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  1. Ayche looks around his office beneath the Chamber of Fire for the final time. He's done his part. It's time for him to figure out what comes next. And now, he's got all the time in the world to do so.
  2. I have a clarification question - Scions are limited to 6m spells. With this amendment, would a brisk step with a focus look like this? 6m base > focus doubles to 12m > subtract 4m as T3 brisk step has an 8m range. Final range is 8m. (Basically, can a focus be used to get up to the range listed in lore, if the spell would normally have a shorter range than the one in lore?)
  3. Ayche sits in a dark room alone, staring at nothing. Once the adrenaline has faded, and he's no longer in the midst of combat, he's left to contemplate his actions. He's left to contemplate what he was forced to do after. "I wish there had been another way," he murmurs to nobody in particular. They're the first words he's said since before the event, and nobody is around to hear them. "Whatever else happened - you were strong in a way many magi weren't. In another world, we would have fought together." An hour later - maybe two - he rises with shaking hands and goes to burn his bloodstained robes and mask. They've already served the one purpose they were made for, anyway.
  4. I'm ambivalent on the idea of fire evocation becoming a two slot magic. This seems like a well-written rewrite, but I'm not sure why fire evocation needs a rewrite in the first place. It looks like one of the biggest issues with the old lore, the Flamethrower spell, hasn't been addressed in this one, either - where an eminent with Incanter's Flow up can cast Flamethrower within two emotes if connected. The level of power Flamethrower offers with Incanter's Flow seems a little high given the emote count, since it's almost always a fight-ending spell against a standard combatant (given the pain and burns will disorient someone enough to prevent them from effectively avoiding the continuous flames), and since Incanter's Flow can be reached almost immediately after a fight begins with the following steps: Given your emote counts for this lore, the same would still be possible under the new lore - I'd advise potentially changing the T4 variant of Flamethrower to T5 but keeping the same emote count (so that Incanter's Flow won't interact with it) or specifically specifying that Incanter's Flow won't work on Flamethrower.(Edit: This will be much less of an issue if sam's Incanter's Flow amendment passes, so this doesn't necessarily need to be changed.) Also, I'm a bit confused by Flame Implement - Enwreathe can be cast on an ally's weapon, can the Flame Implement be handed off, or does that count as 'losing grip'? Also, if it maintains the current connection guidelines that Enwreathe has, then it would mostly only be usable by Eminents (once Incanter's Flow is up) and Scions. However, since it's T4, Scions wouldn't have access to it - Is this intended to be an Eminent-only spell? All that being said, I do like the new modifiers, and they look pretty interesting.
  5. Ayche is in the Vizier's office beneath the Chamber of Fire, making preparations for the next battle, when the news comes. Peace has been achieved. The war is won. He pushes his paperwork aside - it's redundant now, anyway. He's proud of the work the Hohkmati battlemagi under his command have done for Petra, and proud to have fought alongside the Covenant. "Victory," he murmurs to himself. A smile crosses his face as he heads upstairs to join the other magi celebrating in the streets.
  6. Ayche’s armor is stained with black powder residue when he rejoins his Chamber’s magi, shortly after the ceasefire command is first given. He finds Faeryel in the crowd and grins. The other Hohkmati magi have been slinging spells towards Drusco Keep. Ayche has not. The ritual that has returned his strength has also crippled his magic, and the most powerful of voidal spells are now beyond him. So he’d put his muscles to work moving ammunition for cannons instead. He’d left his Chamber’s magi in good hands. Faeryel's been invaluable ever since he was appointed to the Chamber of Fire, and he’s decided - one day, when this war is over - that she’ll take his place as Vizier when he decides to retire. But until then, there’s still work to be done. His magic is no good at range, anymore. His mana pool is too small for a proper fireball. But a blast of sand to the eyes can be just as deadly as a boulder, given the right circumstances. A jet of air to redirect an incoming arrow can make just as much of a difference as a compression spell, if it saves the right person. And, of course, steel can be as deadly as mana. It's a philosophy he's tried to drill into the men and women of the Chamber of Fire; never underestimate the danger of a blade. Never let your magic blind you to the value of mundane tools. Never use a fireball when a blast of sand to the eyes and a quick jab with a spear will do. It's a philosophy the battlemagi under his command have learned well. “CHARGE!” Someone calls. Ayche's grip tightens on his warhammer. And the rest, from there, is easy.
