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Mr. Etan

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  1. Funnily enough current Water Evocation is practically all the same spells outside of alterations. Do you have suggestions for non-combative things? The 1 non-combative spell is basically an open book for you to make creative non combative uses out since the only thing we're really allowed to have freeform these days, albeit limited, is non combative stuff. So its sort of like a "Make your own cool spell" sort of thing.
  2. An underestimated and underappreciated element by decedent kind. Water has been crucial to the rise and falls of whole empires in the past. Its waves are powerful and unrelenting,havingbeen known to destroy even mountains with enough time. During the times of Ancient Magicks, those who sought to control the destructive fires were often countered by witches and wizards who mastered the cool and calming waters. Hydromancy, or better known as Water Evocation, is the ability to conjure pure water from the void into our material realm and shape it to the mages will. It’s known as a very diverse practice as one can use it to put out small candles and even raise spikes of ice from the earth. Hydromancy takes up [1] MA slot. Hydromancy can only be done with a valid [MA] which must be taught by a master Hydromancer with a valid [TA]. Requires a stable attunement to the void. After learning how to connect to the Voidal Realm and keeping a stable connection, one can begin their journey into the Spells of Hydromancy. Mastery is found in the understanding of water. A student of Hydromancy must understand water of all forms and temperatures on an innate level. It is not good enough to know what water is, where it comes from, and its boiling temperatures. One must be able to envision it within their minds’ eye, its cool touch, and its shapeless waves. Once learned, the mage may draw forth water from the void with only their will. How well they can and altering its properties into various uses will come with years upon years of practice. Water takes many shapes in life and, because of such, comes into play with various uses at the very tips of the mages hands. One must be patient and calm as rushing emotions can risk destruction from the crushing forces of water. Water will make wet any surface and absorb into materials. Materials will stay wet even when the spell is going as a 'residue' of the magic and will dry normally like water but a bit faster. If the item can be wrung out the water extracted immediately vanishes back into the void. Conjured water maintains its constant temperature. If a mage finds themselves in an extreme environment of cold or heat, they must maintain extra focus upon their cast lest they allow the elements to freeze or evaporate it. Evoked water can be evaporated or frozen over time [3 emotes] with enough intense focus of such temperatures upon the mages evoked water such as a magical blue fire flame thrower. Frozen water can still be controlled and shaped into ice spells if the mage is T3+. Evoked water will not mix with other liquids. Because of this it makes a great 'cup' for holding liquids and can be used as a barrier to hold back liquids. Evoked, if consumed, provides no benefits and vanishes the next moment to line of sight being broken. Evoked water causes no agony or discomfort to nature. To a druid they may sense that nature enjoys the water but feels cheated or annoyed upon it vanishing. A Hydromancer may conjure their water to uncomfortable frigid or warm temperatures without extra stress and may ‘flavor’ their water in many forms such as conjuring Ocean water, Swamp water, or even colored ‘mana’ water with no benefits to it. (i.e ocean water won't make wounds burn). It must be clear that it *is* water. Upon reaching [T3], a Hydromancer may freeze their water into ice. Ice will not cause frostbite. Steam cannot be evoked. Most ice is fragile to blunt force and may be melted with intense heat; though, it is not as weak to slashing attacks. It may be layered in the form of substantial barriers to become more durable. Throughout the centuries of Hydromancy being practiced, a well known and learned list of spells have taken place in this school of magic. Below, you may find a list of abilities one may learn. Abbreviation Key: [N] - Non Combative [C] - Combative [N] - The innate ability to conjure forth water and ice when learned from the void is the most primal spell known. This is a very free form spell that can be used for many things outside of combat such as conjuring art, power washing stone walls, or pelting a friend with a snowball. Mechanics Water, when conjured, will always be shapeless at first and must be shaped at the mages' will. T1 Hydromancers cannot shape water and will break concentration trying. T2 water can be shaped crudely though its form will leak. T3 Evoked water can be shaped into fine shapes for various artistic purposes. Ice may now be conjured, though its shapes are crude at best. T4 Shaping ice can be done into fine shapes. T5 Both Water and Ice are mastered. One can make detailed statues of another person with their conjured ice or water if they so wished, for example. A mage may create creative non-combat spells for various uses. Rule of thumb is if it's causing active harm it shouldn’t be done. T1 has a range of 1 Square meter for these spells. T2 has a range of 5 Square meters. T3 is 15 Square meters. T4 is 30 Square meters. T5 is 50 Square meters. Redlines Any non-combat spells require at least an emote of connecting to the void. This may be paired into the conjuring of one's water/ice and done in one detailed emote. Each time you go up a tier’s worth of range for your spell, add an extra emote to denote the time dedicated to making it larger. It’s non combat. If, by chance, “Combat” starts, the spell will have to be forfeit if you wish to use a combative spell, and you must re-evoke your water into your desired spell. This doesn’t drop your connection