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Mr. Etan

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Posts posted by Mr. Etan

  1. 23 minutes ago, Samler said:

    Reminds me, maybe a duration on the waterwhip? Since it's a cute little whip which barely does anything, maybe 6 emotes duration 'per cast' would make sense? And if using a casting impliment (say, wand/staff) it could count as the handle for the spell?

     

    Good idea, and aye casting implements can act as handles I think I already wrote that in. Also, I added it so projectiles (and onlly projectiles) can be boiled with an extra emote. Only does 1st degree burns, at most 2nd if its consistent, to not step on fire evo toes.

  2. 4 hours ago, Samler said:

    steam/boiling water could make a comeback or if water atronarch and transfiguration has better manipulation of hot water than the magic which studies water in all of it's forms, and is required to make said constructs.

     

    Yknow what, why not.

  3. 42 minutes ago, VictoriaMinaj said:

     

    i'll contact you sometime on discord to address all of this bc i'm gonna be away for a while, but overall i'm very glad that you welcomed my opinion with so much understanding and kindness. in regards to your last questions, i don't think ice should be wholly removed from water evocation. while yes, i do believe that it might somehow infringe on the potential of frost witches when it comes to ice magick, i still think that this magic could have some nice touch that doesn't overly step on the foot of other lore submissions (like fw). admittedly i don't have much ideas in this specific regard because water whip does an exceptional job at fulfilling the whole versatile thing i had been mentioning earlier--it fuses both water and ice quite nicely and seamlessly. though some rough concepts that come to mind would be: 1) (can't think of name lol sorry) ability that allows one to freeze their opponent's hand and/or armament so that they are disarmed. think of it as some sort of expelliarmus (lame i know but just for the sake of understanding the ability, imagine it). it could even replace the concept of ice shield as an ability because it arguably suffices as a variant of what would be a defensive ability; 2) "ice mending" (lame name, should definitely be renamed). i also have an idea for a minor healing-based ability for water in specific, but what this would do is allow mages to reinforce either themselves or another with ice to i.e: temporarily straighten a broken leg or arm, blocking a bleeding injury, etc. 

    specifically regarding the deep ice thing, if i'm honest, i can't really think of a replacement right now. i had huge trouble with this for frost witches when i was rewriting them because they have "cursed ice" (which is just stronger ice with the ability to house frost witch magic), and i just ended up having it induce a 7 emote long gradual process thru which the target progressively worsens til their limb is completely frozen. you could take some inspiration from this or attempt to do something completely new, but in true honesty, i don't think it'd be much of an issue if this part of the lore weren't a thing. anyhow, i'll try to shoot you a message sometime when am free

     

    Much appreciated. I'm going to take some of this as well and stew on some ideas. Thanks so much! You can add me on discord here: Etan#1111

  4. 2 minutes ago, Lord_of_losers said:

    "I hate you Sarrion shut up shut up I want to make up wacky stuff so people think I'm SMART and COOL. Kidding. Magic should be magic!"

    The Wizard conjures a psychic storm within the Void nonetheless and sends it hurtling towards Sarrion's crystal orb or whatever he has in his house. It manifests as minor inconvenience, and causes Sarrion to lightly stub his toe the next time he's around it. In addition, he hears this exact message relayed in his head, alongside laughter from the attacking magician! She knew it was Sarrion, of course, because of his pipe smoke smell staining the wizard newspaper. Perhaps it wasn't actually Sarrion, and Sarrion just got dunked on for no reason.

     

      Reveal hidden contents

    What is a psychic attack, and how can I protect myself from it? - Quora

     

     

    Somewhere, sometime, the old Elf stubbed his toe and screamed out.

     

    "SARRRAAAAHHHHHH."

  5. A thesis on innate casting and the overcomplication of magic

    By the ancient wizard Divadri

     

    Before you was a parchment. It was longer than a usual parchment perhaps the writer was too lazy to write on the other side. Perhaps you found this posted by a tavern or mayhaps you are a fellow wizard summoning their daily wizard newspaper and found this thesis upon it. This was an open thesis.