  7. Ayche stands amongst the ruins of Drusco. His cuirass is stained with blood and black powder residue. The Covenant forces are picking over the battlefield now, sorting the dying defenders from the dead - and sending the former to the latter. His longsword vanishes into a voidal pocket as he stops to catch his breath. His gaze is drawn back across the valley. The magical city of Hohkmat is clearly visible from here. The siege camp he'd spent the first hours of the battle in is just meters away from the newest district of the city. It's a good reminder of why he fights. It's a good reminder of home. In the distance, he spots one of his Chamber's members, engaged in a sudden duel with a surviving defender. He watches as she teleports out of the way of an orcish spear. The air around him crackles with static. Sparks fly as a new weapon falls into his hands, summoned from thin air - a warhammer, this time. He charges to aid her. There's still work to be done. For Hohkmat, for Petra, for the Covenant. For home.
  8. Crates of equipment, weaponry, and medical supplies are stacked up in the Chamber of Fire. Ayche moves past them as he steps onto the lift to the War Room below. It won't be long before the Chamber's magi and the magical forces of Hohkmat will be joining the Petran war effort.
  9. The design intent for Amped Reflexes was to balance it around the Redirect spell which already exists. This is also a guaranteed 2 emote block of a 3 emote nock, draw, and shoot emote. It's also balanced around Air Shield, which is a 2 emote block of multiple projectiles at once (as it forms a 2x3 meter wall). Brisk Step also exists as an instant dodge with up to 12 blocks of movement attacked to it as well, which currently allows a mage to instantly avoid melee attacks, ranged attacks, or spells with an incredible level of movement attached in 2 emotes (1 if they're already connected). Our goal was for Amped Reflexes to not change combat balancing whatsoever compared to existing spells, which should be the case. As for Lightning Step, the intent is for the spell to be useful but not overpowered - as the spell does not boost a mage's strength, and does not allow them to cast or charge any offensive spells while it's being used, it shouldn't make the mage's increased movement overly oppressive. I've broken down the math in an earlier post, but in short: Lightning Step is significantly worse than competing options in Translocation, and potentially worse than not using a spell at all and just being a regular swordsman on foot. Lightning Step vs. Regular Swordsman: As mentioned in the lore, lightning has no effect that is not explicitly stated in a spell description. Real-world logic and conductivity rules do not apply, specifically to avoid the sort of clarity issues that previous Lightning Evocation had. It has no effect on muscles and flesh beyond what is specifically mentioned in a spell description. Full armor only has the interaction with lightning that is listed in the lore. The idea is that evoked Lightning is not real Lightning, and plays by different rules. This allows for it to be balanced around what would be narratively satisfying and mechanically balanced compared to other evocations, not real-world physics or logic. This isn't without precedent - pretty much every evocation element works slightly differently than their real counterparts, especially Fire. That being said, we hear you, and for thematic reasons (as well as to avoid any potential loopholing) we've made the following changes to Amped Reflexes and Lightning Step: Amped Reflexes can no longer be used to dodge melee attacks, only projectile attacks. This makes it effectively identical to Redirect (maybe slightly worse, because an arrow fired at an ally across the room can be Redirected, but not stopped with Amped Reflexes). In practice, this shouldn't change anything from the original write, because using Amped Reflexes to dodge or parry a melee attack would be worse in every way from using a non-magical dodge or parry - it would cost mana and use up the mage's major action for that turn, while using a non-magical dodge or parry would cost no mana and still allow for some form of attack or major action. Remember, if a mage chose to parry, Amped Reflexes wouldn't have boosted their strength anyway. However, because this makes Amped Reflexes identical in combat usage (if not flavor/noncombat RP utility), we're hoping this should settle any balance questions. Lightning Step and Amped Reflexes can no longer be maintained at the same time. If Amped Reflexes is cast during Lightning Step, the Lightning Step ends. This removes any interaction between the two spells, allowing Amped Reflexes to be assessed balance-wise entirely on its own. As stated above, it is in practice identical to Redirect. I'll be adding a changelog at the bottom of the original post to track these changes. As of now, the changelog looks like this: With all that said, thank you for taking the time to read the lore, and thank you for your feedback. I know this has been a very controversial magic in the past, and our goal was to try and bring it back with its own niche, greater clarity, and without changing the balance of combat RP compared to current magic.