to the void. [C] - With immense focus, one may pour momentum into a desired shape of water and hurl it upon foes in various shapes hitting with moderate force. Mechanics A projectile formed of water can be sent in various shapes such as discs, bolts, or even ‘jets’ of water. The shape will not add or remove to the projectile's force or speed. Shaped projectiles may be no larger than a basketball. Projectiles hit quite like a semi-solid object at high speeds splashing outwards into droplets at contact after the hit. A projectile is sent at the speed of an Arrow at [T1] to [T3] and the speed of a Crossbow bolt at [T4]+. A projectile hits with modest force. At [T1] to [T3], it may cause foes to stumble and topple if they lose footing and will cause modest bruising. At [T4]+, a projectile will most often topple any descendant sized creature, cause major bruising, and may even break bones if the target collides with solid surfaces. Requires [3] Emotes to cast. [1 Connect, 1 Form, 1 Cast]. The projectile may be held for [2] emotes before needing to be fired or dissipated. At [T3]+ a Hydromancer may add 1 extra emote to instead cast a constant stream of water. This has the force akin to being hit by a high pressure fire hose and will often push back decedents the stream focuses on and may even topple them. This lasts [8] emotes when channeled. At [T4]+ a Hydromancer may add 1 extra emote to increase the internal pressure of their water causing the projectile to "burst" outwards with more force upon hitting sending water spraying everywhere. This pressure often will have more of a sudden force that can "Throw" decedents off their feet instead of causing them to topple akin to the force of being suddenly sidelined by a orc charging them. The blast of water is loud making a splashing sound. At [T4]+ A Hydromancer may add 1 extra emote to 'boil' their water. It may only cause a 1st degree burn upon contact, at most a 2nd degree burn with prolonged exposure. This may be combined with streams or bursting water projectiles. Boiling water only works with this spell. Redlines Water Projectiles will never instantly kill despite the speed and force. Often, it will, at most, leave the target in critical conditions or incapacitated depending on the situation. If the target spends a major action emote to brace themselves, they will not be toppled, but it will not reduce the impact damage to what it hits. Imagine the force of getting hit by a basketball going the speed of an arrow / crossbow bolt (depending on the tier). It will not exceed that speed and force. You may only increase the pressure of a projectile or turn it into a stream of water you cannot stack the effects. [C] - A Hydromancer can raise water into a barrier which can be used to deflect or redirect projectiles and may be used in a defensive way. Mechanics A deflective Barrier may be shaped creatively within reason and can deflect projectiles. Anything flaming will be extinguished. Deflective barriers can only be as small as 1x1, or as big as 2x2. Thrusting melee weapons will go through the deflective barrier, though its force will be halved. Slashing melee weapons are deflected. Projectiles going the speed and size of a crossbow bolt or faster will pierce it. Smaller projectiles like sharpnel will be deflected. The barrier has a range of [5] meters and, once formed, cannot be moved. Deflective barriers require [3] emotes. [1 connect + 2 form] A trapping Barrier may be risen around [1] target in the form of waves of water collapsing around the target to form a 'box' or 'bubble' of rushing water. The walls may be pushed through with a roll of 15+ each attempt expending an emote. If magic water harms the target, they must be harmed when escaping. Target may breath within the box or bubble. The caster cannot 'drown' or 'waterboard' them. The Target may not be moving. If they notice the water forming around them and attempt to escape, they must roll against the mage as a good faith system and may oocly forfeit the roll if they believe their persona to be caught. This may only be held for at most [10] emotes. Requires [3] emotes. [1 Connect + 1 Telegraph around the target + 1 form] Redirected Water may be shaped creatively, though it will always be flowing water. One may redirect a single projectile going crossbow speeds or higher with the flowing water. Projectiles are only directed to the side. They may only redirect what is in front of them and must know they are about to be shot at. Redirective Water requires [2] emotes. [1 Connect + 1 cast] Redlines The water shield will not be solid but is formed of constantly flowing water aiding in its protective force, it is never solid and still. Concentration must be dedicated to the deflective barrier. Redirective water cannot ever be used to redirect a projectile back at one's target. Water Barriers cannot be formed of boiling water as its too complex of a spell. Thee spells range may be at most [10] meters with a focus. [C] - The Hydromancer learns how to form a whip-like weapon for self use. It may be mixed with ice to become even deadlier. Mechanics The Hydromancer may conjure either a Water Strike formed from the ‘whip’ for a quick melee attack or conjure a full whip that they can sustain and use. Water Strike is a one time lash of the water whip and a minor use of the spell. The lash of a water strike would hit much like a mundane whip and can be easily deflected by weapons, shields, or protected against by armor. It may also be used to ‘deflect’ a blade swing in return. Water Strike takes [2] emotes. [Connect + Slash] and has a range of [1] meter at most [2] with a focus as its a ‘melee’ spell. This spell does not take much effort to cast. The Water Whip may be conjured, sustained and even upgraded. Once conjured, the mage must ‘grapple’ the whip in some way and hold it. Casting implements may be used as the ‘handle’. Whips must remain in the user's hand. If they open their hand or drop their implement, it will vanish. A water whip will act like a mundane