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BonesOfTheEarth

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Posts posted by BonesOfTheEarth

  1. [Amendment]Voidstalking: Living Tether

     

    Edit Purpose:

    Voidstalking is generally viewed as the most powerful of the four ritual-types, with ‘unlimited’ casting stamina to the voidstalkers themselves and the ability to act as mana obelisks while standing still, assisting their allies in cases of threats as well as ritual-uses. The suggested change to Voidstalkers in this amendment is not intended as a direct nerf or buff to the magic however, but instead a small rebalancing. The idea is not to take away from their fantasy of being a spellcasting enigma with powerful magic, but to instead expand on it with a double-edged sword that can be used both by their allies, as well as their enemies. The proposed change is as follows:

     

    1. A Voidstalker acts as a Mana Obelisk while standing still -> A Voidstalker acts as a Mana Obelisk all the time.

     

    More plainly, this means that their magic is more readily a boon to their allies without the need for the Voidstalker to stand still, but in turn this can be used against them by opposing spellcasters who manage to enter their range.

     

    Original Version:

    Redlines:

    - A Voidstalker must be stationary to give the effects listed above.

     

    Edited Version:

    - A Voidstalker always gives the effects listed above.

  2. I'm proud of you

     

    But on a real note, for those unaware - the use of this spell on enchantments is already live on the server and has been for a while, through the use of the tier 1 "conjure flame" spell. This basically changes nothing but making it slightly more expensive to cast(a nerf to the spell), while simply clarifying its use for future enchantments.

     

    Big +1

  3. [Amendment]Atronach Forging

     

    Edit Purpose:

    Current Atronach lore has a typo in its core bit that leads to confusion on what material is meant, until one does further reading. Easy fix. Additionally, "Greater" Enchantments aren't a thing in Transfiguration lore(Lesser->Potent->Grand). Changing to Potent to allow Arcane Scions to utilize Atronach Forging. Not touching red-lines of Tier 5 Transfigurationist being necessary; requiring you to still be a Transfigurationist for 4 months, while also allowing Scions to use it.

     

    • "Greater" Enchantment -> Potent Enchantment
    • Arcanum -> Arcaurum

     

    Original Version:

    b8d821d5c3b6a119ae62d6e1b6e1aa24.png

     

    Edited Version:

    To forge an Atronach, a mage with Atronach Forging must be proficient in transfiguration, and the evocation of choice. Alternatively, they may work alongside other magi who have the necessary magics, so long as the leading mage - which is the atronach forger - is able to maintain a stable voidal connection.

     

    The process of creating an atronach is not too unlike that of a golem, requiring a magical core to aid the series of complex enchantments that permit the Atronach sentience and motion. The core consists of a large mana gem which is encased in arcaurum, then infused with a Potent Enchantment in order to grant it the sentience required for an atronach to function. Finally, the core must be enchanted with a spell which binds the target evocation to the core via transfiguration - therefore determining the properties of the atronach. The cores themselves are typically spherical in shape, holding a large mana crystal in the center which contains the mana fuel to sustain the atronach. The core then produces the element of the atronach passively until it runs out. 

  4. MC Name:

             BonesOfTheEarth

     

    Character's Name:

             Lefkos Amethil

     

    Character's Age:

             419

     

    Character's Race:

             High Elf

     

    What magic(s) will you be learning?

             Life Evocation

     

    Teacher's MC Name:

             OOC Oversight(MeteorDragon)

     

    Teacher's RP Name:

             OOC Oversight

     

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

             Nope

     

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

             Yes

     

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

             Yes

  5. @Air

    This is a beautiful list I love it. But I am someone who has never touched alchemy before - I'm aware FA's exist for alchemy, but do you need an FA for any and all potions you've listed, or specific lore pieces? I truly know nothing on the topic :c

  6. [Amendment]Voidal Eminence: Incanter's Flow

     

    Edit Purpose:

