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Everything posted by Deer__
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This guy gets me every time. Every. Time.
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[✗] Transfiguration - Abjuration & Warding Rewrite
Deer__ replied to King_Kunuk's topic in Denied Lore
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True.
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Abjuration should be all about abjuring voidal spells. I disagree with adding in both mana shield and mage armor as they affect more than just void spells. Besides you have air evo redirect or shields on earth and water evo. Counterspell would be better as a spell disabler rather than a spell reflection more or less. I think tfig needs a full abjuration rewrite probably not just an amendment like this. Edit to address @King_Kunuk: Arcanism ain't making it so that's not a worry.
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🙁
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New theme is missing the little directory thing at the bottom of this screenshot. I mean it has one but it's all the way at the very bottom of the page. If we can get that in the new theme I'd like it more. P.S. Don't mind the lore that I was looking at at the time...............
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🙂
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Dont do the discord technique. Discord only keeps the image links for a certain period of time, and it's not that long nowadays. If you go back and view any lore piece that @squakhawkhas posted you'll notice half the image links don't work anymore. It's because they were discord image links. Honestly just do an imgur upload or something, then paste the link.
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Im gonna delete that last line cuz you said this.
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10k cashapp for arcane evo grandfather?
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I think another good solution would be to split Abjuration and the rest of tfig into two separate magics that take one slot each. In the process, rewrite abjuration because it's SO useless. At this point if all of abjuration got shot and we just had the other half of tfig that would also be sick.
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No you can't, the plan is to start it with 3 grandfathers. It's been gone for long enough that it ought to just start over and be 'rediscovered' in rp. Also I started this rewrite like 6 months ago, I'm just lazy so it took me forever to finish it. Nothing to do with paladins.
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I made MOST of these changes to balance and grammar. ET discretion because it's an event use only spell. Clarified in the redlines. Edit: I kinda forgot the tier progression part, so I added that in there just now too.
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[✗] [Amendment] Eminence Incanter's Flow Buff
Deer__ replied to ScoutTheWitch's topic in Denied Lore
As a lil Eminence dude, I agree with @Luxury. I don't think this fits nor is it really needed. Incanter's flow is pretty good as is. Besides we all know why we really take Eminence. It's for the two magnum opus slots that we'll never fill. -
So I nerfed it slightly, 2 times per combat, cannot move in the same turn as casting it to block something. Also, unrelated to this but I made it so the specializations are redlined to be unenchantable. So one mage doesnt run around with all three spells, defeating the purpose of specialization. No, it's been gone long enough. Besides, I'm gonna pick two people from two different areas to teach it to their respective nations/settlements. I haven't decided who yet. Third one will be my mage though, who just roams. I'll teach anyone so it'll get around don't worry. L, I guess
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Overview Arcanism is the ability to conjure pure voidal energy within the void and pull it into the material realm, much like an evocation. It’s made up of what mages often refer to as wisps. Wisps are small motes of this voidal energy that coalesce to form the spells of an arcanist. They may form in a solid, liquid, or gaseous state and are pooled together to conform to a mage’s will as either projectiles, shields, tools or even as an art-form. Arcanism takes up [1] magic slot Arcanism requires a stable voidal connection Players must have an valid MA to practice Arcanism Players must have a valid TA to teach Arcanism Learning and Casting As with other evocations, Arcanism requires one to form a stable connection to the void. One must be able to form an anchor within the void in order to pull forth their arcane creations into the material realm. In order to conjure these wisps of pure voidal energy, one must understand their nature and properties, making Arcanism particularly difficult to begin. As opposed to an elemental evocation, voidal wisps do not often occur naturally in the mortal plane. This forces the requirement of a teacher or an enchantment to conjure these wisps for study and contemplation by a student. Furthermore, as one progresses through the tiers of Arcanism, they’ll learn many spells from what some older magi might recognize as ‘schools’ of the magic. The schools are conjuring, shielding, and projectiles. As they come to