whip. Its range would be at most [4] meters or [8] with a focus. Arcane Focus may be used as the handle for the whip. A water whip takes [3] emotes to create. [Connect + 2 cast]. It may be maintained for [6] emotes before needing to be reformed. One may ‘upgrade’ the whip with crude ice at T3, or sharp ice at T4 at the expense of an extra emote. Crude ice causes major bruising, and blunt and sharp ice will cause lacerations. Redlines Water Strike cannot be sustained. Once the attack is made, the water is gone and must be reconjured. It takes a smaller amount of mana than projectiles. Whips, while sustained, cannot leave the casters hand. If it does for any reason, it will vanish. The lashes of the Strike and Whip are more effective against skin;attempts to use it on plate, chain, or even leather will find it significantly ineffective. Normal ice will shatter on plate. Whips cannot be conjured out of boiling water as maintaining the temperature while the complexity of this spell is a bit too much. One or the other for the mage. [C] - The Hydromancer can evoke ice and hurl it towards foes. This ice can be as detailed or crude as they imagine from simple chunks of ice to detailed arrows. Mechanics Ice may be shaped either bluntly or sharply in any aesthetic. Sharp Ice such as Icicles, Arrows, or Dagger shapes are as sharp as a ferrum blade but may easily shatter upon blunt force or meeting plate resistance. Sharp ice will peirce unarmored foes but only dent heavy plates. Blunt ice such as chunks, balls, or hammer shapes are significantly stronger and will not shatter. Blunt ice will cause large dents and have more concussive force behind it as it's a solid object. Small blunt ice will cause moderate impact damage, akin to being hit by a small rock at high speeds and can crack bones if direct hits. Large blunt ice will cause great impact damage, akin to being hit by a large rock at high speeds and can break bones if direct hits. Ice Projectiles may be either sized differently to achieve different speeds and forces. “Smaller” sizes such as daggers, iceballs, or anything the size of a baseball or smaller will move at Arrow Speeds at [T3]-[T4]. They will move at crossbow speeds at [T5]. “Larger” projectiles require [T5]. Shapes like an arrow or hammer, anything bigger than a baseball but at most the size of a basketball, will move at Arrow Speeds. “Larger” projectiles add [1] extra emote. Requires [3] Emotes to cast. [1 Connect + 1 Conjure + 1 Fire Projectile]. Additional projectiles can be created with [1] added emote; no more than [5] can be charged. You can only conjure additional sharp ice or blunt ice, not a mix of both. You can only conjure multiple “Smaller” projectiles. Multiple Projectiles can either all be fired at once or one at a time. They must be within line of sight. If all at once, it will be in the same direction. Redlines Ice cannot be smaller than a marble nor larger than a basketball. Can be any shape for aesthetic purposes only. Size determines effect per Mechanics. If multiple projectiles are fired at the same time, it will be in the same direction. [C] - A skilled Hydromancer may bring forth a large amount of water and send it as a crushing wave of water; the momentum builds up the further it moves, pushing back nearly all in its path. Mechanics A forceful wave of water is conjured, starting before the mage in the form of a large pool of water building into a wave. The pool must be emoted as active smaller waves sloshing back and forth. Requires [4] Emotes to use. [1 Connect + 2 Form + 1 Send Forth]. The wave is maintained until its max range of [15] meters. If the mages concentration is disrupted, the wave vanishes in [2] emotes; its force is cut in half, then vanishes. The wave moves [5] meters per round of emotes. Its speed cannot be slowed or hastened. The wave height is [2] Meters, and the length can be up to [4] meters and a width of [5] meters. It pushes all it comes in contact with the force equivalent to an orc and will swipe those who do not brace for the wave off their feet pushing backwards for as long as its sustained. The size of the wave cannot be enhanced nor decreased due to the immense nature of the spell. The spell itself may be flavored creatively, such as a horse running with the wave or a small shield wall advancing forward. Its shape will not change its properties. Redlines The wave must be in line of sight. Should the mage not have it, even when already cast, the wave will cease. If the wave is already cast and line of sight is broken, the wave takes [2] emotes to vanish. First, losing half its force, then vanishing entirely. Waves cannot be conjured out of boiling water. The amount of focus in creating high temperature water cannot be maintained with such a complex spell like Summon Wave. [C] - The Hydromancer can bring forth large spikes of ice over the field of battle for deterrence or catching those unsuspecting. Mechanics The Mage may only create a “Spike Field” or a “Large Spike”. The range of either is limited up to [10] meters. The Spike Field can be conjured at most the width of [2] meters, and the length of [5] meters in size. Spikes formed in the field require [4] emotes to cast. [1 Connect + 2 Telegraphed gathering of points of ice where the field is + 1 Ice Spikes spring up]. The spell can only be held for [6] Emotes. Spikes formed will jet upwards suddenly from where they were telegraphed, being at most [2] meters in length and [3] meters in height. The spikes can be broken slowly over [4] emotes or melted by a plume of flame over [2] emotes. The Large Spike are conjured in a single area where the mage designates. The spike formed requires [3] emotes to cast. [1 Connect + 1 Telegraphed Spike Point + 1 Spike jets out of the ground.] The singular spike may be at most [2] meters wide and [6] meters tall, and the tip is particularly sharp. The Large Spike may be broken in [3] hits or melted in [2] emotes of direct flame. It may be held for [4] emotes. If the mage’s focus breaks, they will