    Most Eminent users find that Incanter's Flow often proves to be a bane to their casting, rather than a boon. Intended to grant them 'unbreakable focus', when looked at carefully it provides very little when placed side-by-side a normal voidal mage's connection when mastered. A slight pain-tolerance increase is negligible in how it is written, with the only real bonus being not able to be disconnected by sound. On top of that, halving the strength of them in this state makes them incomparable physically even to other Voidal users of their same strength and stature normally, and brings Incanter's Flow into an area of being a direct loss of power than anything. Changing those aspects of casting however would result in a much more powerful magic than desired, so instead the given buff to this magic will be in the form of an increase to the swiftness of an Eminent's magical casting speed. The change is as follows:

     

    1. When fully stacked, spells take [1] emote less to cast, to a minimum of [1 connect+2 cast].
      1. A redline added about this as well.

     

    The above is for Incanter's Flow at it's full three stacks. These changes do not effect Stacks 0-2 at all, and are intended to grant a reward for those capable of fully stacking it. All in all this is a rather easy fix and should still read very similarly to how it did originally - here is the original post for a side-by-side comparison.

     

    Original Version:

    Start: 3 Completed Spellcasts (or 3 Emotes Noncombat) -

    End: Ranged-Expulsion applies all normal effects and designs of normal Expulsion, to both the caster and targets.

     

    Edited Version:

    3 Completed Spellcasts (or 3 emotes noncombat) - After this threshold is reached, it would be incredibly difficult to lose connection or focus unless intentional. Unless magically disrupted, further wounded beyond small cuts or a bruises(requiring a single solid blow or cut upon their person, be it a limb or their main body), or outright knocked to the ground, one would remain connected to the void until the end of combat, or for a narrative hour noncombat. Additionally, their intensive focus allows them to more swiftly cast their spells at the cost of half of their physical might, allowing them to remove [1] emote from the casting time of any voidal magic(or in non-combat, perform rituals twice as fast). In combat, the minimum this may reduce a spell to is [1 connect+2 cast] for its requirements, and may only effect spells up to Tier 4 in nature.

     

    Redlines:

    - When Transferring noncombat to combat, one may not transfer over their level of Incanting flow. Upon transition, it reverts to 0. This as well applies to if one does 3 noncombat emotes to achieve the “Narrative Hour Noncombat”. 

    - Reduced casting time still requires all usual instances of a spell to be emoted, essentially allowing you to mix two of the emotes together as your character performs their magic more swiftly than usual. This can only bring a spell down to 2 emotes of casting after connection, NO less.

    - Reduced casting time only applies to spells of Tier 1-4, and cannot be used to lower the casting time of Tier 5 spells.

    - Each emote while in Incanter’s Flow (regardless of stage) requires a tell of some kind to show the mage has entered a heightened state of casting. Examples include a much more vibrant aura alongside an emotionless, concentrated expression. Other things work, so long as there is a change in both the aura and physical demeanor of the caster.

    - When physically acting (movement, dodging, withstanding, so on) or physically fighting (parrying, blocking, swinging, so on) in combat, a magi with unbreaking focus would be objectively worse than any average descendant, and not capable of overpowering, outmaneuvering, or outperforming any other descendant successfully in these fields. Considered to be at half of their usual strength.

    - 3 Completed Spellcasts applies the “Narrative Hour” rule, usable in subsequent combat scenarios, but only within an Event.

    - “Unbreakable Focus” only applies to effects such as deafening sound, pain, or so on. Things such as casting while armoured or sprinting would still completely disable one from casting. Things that break connection normally on the mages behalf (Ex. armored, sprinting, losing line of sight (by blindness or normally), would still break connection or cease casting).

    - An Eminent can sustain light-injuries without losing their connection at full stacks. Able to be broken by anything more than a light cut/bruise, or alternatively a direct hit - such as a punch square to the torso, head, etc. Being pushed over/tripped would break focus. Common sense applies here. Loud noises also will not break focus.

    - Ranged-Expulsion applies all normal effects and designs of normal Expulsion, to both the Caster and Targets.

  7. [!]A note makes its rounds around Almaris. Written in scratchy handwriting, without much effort seeming to be placed into its contents to look nice.[!]

