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Posts posted by H
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5 minutes ago, Andustar said:
-snip-
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:
SpoilerEmote 1: Translocationist forms anchor, Lightning Evocationist prepares the cast. If moving, the Lightning Evocationist can cover 4 blocks.
Emote 2: Translocationist can now either teleport 16 blocks (including in response to incoming spells or attacks), or 32 blocks with a focus. Lightning evocationist can cover 8 blocks, which in addition to the previous 4 makes 12.
Emote 3: Translocationist, if they haven't already teleported, can add one more emote to double their distance, making 64 blocks. Lightning evocationist can cover another 8 blocks, making 20 total.
Emote 4: Translocationist can theoretically Brisk Step another 12 blocks instantly after the 64 block minor teleport, making 76 blocks of distance, or 88 blocks by using a focus with Brisk Step. Lightning Evocationist is immobile due to fatigue, and still at 20.
We also considered the outcome of Lightning Step vs. a non-mage:SpoilerEmote 1: Regular Swordsman sprints 8 blocks. Lightning Evocationist can move up to 4 while casting Lightning Step but cannot attack either (because they're preparing Lightning Step).
Emote 2: Regular swordsman sprints another 8 blocks for a total of 16, or can move 4 while attacking for a total of 12. Lightning evocationist can move 8 while attacking for a total of 12.
Emote 3: Regular swordsman can sprint another 8 blocks for a total of 24, or can move 4 while attacking (total of 16 or 20 depending on last turn). Lightning evocationist can sprint another 8 blocks for a total of 20 while attacking.
Emote 4: Regular swordsman can sprint another 8 blocks for a total of 32, or can move 4 while attacking (total 20, 24, or 28 based on previous turns). Lightning evocationist is fatigued and immobile now, for a total of 20 (no movement).
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.5 -
- Popular Post
- Popular Post
- 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:
SpoilerA lightning evocationist can manipulate their conjured lightning in the form of harmless sparks, arcs of electricity, or small bolts or streams of lightning. This is a non-combat spell, and conjured lightning cannot burn, apply concussive force, or Static.
Maximum size of one meter at [T1], five square meters at [T2], fifteen square meters at [T3], twenty-five square meters at [T4], fifty square meters at [T5].
Conjured lightning can be the blue, white, yellow, or the color of the mage’s aura. It cannot be shaped into very precise shapes, and will always retain the jagged and wild appearance of lightning to an extent, though as a mage progresses they will be able to ‘tame’ the lightning and produce slightly more precise shapes than before.
This lightning can be conjured in a way that produces thunder, though this thunder would not be loud enough to stun those that hear it. This spell is Non-Combative and thunder should be used for flavor only.
Redlines:
Spoiler- Conjure Lightning can only be performed outside of combat.
- Conjure Lightning does not apply any sort of Static. If combat begins, Conjured lightning disappears.
- Conjured Lightning does not have damaging heat (at most just slight warmth). Optional effects like the smell of ozone in the air, crackling or snapping sounds, or hair standing on end, can be roleplayed.
- The Lightning part of any spell will either be blue, white, yellow, or the color of the mage’s aura.
[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:
Spoiler[1 Connect + 1 Cast]
Lightning can be conjured (2 emotes, 1 connect + 1 cast) in order to wake someone who is unconscious through mundane means, or stabilize someone’s heart if they’re experiencing fibrillation.
Redlines:
Spoiler- Cannot restart a stopped heart.
- Cannot save a dead person.
- Cannot wake someone who’s been drugged or put to sleep with magic if they couldn’t be woken with smelling salts.
- Cannot be cast in combat.
- Cannot be cast on someone who is conscious (in theory, it would just be mildly uncomfortable, but this is a noncombative spell and that would be combative).
[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:
Spoiler[1 Connect + 1 Cast]
Lightning Evocationists can charge the metal parts of their weapons, allowing these weapons to apply [1] stack of Static when landing an offensive hit. Takes two emotes (1 connect + 1 cast). Can be maintained for up to [6] emotes. Does not burn, instantly stun, or add any other additional effects to the weapon besides giving it the ability to apply Static.
Redlines:
Spoiler- Can only be cast on metal parts of weapons.
- Charged Weapon does not enhance a mage’s connection to the void, or prevent them from being disconnected by anything that would normally disconnect them.
- As with all lightning evocation spells, when the mage is disconnected, all Static charges that they have applied will reset to zero.
- Charged Weapon requires concentration to maintain, and cannot be casted simultaneously with other spells.
- Scion Soul Shadows cannot apply Static with a charged weapon. (This is already part of Scion lore, but restated here for clarity)
[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:
Spoiler[1 Connect + 1 Cast]
A Lightning Evocationist can use this spell to charge up their own nerves and muscles for faster reflexes and speed, directly firing their muscle fibers with lightning as fast as they can think. This allows them to catch incoming projectiles that are traveling at arrow speed or less, bat them away with a weapon, or dodge them. (In actual practice, this functions similarly to the air evocation ‘Redirect’ spell - takes [2] emotes. 1 connect + 1 cast.) Like the Redirect spell, it does not allow one to react to projectiles moving faster than an arrow (or low-powered crossbow bolt - crossbows that take three or less emotes to use).
Can be used to catch or bat away a projectile headed for an ally, if the mage is close enough to their ally or the path of the projectile to do so. Does not grant extra movement in order to do this.
Non-Combative: Outside of combat, this spell can be quickly cast in one emote (1 connect/cast) for fun flavor to accomplish things that require quick reactions, such as catching a fast-moving ball or cork from a bottle, winning carnival games, or quickly glimpsing what’s on a card that’s only visible for a moment. And yes, it can be used to catch a fly between two chopsticks.
Further Lore Explanation:
SpoilerAs Sensory Illusion demonstrates, the Void can be used to push a mental image to a target. And as Atronach Limbs demonstrate, the Void can be used to move a body part that is linked to the user’s nervous system.
With these principles in mind, Ayche created the Amped Reflexes spell, which is used to push a mental impulse (like lifting one’s arm, or ducking) directly from the mage’s mind into a part of their body, using tiny amounts of lightning to force their limb or body to respond immediately and effectively “skipping” the delay normally incurred by their nervous system. Hey, if it works for Atronach limbs…
Redlines:
Spoiler- Dodging away does not allow for any extra blocks of movement.
- Can only be used to avoid projectile attacks. Cannot be used on melee attacks.
- No more than one projectile attack can be avoided per turn this way. Choosing between catching, batting away, or dodging an incoming projectile is up to the player and mostly for flavor.
- Does not enhance a voidal mage’s strength in any way. Voidal poisoning still applies for non-Scions. This is solely for faster reactions.
- Cannot be used to make a fast attack that can’t be reacted to. This is a defensive spell.
- Amped Reflexes cannot be cast on an ally in any circumstances.