crumble instantly, releasing anyone caught by the spikes. Redline Ice Spikes REQUIRE telegraph. Where you plan the spikes to rise from will always be visible to everyone, the air in the area will chill, etc. Once you start to conjure where the ice spikes will rise, they cannot be moved. The spikes are sharp but cannot peirce plate or shields. The Large Spike is particularly sharp. It will puncture the plate if it's a direct hit under the person. It will become cracked and shatter easily after. [C] - By evoking thicker ice before or around them, the Hydromancer may create a barrier of ice that can be used to protect against attacks. Mechanics The Barrier conjured may be a “Wall” or a “Dome”. The Wall may be no more than [3] meters wide and [2] meters tall and may take any aesthetic look. The Dome may only be [3] meters radius max. Barrier Walls can take [4] blunt hits at max; sharp attacks take [8] hits before shattering. Direct flames will melt it in [2] emotes. Walls require [T3] to use. Direct Line of Sight is needed and it may be placed within [10] Meters of the mage. Once placed, it cannot move. Walls require [3] Emotes to cast. [Connect + Conjure + Raise] and can be maintained for [6] emotes. Barrier Domes can take [3] blunt hits or [6] sharp attacks before shattering. Direct flames will melt the dome in [2] emotes. Domes require [T4] to use. The mage will always be the centerpoint of the spell. The Dome requires [4] emotes to cast, [1 Connect + 2 Conjure + 1 Raise]. It can be maintained for up to [10] emotes, assuming it is not broken by then. Upon forceful or willful shattering of the Dome or the Barrier, the mage will need [1] emote to recuperate but are not stunned or dazed. Red Lines The ice is transparent, though anything seen through it is slightly distorted. Barriers are gradually formed and fully raised at the last emote. The mage must be the center of the dome. No other actions may be taken while full focus is on maintaining the dome. The mage may move while sustaining the shield but cannot take sudden movements or they wilfully shatter the spell (i.e jumping out of the way, sprinting, anything that would disconnect focus on a spell). [C] - A masterful spell of the Hydromancer bringing together all of their abilities into a devastating environmental hazard spell. Mechanics The Hydromancer shall focus on the sky and conjure forth thick, dark clouds that will begin to darken the sky above the area. This area of effect is, at most, the Shout Chat range. Once the storm begins to churn, the Hydromancer may conjure forth a heavy rainstorm, a slush storm, or an ice storm. The Heavy Rainstorm is a heavy battering rain putting out large fires. The temperature change from the conjured Rainstorm creates a fog that reduces line of sight down. The Slush Storm is a mix of ice and rain chilling the air and covering the ground in a slippery slush. The Ice Storm is a storm of pure blunt ice that rains down upon all pelting them, causing bruising and annoyance. The Storms require [5] emotes to cast [1 Connection + 3 Clouds Conjuring + 1 Storm starts] and can be maintained for [4] emotes. This spell takes up “Half” of the Mages “Mana Pool” and may be extended to [8] emotes, expending all of the mages mana causing exhaustion. Heavy Rainstorm: The rain is loud and pelting, a torrential downpour. The fog created from the downpour reduces line of sight down to [2] meters for all in range and can only hear what is in Quiet chat range, the rain drowns out all shouts and talking. The mage may choose to lighten the rain so it is not as loud and impacting. No damage is done to anyone. The downpour may, at most, tear up garden plants and knock over loose items. Fire cannot be used in this downpour: magic, alchemical, or mundane. Oddly enough, due to some whimsical nature of the magic or perhaps the atmospheric pressure of the artificial magic real rain often gets mixed into the storm allowing it to be used to bring water to dry areas or water large farms. Slush Storm: Slush begins to fall with rain slowly coating the area over [2] Emotes. After [2] emotes, the ground is considered a slipping hazard for all in range. Movement is halved, and any attempts to rush may result in slipping The slush may be melted into water with fire. Only the area the fire touches is affected. The slush causes no damage and is but an environmental hindrance. Ice Storm The Ice storm drops golf ball sized hail upon everyone in the area. The hail may cause bruises to those without cover, interrupting focus on mages including the caster if they do not cover themselves, and becomes very loud when hitting many surfaces. The hail melts after pelting, so the ground is not a walking hazard. Fire can be used to melt the hail before it hits you. Minor environmental damage may be caused such as destroyed pots, holes in windows, and destroyed shingles. This is a MASTERFUL Spell Requiring T5. Red Lines The mage must be able to see the sky above to conjure the storm. Once the storm is fully conjured, they need only keep focus and can only move [2] meters an emote and may take actions to shield themselves from the storm. The Mage is the center of the storm. It moves with them, and each emote for the storm must be done in SHOUT chat. If the Mage is interrupted during the cast, the storm will die down in [3] Emotes. [Clouds slowly fade letting the sun through-> Storm slowly stops -> Storm is Gone] The Storm will never be able to kill someone outside of their own misfortunes due to the environmental hazards. The Storm will always affect the caster. This Spell can only be enchanted upon Arcanium items and can only be used once every [3] OOC days when enchanted. The enchanter must pick which type of storm is Enchanted upon the item, only one type of storm can be enchanted. Storms cannot be made with boiling water the spells is far too complex to mix boiling water in. The rain conjured may be at most warm or uncomfortably chilly. T1 - Novice New to Hydromancy. This Mage is either freshly connected or