     

    “Ah yes, magic. So whether you thrive in the topic or hate it, we cannot deny that magic is a great part of our world. The world itself was born from the abyss afterall molded and shaped by a greater being, one GOD himself as the mortals say. This would by proxy make him the greatest magician of all. But what if it was all but a dream? I digress..”


     

    Some ash was smeared here on the parchment. It smelled of fine herbs a bit minty as well. Perhaps a pipe was being smoked when it was being written.

     

    “All students of mine can attest to one conclusion of magic in which it is born of a dream. It might be safe that our reality itself is but the dream of one slumbering GOD but.. That is another topic of debate for the future aye?”

     

    A splotch of ink was here. Did he try to scratch something out or did his pen leak?

     

    “These younger generations go out trying to put reason to rhyme with the unthinkable.. That there is a ‘Science’ behind the chaotic energies that lay between our stars and that one can tame that is untameable. Hoshposh I declare! I cry out asking for our generations to stop with their ‘rationalizing’ of the void and their over stepping in attempts to tame this beast. We must step back from these ways and go back to the ways of yore - a safer understanding of the void. Dreams!”

     

    “I think, and therefore, it is.”

     

    “This is what magic is. Not tearing open holes in realty and sundering thy souls to the void. Nay! We must ground ourselves in reality but keep our minds open to the dreams I say.”

     

    “Magic is simply that - dreams. If we wizard's wish to conjure forth a pool of water to splash the rabble and youths off our lawn and keep them from stealing our pink flamingo lawn ornaments (I know who you are, I will find you and I will kill you) - Then we must first understand what water is innately! We must be able to picture it in our mind's eye!”

     

    “It's just a dream! You do not need to know all this hoshposh of temperature and numbers. You just dream of the calm and cooling ocean waves splashing between your toes on a warm afternoon.”

     

    A few dots of ink were here. It may be evident the writer was tapping his pen a few times in thought or perhaps he was just bored.

     

    “We do not need to over complicate the already complex. We do not need to overreach into such a power and drag the world down with us. Simplify your wizardry and do it safely. Wizards and Witches of the realm hear me out. Reflect upon this, yourself and think deep.”

     

    A cat paw was stamped here in ink. It looks as if the author was trying to get it off the parchment as it was smeared but gave up.

     

    “Ask yourself this. What reason do you dream so big?”

     

    “If you cannot justify it to yourself. You do not deserve such.”

     

     

    Quote

    OOC: This missive is public. You may read this wherever and post freely. I wanted to voidpost too.

     

  6. 7 hours ago, Moribundity said:

    Enjoyer of Wizard Powder

     

    An old mage squinted at this part of the Signature. He would then, like all others on this forum post, say his two cents out loud where no one will canonically hear him but he will say it anyways.

     

    "I wonder if it will be purposely forgotten about again in the next half century or if the masses will actually do something about it this time."

  7. 36 minutes ago, VictoriaMinaj said:

     

    I really don't want to discredit your work, but this does not execute the purpose or the effects of an actual rewrite and while, sure, semantics and interchangeable words do not matter much, all I can see here is that existing spells from the current lore page have simply been expanded upon with further detail (that it had been lacking up until now) that had been missing from the submission as a whole. Clearly, I appreciate that some spells were given the same love that other evocations have, but I'd like to go in-depth about these changes that you have kindly highlighted for me. 

     

    Half of the water's properties redlines are already within current lore. The nature-druid interaction is rather interesting and I am glad that people are taking it into consideration whenever they write anything that may otherwise potentially harm nature, and while I will delve not much in this aspect because I personally think that evoked water (as being from the Void) shoud provoke a twisted song, I'd like to say that I cannot really see any of these new changes other than a few reworded paragraphs AND in actuality, I have just noticed that there are some crucial redlines missing from this rewrite such as the following: 

     

    (Water Properties)

    "Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight."

