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JustMeMorgan

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  1. get in loser back to axios?
  2. Honestly the idea of the Aeldin mysteriously vanishing and we coming to a continent full of ruins with hints all over and stuff that's lowkey interesting Honestly the idea of the Aeldin mysteriously vanishing and we coming to a continent full of ruins with hints all over and stuff that's lowkey interesting
  3. • Frosted Breath • 'Home Is Where The Heart Is' "" I write in this diary as a keepsake for myself in times to come. Longingly I have waited, through turmoil and pain I have sauntered and I have eventually had it pay off. This city I see has arrived like iron dropped into frozen water, the bubbling masses are lively and I have met faces fresh and old, so old. My heart has ached and wrenched at the thought of never seeing such a people of my ilk again and I am glad that it has finally paid off. Truly this is the time of my rise, this is where I will thrive and push forwards, where I will learn and prosper. I will aim to give my all to this city and its people as they have done for me a many time in history forgotten to most. This is where I will reside for my time and it is where I will enjoy my days. "" With that the Mali'aheral entered the peaceful town, a sigh of relief as he saw his old friends wandering around unaware of his presence. The sigh though turning to a frozen mist, the hairs on his skin standing up as a cold breeze came over the walls and the long nights he had spent to travel to such a place, the mali never felt so alive, so warm and so loved. He went into the city and acquired a house for himself, just a simply hovel nothing more. One to decorate once again.
  4. ((ooc tho I just wanna see a bunch of CA's spark out from nowhere for Musin soldiers) A mali would chuckle at the missive "Finally a war to enjoy."
  5. A blue eyed mali'aheral of some noticably visage is seen clapping in the crowds after a long and mysterious time away. "Seems I arrived at a good moment" he'd say to himself with a smile growing across his face.
  6. 1. Don't make it require bodies for most spells, morerather use body parts and the like. It's more creative for both players if rather than just having to lolmurder 3 randoms the person has to: "The hand a close one, the eye of the stranger and a ring for a love lost" - Person has to get the hand of someone they once knew, an eye of someone they have never met and a ring, either made for the ritual or one that they own. This spell could be used to transform one person into an undead creature. Something like this makes it more creative, previous iterations of necro lore require just goon-killing people for bodies and it made roleplay fun exclusive to one person, there is no furthering or development for the other player. This would change that 2. Keeping the lore dark enough to maintain a thorough aesthetic, but not so far into a grimdark that it a) doesn't fit into the majority of the community and b) that a player can pick up the magic via reading the lore and doesn't need some player telling them secretive information as to avoid cliques forming and stopping the general player from becoming involved: The server would openly reject lore that's extremely edgy and it would cause a disconnect, especially if the themes of the lore pushed against general server lore (e.g. world ending monsters n stuff in a server where it's not relevant rn). Keeping the lore relevant to the majority of the community keeps it interesting, keeps it relevant and keeps it active. Keep it dark but not so dark it is just for 3 people to enjoy because they like that rp, have dark thematics but not so gorey and evil grr that it is polarised towards an area. Necro covens shouldn't be too necessary either really, it'll be useful to team up but not vital for the enjoyment of the lore, the local graveyard keeper gone necromancer should still be as enjoyable as the dark cult of (insert dark patrons here) p.s. stop giving it into the hands of players who are so narcissistic and ignorant could be a good start, have a full clean of shop and refresh it into something new, new map new corpses innit
  7.  