- It cannot be cast while casting or maintaining any other spell.
- Casting this spell multiple times in quick succession may potentially cause fatigue, headaches, or muscle soreness. These effects are optional and for flavor - in practice, this spell works defensively much like Redirect, and the limiting/balancing factor in combat RP will be mana, just like Redirect. Again, using this spell is a major action, which means it will not be possible to also attack on the turn it's used.
[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:
Spoiler[1 Connect + 1 Charge + 1 Cast]
By charging an area of the battlefield with electricity, a Lightning Evocationist can create a field that adds [+1] Static to those moving through it on their turn. Those trapped inside can choose not to move to avoid building up any Static. Moving past or through the field in one turn still applies [+1] Static. Radius starts at [2] meters, though the radius may be increased by [1] by adding an extra emote to the charge. This may be done up to [2] times. Lasts for [4] emotes. The mage can only move up to [4] blocks while maintaining focus on Static Field.
Redlines:
Spoiler- The field cannot be moved once created.
- Ranged attacks can be thrown or fired while inside the field without incurring Static, but even a single block of movement on a player’s turn will incur Static if they are inside (or pass through) the field.
- Moving back and forth through the field on the same turn will not cause the field to apply additional Static.
[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:
Spoiler[1 Connect + 1 Charge (marking a target clearly with an anchor) + 1 Cast]
This creates a Bolt of Lightning that is fired towards the target who becomes marked with the mage’s anchor. When hitting a target, the mage will decide to either remove or add Static to the individual. Below are the strengths of the Bolt at each tier, requiring more mana depending on the tier it is cast at.
[T3] The Bolt hits with a similar impact to being punched, creating bruises and perhaps minor fractures on an unprotected individual. It will, at most, cause dents and minor bruising on those wearing plate. This will either add [1] Static or expend [1] Static and cause second degree burns upon the struck area’s flesh.
[T4] The Bolt hits with more force, capable of causing a few minor fractures on those wearing plate while causing more intense fractures on unarmored opponents. This will either add [1] Static or remove [1] Static and cause second degree burns upon the struck area’s flesh.
[T5] This version of the Bolt hits with the same force as the [T4] Bolt, however, it has the ability to expend more Static in exchange for more heat. It will either add [1] Static or expend [2] Static and cause third degree burns upon the struck area’s flesh. However, this requires [1] extra charge emote to cast in addition to a tell of the Lightning becoming more charged.
If the target moves out of the way or behind cover, the anchor can be transferred to another target, but doing so will take the same number of emotes as forming one in the first place. This will not expend any additional mana, however.
If the target has a shield, they can block the bolt by holding the shield up with both hands and bracing, though in the process they would have to drop any other weapons or handheld equipment (potions etc). These items, once dropped, can not be used/picked up during the one emote immediately following the shield bracing emote.
Redlines:
Spoiler- One must already be primed with Static in order to expend Static and thus burn the victim.
- This spell will either add or remove Static. The mage’s decision and Static counts must be made clear.
- The higher tiered versions require more mana to use.
- Casting the [T5] version requires an extra charge emote.
- As with all Static spells, if the mage is disconnected, all Static that they have applied resets to [0] instantly.
- A lightning bolt is volatile and cannot be held in reserve once ready, unless the mage is currently moving the anchor to a new target.
[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:
Spoiler[1 Connect + 1 Charge + 1 Cast]
When under the effects of Lightning Step, one can move [8] meters rather than [4] and still have a major action. This effect is short lived, however, and this boosted movement cannot be sustained for long - the effect is active for up to [2] turns as long as concentration is maintained.
After the spell ends, fatigue forces the mage to be temporarily unable to move (cannot move any blocks but can still take other actions as normal).
Being disconnected or losing concentration before [2] turns have passed would end the spell, but not apply the fatigue (because the mage wouldn’t have been overexerting themselves for as long). Mana usage would remain the same, however.
This spell can be cast on an ally rather than the mage themselves, but if line of sight is lost, the spell ends. If the mage is disconnected, the spell also ends.
If an ally is the one being enhanced with Lightning Step, the ally suffers the fatigue. The mage should emote the target being covered with some sort of shroud of sparks, and the target should emote moving faster (and slightly twitchier) than normal.Non-Combative: If cast outside of combat, this spell can be sustained longer and used to speed up general actions and movement, up to twice the speed a person could normally act. For example, casting lightning step on a chef might allow the chef to dash around the kitchen much faster than normal, cooking a myriad of different dishes at once. A librarian enhanced with lightning step would be able to get around the shelves and stack or sort books much more rapidly than normal. For this reason, master Lightning Evocationists might be hired to help construction crews work twice as fast, or enhance farmers harvesting crops to double the amount of work that can be done in a shift.
Further Lore Explanation:
SpoilerSee Amped Reflexes. Essentially, this is temporarily using the Void in a way that forces the target’s body/limbs to move, the same way users of Atronach Limbs can move their limbs. Instead of reading the user’s intention to move an Atronach Limb, this spell reads the target’s intention and fires off tiny amounts of Voidal Lightning that immediately force their muscles to respond. This spell simply pushes the body to respond even faster than Atronach Limbs do, and because it’s sustained for a short burst rather than a single moment (like Amped Reflexes), it incurs fatigue after a brief burst of speed.
Redlines:
Spoiler- In combat, this spell boosts movement speed only. It does not passively give the affected character Amped Reflexes, and it does not give the character the ability to take actions or swing a weapon more quickly. It does not grant the ability to use more than one major action on a turn. It does not boost strength.
- A character’s movement speed caps out at [8] meters per turn (with a major action) when under the effect of this spell, the same as the sprinting distance without a major action. If the combat rules have been changed since this lore was written, this lore should be edited such that a character under the effect of this spell can travel a ‘sprinting’ distance in one turn and still have a major action.
- One cannot choose to skip a major action when under the effects of this spell and travel twice the sprinting distance (16 blocks) instead. [8] blocks (or whatever the ‘sprinting’ distance is in combat rules, if it is changed) is the limit, whether or not the character chooses to take a major action.
- One cannot emote canceling the spell or disconnecting from the Void just as the second emote ends in order to avoid the fatigue.
- Unlike with translocation spells, arcane foci do not increase the distance a mage can travel when Lightning Step is active. At best, it may make it slightly easier for them to maintain concentration (This is flavor. In practice a focus will not help with this spell.)
- In combat, Lightning Step can only be cast on one person at a time regardless of tier.
- Outside of combat, Lightning Step can be cast on one additional person per tier (Tier 4 can cast it on two people, Tier 5 can cast it on three).
- Requires concentration. Cannot cast any other spells when maintaining Lightning Step.
- Amped Reflexes cannot be cast while maintaining Lightning Step.