     

    I'm unsure whether you had intended this for whatever reason, or if it was simply missed, but overall the point that I am trying to get across is that this submission only seems like an amendment post made and based in on the rest of evocations, taking after their "unique" spells (this is not an attempt at making a 'dig' or anything, i'm putting it in quotes because literally every spell across the evocations is one way or the other the same in terms of capacity). I understand that this magic is underwhelming and rather underpowered in comparison with any other voidal evocation, but why should that matter? Why do the four evocations need to be on par with one another in terms of combat practicality and utility? The answer is they do not. I don't think each one of them should be arguably as "strong" as one another.. There is so much more that could be achieved through voidal magic if we simply shifted from the way we do and have been doing things. Again, I just don't like this submission simply because despite the amount of detail that has been further implemented into the abilities, in its most devolved and natural form, the lore has not changed. It is the same stuff--the same abilities with slightly more detailed interactions and further defined ways of casting each spell (such as for water whip and storm calling, which by the way i do not consider to be a completely new ability because that is literally and without any offense hailstorm divided in three different types; water, ice, snow). When I hear the word rewrite, I expect drastic change. Something (actually) completely new and different to current, old lore. I have always thought that every evocation should have different ability arsenals and/or mechanics that solely vary on the fact that each element is different; studying earth is not like studying air, or water, or even fire, and this should be reflected somehow. Water does an exceptional job at fulfilling the "defensive" archetype (even if it has not been executed well with the currently accepted submission) and its abilities absolutely could resemble this conceptualization. These could be replaced by non-conventional and non-generic abilities that could distinguish water evocation from the rest instead of slightly thematically different variances of the other evocations' abilities (like the ones i have mentioned and now for example this write's water barrier being able to mimick the deflect ability from air evocation). Overall I just would like to see spells that are somewhat unique to each evocation rather than have all of them do the same thing to some degree (as all of them share the same combat capacity due to their abilities being what some would assume to be copy and pasted mechanics). My headcanon for water was versatility and/or protection/utility, like keeping water shield, water whip and water wave/summon wave (this ability is actually in current lore, you may have missed it), but getting rid of the rest and replace them with other new abilities that better suit the whole concept of letting water distinguish itself from the other elements. Some abilities I had in mind were: (1) water geyser (replacement of water projectile/blast), allowing water mages to have access to a somewhat combative ability that is arguably unique to its theme and elemental perception; or (2) water shield/tidemaking (replacement for water shield with an extended mechanic that unlocks based on tier progression), allowing water mages to summon their own variation of a shield spell while also being able to, at later tiers, cast the same spell but on a larger scale, allowing them to summon a tide and encase their enemy in what would be a cage/trap (this is bit anime lol but i thought that water evocation could potentially do very cool stuff if and when properly put into words). I have more ideas that I have been noting down over the last few months as I admittedly have been working on a large project to completely overhaul voidal magic as a whole (a project that i have shamelessly neglected), and I will be more than glad to share them with you in private. 

     

    "I added to enchanting a new DEEP ICED, Which is super strong ice that is bound to Arcanium frames for use of Art, Gates, or weapons which is a nice, useful enhancement to enchantment." I'm particularly not too fond of this either because I personally think it may infringe on the overall niche that Frost Witches have regarding ice manipulation and cursed ice (which is basicaly deep iced but non-void sourced). This is just a personal nitpick and irrelevant to the point that I am trying to make above. 

     

    Nevertheless I am glad to see that efforts are still being made to water evocation, and while I do not really support the idea that this suffices the purpose behind a rewrite, few of these changes do highlight some details that have been missing from the lore page for a while (such as for water whip, particularly enjoyed the clarification on that one). 

     

     

    Worry not expressing your own opinion doesn't discredit anything and I appreciate it.