    I've had more things denied than women who have rejected me so what's one more to the list 😎 

  8. Objects Relevant to the Void Voidal Tears Instruments typically created by magi as a constant tap to the void, these are typically small scale and do not leave too much taint in the material realm less for the vicinity around the tear. Voidal Monoliths and Heaths Voidal heaths are entire biomes and regions of voidal taint caused by Monoliths strange and obscure objects which can lead to the distortion of the environment around them. This typically causes both fauna and flora to go awry and become voidally tainted and transformed. Causes and Dangers of Disturbances Truth be told, large-scale destruction caused by voidal influence is rare; the veil acts as a constant barrier that separates the material realm to the entropic realm of the void. Magi - and a multitude at that - can only really cause temporary disturbances or create ‘taps’ such as voidal tears for their arcane practices. The veil itself is typically self-healing and therefore the only type of permanent breach could potentially be a voidal monolith, though even then those can be fickle at times. An Individual’s Arcana Descendants capable of spellcraft typically find themselves weakened through consistent use of the void. This is typically due to the consistent use of expending their mana and using their body as a channel for voidal energy. When a mage crafts a spell, they use the void as a blank canvas and exchange their active mana as a form of transaction to draw energy from the void in the shape of their spell. Thus when the mana is taken away - typically leading to their exhaustion - they are also channelling and creating a tap to the void of which they are the source of, leading to their poisoning. Clarifications There is a typical belief that simple casting of voidal arts (i.e. evocations) can create unintentional damage on the environment around the caster, this idea is false. Truth be told a group of magi can create damaging structures such as voidal tears, or perhaps ancient magi know of rituals that they work alongside other malicious or insane wizards to create tears or bring forth monoliths, but magi on their own do not create any harm to the environment around them. Fauna and Flora typically hold a natural and almost innate disdain for voidal use which is typically why there are natural clearings of both around areas where magi are common - birds flying away during casting or perhaps over the span of time grass begins to naturally recede away from an area. Reasoning for the post Disconnect between lore: Other Reasoning Personally it’s been quite tricky to pin down what exactly the level of damage a voidal mage can cause or has caused, and this post aims to set some standards, both helping the community and the event team. Plus it could provide further roleplay insight into how to use the void, as a mage might cause birds or loose animals to feel uncomfortable as they cast, or perhaps the flora around their home might recede. Citations https://www.lordofthecraft.net/forums/topic/151276-%E2%9C%93-the-states-of-mana/ https://www.lordofthecraft.net/forums/topic/198202-%E2%9C%93-general-lore-voidal-connection/
  9. this is where it's not an april fools joke and he's actually reviving it
  10. The fact that I saw a forum post from devvy, double checked the date and then proceedingly chuckled.
  11. Fenneyr would be polishing off his chestpiece with a bloody rag next to it, the mali chuckling at the missive before publishing a small missive out himself, him chuckling "Leave Elvenesse or Die" seemingly making a mocking feminine voice to it The missive would be put on a board beneath this one within the city: "To all those interested in learning how to defend themselves and the city the Wyn'okar (the revelry guild) will offer sparring and combat services to you so that you may be able to defend this nation in a raid, or yourself in a fight."
  12. Looking for those interested in playing Almenodrim (Sea Elves), pop me a msg if you're curious about it

  13. The Wyn’okar Opening Ceremony The Elvenesse Revelry Guild -Out of Character Information- On 25th of March (This Thursday) at 5pm EST (9pm GMT) the Wyn’okar are going to have an opening ceremony, anyone who of course isn’t banished from Elvenesse is invited to come and if interested may further enlist within the guild for the bonus of extra heads up on activities, further input in the design of activities or even creating their own for other people. The Grand Opening Ceremony! Welcome! Yallrn’eyha bida! The revelry guild is hosting its first party and event soon in the city of Elvenesse and all are invited! We intend to grow our numbers, interest new individuals to come gain residence in Elvenesse and drink and get to know each other! Rules Most rules are off the table except for those within the laws of Elvenesse! If you wish to brawl each other it must be done mutually and in a respectful manner (no biting or kicking in groin, no permanent or immense injury et cetra) those who breach regulations will be escorted off premises! Place, Events and Rewards Place: Elvenesse Town Square and Tavern Activities (With rough duration of each): Beginning - Opening speech and welcoming, introduction [10-15 minutes] Middle part - Drinking and getting to know each other. It is suggested that you go out and meet those you don’t typically talk to and try to meet new friends. [1 hour] Ending - A boat race down one of Elvenesse’s great rivers that passes under the entrance. [10 minutes] The winner of the boat race at the end shall be titled the First Kaliri'urthir! The First Party King of Elvenesse. This title will come with a small award and a sum of 40 minas. Those who cheat during the boat race will be disqualified.