[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:
Spoiler[1 Connect + 1 Charge (anchoring target) + 1 Cast]
The Lightning Evocationist anchors to a target, and throws forth a short-ranged stream of searing sparks and short-ranged arcs of electricity. This stream of lightning lasts for [2] emotes.
Similar to the Flamethrower spell, with a reduced range and width. Applies second degree burns to exposed flesh almost immediately, with potentially more severe damage as time goes on. Forgoes Static application in exchange for burning damage, has a [9] block range (30% lower than flamethrower) and creates a line from the target to the mage that’s [1] block in width.
The target must be selected on the first casting emote of the spell and cannot be changed once casting begins. While others can wander between the target and mage and thus suffer damage, there is no way to deliberately hit another target once the spell has been cast.
If a target already has at least [2] Static, it removes all of their Static stacks and applies 3rd degree burns to exposed flesh instead of 2nd.
Can also be cast between two stationary objects no more than nine blocks apart. This requires an additional emote. [1 Connect + 2 Charge (one for each anchor) + 1 Charge + 1 Cast]. The stream of lightning would then flow between the two points for the duration of the spell, walling off the area and affecting those who pass through the area of effect.
Redlines:
Spoiler- Does not start fires or burn objects in the environment.
- Disconnection lore applies as normal. If the lightning stream is canceled early, the same amount of mana is used up.
- If the target moves out of range, the stream of Lightning disappears and the spell ends.
- Once the spell starts, the lightning stream will follow the target until they move out of range, the mage is disconnected, or the spell ends. Other characters in the area may suffer the effects of the spell if they come between the target and the mage, but can not be specifically targeted if the Lightning Stream is already targeting someone else.
- When anchoring the Lightning Stream between two objects, both must be stationary and nonliving (essentially neither end can be a player character). Cannot place one end on a stationary object and another on a person, or put both ends on two different people.
- It would be wise not to get too close to a friend that’s getting Lightning Streamed if you have stacks of Static. Really.
- Maintaining this spell counts as a major action.
[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:
Spoiler[1 Connect + Up to 3 Charge (marking a target clearly with an anchor for each charge) + 1 Cast]
By extending the principles behind the basic lightning bolt, an experienced Lightning Evocationist can queue up multiple targets for a single, curving bolt that leaps between selected targets.
This bolt is even weaker than the standard Lightning Bolt, and requires a separate anchor to be placed on each target. Hits up to [3] targets and adds [+1] Static to each, however it does not have concussive force or do much more than singe exposed skin or hair slightly (burning is for flavor, effectively the damage can be shrugged off and it’s a way of applying Static).
If the target moves out of the way or behind cover, the anchor can be transferred to another target, but doing so will take the same number of emotes as forming one in the first place. This will not expend any additional mana, however.
If a target has a shield, they can block the bolt by holding the shield up with both hands and bracing, though in the process they would have to drop any other weapons or handheld equipment (potions etc). These items, once dropped, could not be picked up for one emote following the shield bracing emote.
The chain will form in a way that allows it to hit the most targets, such that if one target is bracing with a shield, the others must also do so (or move behind an object - behind the person bracing would suffice) in order to avoid being struck.
Redlines:
Spoiler- If cast with Incanter’s Flow from an Eminent, there must still be one additional turn between the last target being marked with an anchor and the spell going off. If three targets are selected, two must be marked on the first charging emote, and one must be marked on the second. If two targets are selected, both must be marked on the charging emote. This is to give all targets at least one emote to respond or find cover before the spell fires.
- Cannot hit targets the caster does not have line of sight to, even if another target in the chain has line of sight to said target.
[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:
Spoiler[1 Connect + 1 Charge(Anchoring the Sky) + 2 Charge + 1 Cast]
With an effect visually similar to, but much weaker than the infamous ‘Calldown’ of ancient Lightning Evocation, a master Lightning Evocationist can call down a lightning strike from an anchor placed in the sky.
Calls down a bolt from an anchor in the sky to strike a target on the ground, creating an explosion with a [4] block radius (As of writing, this is less than a combustive Flame Blast). Throws those affected back [4] blocks [+1] block for each Static charge on the target, potentially breaking bones if they hit a solid surface. Thrown targets must spend at least one turn getting up, in addition to potential damage from the throw.
This spell adds [+1] unit of Static to those affected, which applies before the throw distance is calculated. An extra emote can be added on during charging to make the spell apply [+2] Static instead (in this case it would take one emote more than a combustive flame blast).
This spell can target a specific enemy / creature rather than an area. In this case, there is no area of effect, and the Thunderous Strike applies [1] more unit of Static than it would have normally. (If uncharged, it applies [2] Static instead of [1], if charged, it applies [3] Static instead of [2]). It also throws the affected target back [6] + Static count blocks (instead of [4] + Static count), in a direction of the caster’s choosing.
This form of the spell requires an anchor to be formed on the target, just like Lightning Bolt or Chain Bolt. This will give the target ample time (several emotes) to react. The target is anchored on the second Charge emote.
Very large creatures such as Brutus Golems or Ologs may be knocked down for one turn rather than thrown. In this case they would still have to spend one turn getting up.
Static stacks are counted after the spell hits (if the target has [0] stacks and is targeted for a single-target charged Thunderous Strike, the [+3] Static will take effect before the knockback and they will be counted as having [3] stacks for the purposes of the spell.)
If the target would go over the [3] Static count after being hit by the spell, the additional Static stacks still apply to the knockback distance.
All Static stacks are removed from those affected when the spell ends.
The Jolted effect does not apply when this spell hits - however, those hit by the spell must spend one turn getting up from the ground after it’s casted. (In practice, one can emote recovering from the Jolt effect while getting up - this is simply to prevent a target from being ‘stunned’ for two turns in a row by Jolt + having to get up).
This spell will produce a loud thunderclap, which may potentially distract nearby characters or disconnect nearby mages. This disconnection occurs at the other mages’ (not the casting mage’s) discretion. Those that are hit by the blast will have ringing ears, but this should not affect combat.
Redlines:
Spoiler- This spell does not apply any combat-outcome affecting burns to those affected under any circumstances, just concussive force and Static. Minor burns, singeing, ringing ears etc. may be emoted for flavor. These are not mandatory and should not affect combat. Those affected by these optional burns, singeing, ringing ears etc. can emote powering through it (like a badass).
- Thunderous Strike cannot be cast indoors. The sky must be visible, and there must be a line of sight from some area of the sky to the target for it to hit (it will not pass through windows or metal bars, and is not precise enough to fit through a window to strike the inside of a room even if the window is open).
- Shield bracing would not allow one to defend against a Thunderous Strike. One would have to move indoors or find a way to disconnect the Lightning Evocationist in order to avoid it.
- Like a combustive flame blast, it is generally not reasonable to simply dodge an area-targeted Thunderous Strike, though it is possible to brisk step or minor teleport away from one. It is also possible for targets to move to shelter (under a roof) in order to avoid a Thunderous Strike.