     

    I am looking to take on one singular student in the Arcane Arts. You will learn a total of six different forms of magic, or pseudo-magic, in your time spent under me. I will not be taking more than one student on in this given century, and the process of learning will take several decades of intensive study. I am looking for someone of the minimum age of fourteen to the maximum age of thirty. I do not care about your gender or your race, but first consideration goes to those of ages sixteen to twenty.

     

    You will live with me during your studies, acting as a servant when not in your lessons. If you are a parent wishing to send your child to me, understand that until the completion of their studies, I take full custody of them and all decisions related to them. You can have them back after. They can visit and spend time with their family just fine.

     

    Life will not be glamorous. Most often you will live in a small home, cooking and cleaning and learning other life skills - other times sleeping beneath trees or in wet ditches. Your learning is not restricted only to the arcane, but all worldly knowledge, and many rituals not specific to one form of magic or another. You will not be a Mage, but a knowledgeable Wizard a cut above the rest. I assure you that.

     

    If you are interested, contact Lefkos Amethil. Most readily found in the Dwarves of Hefrumm. Alternatively contactable through delivered notes or Celia'nor.

    (( Bones | Will#6969 is my discord))

  8. MC Name:

             BonesOfTheEarth

     

    Character's Name:

             Lefkos Amethil

     

    Character's Age:

             400+

     

    Character's Race:

             High Elf

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/213846-transfiguration-ma-bonesoftheearth/

     

    What magic(s) will you be teaching?

             Transfiguration

     

    Describe this magic or a creature as a whole:

             

    Transfiguration is one of two alteration-type magics, allowing for a variety of effects and enchantments to be performed by Wizards who practice it. At a base level, it provides one with the spell of Voidal Feeling to better understand materials and enchantments, though after this it splits into three subsections - Transmutation, Warding/Abjuring, and Enchanting.

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Transfiguration is split into three subsections, taking up a total of 2 magic slots to learn, as follows:

     

    Transmutation is the art of altering an object's physicality in some aspect. From heating it, to shaping it, recoloring it, etc. They may even move objects around with a lesser form of telekinesis. Nothing in this form of Transfiguration is known to be intended for any combative functions. For the most part this serves as a method of altering chemical compositions at a surface level only - fusing materials into alloys, or undoing it. Magelight is also located here.

     

    Enchanting is the art of.. Enchanting. There are three different levels of enchantments - Lesser, Potent, and Grand, with scaling levels of usefulness. With the lowest being basic, everyday enchantments and the highest being able to replicate great feats of magic inside of an object. The materials for enchantments matters greatly for the tier of spell they can hold; grand enchantments requiring Arcaurum or Arcanium in order to function. A lesser enchantment is for non-combative functions. A potent enchantment can recreate 1 Tier 3 spell, 2 Tier 2 spells, or 3 Tier 1 spells. A Grand Enchantment, much more costly to make, can recreate a Tier 5 spell, 2 Tier 4 spells, 3 Tier 3 - so on. Additionally, within the Enchanting tree is the ability to co-enchant by having a wizard assist you with a magic they are familiar in, or trapping a spell in a jar with them for a single use later for enchanting purposes. Lastly, they are able to form ley lines to connect magical structures together, or to fuel large enchantments, etc.

     

    Warding/Abjuring is where Transfiguration's direct combat uses come into play. With this, one can create a Ward - a barrier to block spells that they know or have known previously, or to stop enchanted objects in their tracks. They may be cast either stationary away from the caster, or moving with their hands. Wards are capable of stopping up to 5 tiers of spells before breaking, in the form of 1 Tier 5 spell or multiple lesser tiered spells. If their total amount of blocked tiers would exceed 5, it would explode violently and stun the caster. Alternatively, an Abjuration - a projectile intended to disrupt mana in spells. Without the requirement of knowing a magic as Wards have, they merely require the matching of mana of any given spell. Meaning, a Tier 5 spell would require an Abjuration with the same mana, intended for that specific magic type, to destroy - exhausting both Transfigurationist and other Wizard to the same extent.