  10. - THE CHAMBER OF FIRE - The Chamber of Fire has elected to publish its charter, so that the people of Hohkmat may understand what we do and who we are. Our Responsibilities The Chamber of Fire draws its responsibilities from the ‘Three Mysteries’ - it is meant to preserve sorcerous power, protect the magical state, and protect the Grand Magister. Two explicit mandates are given by the Grand Magister in execution of these duties. Our first mandate is the Defense of the City-States of Hohkmat and its Magi. We achieve this by: ° Training inductees in martial, alchemical, and magical combat. ° Equipping inductees with martial, alchemical, and magical weapons, armor, and tools. ° Recruiting and maintaining constructs such as golems, atronachs, sorvians and automatons. ° Contracting mercenaries if necessary to bolster the city’s forces. ° Serving as Liaison to foreign military forces. Our second mandate is to inflict indescribable violence apply combative force in service of the Grand Magister, both at home and abroad. We achieve this by: ° Serving as the Grand Magister’s personal guard. ° Defending the city against violent attack. ° Organizing expeditions to inflict indescribable violence apply force where and when the Grand Magister desires; typically against the undead, the demonic, and the rogue magi. ° As per the Merzhin-Garmont Traité, “[providing] strategic and tactical mages to support [The Commonwealth of the Petra] in times of war.” ° Defending against internal threats to the stability of Hohkmat. Our Philosophy As is built into the culture of Hohkmat, powerful magi should be independent. To that end, we eschew traditional facets of a military such as a uniform, formations, salutes, gate duty, or a complex rank hierarchy. We will not waste our magi’s time, and we will not keep qualified recruits from advancing because they’re new to the Chamber. When it comes to our magi, our sole concern is forging them into a formidable, highly-equipped fighting force. They should wear what they like, when they like, and do what they like, so long as they can be called back to use their skills to defend the city and its interests when necessary. Whether a Chamber of Fire magus is acting in service of Hohkmat, or acting to achieve their own goals on their own time, they will fight harder, smarter, and more effectively than their non-Seared peers. Let others study the Void, broker alliances, or engage in commerce. Above all else, a Chamber of Fire magus knows how to wage war. Our Organization The Vizier The Vizier is the leader of the Chamber of Fire, selected by the Grand Magister. Of all the Viziers within Hohkmat, he is the most lethal - one of the few capable of standing toe to toe with a Lord or Lady Magister. He is responsible for reporting to the Grand Magister, negotiating with the Hohkmati government, organizing expeditions, running the Immolation, delegating duties as he sees fit, and above all, seeing that the responsibilities of the Chamber are carried out. The Seared The Seared are full members of the Chamber of Fire who have undergone the Immolation and bear the Striker. They have received the best training and equipment the Chamber can provide. They have few day-to-day duties beyond training inductees and inflicting indescribable violence applying their skills when directed to by the Vizier or the Grand Magister. The Kindling The Kindling are the inductees of the Chamber of Fire. They are trained by the Seared and the Vizier in martial, alchemical and magical combat and equipped with martial, alchemical, and magical weapons, armor, and tools. They also assist the Seared when they mete out indescribable violence act in service of Hohkmat. The Pyroclasts The Pyroclasts are the constructs that serve the Chamber of Fire. Their duties mirror those of the Seared, but they do not undergo the Immolation, nor do they bear the Striker. They may, however, go through the process to become Seared if they are loyal, skilled, and sapient. Pyroclasts have a special duty to carry on the traditions of the chamber, often living much longer than most of its members. The Immolation The Immolation is the ritual by which the Kindling becomes the Seared. The Striker The Striker is the identifying mark of the Seared. Those who carry it are full-fledged members of the Chamber of Fire. It is a red signet ring bearing this symbol: Recruitment There will be no uniforms, no formations, no saluting, and no gate duty. We won’t waste your time. If you want the best magical combat training and the best equipment, and are willing to loyally follow the mandates of the Chamber, join us. You may send a letter to the current Vizier, Ayche ((Xydraus)) or his secretary Faeryel ((Faeryel)). You may also go to the Chamber of Fire, located within the Ziggurat of Hohkmat ((1566 112 -3)) to express an interest to join in person. Previous combat or magical experience is not necessary - just a sharp mind and the desire to serve. You will learn combative magic as part of your training. (Drafted on 3rd of Snow’s Maiden, 1951 by Faeryel Artenin)
  11. I appreciate the kind words and the feedback! 'Amped Reflexes' is balanced around the Air Evocation 'Redirect' spell, which does effectively the exact same thing at time of writing. (1 connect + 1 cast, redirect projectiles). The intent is for Amped Reflexes to be an alternative way of accomplishing this with fun flavor. As for Lightning Step, our hope is that the complete inability to move after 2 turns of boosted movement, along with the existence of Translocation spells (which currently allow for a voidal mage to instantly blink 12 meters in a single emote, 16 meters with one emote of preparation, or 32 meters with two emotes of preparation - or double all of those distances with the use of a focus) make this spell a useful, but not overly strong alternative. In terms of covering ground, a translocationist vs. a lightning evocationist might look something like this, assuming both void mages are already connected: We also considered the outcome of Lightning Step vs. a non-mage: In this instance we're hoping this would also be considered balanced. In addition, Lightning Step prevents the mage from casting any spell other than Amped Reflexes for its duration, which we intended as another balancing measure.