- Must emote a crackling anchor of some sort in the sky as soon as charging begins, making it clear with an unmistakable tell that this ‘calldown’-esque spell is about to take place.
- The sound of the thunderclap does not stun nearby characters or prevent them from acting. The level of disorientation is up to the player writing the affected character.
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.
SpoilerSpells: Conjure Lightning, Jump Start
Skill Level: All non-combative capabilities have a size of [1] meter at the very maximum, though will often be unable to produce more than a few sparks before becoming exhausted. This stage is typically reserved for observing and studying lightning and its effects.
[ 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.
SpoilerSpells: Conjure Lightning, Jump Start, Charged Weapon, Amped Reflexes
Skill Level: All non-combative capabilities have a size of [5] meters at the very maximum, still unable to shape the chaotic element into anything more than a series of arcs. After a few moments of evoking, they will be left exhausted.
[ 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.
SpoilerSpells: Conjure Lightning, Jump Start, Charged Weapon, Amped Reflexes, Static Field, Lightning Bolt, Lightning Step
Skill Level: All non-combative capabilities have a size of [15] meters at the very maximum, able to make rough, though mostly indiscernible shapes. The mage may now begin to arc their lightning more effectively in combat.
[ 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.
SpoilerSpells: Conjure Lightning, Jump Start, Charged Weapon, Amped Reflexes, Static Field, Lightning Bolt, Lightning Step, Lightning Stream, Chain Bolt
Skill Level: All non-combative capabilities have a maximum size of [25] meters, able to make discernable shapes that barely hold their forms. The combative usage of their arcs grows quite substantial.
[ 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.
SpoilerSpells: Conjure Lightning, Jump Start, Charged Weapon, Amped Reflexes, Static Field, Lightning Bolt, Lightning Step, Lightning Stream, Chain Bolt, Thunderous Strike
Skill Level: All non-combative capabilities have peak maximum size of [50] meters, able to sustain effects and conjurations for a significant time. Their skill in wielding lightning is unmatched combatively, able to cover the battlefield in brilliant electrical arcs.
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?
SpoilerI've seen some discussion lately asking why the Static mechanic exists. In addition to the other ways of mitigating the effects of a Bolt type spell (shields, structures, specific targets being warned ahead of time, the inability to hold a Bolt in reserve - there's no way to charge up a bolt and blast someone as they peek around a corner like there is with other evocations), we wanted to find another way to balance lightning in order to strike that middle ground between Bolts being useless and being oppressive. We considered something similar to the Eminent's Incanter's Flow at first, where repeated spellcasts would increase the potency of a spell, but that wouldn't necessarily give all targeted characters the same level of advance warning. What if a Lightning Evocationist fired off spells in other directions to build up strength first, and then blasted someone? That person would have less time to react.
The Static mechanic is intended to make it so that anyone who might be subject to additional harmful effects will already have been hit by one or multiple Lightning Evocation spells in the same combat. Lightning spells, in general, are fairly underpowered compared to equivalent spells from other evocations until Static is applied, and reach a relative parity (though with different niches and tradeoffs) only once Static has been applied to a specific target. This way, we keep the 'ramping up' feeling, preserve the philosophy that all targeted characters will have ample warning and time to react, and add an additional balancing/counterplay measure if a Lightning Evocationist is disconnected (all Static counts reset to zero). Our hope is also that by capping Static at 3, it won't be difficult to keep count or keep track of how much Static any target has (especially because a mage's mana pool will limit how much Static is applied/expended in a longer combat).Is Lightning Step Busted?
SpoilerI certainly hope not - but here's my thinking. As always, we're open to feedback from the community and from the ST, and personally I'm far more excited for the noncombative uses of the spell than anything in combat. As a last resort, we would be open to making it a noncombative only spell.
That being said, in my opinion, it's fairly well balanced compared to Translocation spells, and arguably even worse than being a non-mage or just sprinting without using any sort of spell. Here's the math:
Scenario One: Existing Translocation spells vs. Lightning StepSpoilerEmote 1: Translocationist forms anchor, Lightning Evocationist prepares the cast. If moving, the Lightning Evocationist can cover 4 blocks.
Emote 2: Translocationist can now either teleport 16 blocks (including in response to incoming spells or attacks as an instant dodge), or 32 blocks with a focus. They can also use a major action or attack on this emote. Lightning evocationist can cover 8 blocks, which in addition to the previous 4 makes 12.
Emote 3: Translocationist, if they haven't already teleported, can add one more emote to double their distance, making 64 blocks. As stated above, they can use a major action or attack on the same emote as a minor teleport. Lightning evocationist can cover another 8 blocks, making 20 total.
Emote 4: Translocationist can theoretically Brisk Step another 12 blocks instantly after the 64 block minor teleport, making 76 blocks of distance, or 88 blocks by using a focus with Brisk Step. Lightning Evocationist is immobile due to fatigue, and still at 20.As you can see, in this scenario a Lightning Evocationist would only be able to cover between 23 and 26 percent of the ground a Translocationist could cover in the same time - and would have no instant dodges to respond to incoming spells or projectiles in that time. The Translocationist would have two instant dodges in that time. We hope this is considered balanced, and we're comfortable with Lightning Step's utility here and the options it gives the Lightning Evocationist without encroaching on Translocation's niche as a movement-focused magic.
Scenario Two: Regular Guy vs. Lightning Step
SpoilerEmote 1: Regular Swordsman sprints 8 blocks and forgoes an attack. Lightning Evocationist can move up to 4 while casting Lightning Step but cannot attack either (because they're preparing Lightning Step).
Emote 2: Regular Swordsman sprints another 8 blocks for a total of 16, or can move 4 while attacking for a total of 12. Lightning evocationist can move 8 while attacking for a total of 12.
Emote 3: Regular Swordsman can sprint another 8 blocks for a total of 24, or can move 4 while attacking (total of 16 or 20 depending on last turn). Lightning evocationist can sprint another 8 blocks for a total of 20 while attacking.
Emote 4: Regular Swordsman can sprint another 8 blocks for a total of 32, or can move 4 while attacking (total 20, 24, or 28 based on previous turns). Lightning evocationist is fatigued and immobile now, for a total of 20 (no movement).In this scenario, after four turns, the Lightning Evocationist has traveled an equal amount of distance to a regular guy, and both have had the same number of attacks. Alternatively, the regular guy has traveled 20% more, 40% more, or 60% more distance than the Lightning Evocationist, depending on whether they chose to sprint or just move and attack in previous turns. In no scenario can the Lightning Evocationist outpace the Regular Guy by turn four. Additionally, on turn one the Regular Guy will always cover more ground, beating the Lightning Evocationist every time, and on turn two both the Regular Guy and the Lightning Evocationist will have had the same number of attacks and same total distance covered - though Regular Guy has the option to forgo his attack and outpace the Lightning Evocationist. The Lightning Evocationist does not have the same option, and will not have been able to travel more than 12 blocks since the start of turn one regardless of their decisions by turn two.