     

    I just wholeheartedly disagree with your idea that a "rewrite" needs to be 100% different. I feel as large scale tweaks and changes to already existing lore constitutes a post much like this otherwise I would be making several amendment posts. I did ask Squakhawk about this, he did say that a rewrite is best for overhauls and rewording and better explaining a previously written lore I would argue is a decent overhaul. 

     

    But hey, thats my opinion and if I cannot sway yours then so be it. I understand your viewpoint regardless though.

     

    Quote

    "I have just noticed that there are some crucial redlines missing from this rewrite such as the following:"

     

    This is already addressed with a redline. But I could re-add it to ensure everyone understands you can't drink it.

     

    image.thumb.png.af5840f3cee174a5772850607e1c73ac.png

     

     

    Quote

    "There is so much more that could be achieved through voidal magic if we simply shifted from the way we do and have been doing things."

     

    I agree with you - but I personally think *this* post is *not* the place for debating such. This is a problem with void magic as a whole, not water evocation. It would be weird if we only did this to one of many void lores. This point is not to disregard your opinion as they are valid. 

     

    I feel as Voidal Magic as a whole could use a change but that would require the Lore Section of the story team to actually have the guts to shake the norm and start up a Void Project like in the past. I can assure you that if any player attempted a whole rewrite of Voidal Magic as a whole it likely would not get passed through for the sake of stability of lore. 

     

    Until then, with the way Voidal Magic is now, Evocations are kept simple and used for a half bit of combat and half bit of utility and art. Its kept simple for a reason and we need to keep it simple until the day someone decides to rewrite the entirety of voidal magic and how it works together. 

     

    Honestly, in my opinion, having separate lore's for every "magic" for voidal magic is crazy. It should be more like Alchemy with a primary core post or three with explaining the mechanics and then spells can be added individually. 

     

     

    Quote

    My headcanon for water was versatility and/or protection/utility, like keeping water shield, water whip and water wave/summon wave (this ability is actually in current lore, you may have missed it), but getting rid of the rest and replace them with other new abilities that better suit the whole concept of letting water distinguish itself from the other elements. Some abilities I had in mind were: (1) water geyser (replacement of water projectile/blast), allowing water mages to have access to a somewhat combative ability that is arguably unique to its theme and elemental perception; or (2) water shield/tidemaking (replacement for water shield with an extended mechanic that unlocks based on tier progression), allowing water mages to summon their own variation of a shield spell while also being able to, at later tiers, cast the same spell but on a larger scale, allowing them to summon a tide and encase their enemy in what would be a cage/trap (this is bit anime lol but i thought that water evocation could potentially do very cool stuff if and when properly put into words).

     

    Thank you thank you thank you for your thoughts on Water Evocation this right here is what I am looking for on this post. So we can make the lore better together.

     

    Water Evocation is quite versatile yes that is my idea for it as well. This lore does keep the water shields, whip and the wave as well. It actually better expands on the spells.

     

    Quote

    "water geyser (replacement of water projectile/blast)"

    ^ Could you elaborate on this idea for me? It sounds really interesting, but I do not see how it is different from Water Projectile?

     

    Quote

    "cast the same spell but on a larger scale, allowing them to summon a tide and encase their enemy in what would be a cage/trap (this is bit anime lol but i thought that water evocation could potentially do very cool stuff if and when properly put into words)."

     

    So *this* would be a really cool idea. Entrapping people in a water / tide cage of some sort? We could do something like that yes but it could easily be an addition to water barrier instead of a spell.

     

     

    Quote

    "but getting rid of the rest and replace them with other new abilities that better suit the whole concept of letting water distinguish itself from the other elements."

     

    Questions with this.

     

    Do you think the ability to call forth a rainstorm, to put out a large fire for example, is not disguising water from other elements? I truly enjoy the idea of summoning a rainstorm of sort as an ultimate ability that isn't 100% combative. Whats your opinion?

