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Luxury

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    FadedQuartz

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    Academia

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  1. I want to address this line specifically, as Prim covered the other points. Iblees going to the Void is an odd citation here. Tahariae isn't a new deity and his Clerics have healed Voidal Mages for actual IRL years of server history following this Iblees/Void event (whatever that translates to in our game-time). Further on that, and I have a very patchwork memory of that particular citation as I assumed Iblees going to the Void-proper would have been retconned as some poor Aegisean era writing, I believe the Aengudaemonica themselves were the ones to place him there. It's a bit staggered for any sort of blame to be levied on ordinary Mortal mages. - An up to date reference might be Metzli, who I recall was actually unceremoniously curtailed and ended by a Voidal Behemoth. There are definitely some avenues to write into the fears of Aengudaemonica this way, relating particularly to Horrors - and perhaps Voidstalkers.
  2. “Vid Ad Astra” The Way to the Stars CONTINUING EDUCATION - Mid-semester Class additions create opportunity for late enrollment. Students may send letters to any of the listed teachers to learn more. Headmistress Rhae’lin Ashwood’s [FadedQuartz]: Mastery of Aeromancy - Limited Seats - Schedule TBD - Private tutoring Mana Weaving - Limited Seats - Schedule TBD - Private tutoring Advanced Arcane theory aimed to seat a magus at the pinnacle of Voidal knowledge. Provost Gloria Thriceblood’s [Rocky_Wolf]: Pyromancy 201-205 - Two seats Alchemy 101-103 - Three seats A set of courses dedicated to both learning voidal magic and it's application in medicine and standard life. As well as mundane sciences and how they can be used to create a variety of things. Professor Walter Blanc’s [6Dark]: Alchemy 101-103 - Two seats Journey to becoming an efficient alchemist, alchemy may be used for more than just combat. Professor Arakawa’s [StingyParrot]: Pyromancy 201-205 - One seat Transfiguration 301-305 - Three seats Translocation 401-405 - Two seats Classes based upon manipulating the Void to benefit oneself - be it in self-defense or in enchanting items. ((This is a smaller sample of our actual class listing with a focus on open seats. We update these dynamically within our public discord: https://discord.gg/BYPVkYWKJh Come hang out and be a voidal nerd))
  3. Weakness to fire on the grounds that plants are flammable is totally fine from my perspective.
  4. All of the CAs you mention as being corrupted by Void Magic cite specific cases, aside from Sprites which is an outdated piece. Mani in particular outline requirements of 10-15 Voidal Magi to corrupt, all casting with the intent to do so. The precedent is that Voidal Blight is caused by intense magical sources which have that mechanic specified in their respective lores, such as Obelisks, Voidstalkers, and Voidal Tears. In terms of legitimate claim to corruptive force, Voidal Evocations (All of them, not just Fire) are like spraying a can of aerosol, enough to maybe cause discomfort / unease. Whereas those greater sources are more like coal power plants.
  5. Thank you for sharing this with the community.
  6. I believe basic healing should be made available as early as T1, and scale. I agree with some of the concerns expressed about the shield spells, and would suggest omitting the Armor nerf if you end up doing away with them.
  7. I believe it would be lore appropriate for specifications to be made in regards to distinction on Voidal users. Void Stalkers and Scions have disrupted souls. A common mage is an ordinary descendant.
  8. A point aside from the others made so far - I'm not entirely convinced that the 'Tiers', which mind you only exist oocly as a guideline for magic progression, are a worthy determination of a spell's 'cost' anyway. Folks should really not be mentioning 'Tiers' in roleplay either, and having this system be objectively quantified and therefore discernible in a roleplay setting in any way is crossing a boundary that we should not be crossing. Then there are the magics which abide by mana systems which do not adhere to these; Namely Conjuration and Illusion.
  9. Im crying this is so cute
  10. The letter lay unfolded and set aside, while the ponderings on its contents solely kept the Weaver company. Her flat expression bore into wafting veils of smoke left adrift from the cherry of a half smoked cigar, as though there was aught to scry in those curling patterns. An empty passage spoken then, into the fragrant parlor. “Where would you have your final resting place be, Cerusil?” The ember of her tobacco was subsequently extinguished on that paper, singing it. “I think I have an idea, though it seems this interlude will continue to be a spectacle at the very least.”
  11. There is very much a “we need to talk” situation playing out with Transfiguration. Whether or not this amendment passes, lets start discussing how to make this bread and butter fantasy magic better.
  12. This feels out of place for Eminence, aside from a minor tie-in to the word "Incanter". That isn't to say I don't like the basis of this addition, I actually find it would work well within a new feat which is foundationally based around incantations and verbal casting. Also, pour one out for my mute / deaf magi.