master the magic, a mage will learn one of three capstones to each school. To some degree they will specialize. Properties of Arcanism and Wisps The wisps that form up Arcanism spells and represent the pure energy a mage pulls from the void comes with a few caveats and important to remember properties. They follow much of the same properties as other voidal evocations, following the whim and will of the caster. The properties are as follows: Arcane energies seek entropy, always trending towards chaos and ‘freedom’ from control. This is to say that the more dense and complex the shapes that an arcanist forms, the more exhausting they’ll be to maintain and manipulate. Forms conjured for the purpose of combat must be more straightforward and simple in order to be stable enough for the rigors of violence. These more straightforward shapes and forms come in the form of combative [C] spells and must be adhered to lest a mage’s arcane conjuration be useless for battle. Arcane energy does not explode in the same way that a combustive fireball does, instead it delivers a blunt, forceful impact. Wisps possess no property of temperature, they are never either extremely hot like fire nor extremely cold like ice. When solid forms are struck enough times, they will shatter and dissipate. Wisps take on the color of their caster’s aura, therefore so do the shapes and spells a mage forms them into Conjure: Wisps [N] - T1 The starting point for all Arcanists. Once one has a grasp of how to summon voidal energy, the rest comes with simple time and patience. Conjure wisps allow one to form their energy into a solid, liquid or gas in order to create works of visual art, demonstrate power, or to simply study the voidal motes known as wisps. Mechanics: Redlines: Projectile: Missile [C] - T2 The very first of the combative spells an Arcanist is likely to be taught. It takes their baseline knowledge and burgeoning prowess with wisp manipulation and uses it to form a basic projectile of lesser strength. It begins, like many spells in an Arcanist’s arsenal, by conjuring wisps and willing them into a shape and form. In this case a projectile no larger than baseball or dagger sized. Up to five of these may be summoned at once, and one can throw one at a time or all at once. Mechanics: Redlines: Projectile: Bolt [C] - T3 A spell very similar to the missile just in a more powerful form. It takes more time and mana to conjure, leading to more effort to hold in place. It’s a natural progression to learn this soon after the missile. It still takes the baseline of conjuring wisps into a shape and form, though it is far less free form than a missile. While an arcane missile may take a multitude of shapes with more or less the same effects, an arcane bolt may only take on one form and it’s damage takes the form of a small concussive explosion Mechanics: Redlines: Projectile: Arc [C] - T4 An Arcanist may weave their wisps into a longer, three meters wide arc that may be thrown out in a sweeping motion that hits with concussive force. It’s a spell useful for crowd control against multiple targets in close formation. Mechanics: Redlines: Shield: Flat [C] - T3 Not only can Arcanists form whimsical objects and powerful projectiles, but so too can they meld the wisps into hard, reinforced barriers to defend against both projectiles and melee weapons, both magical and mundane. THese shields will often take the form of a flat, or relatively flat surface conjured to block something from a particular direction and for only single hit. Mechanics: Redlines: Shield: Bubble [C] - T4 The same mechanics that bring about a flat shield formed from wisps may form a shield in a bubble around the caster. This wider shield takes far more effort to both conjure and maintain but holds the added benefit of being able to protect a larger area, containing more people. Projectiles and attacks may not pass through either side of the barrier, effectively stopping both incoming and outgoing attacks. Oftentimes it is used in defense of a small group but may also be used more creatively to keep oneself and others from leaving an area centered around the arcanist. Mechanics: Redlines: Conjure: Tool [N] - T2 The theme of arcanism is to gather conjured wisps into many different shapes and sizes. The art of conjuring tools is no different. A fledgling arcanist may form the motes of raw voidal energy into tools for use in crafting and laborious tasks. One could make a pick to mine away at raw ore deep beneath the ground, or even a chisel to work at woodcrafts. The spell of conjuring tools is open and free form and may be used in various ways to create various objects of crafting in order to use in one’s professions or hobbies. Mechanics: Redlines: Conjure: Chains [C] - T4 In the same vein that one may conjure the shape of various tools, one may also use a similar process to hold a person or creature in place. Instead of willing wisps into existence only to form them into a useful hand tool, one may instead coalesce them into the shape of chains, wire, or rope. All of these aesthetic shapes share the same purpose, to hold something or someone in place. Around the target, a mage may conjure restraints to hold someone in place, tied to the nearest surface, be it the ground or a wall. Mechanics: Redlines: As an Arcanist finishes their studies of the magic, they may choose to specialize in one of the three