  14. “To Safeguard Happiness” The Elvenesse Revelry Guild The Aegis Adventurers Seen typically within fine taverns or wandering the beautiful streets of Elvenesse, those within the Wyn’okar are not out-going adventurers or mercenaries but morerather fun-loving individuals or seasoned veterans of whom seek to improve the homelife and participate in different activities Elvenesse has to offer. They are the homefront guild, those who wish to see the city prosper. Those within the revelry guild are those who enjoy the warm moonlit nights in festivals or the hot summers in the forest racing against their friends in competitive games. The Revelry guild also promotes the ideal that all citizens should have basic training and are ready to fight, as to protect the homefront in times of danger. For who better to match steel with steel in raids than those who are passionate for their country? Guild structure and role The Wyn’okar is based mainly around event organisers and simple members who associate with the guild, apart from that there is no ranking. The revelry guild is a guild designed around event organisation within Elvenesse and its lands and for that reason activities will typically remain within such limits. The guild prospers around promoting cultural teaching, homeland defence, drinking, sports and living life to it’s best capabilities. “Yallrn’eyha bida!” - “Live and Drink!” Application and Upon joining The Wyn’okar application process is simple, sign up and attend its activities. There’s no uniform and there’s no enforcement to attend - though it is best advised - the main purpose of the guild is to promote community activities, allow individuals to create new friends during such activities and improve the homeland of Elvenesse tenfold. Many within the Wyn’okar are taught light history in both Sea and Wood elven culture which further allows them to teach and welcome newcomers to Elvenesse, especially those who are from estranged Sea or Wood elven backgrounds. Application For those wishing to come join the land of Elvenesse and take part in it’s activities there is a small letter pre-written and attached at the bottom of the poster, allowing for one to send a message to a designated location via avian. (Send a forum message or message within the Elvenesse Discord) IC: Name Race Age Citizen of Elvenesse? OOC: Username: Discord: - Out Of Character Description - The Wyn’okar is an event organising guild, this is a prime place for those who wish to get involved in roleplay within Elvenesse to find a group to get engaged with. I plan on holding a wide variety of events, from fun stuff like races down rivers, constant parties and culture learning rp. You’ll also get a little bit of PvP training, CRP training and so forth, meaning it’s a well rounded guild for those who wish to join a society to roleplay with inside of Elvenesse whilst also developing themselves.
  15. Wandering for the ocean The Cliff Along the cragged cliff the mali wandered, slowly approaching the edge he planted a staff into the ground and sat himself cross legged on the turf beneath him. Peering shly over the edge he could see, what must have been around two hundred feet down and from there shuffled himself a good metre away from such edge - he was not intending to plummet today. The Sea The mali had sat for a short while, watching as the sun rose. The gentle bask of its light washing against him with a firm wave of heat. He pondered for some time, thought, and debated within his mind before shaking it all off. A deep exhale from his chest would have been heard as he fixed his posture. Soon enough he decided it was time to give peace to his aching mind, his breathing began to slow as he focussed on his mind. He began to treat his mind as if his element, the one he had spent centuries bonding with. For his mind was like the ocean and his life so far has had plenty of stones tossed in with no avail at causing waves, though it was never the small stones that got to him. It was the aches and pains of watching the cliff tops he had so loved crumble and fall, it was the boulders that toppled from these cliffs that crashed against the ground that caused more than ripples and waves that had gotten to him. For the mali had seen much in his life, he had seen lords rise and fall with or by his hand, it was the great evils of the world that he had so longed to fight but soon shortly fell in line with, it was the waterlogged homes he lived in and the friends he lost from such grottos that he so dearly missed. And so he thought, what was wrong with going over that cliff? The Sky Soon still in the sun’s bask, the mali shook his head. “Those who fall over the edge are those who gave up too soon.” He said to himself, a simple elf’s simple philosophy. Life comes at a price and danger at every angle, perspective and truth. He shook off his regret, his doubt, and his past. For he turned his head to the sky seeing the gentle blue canvas with the splotches of white and his clear mind spoke again with a powerful and firm voice now, no doubt assured and surely no questioning. “We are not built to struggle, we are built to endure it.” And so he picked himself up with a tug of his staff, the mali’s smile coming back to him as he’d look back in land, for when he was on the edge of the world by it’s throat, he looked below and looked in front, but it was what above him - what he could reach - that had saved him. I am writing this while slightly intoxicated, this is more so a personal piece of character development and more rather writing practice for myself in the attempts of improving and developing my own voice. I hope you all appreciate this short story as I did. I'm essentially trying to play around with imagery, oxford commas, as well as some other techniques
  16. My original idea was to turn it into an rp post but I sorta just decided against it because uh, I'm procrastinating work already It works as a pseudo-roleplay post, if players wanted to pull some ideas into how they'd describe their characters it can always work out just the same