     

    Do you think we should get rid of ice? It's been a huge part of water evocation for a long time.

     

     

    End Note: Thanks so much for responding. Every opinion helps shape the overall end product and I hope to have one that the majority enjoys and will promote roleplay for both sides. Tbh, I enjoy discussing these on the forums on the post itself as it allows people outside of the circle of influence to nitpick and provide their two cents. 

    1 minute ago, Mr. Etan said:

    "I added to enchanting a new DEEP ICED, Which is super strong ice that is bound to Arcanium frames for use of Art, Gates, or weapons which is a nice, useful enhancement to enchantment." I'm particularly not too fond of this either because I personally think it may infringe on the overall niche that Frost Witches have regarding ice manipulation and cursed ice (which is basicaly deep iced but non-void sourced). This is just a personal nitpick and irrelevant to the point that I am trying to make above. 

     

    Edit: Also this - do you think some sort of stronger more compressed water to be used as the material for this kind of enchanting would be better? Solid barriers of watrer, Water statues and Water Weapons of sort?

  8. 4 hours ago, VictoriaMinaj said:

    i don't like it simply because there is nothing in this rewrite that actually changes anything from current lore in terms of either theme, mechanics, or overall conceptualization. it just seems like a new format was slapped on it with a few re-named abilities and reworded paragraphs (no offense). my suggestion to you when you write lore is that you actually write it with other people; i have worked solo on my own projects before and they have not gone according to what i had envisioned, not by a long shot. what you need is somebody reviewing what you write before you go ahead and post it, and you should probably give your lore submissions a bit of time to either let other insightful readers provide you with their opinions or so that you can ensure that the piece will actually be any distinguishable from current lore (because being brutally honest, expanding on the only tier five ability and dividing it in three types does not really achieve the purpose of a rewrite). format is pretty but other than that, what has actually changed in the magic? 

    overall i personally don't like reinforcing the (very true) stereotype that voidal evocations are solely and purely intended for combat. i'd rather see rewrites that actually aim towards detracting from this stigma and not pieces that have been rushily written for no particular reason (because this could have come way sooner and in a much more drastic bundle of changes). 

     

    Hi Songwitch I appreciate yout feedback! I feel that you may have accidentally missed the changes and clarifications I have added to the lore that greatly improve overall on the lore quality it certainly is a rewrite. Understandably as sometimes the small details can be missed. Heres a breakdown!

     

    Properties of Water changes:

     

    -Clarification that it cannot mix with liquids

    -Clarification on how it interacts with nature

    -Clarification on how long it takes to freeze or evaporate evoked water when interacted with intense elements

    -Clarification on the different non combat aesthetics that one can evoke their water as. 

     

    Spell Changes:

     

    Evoke Water / Ice was left alone as its honestly extremely freeform. This can be shaped into ANY non combat spell or use that one can come up with so long it doesnt break red lines. We shouldn't need to list out a million spells as non combat use when we can be open and free form about it.

     

    Water Projectile had some changes.

    -Clarifaction on the force it has, how it hits as a semi solid

    -added scaling power so progression from novice to master is reflected

     

    Water barrier

    -Made it so it can be placed within range of the mage not just infront of them.

    -Clarified that the water is rushing and moving, so blades can't just slash through them anymore that didn't make sense, can still be peirced

    -*ADDED* A partial barrier called 'Redirective Water' which allows one to use flowing water to redirect projectiles aimed at them. 

     

    Water Whip

    -Clarified the type of damage it does

    -Clarified the whip needs to be HELD.

    -Clarified the whip is effective against skin only.

    -*ADDED* a single lash ability to it, allowing for quick strikes or quick blocks

     

    Ice Projectile

    -Added clarification of the impact damage of ice which was missing on current lore.

    -Add the ability to change the projectiles sizes, which effect impact.

    -Added better clarification on multiple charged projectiles.