Now, this doesn't make Lightning Step entirely useless, as there could potentially be times where it could be important in combat to cover a longer distance for a specific one or two turns - but it's definitely more of a tradeoff, not just against other magic but also against not using a spell at all.
But what if the Lightning Evocationist cancels the spell after just one turn of the boost, in order to avoid the fatigue?SpoilerEmote 1: Regular Swordsman sprints 8 blocks and forgoes an attack. Lightning Evocationist can move up to 4 while casting Lightning Step, but cannot attack either (because they're preparing Lightning Step).
Emote 2: Regular Swordsman can sprint another 8 blocks for a total of 16, or can move 4 while attacking for a total of 12. Lightning Evocationist can move 8 while attacking for a total of 12.
They've both traveled the same distance with the same number of attacks, but the Regular Guy has the option to travel further. Remember, the Lightning Evocationist has just used up mana to accomplish this.
Finally, from a lore perspective - nothing says that mages can't technically be fast, they just can't be strong, and their stamina might not be as good. We believe this spell adheres to both principles - it doesn't increase the mage's strength at all, and it certainly doesn't give them stamina. Competing options outpace it over time, every time.Changelog
Spoiler- 11/16/23 - Formatting changes. Added a specific mention that Anorum armor was excluded from the Static penalty (this was implied as the original post stated the armor must be metal to incur a penalty, but this makes it explicit).
- 11/18/23 - Amped Reflexes can only be used to respond to projectile attacks.
- 11/18/23 - Lightning Step and Amped Reflexes cannot be cast at the same time, and no longer have any sort of interaction.
- 11/18/23 - Added a clarification that Static can still apply to creatures immune to Jolt (to preserve other spell effects). If a creature immune to Jolt reaches 3 stacks of static, it resets to 0 harmlessly rather than resetting to 0 and applying Jolt.
- 11/18/23 - Added a 'Why Static?' section to explain why this mechanic exists, and the balancing philosophy behind it. Also bolded additional important terms/redlines/mentions of Static application for readability.
- 11/18/23 - Added a breakdown of Lightning Step and the math on distance traveled to further clarify the intent and balancing behind the spell.
57 -
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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Good effort, bad idea.
0 -
3 hours ago, squakhawk said:
@Heither an insult saying you're a mary sue or a compliment saying you're perfect
depends on ur self esteem here
my response was essentially 'i asked for something flattering but not THAT flattering' because there's a point at which it loops back around into unflattering
i am perfect though :^)1 -
you better give me something flattering :^)
2 -
hey that's pretty cool
+1
1 -
It's actually a little wild to me that you were lurking for seven months reading the forums and taking in lore. Welcome, and I'm pretty sure you'll be the most knowledgeable new player ever. Enjoy your time here!
Oh, and nice writing.4 -
Name of the Artifact:
Mark of the Tempest
Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:
Yes
MC Name of the person(s) currently in possession of the Artifact:
Xydraus
RP Name of the person(s) currently in possession of the Artifact:
Ayche
MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):
Xydraus
RP Name of the creator(s) of the Artifact (N/A if not applicable):
Ayche
Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:
MC Item description (the exact description that will be used for the MC item if this MArt is accepted):
N/A (The MArt would be my character, or rather the Mark/Lightning scar left on his back by the Voidal Lightning from the Hollow event).
Scar referenced here: https://imgur.com/Xt7sLWW
Effect(s) of the Artifact:
Effects:
All void magic spells cast by Ayche become ‘lightning’ evocation spells, taking on the aesthetic appearance of lightning evocation spells, but otherwise maintain the exact same effects as before. Casting combative evocations will fill the air with static electricity, the smell of ozone, and so on - all effects similar to previous lightning evocation. These effects, from the change in appearance of the spells to the static electricity in the air when casting, are purely for flavor. Every spell maintains the exact same functionality as before, aside from the aesthetic changes.
Examples:
Fireballs and flames from fire evocation become balls of glowing plasma, or writhing sparks (this does not change their temperature or effect in any way).
Air evocation spells carry with them static electricity (which does not change its functionality aside from flavor, and the static electricity cannot be used combatively). Optionally, little glowing sparks can be attached to each air evocation spell (which again do not change the functionality of said spells and are only for flavor).
Earth evocation spells now summon lightning glass, or fulgurites (without changing anything about the durability or functionality of said spells).
Translocation spells create optional showers of sparks when casting Expatriation, Half-Expatriation spells have portals ringed with electrical sparks, and anchors can take on the appearance of a large mass of glowing sparks (with the same size and visibility of existing anchors). The trail of aura left behind by Brisk Step can now be stylized to appear as a trail of lightning (which has no effect besides aesthetic - this trail cannot be used combatively).
Any other voidal spells cast by Ayche can be stylized to take on the appearance of lightning (or something related, such as lightning glass/fulgurite for Earth Evocation), as long as there’s no change in the functionality of said spells. This includes effects such as lighting a dark area to see - if the original spell did not generate light, then the modified spell will also not generate light, even if it takes the appearance of lightning.
Red Lines of the Artifact:
Red Lines:
Existing spells gain no change in functionality whatsoever. They have exactly the same effects as before - the appearance of the spells simply changes to lightning. Given this, the evoked ‘lightning’ does not have any of the properties of previous (shelved) lightning evocation, and will not redirect to hit armor or metal. Additionally, combative evocations will not travel instantly to their targets, unlike previous lightning evocation spells from shelved lore, and no spells can ‘stun’ a target as old lightning evocation might have. Spells besides fire evocation will not burn a target on impact, even if they take on the appearance of lightning. Spells that do not normally create light cannot be used to light a dark area, even if they take on the appearance of lightning. If lightning-themed fire evocation is used to start a fire, the fire does not take on the change in appearance.
All existing redlines of the modified magics must be followed.
Should always have an aesthetic related to the flavor of evo being cast, e.g water evo should be electrified water or ice, just so the nature of the spell is still visible and can be reacted to. Doesn't "cloak" tells, effectively, in some manner or circumstance.
Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):
During the events in the Voidal Hollow, Ayche’s life was saved by a bolt of Voidal lightning, which struck him as he was falling to his death and teleported him to safety, leaving him with a lightning-scar on his back. The events are detailed in the following two posts:
Following this event, and now knowing that Voidal Lightning was still possible in theory, he set out to rediscover the first magic he ever learned; lightning evocation. After many failed attempts and a near-miss with another lightning bolt, he finally succeeded. To an extent, anyway.