  17. Gods said 'We need to fix the void' yet the gods were like 'someone else do it' so me do it
  18. An attempt at defining types of voidal magi, events that might affect beliefs and perception towards magic and other flavourful information. Archetypes Truth be told there are many types of magi with many mixed beliefs. This first section shall try to define three typical types of magi and how they are defined. Path of Prosperity “The void is without limit and for that reason so am I.” Title Fervour Mages War Mages Adventure Mages Magi who prescribe to this way of life may typically find themselves as court mages, war-wizards and enchanters. These individuals use their magic to further themselves - and potentially those around them - to untold and boundless limits. To a Fervour mage, magic is a tool that anyone is able to pick up and use. Key principles The void is powerful and has great potential to further the mind, body and self. Magic is limitless and anyone who is willing is more than welcome to try and take it. Descendants were given the ability to use magic for this reason. Path of Diligence “The void is an ocean of potential. We are like children throwing stones into water, the small pebbles cause no harm yet the larger ones will stir the fish.” Title Isolation Mages Hermits Magi of these categories are not to be mistaken for hoarders, rather protectors of secrets. Typically falling either into anti-mages - magi who go out seeking those who abuse the arcane for their own knowledge and power (Usually bumping heads with the other two archetypes). They also fall into scholars and protectors of secrets, documenting what they have learnt and trying to prevent others from finding out more. Key principles The void is relentless and contains many horrors and it is the hubris and malevolence of the foolish and foul who surface them. With careful practice and consideration a mage may be able to minimise the collateral damage they cause through casting. Magic was given as a choice to us and a test to show we are intelligent enough to not undo ourselves with it. Path of Exploration “The answers are sat under our noses, the others are lazy not to seek it. My mind endures and yearns for these answers.” Title Academic Mages These magi are those who seek to find the answers written in the universe. Scholars and adventurers combined they delve and hunt for knowledge. These individuals also tend to find themselves as court mages, those whose studies are funded by states, or they’re quietly maddened scholars, hunting for the answers to the realm. Key principles There are secrets to even creation of the creator within the void Knowledge is there, it simply takes the strongest to unlock it. We were given magic as a way to unlock answers from the void. Events and Figures Individuals of Notability and key historical events. Forenote This page is used as a pool of information and used to help characters decide which archetype of voidal user they become. Assume this information is heard about, however the specified are not exactly known. - Knowledge of the occurrence, yet without precisely what went on The Voidal Tear, An event in the history of Arcas where a large voidal horror managed to pierce the Veil, wreaking havoc on the continent. Many mages use this incident as an example of what the abuse and exploitation of the void could lead to. The September Prince, An event in Atlas where a large creature of druidic origin rose and began destroying much of the realm. This has been used as a great example of why mages are required in the realm, as many a time magi were used to help combat the great threat with evocations and other more powerful arcana. Also used as a counter argument as it could be argued that voidal taint had been a factor in awakening the ancient druid. The Inferis Invasion, An event in Arcas where Inferis from Moz Strimoza broke through and many powerful beings attempted to conquer much of the mortal realm. Another example alike the September Prince of why magi are useful to the realm. Mages Guild / Enchantry, Two notable guilds of magi. These guilds allowed magi to share knowledge and research as well as how to practice and understand arcana. Theories on ‘magic based guilds’ can be used and applied in practice by all archetypes Fervour mages may see it as a prestigious academy where only the best of the best can go Isolation mages may see it as a steady slope to lose and rampantly malicious magi. Academic mages may see it as a place to learn and discover secrets with the assistance of economic and physical assistance. Arch-wizards, These are individuals of whom have achieved great magical potential and prestige. Individuals such as the first mage of the mages guild could be one of them. Similar to the idea of guilds, magi of this category can be seen from many angles A potential threat to secrecy, a source of knowledge for academics or a challenge Desire Many magi commonly make a mistake in believing that power is what they want, when in fact power is actually a method in obtaining other things. In time gone and time to come, these are typical and potential goals many magi have: Answers To Life, Existence, Why something happened Prestige Through arcane prowess, social status or intelligence Economic Wealth Through adventure, mercantile methods or other ways of improving wealth. Power should never be seen as a goal as truthfully it isn’t one. And many magi commonly find themselves reaching for one thing and then finding themself at the start of another, desires change and twist as with the magi. Aims of this post This post aims to help magi who are currently suffering from the lack of direction or something to base their character around with some set ideals and morality. This post hopes to assist those who are looking for something to identify best with. Of course nobody has to follow any of this. It’s a quasi-guide for many voidal mages (or even perhaps non voidal users) out there on LotC.
