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ClassyDryad

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Everything posted by ClassyDryad

  1. This is more of a logical "horses are cowards and casting any kind of flashy magic on them like a fireball of ANY magic would not work" not a void magic debuff. You would have to make either rules for horses specifically or put it in every magic for this to apply though (or just don't powergame horses IDK). The intention of that was also not to apply to like, all voidal spells will terrify your horse, its specifically like casting a flamethrower from horseback which would obviously spook the animal. Shooting a rock at someone would not scare them.
  2. @StingyParrotI would agree it makes more sense lore wise, but as a voidstalker megafan myself I personally think people need to stop touching that feat because it's already overloaded and is suffering from being over amended. It just needs to be left alone 😔
  3. Artificers certainly need more going for them in their niche, so I agree with this
  4. Should be changed but ironically the shaman freeze protects them from this...
  5. I hope everyone is having a good holiday season

  6. Looking more for what people themselves like about the empire rather than why their characters may support it- though still a good response thank you.
  7. Thank you to those who have answered so far!
  8. Tell me what you like about the empire/roleplay in the empire/roleplay caused by the existence of the empire. Positive vibes only plz.
  9. My only concern on these is it still falls into the "all of these weaknesses are subverted by heavy armor" problem. By the time you manage to break through the armor enough to inflict whatever penalty you are trying to do they have probably already lost if they are in that situation. Also a possible solution you could do to the whole thanhium problem might require making the tier equivalent of their spells not all T5, though I personally think thanhium is a meh weakness to have in general.
  10. I'm in the only one who feels like I see more complaining about complaining about the empire on the forums than complaining about the empire? 

     

    LOTC is a Minecraft roleplay server so I ultimately do not care about the drama. Maybe some empire peeps should make an appreciation post for the good things it has brought to there/other's roleplay to balance out everything? 