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Abjuration:

    Spoiler

    Joe the Wizard connects to the void, seeing his loathsome enemy, Lefkos! A good distance away still as he began to cast his magics.
    > Lefkos' right ear gives a subtle twitch in return as he steps back, and orange wisps begin to form around his hands and wrists to signify his connection to the void.
    > Joe the Wizard conjures up a sphere of small flame in his hand, flickering and growing larger until it rested at the size of a baseball. He spat insults to Lefkos and readied it to fire.

    > Lefkos' orange aura builds up into a sphere at his palm, roughly of the same size. Ethereal and harmless physically. An abjuration, ready to cast and intended to function against Fire Evocation.

    > Joe launches the flame projectile forward with a wave of his hand, the projectile aimed dead at Lefkos' chest capable of leaving lingering flame behind to burn over time.

    > Lefkos' own spell matches Joe's, colliding in midair and causing a harmless shower of sparks as they cancel eachother out. Just like Joe, Lefkos was left slightly winded from the exertion, their energies having matched and cancelled each other's out perfectly.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Ward Shield:

    Spoiler

    > Lefkos stood in his usual teaching spot, at the top of the mountain near his home. Looking to Tuzic, after introductions he would begin with the lesson; "Today you'll be learning about the Ward Shield spell. A method of creating barriers composed of mana to counter other magics you hold decent understanding of. Connect to the void as normal." With that said, his ear gave a subtle twitch. Orange aura began to flow around his hands and wrists.

    > Tuzic closes his eyes for a moment. When they opened, an ethereal purple glow shined out, bleeding forth like tears as wisps of it flow through the air around him. His own connection established.

    > Lefkos raises his hand forward, "There are two types of ward shields. Either cast at your hands, able to move with it, or stationary apart from you. We'll be casting the former today. A gathering of mana set to form a barrier in front of you, interposed between yourself and any oncoming magic." His orange aura began to form what could only be described as a shield, rough and incomplete thus far.

    > Tuzic watches his teacher, frowning and attempting to repeat the process. Much more haphazardly his aura would build up, shaky work but thus far following, "I assume this has limits to it? A shield that blocks everything is unrealistic." He points out, grimacing with the stress of casting.

    > Lefkos nods at the question. His own barrier completed, soon a one meter wide, two meter tall shield of ethereal energy. "Indeed. A limit there is, able to match a master-level spell of any magic you comprehend to a novice degree. Alternatively, lesser spells that add up to that amount of mana. Though be careful; if you exceed that in a single negation of a spell, you'll find your ward shattering violently, yourself effected as well."

    > Tuzic soon grimaces as his spell takes shape. The same size as Lefkos', though the energy much more roughly held in place. Shaking near its edges. "That.. Makes sense. So I can cast this apart from my body and it becomes stationary. Surely it's not that simple."

    > Lefkos grins at his student's observation, waving his hand and dispelling his magic. "It never is, Tuzic. Understand that this Ward also functions against enchanted objects to stop them, but anything else physical will pass right through. In time, your use of this spell will be able to grow stronger as well; we will discuss that in due time."

    > Tuzic lets his ward vanish as he slips down to a sitting position, huffing and puffing from his first cast of the spell. "And to clarify.. I can only block magic I practice? Or magics I've practiced?"

    > Lefkos raises a brow and sits down as well, looking a little surprised. "Ah! My bad, I should have clarified on this. The latter of the two options; any magic you've practiced to an average level, you may learn to block with a Ward Shield. But, only Voidal Magic."

     

    The above also would of course be joined with the answering of any OOC questions, and more plainly-put mechanics on emote-counts etc. The true process of teaching is an experience much too lengthy to pin down on the forums, but this covers the idea behind learning a new spell in my format of teaching. Casting alongside the teacher alongside a description of how the spell acts, and answering any questions along the way. Some students ask no questions and would like me to ramble about the entire spell, others would like to be more involved with their own questions. Either works just fine so long as the magic is understood.

