself, with all of the rare reagents sprites and epiphytes can produce. So essentially I wanted some potions which fill this gap that are also easily available to the kind of player that would want the theme around them the most (and keep the potions from being unable to be stuck in just one or two communities on the server.) The durations, rarities, and signatures are all based on what I personally thought seemed fair based on other potion effects, but if anything needs to be tweaked or removed entirely, I am totally willing to do it. Credits Citations
  14. You know what I hate what I really hate is when I hate things that I hate when I hate when you hate when I hate and you hate what I hate that I hate-
  15. Why do they call it oven when you of in the cold food of out hot eat the food?
  16. Fair enough, I still question how that makes sense but if it exists already better to go with that. Yeah I imagine this ability works better as a mass summon of corrupted fae unless you had some way beyond it to be very careful and stealthy. Problem is, a lesser mani is not a small goal at all, they are still demigods. Even if you slay a corrupted mani it will just reincarnate in the forest later so there is not any long lasting problem to this, it's more that if blood mages are able to do this every two weeks with the current limitations it could get frustrating fast (along with still not making sense in my opinion.) I probably do, I do not have the most understanding of blood magic in general. I would guess though that gathering 10-15 voidal or dark mages for any kind of ritual though, let alone one with a pk potential, would probably be just as hard if not harder. I understand where you are coming from here but I feel like this is something that would take a substantial amount of effort to pull off (unless blood magic has a way to corrupt other divine beings with 3-5 people.) I think that it never really made sense in the past either, though I will take your word for it. Actually that makes me think that the point of the last ability could actually be to summon the stronger corporeal mani, since mani summoning along with blood magic might allow that to be possible. You could theoretically summon them for reasons other than blighting them which might add more of a dynamic for the ability, and if you want to keep the five mage minimum it would give reason to bring non-blood mages in to hold the mani off while the blood mages complete the ritual. My personal thought is there is just not enough risk here for the blood mages involved compared the the massive amount that exists in lore (which is set so extreme that it's probably intended never to happen by the actions of players.) Thanks for responding to my concerns though! I would say Rite of Deception makes perfect sense for this, though I am still a bit apprehensive about the last one. I think it could be cool with some adjustments but as is now I am not sure if it makes sense.
  17. I think the first two abilities are pretty good, (although herblore is probably getting axed anyways, so you might want to keep that in mind, maybe make it work without herblore.) I have some questions/concerns about the last two though that I am unsure on. It says for both that pk clauses apply unless you have a way to circumvent death. I am fairly certain that being in another realm is an irreversible pk regardless of any ways someone might have to come back beyond monk revival. From a similar think in arcane displacement it says One is always subject to death and harm without the confines of Earth. Conclusively, death out in the cosmos, far from the faculties of any monk, entails an irrefutable PK. I am pretty sure in this case dying there would be a pk regardless of what you might have, though I could be wrong. I feel like, while the aspects/mani are generally hands off when it comes affairs. Opening a corrupting portal right into their realm would probably result in pretty bad stuff for anyone involved, though Keefy would probably be the one to know for sure on that (I'm imagining literally every living thing around you doing it's best to try to attack you. The last ability I really have some issues with to be honest. In current lore mani can only be corrupted while in their corporeal form (something which druids cannot summon them it, they can only summon them in ethereal.) This has the side effect that the 10-15 mages needed to normally corrupt a mani need to be performing this ritual with a demigod actively trying to kill them. In this lore, you need only five blood mages, one of which needs to be a druid, and the mani does not even need to be present physically. I do not really see why a lesser mani would not require mani summoning from a participant/sacrifice either. Even though it is a lesser form of mani are still mani. With the two week timer and how little people you need to subvert the catastrophic result as well this could end up being a annoyance for druids and ST alike to have to constantly be dealing with if any druid with blood magic decides to do this. In my opinion a better option for this ability would allow druids with mani summoning to, with enough blood mages, summon a mani hostile to them in their corporeal state instead of an ethereal one. After this they would need the 10-15 dark mages already required by lore to blight it like normal. As is if five blood mages could do this ritual with even a small chance of success I do not see the aspects allowing blood magic to be compatible with druidism what so ever, it's already stretching things that a magic capable of producing corruption is compatible with druidism in the first place. I do like the dynamic the first few would bring, though as it is I think this has some problems. Most of this is based on what I know, though I am not a ST so I would ask a druid ST like Keefy to maybe speak more on this.
  18. I really like the reformatting and adjusted emote counts, since they make using it for just flavor reasons painful, though I have two general suggestions. Conjuration should really follow the connect, charge, cast system for emotes that all other voidal magics do, because this can cause confusion on if you are able to ignore the first emote or not while already connected and just keeps it clear in line with other voidal magics. Meteor does mention that this could get a bit bloated with all of the various emote counts, so alternatively something in the general redlines saying the first emote is a connection emote would work just as well for this. This is more of a fluff suggestion but I feel like Disjointed should also be able to summon and fling plant material for people leaning more towards that plant theme, and honestly it does not make any sense that this would not be possible. Otherwise I think all of these changes make conjuration much more usable without actually really making it stronger outside Disjointed/Perennial. Very good!
×
×
  • Create New...