While he was not successful in rediscovering any of the old spells, as those had been forever lost to the Void, he found that his attempts caused his existing spells to take on the appearance of lightning.Number of duplicates of this Artifact:
Only one of this artifact exists, as it’s tied to Ayche himself - unlocked by the Mark, or the scar, left on his back by the Voidal Lightning which saved his life.
Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:
Yes
Have you applied for this Artifact before, and had it denied? If so, link the app:
No
15 -
Who's the coolest character on the server, and why do you think it's Ayche?
:)
1 -
Spoiler
My heart is broken </3
3 -
Spoiler
I was so sure Ayche was going to die here, after just over nine years. Thanks for the event, and thanks for the second chance.3 -
There is nothing to bury.
Ayche stands in front of Air's shrine, one he's put together by hand after reappearing halfway across the continent from the Hollow.
"I'm sorry," he says. "It should have been me."2 -
Ayche stares at the final stones he's placed to mark Ruina's life. There are no words he can find, and his throat is too dry to say anything anyway. She didn't deserve to die when he didn't. None of them deserved to die.
He sets a single tiny paper umbrella on the stone, the sort that are served with tropical drinks, and turns to make the long journey back to civilization.2 -
- Popular Post
- Popular Post
SpoilerOOC: This is a retelling of yesterday’s Voidal Hollow event. Those who died met their final death with a PK, and all dialogue is copy pasted from the RP that actually happened (with edits for grammar in some cases).
The problem with building shrines by hand is that it’s a lot harder when you haven’t eaten in a few days.
That, Ayche thought to himself as he stepped back from the final shrine, and it’s a lot harder when you don’t have proper tools.
Numerous tools and weapons were piled to the side. A warhammer, twisted longsword, a spear, broken crossbow bolts. Anything and everything that he’d stored with Translocation, any item of potential use that had been kept in his Void Pocket. Not that chipping away at stone with crossbow bolts or a sword had helped, really. It’d been an act of desperation and grief, at some point during day two.
It’d been nearly three days since he was saved from certain death.
Three days since the others hadn’t been.
He stared at the stones marking his friends’ lives one last time, and turned to leave the valley.
—
It had been intended as a scouting mission. A quick trip to explore the Hollow and gather information that could help cleanse the land.
They hadn’t expected the dwarves to charge into the epicenter of the entire Hollow. They hadn’t expected the ground to crumble beneath them as they stood on the edge of the crater to shout warnings, leaving them trapped as well.
It wasn’t long before large, beating wings were visible through the clouds, and the chanting, featureless silhouettes appeared behind pillars of glassy mana. Their voices echoed through the hollow in a distorted, incomprehensible language.
Ayche had realized then, with a sinking feeling, that they were all going to die.
The figures grew closer and closer, expanding without expanding and shrinking the world around them. An unshakeable feeling of scrutiny filled his mind, as if eternity itself were looking him in the eye and trying to decide if he was worth the effort.
The figures eventually spoke, a single word somehow comprehensible by Descendant minds.
“̷̛̙͓̝̜̱̯̩̜̺̈́̈́̃͊͊̔̔̄̄L̶̳̖̥̍̚é̸̡̨̛͈̤̤͔͎̬̗̠͈̈͗̐̃̉́̀̕͠ä̴̢̛̤́̽͋̂̕͜v̵̙̭̲͎̮͇̼͈̫͍͕̋̏̚e̷̗̐͂̈̒͆̐͊͋͘̕͠͠ͅ.̸̡̡̛̪̗͕͈̙̮̠͖̳̬̻̜͛͑̎̿͛̌͛̃͜”̶̦̯͍̟̀̐̈́͜
̷̧͓͈̗͈̗̺͇͉̦̤̝̃͆͋̓͆̓͗̔͆͗͛̏́̍̕ͅ
The Ireheart - Balor, maybe? He hadn’t had the chance to learn names - replied with a single word. “No.”
The Stormheart, Kronk, had a different response. He stared the horrors in their eyes - well, where their eyes should have been - and spoke. “Maybeh oi will leaveh, oi tink yer mum es seein' someoneh elseh at taeh moment anehways!”
The grey-haired Archmage Scholarch kept staring, fascinated. “Perhaps it is they who seek to leave. Horrors… perhaps are not at comfort within this realm. It is anathema.” Eliza had always been too much of a scholar for her own good.
Ayche positioned himself next to his old friend.
“Elves, ye gonna shoot 'em or keep givin' us poems?” Another Ireheart called. Some name with a G, Ayche thought idly.
Mystery’s grandson shouted to the Horrors. “Do you want us to leave, or do you want to leave?”
“Why don’t we just start leaving and find out?” Ayche called. He grabbed the Archmage and turned around, dragging her behind him. There was a spot to the south where the crater’s walls were less steep. It was their only chance.
Odysseus was next to react. “Llir, we should leave now. I don’t see them giving us another chance.” The other ‘ker sprinted up the rough landscape, scrambling for the top of the crater.
It was already too late. The heavens shook and the ground trembled as lightning crackled around the glowing maws of the three-headed winged monstrosity above them. Then, like falling hammers from angry gods, three glowing pillars of voidal lightning slammed down onto the party, landing with deafening explosions and blinding those near.
If the circumstances had been different, Ayche might have stopped to watch properly. He hadn’t thought it was possible anymore - but in the Hollow, anything was possible. It’d been so many centuries since he had last been able to throw lightning of his own.
Ruina and Beranabus were launched like ants before a tornado. Balor wasn’t so lucky - his left arm was incinerated instantly, and the entire group around him were thrown onto the ground.
Ayche and Eliza narrowly avoided the worst of a strike, but were sent tumbling deeper into the crater. He pulled the frail Archmage to himself as they fell, shielding her with his own body. It was, he thought, convenient timing that he’d been able to negate his voidal poisoning not many years before. His armor blunted the worst of the fall.
Ruina, who’d had the same ritual performed, was also wearing armor. She pulled herself to her feet, though Beranabus was nowhere in sight. There wasn’t time to worry. Ruina could protect Beranabus.
Ayche’s job was protecting the Archmage Scholarch. He dragged her to her feet. “Eliza, are you-”
“The towers…” she muttered, barely coherent and gaze distant. “Mode of travel, perhaps… Betwixt realms.”
Not the time for hypothesizing, Ayche thought, but he hadn’t the breath to voice it.
The Uialben disappeared with a flash. He’d tried to cast a minor teleport, further up the edge of the crater to escape, but never arrived. He disappeared and was simply gone without a trace.
As Ayche dragged Eliza along, he caught sight of Ruina’s armor. A small measure of relief filled him. The other Scion was half-pulling, half-carrying Beranabus along.
“I said this was a bad idea,” Ayche muttered as they went. His old friend didn’t respond; she was still staring at their surroundings, utterly entranced. No doubt her ancient mind was working through magical theories and explanations for what they’d seen.