  11. I am normally for shortening progression timers but I think Mordu brings up a lot of good points here.
  12. We love you Landskaaaaaaar!!!!!!
  13. It says unable instead of able, guessing you mean the other way around.
  14. Four Scions working together to open a tear be like
  15. I am less certain about micro's being suitable for player signed stuff so I did not include them since I sort of just wanted to get this in as is. If you want to make a separate amendment for that it would not take that long.
  16. Additions are bolded, removals are crossed out. Idle Cored Atronach / Drone Atronachs With the advancements of atronachs being very strong companions and able to outwit those around them if they have been given the time to progress long enough. A forger can simply remove this ability of thought from the Atronach, constructing a core to be an idle machine incapable of thought and ideas. These idle cored atronachs hold a one-track mindset and must be given both direction and objective, otherwise they would come to halt function, awaiting for a new command. This is obtained by not adding the needed enchantment that would normally give an atronach sentence. Mechanics Creates an NPC Atronach. They function based on what tasks they are given. Once finished the tasks that they have been given they will wait for the next objective, unable to think for themselves outside of point A to point B. The atronach with this core will no longer be very effective in combat and will not fight back if attacked. If the atronach is damaged too much, they will fail to function. Redlines Idle cores are used to make atronach NPCs. They lack the ability to attack anyone, being unable to comprehend the orders to engage in combat, being considered too complex for them to understand. Upon being damaged to a servere state, the atronach will halt all functions and be rendered useless until repaired. Idle cored atronachs range in strength; fire and water idle cored atronachs will only extend the strength of a human; air cores would be slightly weaker than a human; ice cores slightly greater than a human; and earthen ones, slightly weaker than a golem. Idle core atronachs lack the ability to think for themselves. They MUST have an objective to be completed or else they become inactive and wait for their next order. They are unable to hold speech and conservation, using only basic functions to perform the tasks given. Idle core Atronachs are susceptible to abjuration/warding/anything that is designed to eat or destroy voidal magic as well as suffering from the general weaknesses their sentient cousins would have (a fire atronach would be weak to water, ice atronach to fire, etc). They’re able to absorb around 4-5 direct hits upon the core before being destroyed. A destroyed core can be salvaged and repaired by an atronach forger to return it to life. If an idle core atronach is destroyed, an sreq should be made to inform ST of its destruction. ST do not need to oversee the atronach’s destruction (though screen shots should be provided if asked for). Solids are generally better designed for idle cores (being ice and earth), for they can manipulate the realm more effectively, while the liquids may be of use manipulating their elements to perform tasks assigned (such as a fire atronach in a forge to heat ore, or a water atronach being used to clean). To denote an active idle core atronach, an ST signed item of the core is to be made, and a screenshot of it is to be added to the creators FA. Idle Cored Atronochs are not ST signed. A voidal mage may only make at most 3 per OOC day. Purpose NPC constructs for other construct feats (Golemancy and Animii) do not need ST signage, let alone as much supervision as this needs currently. This simple change makes it consistent with the standards of modern lore. Put a limit in so a mage cannot claim to make 1000 billion in a single day. Kinda basic.
  17. Wow, this will never get passed rolls eyes and burns OOC post.
  18. Personally I think corrupting a tree should require like dousing it's roots in rakir, with much more being needed as the tree gets larger and larger. Since rakir is a weekly resource rather than maelus which recovers much quicker. I think needing to get a lot of naz around a large, important tree to send a message is better than allowing essentially free griefing. Decay also definitely should work since it's explicitly intended to be a spell you use when something is beyond saving. If the one situation in player usable lore that makes a plant beyond saving is immune to it why does the spell exist? 6 druids for a 30ft tree might be a bit excessive though, I'd at least let powersharing work so not everyone needs to be a blighthealer.
  19. I can move it to T3 though the enchantment itself will have to remain T1 given aesthetic items shouldn't be weaponizable against things like thanhium. I don't think it should be ST signed given it's the same scope of what's already possible with lesser enchantments theoretically, just in a more constant manner rather than needing to be triggered. Lesser enchantment does not even have redlines preventing you from using it to surpass mechanical boundaries to my knowledge. I'll put in a redline tying it's scope specifically to lesser enchantments however to try to address that. I'll also address the size thing, though I think with manifestations if they can't interact with their object already there is no reason they'd be able to interact with the enchantment on their object.
  20. Imbue is too removed from what this is doing to be able to merge it into that. I'd either have to completely change how imbue works or make it a weird double functioning ability, like I would have to specify which things can persist on their own and which things you can have limited numbers of- as well as what kinds of effects would be allowed for each when both abilities serve different purposes to the lore anyways.
  21. To be added as a T3 ability to Voidal Artificery [Active] [Noncombat] - Wondrous Object Regardless of their variety, all artificers hold the love of creation between them. Such is the legacy proved by the many masterworks and artifacts wrought by their hands. This love inspires their very works, causing toys to leap up to dance, false flaming weapons to swindle the unsuspecting, and ornaments to bedazzle with their opulent majesty. A voidal artificer may create a wondrous object, or objects similar to mastercrafts which are instilled with a harmless voidal effect. Akin to a minor variant of a mastercraft, this efficient voidal artifice has a consistent, persistent effect upon itself. What is more, wondrous objects can incorporate multiple voidal magics the artificer possesses into one, such as having a lantern that floats beneath a handle and an ever burning flame within it, a toy horse that hums musically with air evocation and rolls around on it's own, or a fireplace that constantly keeps itself well-aerated and lit. Redlines -Nothing larger than what could fit in a 3 by 3 block area can be made into a wondrous object. This means any handheld object or something moderately large like a door could be transformed, but an entire cart or building would not be possible. Things to large to be made into an item should be denoted with signs as to their effects. -This effect is limited to harmless effects upon only the object itself, not extending to its surroundings to the extent possible with a lesser enchantment, nor capable of doing things such as lifting or otherwise manipulating other things. The effects of a wondrous object do not provide combative advantage or harm a person even outside a combative situation, with effects going inert for the duration of combat. -Regardless of the effect of a wondrous object it is considered a T1 enchanted item and is treated as a voidal enchantment for interactions. Creating one expends mana equivalent to casting a T3 spell and as such can be made as frequently as a lesser enchantment could be made for their highest tier in voidal magic. -The artificer may use at most [3] voidal magics they possess to achieve the effect they desire. They may only use voidal magics they do not possess in the creation if they are a transfigurationist with Co-Enchant or a Trapped Spell, though still to the same limit of [3]. -Cannot be used to break mechanical rules like creating a flying carpet and then OOCly demanding someone let you into their city because you "flew over the wall." -You cannot recreate modern technologies with this ability in accordance with the rules of Tech-Lock. Be creative. -Being struck by abjuration or antimagic will cause the enchantment to cease permanently. - Cannot be used to magically store information, nor for replacement limbs/organs/anything non-cosmetic. -Wondrous objects may be enchanted with a voidal enchantment or manifestation in addition to their effects, though it must be ST SIGNED should the effect applied require it. Other magics cannot apply their enchantment equivalents onto the object. - Wondrous objects are playersigned. OOC Purpose I should preface by saying I am not an artificer, but I created this lore to combat the primary purpose of why I never became one. As of right now voidal artificery has nothing which particularly helps it fill its own niche, with basic transfiguration and atronoch forging doing far more for a character than this ascendancy feat can. The only things they can make are either limited to themselves or a limited additional effect only producible once per IRL week. This ability serves to give them an aesthetic means of fulfilling their niche in day to day RP using the feat itself rather than having to rely on separate lore to do it.
  22. The lore is pretty cool. I am a little iffy on making it restricted knowledge since I think druidism has more than enough restricted things/feats/nondescript hoops to jump through but if people want it I guess it does not matter that much.
  23. Does this lore no longer have the PK timer? I cannot find mention of it anywhere but I am very dumb so :(
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