  12. - Lightning Evocation - Origin/Background The phenomenon of lightning has long fascinated Descendants - devastating, ethereal, and impossible to capture, it was once the basis for one of the most devastating Voidal arts; Lightning Evocation. But like lightning itself, this ancient art once disappeared in the blink of an eye, and when it did, it did not return for generations… Centuries after the art of Lightning Evocation was lost, master Magi Sulieronn Ashwood and Ayche joined forces in a combined attempt to rediscover it. Though both magi had spent decades or centuries trying to rediscover the art separately - during which time Ayche managed to accomplish something close to Lightning Evocation in appearance, if not effect - it was in Hohkmat that the two magi finally succeeded. As the only two magi to survive the catastrophic expedition to the Voidal Hollow, during which they witnessed naturally occuring Voidal Lightning, they were able to form new theories based on their experiences to develop a new form of evoked Lightning, with properties both familiar and entirely new. “Brilliant, isn’t it? The feeling of lightning at your fingertips?” - Sulieronn Ashwood Magic Explanation Lightning Evocation is, in its most basic form, the summoning of Voidal Lightning. This long-lost art wasn’t so much rediscovered as recreated, and the spells - and the properties of evoked lightning - now function differently from the Lightning spells of ages past. Lightning Evocation takes up [1] Magic Slot. Lightning Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered lightning evocationist with a valid [TA]. Lightning Evocation requires a stable connection to the Void. In order to cast Lightning, one must understand the basics of Voidal Lightning. Voidal Lightning is not quite the same as real Lightning and does not necessarily behave in the same way. Spell descriptions take precedence over real-world physics or logic. [ The Basics ] Though it still holds some properties that match old Lightning Evocation, Voidal Lightning behaves differently after its rediscovery. While natural lightning strikes with an immense amount of heat, Voidal Lighting usually strikes with minimal heat; in most cases, it cannot cause meaningful burns without expending Static charges from previous spellcasts. Instead, it applies a strange form of static, and occasionally raw concussive force. Generally, this lightning travels with immense speed. Ranged spells (Lightning Bolt, Chain Bolt, and Thunderous Strike) will travel nearly as fast as normal lightning towards their targets, requiring one to either place something between themselves and the caster before the lightning is fired, or to teleport after the lightning is shot in order to avoid its effects. Thankfully for those on the receiving end of such spells, all of these fast-traveling spells require the formation of a highly visible mana anchor on the target, which produces harmless but impossible-to-miss glowing sparks. Lightning strikes with minimal heat naturally, though it will occasionally release heat by expending Static charges. Voidal Lightning can apply concussive, blunt force when described in a spell description. When a spell is listed as a “Bolt”, it means that it will travel nearly as fast as Lightning. Rather than dodging said attacks, those targeted will have ample advance warning in the form of a sparking anchor. Should one wish to prevent themselves from getting hit by a “Bolt” spell, they must either place a large object between them and the source of the lightning (like a building, tree, or other person) the emote before the lightning is cast, or perform an action that allows for an instant dodge, like Teleporting, the turn the Lightning is cast at them. Ducking behind metal bars or grates would also suffice. Voidal Lightning only does what is listed in this section of the lore. For example, it will not stop someone’s heart. [ Static ] As a person is struck by lightning spells, they will potentially gain an effect known as Static. Static will slowly build up on those who are hit constantly with lightning until they reach [3] (or more) Static. When that happens, the character will become Jolted for [1] emote, which prevents them from performing any significant actions such as attacking or casting, though they can still move up to [4] blocks. Being Jolted in this way feels rather painful as the target’s muscles contract and convulse involuntarily (akin to the effect of a taser). When a mage disconnects from the Void, all Static charges they have built up on all targets immediately reset to zero. Static is only applied when a spell says it is applied. When one has at least [1] Static applied to them, they will feel a slight tingling sensation, alerting them that something is wrong. If Static is applied from multiple spells (from different mages) in the same turn, it will only add the Static from whichever spell applies more. For example, if