an experienced Mage starting their journey into Water Evocation. This stage lasts [2] OOC weeks, and the focus is learning about water innately. Spells: Conjure Water (T1), Water Projectile T2 - Apprentice Now experienced in what water is and can reliably conjure water, the new Hydromancer now focuses on learning how to shape their water and begin to figure out their identity on what kind of water they themselves shall conjure. This stage lasts [3] OOC weeks. Spells: Conjure Water, Water Projectile, Water Barrier T3 - Adept Our weathered Hydromancers have found their identity with their water and learned how to be destructive with it. Now, they will begin their journey into learning Cryomancy, or rather, Evoking ice. This stage lasts [5] OOC weeks. Spells - Conjure Water & Ice, Water Projectile, Water Barrier, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Barrier. T4 - Expert The Hydromancer has nearly mastered the art. They are a formidable foe and understand the crushing forces of water and have learned how to refine their ice. Now, they work to mastery. This stage lasts [6] OOC weeks. Spells - Conjure Water & Ice, Water Projectile, Water Barrier, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Barrier, Ice Dome, Ice Spikes If an Enchanter, they may learn how to Water Forge. T5 - Master The Hydromancer has mastered the art. They have learned the masterful spell of the Evocation and are ready to begin teaching new Hydromancers themselves. Spells - Conjure Water & Ice, Water Projectile, Water Barrier, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Barrier, Ice Dome, Ice Spikes, Storm Call Hydromancy, like most arts, are able to be captured by skilled transfigurationists and enchanted into items to hold the powerful spells of Hydromancy. All Enchantments must follow the guidelines of the spells in the spellbook. If the Enchanter is a Hydromancer themselves, they are able to do a feat known as "Water Forging" which is creating high pressure water and solidifying it into a solid material and binding it permanently to the material realm with Transfiguration. The concept is expending an immense amount of mana to create a dense high-pressure water that is perceived as solid due to the pressure and binding it to an Arcanium core or frame. With this, they may make Water Forged weapons which are lighter than metal with the strength of steel and can be "sharpened" with iced edges, Water barriers to create magical gates or solid water statue for arts among other creative uses. The waters may be aesthetically any color or any type of water and may look constantly. flowing or static and solid. Mechanics & Redlines Enchanting spells requires a Transfiguration and a Hydromancer working together or one to know both. Water Forging requires the Transfigurationist to have T4+ Hydromancy. Forged Water is steel strength and is rather light. The Arcanium core/frame absorbs the shock so any hits that may dent or shatter steel would do such to the Arcanium core/frame. If the frame breaks, the water 'pops' and vanishes. Forged Water may take any color desired or be any type of water desired. It is Semi-Transparent due to how dense the water is. Forged Water can be warm or cold to the touch. If ice is added to make a blade edge it does not cause frostbite. The ice edge is fragile and attempting to use it against solid surfaces will cause the ice to shatter needing to be fixed by a Water Forging Hydromancer. Forged Water requires it to be ‘bound’ to an Arcanium Frame or Core. If either are broken the water pops and vanishes. Forged Water may be evaporated by multiple intense heat sources only. The more water the more sources needed. (i,e, a sword would only need 1 blue flame thrower spell, but a gate would need 3, etc). Once evaporated it must be reforged. The water may be frozen from intense sources of cold but will retain the same properties and just will no longer be semi-transparent. General Redlines of Hydromancy Cannot manipulate real water. You can only control what you conjure from the void. All spells require light of sight, as any voidal magic. Aesthetic Changes to Hydromancy cannot change its mechanical function nor give any advantages. Ice can only be conjured at [T3] and requires innate study of ice. Purpose: The last rewrite of this magic was required by the ‘Lore Games’ of yore causing the writing to be more shaped around ‘walking on eggshells’ type writing and wasn’t all too clear. This rewrite helps change the wording and adds a few new features to Water Evocation. I didn't really work on this with anyone because I am hoping to get feedback on this post from everyone about the spells. Are they too much? Too little? Let me know. I'm sure we have plenty of time before the next lore mag anyways with the new map coming. Rewrite TLDR: https://www.lordofthecraft.net/forums/topic/224958-magic-lore-hydromancy/?do=findComment&comment=1975422 Credits: Pundimonium - Previous Author ZenNex - Grammar Corrector Change Log thus far: 4/7/23 -Added clarifications to properties of evoked water. -Changed range on evoke water/ice spell. -Changed properties of storm call rainstorm spell. -Added clarifications on the impact of blunt ice projectiles. -Deep Ice clarifications added on meltability, etc. -Gave a reason for why surfaces remain wet. 4/8/23 -Added more "Advanced" forms of water projectiles, a high-pressure water blast and a water hose. See spell for details. 4/9/23 -Added to Properties: "Evoked, if consumed, provides no benefits and vanishes the next moment to line of sight being broken." -Changed deep ice to Water Forging. (To not step on frostwitch toes) 4/10/23 -Projectiles may be boiled with +1 emote. ONLY this spell may be boiled. All others are too complex. -Added an 'entrapping' barrier to Water Barrier, an idea spawned from feedback of Songwitch (Thanks!) -Added a defined amount of time water whip lasts, and clarified focuses can be used as the handles. (Thanks Sam) Citations: [✓] [Magic Lore] Water Evocation - Voidal - The Lord Of The Craft
