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Cat Evocation

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  1. Origin With time and research, the nature of magic began to broaden and increase in diversity, extending its hand in friendship to the dedicated scholars of the arcane. A great feat in this growth of knowledge was the birth of an art that allowed the mage to put objects in the void as a form of storage, or transport their very essence through the void and spit them out in another place on the material realm. Such a milestone became an addition to Alteration, know as Voidal Translocation. Magic Explanation Translocation is the combination of old translocation and shifting lore combined together to create one uniformed magic. The voidal art has brought the spells into one and any possessing either art now unlocked the other. The magic being very similar to each-other it was deemed to combine them. Translocation takes up one magic slot Translocation requires a valid MA to use in game. Translocation may be taught with a valid TA. Abilities/Spells Minor Teleportation [Combative] The bread and butter of voidal shifting this spell allows mages to magically teleport from point A to point B. The mage simply focuses on the location they wish to go and places a visible magical ‘anchor’ before dragging themselves to that point. Brisk Step [Combative] Known as “Blinking” to some, this is a quick use of voidal shifting over a small area. This tactic is employed by mages who want to get escape areas as fast as possible. Greater Teleportation [Non Combative] A feat that is done by those who have mastered the art of teleportation. It allows a mage to set “permanent” anchors at places their soulstones have been bound too. With this, it allows them to open up a magical rift, a door of sorts, that only they may enter and be teleported to the place of this anchor. Group Teleportation [Combative] With theory one can send themselves through the void but what about their friends? Through testing and study comes a new ability with voidal shifting to focus your magic and shift a willing person from point A to B. This would, of course, follows the same properties as normal shifting not exceeding normal standards in any way. The only difference notable is that a shroud of the casters aura would begin to cover the target, alerting anyone if they were unsuspecting. Material Teleportation [Combative] In recent times with the resources of the Enchantry study on new forms of teleportation were created, a spell called Material Teleportation is one. Following the steps of minor teleportation but instead of focusing on dragging oneself through the void you would do such with an object in a similar fashion, the only problem being that these items need to be stationary. This is a more intermediate spell learned later in ones studies. Void Pocket [Combative] Deconstruction and reconstruction are the basis of all things in the realms, similar to the void to store an item one must deconstruct it from the material world and collect it’s essence for storage in the void. The void pocket is a unique hub created by the sorcerer that’ll be a pocket in the void for storing trinkets, objects of importance and or tools for destruction. To remove an object once the essence has been stored the sorcerer needs to understand what they stored to reconstruct the item, without it, the item is lost. Half Translocation [Combative] Through experimentation and innovation with Translocation, mages have created a method to establish two constant mana anchors in two different places. Half Translocation gives the mage the ability to open two rifts within a distance of each other, allowing objects to pass through one of the rifts and exit through the other and vice versa. REDLINES: Cannot translocate organic matter in the void for storage/half rifts (unless contained). Organic matter may be teleported through the void (Shifting). Magic cannot be translocated. Cannot translocate more than 4 people. Including the caster. Cannot translocate combative potions. Translocation does not carry velocity. Half-Translocation is an exception to this. Translocation cannot be instant cast. Translocation requires line of sight. An item must be fully understood in order to be translocated. Half-Translocation is an exception to this. People may not be trapped in the void with Translocation. A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable. Toxcat - Shifting Author Jenny_Bobbs and Isaac - Translocation Authors
  2. I’d be down to clown if maybe we stuck with elements and not the insane power of arcane which is quite literally blunt trauma force but in spell shape. To be honest I’d rather see elemental evocation merged into one solid set magic than this mess that we’re still stuck with.
  3. Too much magic to be a 1 slot magic. Needs to be broken up into 2 parts at least. Also we’re still focusing on the stupid emote counts instead of just quality in general which is terrible.
  4. Stupid amount of wait time for something equally as useless. Pretty sure we’re trying to get rid of mana gems so it might be irrelevant if enchanting gets a proper update
  5. Listen I like you as a person but this lore is pretty over the top and not needed with the stupid ton of other magics there are in the server.
  6. Some spells should be reagent based and we need a better casting system than having your character stare at someone for 5 emotes before something happens.
  7. No more magic “endgames”. lets focus on making magic actually fun to rp these days and more open to the community like how alchemy is
  8. Arcanism needs to take up more than one slot especially when it's this big of a magic. Probably one of the biggest points the LT made too.
  9. Playable horrors were pretty trash last time, I don’t think I’d want to see CA horrors again thanks
  10. I can hear the alchemy LT reeeeing from here. @Dunstan
  11. Sarrion would read the missive whilst eating his turtle soup out of a turtle shell.
  12. Spell lists are mandatory by LT due to the enforced lore format.
  13. Remove any form of PVP banditry. People running around and cheesing RP to turn it to PVP is super dumb. Make it so if someone wants to do bandit RP its interactive roleplay that doesn’t encourage killing the target but leaving an experience for characters to develop from.
  14. descendants with voidal magic have normal every day blood.
  15. “The only thing more fake and made up than spider people are snow elves.” Laughed Sarrion.
  16. Its literally mental magic. But it’s cleaner.
  17. Sarrion stands on the edge of his ship on the seas, he would have passing thought of the young alchemist who was raised in Skyfall. “Wonder how he’s doing.” muttered the elf.
  18. My t-fig mage is shelved atm. I’m not saying this because I want access to it personally considering my mage is shelved, it’s more so that I feel if this was feat locked it would rarely be used or barred behind certain rp groups. If you don’t want to budge on the thought not like I could change your mind, but consider if theres a lack of use for the lore to have the ST remove its feat lock. I see a lot of potential for a replacement limb that isn’t garbage, unlike the others locked behind druidism/golamancy/gear craft MAs
  19. Everything you wrote is a poor excuse to keep this within a small community of mages likely associated to you. Not to throw persona jabs but whenever somethings feat locked it’s kept within the writers friends group, I’m sure you’ve seen this plenty of times before your self.
  20. It’s a braindead concept even the stupidest transfigurationist could come up with, locking it under a feat is just outright wrong lmao.
  21. @Jenny_Bobbs also I just noticed this. Get rid of this garbage you’re locking roleplay from others and you know it. Someone whos T5 in Transfig would be able to make this out of straight up concept and wouldn’t need to be taught.
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