someone is hit with a [1] Static spell and a [2] Static spell, [2] Static would be applied. When one reaches [3] or more Static, they become Jolted for [1] emote and their Static is set back to [0]. They also become immune to receiving Static for the emote they are Jolted and the emote after they are Jolted. Being Jolted makes it so one cannot perform any significant actions, such as attacking. However, they can still move up to [4] blocks. It also causes a feeling akin to being hit with a powerful taser. However, this doesn’t cause any real injuries on its own. Whenever Static is applied, the Mage must emote how much is applied and to what person so it can easily be tracked. It is also the job of the Mage to keep track of how much Static they’ve applied, and to which people. [ Conductivity ] Not all beings are conductive, so not all beings will be susceptible to being Jolted. In-organic, non-metallic creatures, such as Golems, Eidola, and Sorvians, will never feel the effects of Jolt, though this does not necessarily prevent them from being hit by the other effects of Lightning spells. Meanwhile, constructs made partially from metal or organic materials, like Homunculi, Darkstalkers, Epiphytes, and Animii, will find that they are fully affected by Jolt. Jolt cannot be applied to constructs made of in-organic, non-metallic materials, such as Golems, Eidola, and Sorvians. Jolt will still be applied to constructs made partially of metal and/or organic material. Examples are Homunculi, Atronachs with metal plates, Darkstalkers, and Animii. Neither of these are an exhaustive list. If there is a question if someone is/isn’t affected by Jolt, ST must be asked. Static will still apply, though only to preserve interactions with other spells. If a creature immune to Jolt reaches 3 stacks of Static, the stacks will reset to 0 with no effect. In some cases, the electricity from Lightning Evocation is supercharged, or discharged by objects in the environment. Metal is one such case. Attempting to cast a ranged Lightning spell through metal bars or gates will result in the Lightning curving to strike the material rather than the intended target. This is mainly the case for projectiles. However, assuming the mage is not firing lightning through metal bars, the lightning will generally behave as normal - lightning bolts will not arc away to strike large bodies of metal or those in plate armor unless they are specifically aimed at those targets. For those in full metal plate armor, they will find that the Lightning travels more easily through their bodies, despite what one might expect from standard non-voidal electricity. When Static is applied to those in metal armor, they will have [1] extra Static applied. Finally, when a Static applying spell strikes water of at least a half block in depth, the lightning will ripple out in a [2] block radius of the struck spot. Anyone unfortunate enough to stand within that radius will have [1] Static applied to them. No lightning spell will pass through metal bars or gates. Any target wearing metal plate armor, not half-plate, that covers more than half their body, will receive an extra [1] Static when hit by a Static applying spell. Anorum armor is excluded from this Static penalty. Metal prosthetics, such as Atronach and Animii Limbs, count as plate armor. Non-metal prosthetics, such as Golem limbs, do not count towards this. When a Static applying spell strikes water with a depth of a half block or more, the Static will radiate out in a [2] meter radius, applying [1] Static to any who are also standing in or in direct contact with that pool of water. The above interactions still apply to evoked Voidal Water, though the depth requirement must still be met. Standard dual-casting rules apply. If Lightning Evocation is to be used in a way that interacts with Water evocation, it will require at least two mages, one for each type of evocation. Solid objects, like evoked earth or ice shields, would block lightning bolts or Bolt type spells. Buildings or large trees would also work. Shields work if held with both hands, and a ‘bracing’ emote is made. Hiding behind someone (that you don’t like very much) would also work. [ Laws of Arcing ] Lightning always wants to end up in a complete circuit, especially when in a condensed form, like when conjuring bolts. When it comes to casting projectiles, an anchor must serve as the place of origin for the Lightning and then one on the target for the spell. This will be described in the charging and casting emotes. A line of mana will form between the two anchors, such acting as a path for the lightning to travel across, though it will always have its signature jagged form. Anyone who has an anchor placed on them will be surrounded by small, harmless, sparks of lightning. Bolt-type spells (Lightning Bolt, Chain Bolt, the targeted version of Thunderous Strike) require anchors to be placed, one at the place of origin and