     

    Summon Wave

    -Added a tell for the creation of the wave

    -Added a much needed speed for the wave, which was missing in current lore.

    -Clarified what happens to the wave is the mage is interrupted mid cast.

    -Clarified the force behind it

     

    Ice Spike

    -Changed it from being useless to an actual trap with a telegraphed area of effect

    -*ADDED* a single spike version of the spell that is more powerful, but only one single area.

    -Clarified on the impact damage of ice spikes, which is missing in current lore.

     

    Ice Barrier

    -Merged the Ice Barrier and Dome together for easier understanding.

    -Better clarified the amount of emotes to break the ice from impacts, which was missing in current lore.

    -Made it so the walls could be placed in range rather than in front

    -Clarified the ice to be transparent, which previous ice was only semi for some reason.

    -Better clarification on what you can or cant do while holding the barrier

     

    Storm Call

    **BRAND NEW SPELL**

    Complete got rid of the old useless ice storm and replaced it with a storm call spell that has 3 variations, all of them have UTILITY use instead of pure combat use.

     

    The rainstorm is harmless, and simply reduces visibility and can also be used in roleplay to help bring actual rain to dry areas.

     

    The slush storm is a field effect to hinder movement.

     

    The ice storm is an annoyance hinderence.

     

     

    I added to enchanting a new DEEP ICED, Which is super strong ice that is bound to Arcanium frames for use of Art, Gates, or weapons which is a nice, useful enhancement to enchantment.

     

     

     

    I would argue, with my changes above, that there is Significant change done to the lore that warranted a rewrite. It was not hastily written I did spend the time purely focusing on the writing. I posted the lore hoping to get feedback and opinions from *everyone* interested. This is why I did not work with anyone else because often when this is done, it can become a feedback loop of people who want the same things, and it doesn't allow diverse opinions such as yours and others that were already posted. 

     

    I truly appreciate you taking the time to express your feedback, and I hope this feedback will help sway your opinion that there were no significant changes, and then, perhaps provide feedback on these changes so we can better improve this lore together.

  9. 3 minutes ago, sam33497 said:

    I'd say keep the niche of healing within things like alchemy and paladinism, healing waters seems a bit too thematically 'nice' for magic which comes from the evil dimension (and theme does matter with these types of things)

      

     

     

    This was my thought too really. Thats why I was thinking it could be more 'indirect' healing like using water with pressure to stop active bleeding or to cast broken bones until they get proper healing - sort of like how fire evo can cauterize wounds but you'll still want a medic after. What do you think about that?

  10. 1 hour ago, Luxury said:

    This is unironically my favorite line in this lore. Don’t get me wrong Tox, I love seeing fresh writing. It’s like bread right out of the oven.

     

    Listen I don't need the d*uids over here saying my void water is causing AGONY. ;)

    1 hour ago, DISCOLIQUID said:

    Tier Five Conjurationists, by means of evoking life itself, are able to heal. You could create a spell that made "purifying waters". It certainly couldn't regrow fingers, but maybe solve burns or remove corruption. A suggestion made lightly, as yes, voidal healing is tip toe'd around. 

     

    Hm hm hm.. How would the rejuvenating waters heal you think? It needs to make *alittle* sense even if its maygick. Toss me a suggestion.

  11. 44 minutes ago, Luxury said:

     

    The dissolution of lore foundations doesn’t happen in large submissions. It happens in small sentences like these dotting around in new submissions.

     

    Keeping in line with current lore, if you want Voidal Elements to stay bound to a realm they don’t belong in, you use Transfiguration. 

     

    Whimsical is fine, in fact I may even prefer whimsical magic, but only if the whole system is whimsical. Lotc has a hard magic system that needs a foundation to make some semblance of sense.

     

    Okay, Listen, I know you're totally right. I don't want to agree with you cause it was cool in my head but when you put it this way.. I'll update the lore albeit sadly. 