  3. Scion is already cool and underrated. This will just make it even cooler. I like it!
  4. NOOOOOOOOOOOOOOOO HOW ELSE AM I GOING TO POWERGAME AAAAAAAAAAAAAAAAAAAAAAAA
  5. [!] A wizardly response would eventually be returned through the ritual provided. It was illustrious rich and pompous parchment for thy eyes only.. Upon it transcribed... "Take me off your mailing list." -Sarrion
  6. I really want lightning evo back but this seems a bit.. Overthought maybe? I'll need some time to read it more in depth when I'm not working but I'll provide actual feedback then. Later in the day edit: This lore is extremely underwhelming. You took the lightning out of the lightning. Could use a little more oomph. +1 anyway cause lightning evo love
  7. The concept of "moving on" is dumb. I think it's such an old, aged concept where you need to "Have a Family" and dedicate your entire being to work. I'm 25 and I enjoy a lot of my time just doing what I like outside of work - if anything it got better because now, I have excess money to spend on things I love and to be more creative. If you think that getting older is the cause of your creativity being stifled that's not it. It's likely you just need to find things that you enjoy. There's more to being creative than roleplaying shortform type rp on a Minecraft server. There's a lot of different kinds of writing among other various ways to be creative. That's my take though. Dunno how old you are but (my assumption) it sounds like you're scared of growing up. Don't be it just gets better and easier. Take care of yourself first and foremost.
  8. Everyones posts in here has inspired me to keep playing my Void Mage.
  9. I've been saying this for a while. I really think that lore should be a bit more open and less paperwork to encourage roleplay and negative developments for characters (and ultimately their death). A lot of the server lean back from PK because in order to master XYZ it can take literal OOC months of their time and atop of this particular lore pieces are very restrictive. Sometimes you just get tired of a persona, and would love to make a new one with a particular roleplay concept to help drive RP but then you sit there and go "Man now I got to get out the phonebook and hit up all my ooc contacts". I think this should for sure be a thing albiet one of the few things I would want to see moderated more / have more consideration when accepting these sorts of approvals.
  10. I can absolutely agree with that they should be able to be soft / hard PK. I did not think about the fact that it would help with tracking which I can see and understand. I still worry about signature times. Perhaps it could be settled with a signed item from the player who made the core and has the FA for it? Hot Take: Theres a lot of stuff that really shouldn't need ST signing that could easily be turned to player sig since we got MAs and FAs for all that stuff for proof of legitimacy anyways.
  11. Why add more red tape when we should actually be advocating for the removal of red tape for the other lores then? Cause having to have an item for a CA that is already ST approved is silly.. and we all know how long it takes our Lore Team to sign literally anything. Maybe this post should be an amendment to remove it for golems!
  12. A riveting and moving reply. I can't help but agree now.
  13. Why would you need an ST signed item when an Atronach is a CA accepted race already indicating the ST's approval. It's red tape on red tape. Can you explain your reasoning a bit more than "Well if X has it Y should."?
  14. Isn't this this just, I don't know, a hand crossbow?
  15. No it only works with potions turned into crystals.
  16. I actually got similar feedback from Pund which was just as this. Ultimately, I did want to see if the core concept itself would pass with the base potions and then if so, I was going to write a new batch of potions that can be used in tandem with Crystalline Alchemy for more normal RP i.e for example a 'smithy in a bottle' that could make a small flame to heat metals and then cool metals on the go from the cylinder in a controlled way. I figured making a lore piece that was 30 pages long wasn't the best route.
  17. Thanks for the feedback I appreciate it. I could always expand more on the creation of the cylinder and make it more than metal and springs and make it perhaps require maintenance of some sort as a drawback if I end up needing to rework the concept or add more drawbacks.
  18. The concept is from the game yes and it's a super cool concept just like how almost everything else on this server is inspired from other game concepts. I wrote it for magic previously which was passed but eventually shelved. But you should consider the fact that the game has zero lore on the cylinders or how they work. Everything for the lore is an explanation on how it works in the lotc world and how it would fit etc. The only 1:1 is the cylinder look.