Another blast of lightning sent Ruina and Beranabus flying, and this time, the two landed not far from a dozen of those shadowy silhouettes. It wasn’t long before they were dragged away.
It was clear they weren’t getting out by climbing the sides of the crater. Shadowy horrors had surrounded the edge.
“We’re out of options,” Ayche stated bluntly, and his eyes flared with a pale, nearly-white blue light. The ring on his hand - a focus he’d needed to wear ever since the ritual that had returned his strength - lit up in unison. His aura extended over the Archmage beside him as he prepared a group teleport, shrouding them both in pale blue.
Air had the same idea, somewhere up the crater walls. The other mage cast his own shifting spell and promptly disappeared. For a moment, Ayche thought that Air simply wouldn't reappear, much like the Uialben.
That probably would have been kinder. His gut churned as he saw where Air had landed. The other translocationist had reappeared inside a solid object, one of the nearby crystals. It'd filled all of the empty space in his friend’s body instantly. A gruesome, sickening death.
There wasn’t time to mourn.
Ayche met Eliza’s eyes. Finally, she seemed to have some measure of coherency again. The spell was nearly ready, and there was an unspoken question in his eyes. Do we try, like he did? Is it worth the risk?
Her gaze was as steady as he’d ever seen it. Better to try than to give up, her eyes seemed to say.
As the shifting spell neared completion, Eliza cast a stone wall to hold off the advancing horrors. But the spell, like all the others, grew wildly out of control. It trapped her within her own spell, a prison of quartz. Odysseus reached out for Ayche, perhaps hoping that he could be taken along too -
And then the world went white. There hadn’t been time.
Ayche reappeared alone nearly five hundred feet in the air, above the crater and the battle below. And in the split second before he started falling to his death, his life flashed before his eyes.
He saw his first magic lessons in Anthos at the docks of Abresi, over four hundred years ago.
He’d chosen lightning evocation as his first art, taught by Gauldrim Irongut. He still remembered the proud smile on the old Dwed’s face, the first time he’d been able to call a bolt of lightning from the sky.
He saw his journey through the Fringe, then Thales. His life with the potato farmers. His first trip on a sailing ship.
His first ship of his own. His shipping company. His fight against the Devourer on the open ocean.
Athera, Vailor, Axios, Atlas, Arcas. He’d fought a thousand battles in a thousand places, evaded the law as a thief and a thug and a pirate - then centuries later, stood with the Crimson Edict and their goal of justice and unity.
He still remembered when he and Eliza had both been novice magi, when the ancient Archmage Scholarch had yet to master even a single magic. Even then, she’d always had an air of dignity and self-assurance and poise.
The images flashed faster and faster as he fell. A field of wheat, an endless sea. A city shrouded by trees. A battlefield covered in bodies, lightning coiled in his hand. A wave of falling arrows. A kiss on a snowy mountaintop. A feast in a stone hall, a funeral in an icy city. The swearing of an oath in a cavern beneath a keep. A wedding in that same keep. A shimmering portal. A broken mask.
A thousand journeys. A thousand adventures. Enough for a dozen lifetimes.
It seemed he’d never make it to a thousand and one.
What must have been five seconds felt like an eternity, and in his final moments, Ayche found peace as he fell.
He’d lived more than he’d ever had any right to, after all.
He closed his eyes.
And then a bolt of voidal lightning, one that far surpassed that first strike he’d called from the heavens all those centuries ago, struck him as he fell.
The world went white once more.
When he opened his eyes again, it was quiet, cool, and sunny.
He’d landed on a floating white platform, high above a lake. A gentle breeze swept across his skin. He was on his back. Alive and untouched, but for a lightning-scar along his spine.
He did nothing but stare upward for several minutes, and then the enormity of everyone he’d lost hit him all at once.
And something inside him shattered.
—
He’d spent hours that first day simply sitting on the platform, unmoving. By the time he’d managed to pull himself together enough to find a way down, he’d decided.
He would not leave until he’d made a shrine to each of his fallen friends.
He would not use magic.
This was something he had to do by hand, no matter how long it took.
SpoilerSpoilerBonus Screenshots:
Spoiler32 -
Ayche grabs the fallen letter from his doorstep with a stick, so as to not have to go outside. He opens it with gloved fingers and frowns.
"I'm sure this was very important, but it's soaked in blood. I can barely read it."11 -
My character has agreed to teach Falk.
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MC Name:
Xydraus
Character's Name:
Ayche
Character's Age:
Extremely Old
Character's Race:
Mali'ker
Link to your accepted MA:
What magic(s) will you be teaching?
Translocation
Describe this magic or a creature as a whole:
(The MA linked above is a recently resubmitted MA as the old one was under a different format; The previous MA linked in said application (for Shifting, which was later merged with Translocation) is the date when my character actually began learning this magic, and he was previously T5. Currently, as a Scion, he is effectively T3, but as he’s had plenty of experience casting T5 Translocation spells in the past, I’ve been informed he should be able to teach/describe the spells to students even if he can’t cast them himself.)
Translocation is a voidal magic that makes use of the void to transport or store physical items, or to transport (but not store) living organisms. Translocation incorporates two subsections - Expatriation, which involves construction and deconstruction of physical objects in the Void for storage (or in the case of half expatriation, rapid transport) and Shifting, which involves teleportation of objects and people through the Void.
In general, the only way to move organic/living matter through the void is via shifting - living things cannot be expatriated, even with half expatriation. Magic and combative potions cannot be translocated.
Shifting was once a separate magic that was merged with Translocation, and is the only way to transport living organisms through the void. Shifting cannot be used to store items - that falls within the realm of Expatriation.
Are there different sections or subsections of magic? Can those be elaborated upon?
Expatriation spells use a mana anchor to deconstruct an object and store it - this is the basis for spells like Void Pocket and Summon Weapon. These spells allow a mage to store an item in the void after carefully studying its every detail, and retrieve it at a later time. The latter spell is used specifically for weapons, and can be cast much more quickly than the former, though it will fail when used on complex weapons like crossbows. Half Expatriation, the third spell in the Expatriation subtype, allows a mage to place two anchors in different places, opening rifts in those places that will allow objects to enter one rift and exit through the other while preserving momentum; this is the only expatriation spell that will preserve momentum. These rifts must be stationary, unless one or both are summoned on the mage’s hands, in which case they will move with the mage’s hand. Items do not need to be carefully studied to be Half-Expatriated.