     

    I appreciate your feedback!

  12. 4 hours ago, TeawithFrisket said:

    One thing I do wish to say about this lore is that is a heavy defensive focus magic, I would suggest sticking to that, while adding only little amount of attack spells. Instead I would focus on making hydromancy the voidal healing magic, as we kind would need something of the sort.

    Bubble- A hydromancer can conjure water, however for if one were to focus on its temperature one can treat 2nd degree burns or cure fevers! (a bland definition of what I'm thinking of)


    Poison extraction- by conjuring water, one can seep the water through the body of a fallen ally, who seemingly digested poison, this would of course take great focus and dedication but if successful one could extract poison or Azhl blight from the blood stream.

    (I do have ideas but  as of writing this it is 3AM but I do believe this is a good re write- make it more defenisnve/support however)

    Discord: teawithFrisket#0345

     

    I do enjoy the concept of having water have more 'healing' esc utility though the concept of voidal 'healing' is often tiptoed around.

     

    I love the idea of using water to break fevers, treat burns and wash wounds. Poison extraction seems it could be iffy since you need to see your water.

     

    I was also thinking of perhaps 'water pressure' bandages and splints that can be conjured for stopping active bleeding or helping someone who just broke a bone temporarily until they can get proper medical treatment. 

     

    One should also be able to wash wounds and extract foreign objects from wounds with ease with water since its both steril and the pressure can be altered I imagine.

     

    Let me know what you think of these concepts? I can add them in as spells.

     

    As always, thanks for your feedback.

     

    2 hours ago, Samler said:

    I for one embrace the new rewrite altho I have a few things I want to pick apart, out of love for water evo and to address the comments above me.

    Properties of water:
    Please add when a mage disconnects from the void, the surfaces made wet would become dry once more.

    And likely a line about wether or not it should be able to mix with existing liquids, I was told from ST current water evocation can't, saddly I can't find screenshot of this interaction. 

    Evoke Water / Ice
    Our Bread and butter, personally the spell equalivant I already cast 9/10 times in my roleplay. Is there a reason T1 can conjure the equalivant of T2 in other evocations? I think it should get tuned back to the original, so T4-> T5 can feel the pride and accomplishment as they go 25 -> 50 funny water magics. Also Square Meters- I think it would be much better with Cubic, seing as we are dealing with a volume spell. :) 

    Ice Projectile
    I would love a brief line or two about the expected damage from the larger variants, so if I get to use this spell, and HumanJoe_42 starts asking for lore, I have a reference for him instead of 'like that line, but bigger/stronger/worse for you!' 

    Summon Wave. I must maintain it for as long as the water wave lasts, it last untill it has moved 15 blocks. HOW FAST IS THE WAVE?! HOW LONG DOES IT TAKE?! The age old question no ST can answer, including those with the magic. Giving it a speed or saying how long it takes (post sending forth) to finish.

    And hail Stormcall, you took the useless T5 spell, which was then made even more / Equalivant useless, and now it can serve a purpose! 

     

    Glad to see you Samler! Glad you like the write thus far.

     

    I understand the want to make whatever surface made wet becomes dry, but I also want magic to have odd and whymsical properties that can't be very easily explained.. Like why is that towel still wet after the evocations gone? And when I wring out out.. wheres the water? Etc. Let me know what you think.

     

    As for liquid mixing - I think water evocation shouldn't mix with liquids, thus it can be used as a cup of sort for perhaps moving liquids? Useful utility there for sure.

     

    As for the evoke water / ice I'll look into the distance, I suppose it does make sense.

     

    Summon Wave - That you for calling this out, I totally forgot current lore never specified speed and I'll work something into it.

     

    Thanks for the feedback on Stormcall I'm in love with the idea of making storms with magic. I was actually thinking of making it so if one summons rains the pressure from the artificial water causes real rain to mix in - so perhaps it can be used to help aid drying fields and water large farms?