one at the destination. When an anchor has been placed on someone, they will be alerted to this by seeing harmless sparks of lightning float in the air around them. Anchors will move along with the target. Losing line of sight will generally mean that the target is behind cover and will thus not be hit by the spell. If line of sight is lost, the Anchor can be moved to a new target without expending more mana, but doing so will take as much time as forming the Anchor in the first place. (Effectively, this means the spell will have to be cast again - this is just a lore-friendly explanation for why canceling the cast doesn't cost additional mana). “What? No, I didn’t cheat at that game by amping up my reflexes. And if I did, you certainly can’t prove it.” -Ayche, shortly before walking away with a massive armful of carnival tickets Spells Evoked lightning has several interesting properties - it can imbue those affected by it with Static, strike with concussive force, or even burn those who have been primed with Static. And while enough Static can negatively affect the nerves and muscles of a target, more carefully controlled usage of evoked Lightning can provide opposite and more beneficial interactions. [Non-Combative] - Conjure Lightning The Evocationist may summon forth their element, allowing for the creation of aesthetic bolts of lightning that change shape for a beautiful display. The more masterful the Mage, the more details they may add to their electric artistry. Mechanics: Redlines: [Non-Combative] - Jump Start With a brief, yet powerful shock to the chest, a Lightning Evocationist may forcibly wake their target from an unconscious state, or stabilize a writhing heart. Mechanics: Redlines: [Combative] - Charged Weapon Lightning Evokers are known to force their element to cover the metallic surfaces of their weapons, allowing them to place Static upon those they hit. Mechanics: Redlines: [Combative/Non-Combative] - Amped Reflexes A mage can force a very low level of lightning to flow throughout their body, directly firing their muscle fibers with tiny amounts of Voidal Lightning. This allows them, for a split second, to react as fast as they can think; far faster than their nervous system and body would normally allow. Such is done to dodge, catch, or bat away projectiles that are flung towards them. Outside of combat, this can be used to quickly boost a mage’s reflexes - for example, to win at carnival games. Mechanics: Further Lore Explanation: Redlines: [Combative] - Static Field By electrifying a dome of air, the Evocationist will force targets who move through the area to become inflicted with Static. Those trapped in the field will have to decide whether to move, or stay still and avoid building up Static. Mechanics: Redlines: [Combative] [Bolt] - Lightning Bolt A staple of Lightning Evocation, though far less damaging than previous incarnations. By placing an anchor on a target, the mage will launch forth a powerful bolt of lightning. This will either cause Static to slowly build up, or cause the victim to be burnt with the removal of Static. Mechanics: Redlines: [Combative/Non-Combative] - Lightning Step A more sustained and powerful enhancement on a similar principle to Amped Reflexes, Lightning Step allows a Lightning Evocationist to move (and when outside of combat, act) faster. By directly firing the muscle fibers and nerves in their own or another person’s bodies, the Evoker will force the target to move with great haste. This allows them to close or make distance while also being able to perform ferocious strikes. This spell also makes a master Lightning Evocationist highly in-demand for speeding up construction crews, crop harvesting, and so on. Mechanics: Further Lore Explanation: Redlines: [Combative] [Bolt] - Lightning Stream After placing an anchor on a target, the mage will throw forth a constant stream of Lightning in the form of sparks and arcs of electricity, converting the Static on those they strike into dangerous heat. Mechanics: Redlines: [Combative] [Bolt] - Chain Bolt By sacrificing some of the intense power that a Lightning Bolt may hold, an Evoker may place multiple anchors on different targets, forcing their element to jump between each one. Mechanics: Redlines: [Combative] [Bolt] - Thunderous Strike The absolute pinnacle of Lightning Evocation, brilliant mages create a massive charge of Lightning that they will fling down on their targets, smiting them from the heavens. This may either be used to strike a crowd or target a single unfortunate soul. Mechanics: Redlines: General Redlines: Voidal lightning is not the same as real lightning. In the same way evoked fire isn’t exactly the same as real fire (for example, it requires no fuel), Voidal Lightning has its own set of rules and interactions that are similar to, but not exactly the same as, actual electricity. Real-world logic for electricity does not necessarily apply. All spells