  19. “G9 Login Screen” Nexon NA “A bottle is light, but many are too much to carry for one traveling alchemist.” The average alchemist is often impeded by the struggle to carry multiple potions. Not only is it often an encumbrance but a hazard. What if we could condense potions into a light and durable form? It started with the discovery of turning potions into crystals; however, to use them was rather difficult. We needed a catalyst to use them safely: The Cylinder. A product of intricate craftsmanship and alchemy that allows the alchemist to uncondensed these crystals safely and rapidly. The alchemist who made these discoveries realized how innovative this could be. Soon blueprints and instructions on how to both crystalize elixirs and construct cylinders were published across the realm open for alchemists skilled enough to attempt. Crystalline Alchemy is the art of condensing potions into easy to carry crystals. These crystals are then loaded into a device called “The Alchemy Cylinder” to be uncondensed rapidly. If multiple crystals are used sometimes the produced effect might be altered. One must have a T3 Alchemy App for the persona that is learning to create and use these methods and tools. This lore is open for use by anyone with a T3 Alchemy App. Some portions of this lore are ST signature restricted. These will be accurately marked. “Alchemist” by Kuo Yang The art of Crystallization Synthesis is taking compatible recipes and instead of brewing them into the traditional sense of a literal elixir the alchemist instead condenses it down into a physically easier to carry and version of the elixir. This extends the use of the reagents as you may get more potent crystals per recipe as opposed to a few bottles normally brewed. Crystallization Synthesis requires the use of a high heat source and an Alembic that can withstand such. These steam ovens are often fully brick and stocked with firewood for an hour before the process begins to ensure the right temperatures are met. Most often it is recommended to have a proper glass alembic at the top of the oven to ensure that the contents remain pure to their element. First one must prepare a fine mixture of the required base of the potion they wish to crystalize and any source of the symbol of connection; about 4x measures of the symbol. This mixture is to be mixed until all particles are evenly distributed. Ensure that the steam oven is preheated at least an hour before use; one may then begin the process of Synthesization. Once ready the alchemist will fill the Alembic pot with the Connection and base mixture. Then the required refined signs for the recipe in the neck. Thanks to the extremely high heat the crystallization mixture will boil quite rapidly collecting immense amounts of potential energy. It is crucial to increase temperature depending on the base to achieve a rapid boil. Once the steam passes through the neck containing the reagents it will synthesize and the resulting vapor will condense at the top. The vapor must pass through a separate coil containing ice cold water around the coil to cool, resulting in a purified distillate. This resulting distillate must be allowed to slowly drip onto a clean glass plate over the course of an hour. It will begin to crystalize and build up upon itself resulting in a rough alchemical crystal of your making. Shape the crystal into a fine 5mm orb and store in dry conditions. An Alchemist must have the reagents to hand over if the crystal requires an ST Signature. A roll of a D20 will be made to determine the batch results. See the following roll charts for results. Roll Result 20-15 5 Crystals 14-10 3 Crystals 9-3 1 Crystal 2-1 Failure to produce any An Alchemist may only make up to two (2) batches every 24 irl hours. This is to represent the immense equipment strain and maintenance this process causes. There is no emote count needed however you must follow the process stated above. If the original potion requires ST Signature, then the crystals produced also require an ST signature. The crystals will always take the color of the primary element used in the recipe; for example, fire would be a bright red. If it is mixed, fire and water for example, the resulting crystal will be a combination of the two thus a deep purple. Crystals are filled with refined and stored potential energy. Though they may be sturdy in this form any attempt to smash one open purposely or accidentally will result in a small blast of energy sending shards in various directions. It would take the force of a hammer to break a crystal. The catalyst device that ties battle alchemy together is known as the Alchemical Cylinder. An intricate device containing many working parts that is about a foot long and 2-3 inches in diameter. Previous models of the cylinder have ranged from simple wrist mounted slingshots to spring loaded potato pelters. After many scrapped attempts the current and final model as we know it was made. Here is a full breakdown of the Cylinder. Often made of hard leather to take the pressure of expanding gasses from the discharge, the Crystal Chamber allows one to cycle and slot multiple crystals; it is important that the crystals are a 5mm orb or it will not fit, and any smaller will cause impotent results. The chamber itself rotates to hold each crystal perfectly while a mechanical spring sits in the back chamber. This spring is wound up manually each time the alchemist cycles the chamber when loading crystals. The core of the cylinder sits a fine mesh filter that is coated in a Separation based oil of any element. When the spring launches the crystal into the mesh the oil causes an alchemical reaction that releases all of the potential energy of the crystal at once outwards and ensures any impure fragments do not come flying out the Muzzle. It is made to easily remove and replace the filter without having to disassemble the device. Often made of fine leathers a pulley system is attached through the metal rivets that keep the cylinder attached to the alchemist's wrist strap. Upon an upwards or downwards jerking motion of the alchemist's hand, the spring pull releases the springs that were previously cycled. Because of how sensitive the trigger can be it is advised the alchemist only loads the device when they intend to fire it immediately after. The core of the Cylinder. It is forged of half inch thick sheets of steel rolled and riveted often using alchemical processes to seal the metal properly or intricate forging techniques. Because of the way the Cylinder Body is designed an alchemist must most often be experienced in smithing or employ the assistance of a smith themselves. The front end of the cylinder in which the energy is discharged out of. It is often made with fine leather which can withstand immense pressures unlike solid metals and a fine metal mesh to keep it secure. Do not point this end at anything unless you mean it. The Alchemy Cylinder requires T3 in Alchemy to understand and create. The instructions are common knowledge published by the inventor of the Cylinder. It takes a minimum of 3 emotes at minimum to use any crystal. 