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    Assuming that the ST recognize the student as learning and scold me instead of the student, I would inform them that if they have failed to understand the spell, assume they do not know it any longer, and I would teach them again with much more scrutiny. If this became a repeat offender, I would drop them as a student.

     

    If this happens multiple times over multiple students, the problem is me and I probably shouldn't have a TA. I'm confident this is not the case.

     

    ^The above is taken from my Fire Evocation TA made a week prior to the posting of this TA, as this type of question isn't something where the answer would or could reasonably change in such a short span of time. My stance is firmly the same as it was one week ago and will remain so for the foreseeable future.

     

     

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

             No

     

    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.

             No

  9. [Amendment]Water Evocation: Hail Storm

     

    Edit Purpose:

    Hail Storm is the only spell Water Evocationists gain at Tier 5. In writing a small amendment to Fire Evocation's Tier 5 spell, it has been raised to my attention that most of the evocations suffer similarly from incredibly weak Tier 5 spells. My proposed changes to this spell are as follows:

    1. The removal of the line stating that the spell can't kill anyone that isn't already severely injured.
      1. It notably still cannot kill someone on its own and has taken on a more utility-standpoint in this edit, but it now follows a common sense rule of additive injuries to those who are already harmed/being harmed by other forces while in the storm.
    2. The addition of a set of details on how much damage the spell does. Less vague.
    3. The ability for the storm to slowly move once cast.
    4. Reduction of mana cost to a general tier 5 spell, rather than one's entire mana pool.
    5. The ability to continue channeling the spell at the cost of the rest of one's mana pool.
    6. The addition of details on how abjuring effects interact with the spell.

     

    Original Version:

    Start: Hail Storm [C]

    End: Once this spell is cast, the mage is barely able to cast for the rest of the encounter.

     

    Edited Version:

    Hail Storm [C] - The most devastating and powerful attack of a Water Evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.

     

    Mechanics

    Spoiler
    • A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an option aesthetic though offers no benefit beyond chilled air. The storm has a maximum radius of five meters, able to be conjured with its edge up to ten meters away from the mage. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than it's maximum radius, it will meld to the room's shape and loses the ability to be moved.
    • It requires five emotes to cast [1 Connection + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the storm cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends.
      • Hail and Fractals are small, each around the size of a grape with round and sharp edges respectively. As such, those within the storm are battered with painful bruises and cuts by staying in it. On the first emote of contact, cuts and bruises to a minor degree are left. By the second emote, they grow to a medium degree of severity. By the third emote, the cuts and bruises are quite large and will require medical aid, though not urgently. By the fourth, the storm leaves more severe wounds. Not enough to kill anyone outright, but they are considered heavily wounded and will require medical aid immediately on the conclusion of combat. The storm does not deal more damage beyond this.
      • Targets wearing light or medium armor(leather, gambeson) are considered immune to the storm's damage for their first emote of being inside of it. Targets wearing medium armor(half plate, chain) are considered immune to the storm's damage for their first two emotes of being inside of it. 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.
    • If the mage's concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null.
      • Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the cloud where the storm originates from(or the caster themselves where applicable), not the individual fractals/hail/rain. For Wards, they would lose 1 point per emote of contact with the fractals/hail/rain, increased to 2 at the final emote for a total of 5. Other blocking effects can be used as well, such as a thanhic shield, would work similarly.
    • Can be learned at [T5].

     

    Redlines

    Spoiler
    • The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
    • This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast.
    • If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the day. Being unable to cast any further spells beyond the completion of Hail Storm's 8 Emote Maximum.
      • This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted.
    • Any fire in the spell's radius will be doused instantly. Extremely hot [blue] flames can persist, but will not leave lingering fire. This doesn't apply to malflame or other similar magical fires bar fire evocation.
    • The storm by itself will never kill an unharmed opponent. But those who remain in it for extended periods of time while already holding injuries can die or fall unconscious, under a common sense ruling.
    • The storm does not significantly effect visibility through it. Ranged attacks can pass through normally.

     

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