  13. Speaking strictly on Voidal lore, and specifically how the lore states magic interacts with Plate Armor - Across the board it's baked in that Magic has very little effect on it. My pitch is to buff how ranged weaponry / magic interacts with our Roleplay Plate Armor regardless of real life physics behind Real Life Plate Armor. To my knowledge, a heaping portion of world lore that has real world counterparts acts fundamentally different to one another - Though when it comes to medieval equipment the larpers seem to strong arm it's efficiency in every single question or debate around it. For reference I will cite where plate armor comes into Voidal Lore: From Earth Evocation "Rocks may be conjured in [3] emotes [1 connect + 1 charge + 1 cast], able to bruise flesh and fracture bone upon direct contact with unarmoured individuals, though only able to lightly dent plate and cause light bruising at most in the case of an armored opponent. Spike projectiles, meanwhile, require at least [4] emotes to perform [1 connect + 2 charge + 1 cast], and may leave cuts and bruises, with heavy impact of a heavy hammer on armor- but may never pierce through a target." [Three Emotes to do nothing to an Armored Target, or Four Emotes to do unspecified Damage to an Armored Target] "The storm will span in a diameter of ten meters, raining down sharp stalactites and rocks upon those within. These stalactites are only slightly smaller than that of an arrow, able to pierce unarmored or exposed flesh right through, causing terrible dents and bruises upon armored foes, though not piercing these inherently. Such may be maintained for up to [4] emotes after with adequate focus." [Seven Emotes to do nothing to an Armored Target.] From Air Evocation "The force of this may dent plate and could cause those it makes contact with to stumble back by no more than a meter. It may cause bruising in the area where it makes contact, as if one has received a punch." [Three Emotes to do nothing to an Armored Target] "Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, while an armoured foe may receive a painful bruise and still be thrown back by five meters, though perhaps not broken bones." [Five Emotes to do nothing to an Armored Target] From Water Evocation "(Water Whip) ...While more effective against skin when sharp, the whip will shatter when hitting plate, making it near useless against heavily armored foes." [Three Emotes to do nothing to an Armored Target] "Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness." [Three Emotes to do nothing to an Armored Target] "(Ice Storm). . .Targets wearing heavy armor(plate armor or similar) are considered immune to the storm's damage for their first four emotes of being inside of it. After these emotes are met, they begin taking damage as though they just entered it for the first time." [Six Emotes to Bruise a target in Plate Armor] From Fire Evocation "Enwreathed flames do not bypass or cause burns through armour. Regular clothing does not count as armour." [I have failed to find any interaction with Armor specified in Fire Evocation aside from one line in 'Enwreath' which seems to imply Fire does not have any effect on an Armored Target. Every other citation is for skin contact and flammable materials.]
  14. :Preface: This addition is posed to offer more inlets into roleplaying with Manite. Ideally this will bleed into applications of artifice and encourage players to get creative with its uses. This piece additionally features a different approach to rituals and exhaustion which I hope to see adopted and replicated. Lines to be Removed from Manite Lore: -Manite is a playersigned material, and may only be gathered from Voidal Hollows. If there is no Voidal Hollow active upon a map which one may gather from, one may not create Manite. Lines to be Added to Manite Lore: -Manite is a playersigned material, and may be readily gathered from Voidal Hollows. Otherwise, a character can be taught the Auric Connexion ritual which allows them to artificially create Manite from common minerals. -The Auric Connexion ritual is considered a closed practice and must be taught by someone who knows it, either verbally or by inclusion in the ritual. :Creation: Auric Connexion: Ritual of Creation As a common material found in the waylaid plains of Voidal desolation, Manite is somewhat estranged from the hands of common casters. In the same vein, its faux creation is lesser known - though still held within the repertoires of more prolific cabals of Voidal scholars. In the presence of an Obelisk, a number of Magi may gather around a mundane mineral deposit no more than a cubic meter in size. A Mana Anchor must be woven into the deposit and then oppressed with Mana, which overrides the existing identity of the material. The resulting Manite bears no likeness of the previous material and exhibits a net loss in mass in all cases, having been burned away into debris and intentionless aura. This exhaustive process drains the participating Magi, preventing additional casting for a narrative day. The inclusion of a Mage who is adept in Earth Evocation [T4+] allows the ritual circle to utilize their expertise on the natural make of stone and minerals, thereby reducing the expected casting fatigue to a narrative hour. The intensive focus required to shepherd Mana in such a concise way, causes a profound Mental Exhaustion, requiring participants to refrain from other types of Rituals for [1 OOC Day]. The success of the ritual is determined by several factors. Each means of providing mana (Obelisk, nearby monolith, or voidal mage) provides a lower threshold to create the item. A threshold of creation is based at 20 to start, off of a dice roll. Voidal Mages add -3 to the threshold of creation Mana Obelisks/Voidstalkers add -6 to the threshold of creation Tears/Nodes adds -9 to the threshold of creation On successful creation, a secondary roll out of 20 decides the amount of Manite that remains from this ritualistic reconstruction of natural resources. Fragment: [1 - 7] Shard: [8 - 15] Chunk: [16 - 20] :Red-Lines: -The creation ritual may only be attempted once per OOC day. -The numbers listed above assume at least Tier 5 in skill. Two Mages of Tiers 3 or 4 count as one T5. -A Structural (Non voidal mage -3) modifier may only be applied once. This means, regardless of how many Voidstalkers or Obelisks are present, each only counts toward the modifier once. -Per the Material Compendium - The sizing reference for Manite is as follows: Piece/Fragment = About the size of a human male’s pinky finger in length, the width may be slightly larger than the width of the same pinky finger. Shard = About the size of a human male’s hand in length, and the width of two index fingers. Chunk/Cluster = About the size of a human male’s hand in length and width, fitting in the palm like a ball. :Credits: Meteor__Dragon (revision) RealSamler (revision) Citations:
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