require line of sight, that being their maximum range, unless specified otherwise. Scion range restrictions still apply. If a target jumps over the three Static threshold in one turn (for example if they have [2] Static and another [+2] is applied), no additional effects will occur compared to reaching [3] Static, and no stacks are ‘preserved’ (the Static count is reset to [0] after being Jolted). The only exception to this is the interaction with Thunderous Strike, in which case the additional Static applies to the knockback before all Static stacks are removed. Evoked air shields will not block lightning bolts, but evoked earth shields will. Evoked ice shields will also block lightning. An evoked water shield will stop a lightning bolt, but the lightning will interact with the evoked water as mentioned above. Tier Progression [ Tier 1 - Novice ] The mage has just established a connection, assuming they haven’t done so already. If they are able to maintain such a connection, they’ll be able to conjure forth a handful of sparks around their fingers for but a moment before leaving them exhausted. This tier is often used for practicing a Voidal Connection and studying the nature of static electricity. Lasts two [OOC] Weeks. [ Tier 2 - Apprentice ] The mage has an increased connection to the Void and their understanding of lightning and electricity, able to conjure more than a handful of sparks non-combatively. No concrete shapes can be formed out of the chaotic sparks quite yet, though their abilities with lightning begin to venture outside the realm of simple shocks. Lasts three [OOC] Weeks. [ Tier 3 - Adept ] The mage’s connection is refined, their evocations of lightning able to arc further away from themselves, with more creative freedom being open to the mage in how they wield their electricity. They are able to conjure vague, chaotic geometric shapes out of ever shifting lightning and maintain those shapes with adequate focus.. Lasts five [OOC] Weeks. [ Tier 4 - Expert ] With near mastery of their element and their connection, the mage is able to wield lightning effectively, with a great amount of precision. Now the mage may progress without the aid of a mentor. Lasts six [OOC] Weeks. [ Tier 5 - Master ] With a mastered connection and nigh perfect knowledge of the element of lightning, the mage is unparalleled in their control over their lightning. It is at this stage that they may begin to take on their own students. Purpose Lightning evocation is an iconic evocation that was beloved by many in the past, though it suffered from a number of balancing flaws, lack of clarity for spell effects, and a sense from the community that it was difficult to react to or unfair to CRP against. With this write, our goals were to bring the magic back with clear and useful spells that roughly match the power and utility of spells from other evocations, new interactions with existing evocations (like earth or water/ice) and voidal feats (like Scion or Eminent), and clearly written tells and effects that distinguish it from other evocations (like fire). We added a little extra flair in the form of the Static mechanic, without overly complicating the magic in a way that makes it feel too far removed from other evocations. We also wanted to preserve the thematic fast travel time of lightning bolts without making them unbalanced - we believe we achieved this by making them weaker than comparable emote-count spells and forcing the caster to select specific targets for targeted ranged spells ahead of time, who will be alerted and have time to move for cover or raise a shield before the spell finishes casting. Additionally, spells like Lightning Bolt will have to be cast more than once on the same target to build up Static before they start to deal anything more than minor damage, which provides ample opportunity for others to react. Finally, our belief is that any magic should have interesting opportunities for RP generation outside of combat. The non-combat uses of this magic, like Jump Start, Amped Reflexes, and Lightning Step, will help generate RP and provide strong reasons for characters to interact with those who have mastered this magic. Thanks for your consideration. Lightning Evocation’s got a special place in my heart - it was the first magic Ayche ever learned back in 2013 (Wow, it’s been ten years), and I know there are countless others out there hoping for it to return in some form. Credits Authors: Meteor__Dragon, Xydraus Writer/Editor/Spell Creation: Xydraus Writer/Mechanics Creator: Meteor__Dragon Formatting: ScoutTheWitch Comments and Suggestions: Creete Comments and Suggestions: SimonItorp Citations So, why Static? Is Lightning Step Busted? Changelog
  13. Ayche makes a note to congratulate Edvard as he hears this news, glancing down to his focus - a Kervallen creation - while sitting at his new desk in the Chamber of Fire.
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