     

    As always, Thanks for the feedback!

  13. Just now, Cloakedsphere said:

    I disagree heavily with a purely combative magic (aside from your 1 non-combative spell) being a 1 slot magic all the way to tier 5. Thats my biggest gripe. Quite the powerful magic for 1 slot all the way up to tier 5.

     

     

    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.

  14. EeecKrv50bDad1pT3JbErUkgyYEzaqK8uve25SWTKubfGPpjDfIxGKSOqrO5DewVkBMkj7I6ZkMgmRkEMq_VyOEDpVSFXk302lzxBw3EMQSzn8UCXFTh4xznPfx8k9Ef10RgRlQtmmpaXuc02NsTLLc

    RmrFeNIIJHzZpsFP9g5ZSwKjsK-9O7o7N9hBuU62jwY56urMvwjrZK1DLRCh4OGJVhdzcKHTLrMhLxH7GXuyvT2Y0Wn-z3D6D5xIZtUs0aLWRM27Zl7D9NlHtG9rvLGOlQKl5oE33RAOPki7afaomO8

     

    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.

     

    KPrhgNfi3mrvUvfwVie8Alfy7hPx3JoR2XIBBnp9GKioJ46Qs3L5LOe7KzrZW3eC8X3Qau7_8_hbAUQTZan9BxI9pOTqtxTEYpoliQP7gw1nrloG9dh9na2d2l9TTvkGMbRpxUr89ob6VDW0GE6voQw

    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.

     

    089frMweKqr1IW-7GP4vnf-Yv5d8jiSUuj6r_9w3xeLJdVCxnc-IzClt9MREtqN19_DZqJQWv97sEUkRAKWU8_TQuX1aa2tg8mnLX11VvWWB1Tpuq7KDLaBlNzlqiUp4JxsVZX8S740MypHX8hgnqCc

     

    AK2BpXbewLcmlWxEdbUYGTpPiphn_dZMtPSYArVHmxrutoVumEFA75g7YnO3wsqK5-zGK6fzU3dYX5srmyQ1sv6wE_ZBlGVosnMjyfaE2WawJkTyS-Mag28bejvF8sSgF2cgGxqJCYXp0gXyOaUj_OA

     

    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.

     

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    UhsY2mJRLCXrkcDLE2jhwt1Znd8rYDJLafpgAU9bvNTT6uopyf401ZB_IrARsu1wTtywGIyOIIkzVICTvpeeRMZIpAbsMJZHfrmO3GkmrlKXRKJg4Y7iyxuHM9AJJmvuEiRtjj8L8dtVpT0NFxuPBmA

     

    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.

     

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    -dwqdQ9Q5EVb4rypSV6DJZOX73bqIPFIqsIzxNvqDKDHrblejbgFEljab92dZmZhPnFqeX78wCqrXA3PDyEUlS0sHlcAJzNXx-45MG-HyS_80uiT_s6ZmlxKysZHJL62S7bljJlxs17qqXsRqwrTmXc

     

    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

     

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    [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.

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    [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. 

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    [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.

     

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    [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. 

     

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    [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.

     

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    [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. 

     

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     [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.

     

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    [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).

     

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    [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. 

     

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    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

     

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    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.

     

    image.png.38fac0439e85c746ad7f3d5853485805.png

    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. 

     

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    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


     

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  15. [!] 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

     

    Spoiler

    I love this, this is an amazing post.

     

  16. 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

  17. MC Name:

             Mr_Etan

     

    Character's Name:

             Sarrion

     

    Character's Age:

             512

     

    Character's Race:

             Mali'aheral

     

    What magic(s) will you be learning?

             Illusion

     

    Teacher's MC Name:

             Mr_Etan

     

    Teacher's RP Name:

             Sarrion

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             https://www.lordofthecraft.net/forums/topic/191573-fire-evocationmaetan__/

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

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