Shifting is the other subsection of Translocation, and was once a separate voidal magic entirely. This subsection revolves around teleportation with mana anchors. Minor Teleportation allows a mage to place an anchor a short distance away, and then follow up by dragging themselves through the void to the target anchor instantly. If the anchor is warded or destroyed (by putting a large object over it), the spell will be canceled. Translocationists can also teleport someone else the same way, by dragging other people through the void to the target anchor. Those affected will be covered in a visible shroud of the mage’s aura before being teleported. When used this way, the spell is called Group Teleportation. The spell can move at most four people, including the mage. Material Teleportation is much the same, but allows a mage to cover a stationary material object in their aura before teleporting it to the target anchor. Finally, Brisk Step, or Blinking, is the fastest way to shift a short distance, and is a particularly draining and hasty way to teleport near-instantly once a mage has connected to the void. It does not require a mage to carefully place an anchor beforehand, and can only be used to transport the mage who’s casting it, leaves a bright trail of the mage’s aura color, can only be used to move linearly, and is twice as exhausting as minor teleportation despite the shorter distance traveled. Traveling this way is extremely disorienting, and doing so will break the mage’s connection. The longest-distance teleportation spell, only available to master Translocationists, allows a mage to set a permanent anchor at various cities (wherever their soulstone is bound to), and to open a portal to said locations when not in combat. This portal can only transport the mage, with no other passengers.
Can you give an example of a casting emote, of a spell of your choice?
The following is a list of emotes for a minor teleport without spending an extra emote to double the distance.
[!] Ayche’s pupils dilate, and his eyes flare with a pale, near-white blue light as he connects to the Void.
[!] He sets his gaze on a point by the tavern, and a tiny burst of mana in the same white-blue color of his aura flares in the air, leaving behind a clearly visible rippling distortion in the air.
[!] Ayche snaps his hand closed in a fist, and disappears with a pop and a burst of light blue energy. He reappears by the tavern in the same instant with another burst of mana, exactly where he’d placed his anchor.Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?
It’s a cold, crisp morning when the two meet again. Ayche is waiting by the lake, leaning against a tree with a deck of cards in hand. He’s shuffling them idly - the deck disappears into a coat pocket as his student approaches. “You’re late.”
“You say that every time. Literally every single time. I even made sure to show up half an hour early today so you couldn’t say that, what do you mean-”
Ayche waves dismissively as his student steps forward. “Stop right there. Yes, right there - no, back up a little - too far - there. Stop.”
His student crosses his arms, about three meters away. “...And?”
“You’ve gotten pretty good at basic storage of items in the Void, given how recently you’ve started the art, and your shifting is… good enough. Today we’re going to work on blinking.” Ayche gestures. “It’s a rapid way to shift. Short distance, linear. May save your life one day. Connect to the Void as usual.”
His student nods, and his eyes begin to glow with an ethereal purple light. “Now what?”
“Picture your destination. Should be easy, given how close it is. Hold it in your mind. Reach out to the Void and drag yourself through it, as fast as you can. Focus carefully - try and cross the three meter distance to me. Just be careful, shifting this way will be-”
His student evaporates in a burst of purple aura, reappearing instantly in front of Ayche. A trail of lingering purple energy covers the three meter gap. The student staggers, then doubles over, emptying his stomach of his early breakfast.
Ayche supports his student with a sigh, patting his back. The ‘ker’s nose wrinkles. “...will be nauseating. I thought I told you not to eat beforehand. Bah. Good work, though.”
Say your student powergames during or after teaching, how do you reprimand that?
If my student accidentally powergamed during teaching, depending on the way in which they’ve powergamed, I would gently remind them of the proper limits and redlines of the magic, and of the proper emote counts required for whatever spell they’ve just cast. Then, I would give them a chance to re-emote properly.
If they powergamed after teaching, that would be more of a concern, as it would mean that they either did not fully understand the magic, or that they were intentionally powergaming. In this case, as soon as I heard about potential powergaming, I would reach out about the situation, and if it seemed unintentional, would remind them of the proper limits and redlines and would clarify any questions they may have had. I would then prompt them to reach out to those affected by the RP to allow them to void it, if it had already happened, or to re-emote following the proper guidelines, if the RP was in progress. If they did not do so, or the powergaming seemed intentional, it would be time to reach out to staff and reconsider teaching the student.
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep the ST updated on the status of your magic app?:
Yes
Have you applied to teach this magic on this character before, and had it denied? If so, link the app.
N/A
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MC Name:
Xydraus
Character's Name:
Ayche
Character's Age:
Extremely Old
Character's Race:
Mali'ker
What magic(s) will you be learning?
Fire Evocation
Teacher's MC Name:
TheFirstShroom
Teacher's RP Name:
Falk Irongut
Do you have a magic(s) you are dropping due to this app? If so, link it:
Yes, I'm dropping Water Evocation (App hidden) - https://www.lordofthecraft.net/forums/topic/210826-water-evocation-ma-discordantnote/?do=findComment&comment=1901220
Do you agree to keep Story updated on the status of your magic app?:
Yes
Are you aware that if this magic is shelved, that you may no longer use it in character?
Yes
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this is the crp invention I've been looking for
1 -
Spoiler
nice
1 -
MC Name:
Xydraus
Character's Name:
Ayche
Character's Age:
Extremely Old
Character's Race:
Mali'ker
What magic(s) will you be learning?
Earth Evocation
Teacher's MC Name:
FadedQuartz
Teacher's RP Name:
Eliza
Do you have a magic(s) you are dropping due to this app? If so, link it:
N/A
Do you agree to keep Story updated on the status of your magic app?:
Yes
Are you aware that if this magic is shelved, that you may no longer use it in character?
Yes
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MC Name:
Xydraus
Character's Name:
Ayche
Character's Age:
Extremely Old
What feat(s) will you be learning?
Arcane Scion
Teacher's MC Name:
FadedQuartz & CephalonAir
Teacher's RP Name:
Eliza & Air
Do you agree to keep Story updated on the status of your feat app?:
Yes
Have you applied for this feat on this character before, and had it denied? If so, link the app:
N/A
Are you aware that if this feat is undergoing an activity trial and fails said trial, that you will lose the feat? And that if it is apart of the Lore Games, it might drastically change soon?:
Yes
3 -
MC Name:
Xydraus
Character's Name:
Ayche
Character's Age:
Extremely Old
Character's Race:
Mali'ker
What magic(s) will you be learning?
Voidal Translocation
Teacher's MC Name:
EdgyMagey (Unsure if still active, unsure if still the same username)
Teacher's RP Name:
Evelangéline
Do you have a magic(s) you are dropping due to this app? If so, link it:
I'm resubmitting my MA to bring it up to date with the modern format. My original MA is here: https://www.lordofthecraft.net/forums/topic/140404-arcane-sa-ayches-voidal-shifting-application/ It's for shifting, which has since been merged with Translo.
Do you agree to keep Story updated on the status of your magic app?:
Yes.
Are you aware that if this magic is shelved, that you may no longer use it in character?
Yes, I'm aware (rip mental magic and electric evo)
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The Chamber of Fire
in Academy of Hohkmat
Posted
- 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 violenceapply 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 violenceapply 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 violenceapplying 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 violenceact 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)