schools of Arcanism. One may change their specialization once per OOC month if they have a valid TA. These specializations consist of three choices. Conjuring, Shielding, and Projectiles. Upon choosing one, they may learn the capstone ability for their chosen school. At tier three, one may choose to specialize in Conjuring, while at tier 5 one may choose Shielding or Projectiles. Redlines: Projectile Specialization: Ray [C] - T5 A mage may take up the specialization of learning how to condense one's whisps into a single continuous beam. The Arcane Ray is the radius of a meter and projects outwards. Upon contact with an object or individual it will begin to submit immense force against it. If it isn’t tied down it will easily be moved by the beam not unlike being continuously pushed causing bruising and even some fractures, but if the target is pushed against a surface such as a floor or wall the immense force will begin to cause broken bones and internal trauma where the ray hits effectively sandwiching the target between the ray and the surface. Mechanics: Redlines: Shielding Specialization: Colossal Shield [C] - T5 A masterful Arcanist that specializes in the defensive aspects of Arcanism will find themselves with the capability to expand their bubble shield to great heights. A masterful spell allows an individual mage to expand a colossal shield to immense heights around a large area of land such as a city or a castle. Such a feat is capable of withholding powerful strikes that may befall a city such as siege weaponry or large monstrous attacks. Alone, this may save the city for a few moments or deflect two large attacks at most leaving the individual arcanist on the verge of unconsciousness. But with the added efforts of other capable mages they may channel excess mana to the Arcanist to defend against multiple attacks. Mechanics: Redlines: Conjuration Specialization: Arcane Armament[C] - T3 Similar to the spell used to conjure tools, someone who specialized in Arcane Conjuration may create weapons of various sizes and lengths, though never exceeding the size of standard polearms such as a halberd. The weapons take on an edge similar to ferrum, though they take longer to summon than simply pulling a weapon from a sheath at one’s side. The added benefit to wielding a weapon summoned from arcanism is the concussive nature of the magic. A mage may, at will, choose to detonate the portion of the weapon that strikes causing an non-incendiary explosion that hits with a similar force to alchemist’s blasting potions. Mechanics: Redlines: Progression: T1 - Novice T2 - Apprentice T3 - Adept T4 - Expert T5 - Master Purpose: I’ve always liked the idea of Arcanism mostly because of its aesthetics. When I think of a mage I don’t only think of a wizard who can conjure up elements and enchant items but also the classic arcane mage. The wizard that wields an otherworldly power that’s not always easy to comprehend the how or the why of its inner workings. While functionally something like Arcanism might act in similar ways combatively to the elemental evocations, and that's on purpose, it also has quite a few of its own tools in its kit of spells. I also strived to give it some unique quality by way of the less free form and more strict specialization system which is based on the very very old Arcanism write by ZythusRequiem. It lets arcanism mages have some options they can pick from while also keeping the spell count more in line with a one-slot magic. The addition of allowing TA holders to change their specialization monthly was also an idea to both keep people from being locked into one thing and to push the proliferation of the magic. It does this by encouraging people to write TAs, which is the biggest pain when it comes to actually keeping a magic alive. Credits: Deer__ (Main Author) Mr_Etan (Consultation, minor writing) Past Arcanism Writes and their Authors (Inspiration)
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This is cool When are we playing Sea of Thieves?
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Variant for Story team???? I guess the other staff teams too.... These are sick though, good job
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The Aurelion Vulnrith nods in approval and ventures out to make a wine purchase.
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[Amendment] Voidal Eminence Amendment
Deer__ replied to creamynoteblock's topic in Recently Outdated Lore
Man that one is pretty weird...- 13 replies
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[✓] [World Lore] The Blighted Metals: Ch 2 - Morion
Deer__ replied to Zarsies's topic in Metals/Minerals/Crystals/Etc.
This looks like it violates the Geneva Conventions. -
I think 3 emotes is fine for bows. You have the advantage of being at range. You also then have the problem of a lot of different magic's base projectiles being 'arrow strength' and taking three emotes as well. What about those? Do you want those to be two-emote? I think a lot of non-magic RPers would be up in arms about being two-emote ice projectiled over and and over. Amendment: 3 for the first 2 for anything after might be fine, because that is unironically also how void mages work. I didn't read anything else before commenting 🙂
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Unplayable CA after this nerf.
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