1 Emote to load + 1 emote to wind the chamber and aim + 1 emote to release. Additional crystals may be chambered with an additional emote; the crystals are all released at once increasing potency. Please see the Crystals list for details on the effects. The Alchemist cannot keep the chamber loaded for more than a narrative half hour. To do so would cause the spring to snap due to tension and the cylinder will no longer work until fixed. Cylinders are mainly made out of steel sheets. It may be durable but not invincible as a few solid hits could break intricate parts. There is no emote count for the creation however it is expected that you do go into detail for making each of the major parts of the cylinder. To represent the intensive process, you may only make 1 cylinder every irl 3 days. Bell would take up a bright blue crystal in his hand, chambering it into the cylinder on his wrist. (Loading Action) Bell closed the latch on the cylinder and twisted the windup on the loading chamber. He would then bring his hand forward aimed at the target. With an upward jolt of his wrist the Cylinder snapped and whirred as the chamber began to glow a very bright blue. A stream of clear gas was released from the Cylinder slowly purifying the air. (Example of using the Air Purification Potion). “The Cracked Crystal Ball” by IGZ0 Not all potions work well with Crystalline Alchemy. With several experiments a list of compatible elixirs has been published along with notes and discoveries on what happens when multiple of the same crystals are chambered at one time. Below is a list of the current compatible elixirs. As time progresses studious alchemists may discover new potions or crystal recipes. They would simply designate in the lore if the potion itself can be crystalized and if so, what the effects are. Follows the same mechanics as the potion. Stacking 2 crystals increases the range of the area that is blinded by the light by 1 meter around the user. This can be stacked up to 4 crystals totaling a range of 4x4x4. Each extra crystal requires an extra emote. This effect of course will blind the cylinder user if their eyes are unprotected. Follows the same mechanics as the potion, however, when it is ejected out of the cylinder it will begin to spray outwards in a fine mist from the cylinder over the course of an emote. Stacking 2 crystals will cause the range of effect to be doubled (6x6x6). Any more than two crystals will not strengthen the effect. Follows the same mechanics as the potion. Upon ejection of the crystal the smoke would begin to spray outwards over the course of two emotes. Stacking these crystals does not produce any additional effect besides wasting time. Follows the same mechanics of the potion. Instead of ingesting the potion instead the Cylinder acts as the ‘drinker’. Upon crystal release the cylinder will fire off the stream of fire or ice. Because it uses a cylinder to eject the element in question once the crystal is used it only fires off one stream per crystal unlike the effects when the potion is ingested. Because of this however there is no need for the elixir to ‘build up’ within the cylinder. (3 Emotes Total. Load Crystal, Prep Cylinder, Trigger elemental breath) Stacking 2 crystals will cause the distance of the stream to double to 6 meters. It of course takes an extra emote to load a 2nd crystal. Inserting more than 2 crystals will cause the cylinder to explode from the designated element. This explosion will only affect the alchemist and anyone 1 meter next to them. Follows the same mechanics as the potion. Upon ejection of the crystal a gooey orb that would travel as far as one could normally throw the elixir however more accurately aimed. Stacking 2 crystals will cause the range that the goo can expand outwards to a four-meter radius from the point of impact. Any more than 2 crystals do not change the effect. Follows the same mechanics as the potion. Upon ejection of the crystal the force effect is sent out from the front of the Cylinder. Stacking 2 crystals will double the effect of the Crystal. It could very well dent metal and cause severe bruising within one meter of the Cylinders blast. Those within two meters could get knocked off their feet and the wind knocked out of them. Stacking 3 crystals will cause an unstable effect. The blasting effect would not only shatter the cylinder and completely destroy it but also dislocate the alchemist's wrist. Those within a meter could easily suffer life threatening blunt trauma and broken bones. Those two and three meters near the blast would be severely bruised and knocked off their feet. Any more than 3 would simply cause the cylinder and the alchemist's hand to blow up as the cylinder would simply implode. The entire concept of this lore piece is to bring a new aesthetic to alchemists who work in the field. Rather than taking a bottle out of their oversized trench coat and tossing it, a more sophisticated option would be using a fancy device that throws them for you in a safer manner. I made this piece open so that anyone who enjoys partaking in Alchemy roleplay will be able to use this if they desire and create lots of roleplay using these new tools if the lore is accepted. Credits: Paleo - Final Draft Suggestions and feedback Pun - Very rough draft feedback.
  20. Mr. Etan

    [✗] -

    I couldn't even read the lore I was too amazed by the formatting.
  21. What is your favorite lore piece on the server and why do you like it so much? Have you heard of the High Elves?
  22. Wow who knew I'd be a Toxposter
  23. woah wait feedback was more than noted?!
  24. my legendary spell will be recreating the gender pearl
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