  19. As said one simply needs to devote two slots to it and specify that they are taking it in their MA [MA][Expanded Water Evocation][Name] (Idk could probably just put [Ex. Water Evocation] to shorten it) I'll quickly make some amendments (A 'general redlines of expanded water evocation') section below it all
  20. Something else to improve magic, I instantly give my support and I really do like the aesthetic elements given. +1
  21. Forenote Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, or to support an entire people by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born. Overview Water Evocation, in simple terms, is the drawing of pure water from the Void and then distributing it in the form of projection, better known as ‘casting’. Water Evocation is very diverse, able to be used to create anything from a small puddle to play in, to a flurry of ice and snow to decimate one’s opponents. The only limit to such a power is the mage’s own creativity. Water Evocation takes up [1] magic slot for the starting tiers, however a mage can divert a second [Totalling 2 slots] to get Expanded Water Evocation (Detailed Further) Water Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered water evocationist with a valid [TA]. Water evocation requires a stable connection to the Void. Learning and Casting In order for one to cast water evocation, they must first establish a connection to the Void, known as a Mana Anchor, picture the water within the Void, then pull it into the material realm and cast it. Yet, this connecting is no simple feat for any admiring scholar with a tome to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal connection. Like any Voidal Evocation, the art of water takes years of repetitive study of its element, requiring the mage to know everything from how water moves, to how it feels, to how it vanishes. Another thing of note is that the water evocationist must have a master to teach them in the ways of the Void and water, one who has mastered their art to the tee. Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then summon it from the Void and project it. Properties of Conjured Water Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a mage may find themselves in. However, like water is often calmed and collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south. With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something. Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight. A mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water. Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable. It is also heavily suggested that any user of water evocation looks at the Abilities of Water Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before. Abbreviation Key: N - Non-Combat C - Combat Conjure Water / Ice [N] - A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury. Water Blast [C] - By conjuring water and ejecting it in the form of a blast, a water evocationist can essentially send a jet or projectile of water directly towards an opponent, enough so to knock them back or cause them to topple over. Water Shield [C] - A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires. Water Whip [C] – A water evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the mage, following whatever movements the evocationist so wishes as long as their concentration is upon it. Ice Projectile [C] - Water Evocationist can create shards of ice which they may cast or project towards opponents. This ice can be as detailed or as crude as they wish, ranging from a small chunk of frozen water to a small and detailed dagger shape for aesthetic purposes. Water Wave [C] - By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path. Ice Spikes [C] - Water Evocationist can conjure force large spikes of ice which may act as an defensive offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control. Ice Dome [C] - A greater feat of defensive water evocation which a water evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so chose. Ice Shield [C] - By conjuring a large amount of ice in front of them, water evocationist may create a shield or wall of ice which may be used as a barrier to protect against a variety of attacks, a testament to the versatility of an art such as water evocation. Hail Storm [C] - A 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. Tier Progression T1 - Novice The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few droplets of water before becoming exhausted. Lasts two [OOC] weeks. T2 - Apprentice The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few bubbles and orbs of water before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks. T3 - Adept The mage is has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure water more easily and fluidly when in combat. They also are able to form their water into more defined shapes as well as begin to conjure water, though most water shapes are still a bit liquidy and ice is very crude. Lasts five [OOC] weeks. T4 - Expert The mage now has near mastered their fluidic element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Their ice capability has vastly improved as well, allowing them much more versatile attacks and more refined art. Lasts six [OOC] weeks. T5 - Master The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of water evocation, able to perform powerful feats of their art in both combat and non-combat. Enchantments Water evocation, being as diverse as it is, often yields powerful effects when used in conjunction with the art of transfiguration. Objects imbued with water evocation by an enchanter will sustain any of the aforementioned water spells in a non-creative enchantment, as well as hold the properties of regular water when used in a creative MArt. Of course, even when in a creative MArt, the enchantment still must apply to the most basic redlines of evocation in general, even if the artifact breaks a few of the lesser ones. Mechanics Redlines General Redlines of Water Evocation A water evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void. All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge. Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile composed of water that appears in the shape of a bird. Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. For aesthetic purposes, a mage can make their spell colder or warmer however this will not yield any combative benefits (No boiling or freezing water.) Flavours of Magic - Furthering creativity and roleplay. Stood waist deep in the sickly green swamp water, the mage gently pushed their staff through the liquid as the arcane focus at the end began to glow. Clutching the wooden handle with both hands a viscous liquid began to expulse from the focus, growing into a hovering orb of water with green splotches and a pungent aroma of the swamp about it. When a mage creates water, representations flow into the spell like they were a story. A variety of aspects about their character can help structure, texture and tone their spell to something that can truly represent them. Creating thought evoking creations is a great way to enjoy roleplay, use spells to create interesting imagery rather than simple tools for combat or out of combat roleplay, it is much more interesting to both the caster and the participants of the situation if there is flavour and creativity in the roleplay rather than a bland and bare bones creation to fight against. To help assist creativity in magic, consider these aspects of your character and how it might influence your magic: Background/Backstory Personality (E.g. Aura Colour) How they learnt the magic (E.g. Studiously or with a lot of violence and risk taking) Where they learnt the magic (Sea, Swamp, Lake) Their current emotional state (Anger, Clarity) Expanded Water Evocation Overview Expanded Water Evocation is a new idea with the hopes of starting the creation of more interesting and creative evocation roleplay. By taking up a second slot a mage unlocks two features as well as spells including the creation of steam. Learning and Casting To learn expanded water evocation, a mage must be taught from a user who also has a valid [TA] in water evocation. And must specify that they are learning ‘Expanded Water Evocation’ on their [MA]. This is taught much akin to normal water evocation however with an expanded syllabus of spells and features within it. Properties of Steam Upon taking up expanded water evocation, a mage is able to utilise steam in combative or non combative ways. Evoked steam is harder to maintain due to being an expansive gas. A mage can typically begin casting it around [T3] with some difficulty, getting easier as they tier up. Evoked steam can leave second degree burns at worst on the target's flesh. Evoked steam gives no nutritional benefit, nor can be casted where the mage cannot see. Evoked steam can condense if in extreme cold temperatures. Typically leaving surfaces wet and then falling back into the void. New Features T2 Font Of Mana As if a pond of water, the mage is able to open up their mana pool to those within four [4] metres of them, and allow them to tap into their reservoir of mana. During this period those tapping into the mage’s mana are revitalised from effects from mana fatigue as their pool is restored, however, they cannot cast spells or fight whilst doing so Mechanics Redline T4 Frozen Apathy Mage is able to use their mana pool to passively maintain their body temperature, certain effects of cold such as hypothermia or frostbite can be resisted while the mage performs other tasks with decreased efficiency. Mechanics Redlines Abilities of Expanded Water Evocation These spells can only be casted if a caster has a valid [MA] in Expanded Water Evocation as dedication to the element is required for the techniques and spells to function. Spell here are marked with what tier they can be learnt at the beginning. [T2] [C] Head Bubble - Evocationist summons a bubble of water with the aim to asphyxiate a target they can see, or at least force them to move. This spell was developed as a mage’s way of distracting archers as well as for interrogators within ancient nations. Mechanics Redlines [T3][C] Frozen Breath - Taking imagination from dragons, an evocationist projects as a cone of frost against opponents to freeze them. Mechanics Redlines [T4][C] Frost Claw - An evocationist creates a large appendage made from water and ice to fight their opponent Mechanics Redlines [T3][N] Conjure Steam - Summon steam within an area of effect, can melt ice or heat water to boiling over time. Mechanics Redlines [T3][C] Compression Sphere - A ball of contained steam with an outer layer of water, upon impact with an individual it becomes unstable and bursts causing a wave of heat and light force Mechanics Redlines [T5][C] Geyser - A mage will contain a swelling around a one metre circle on the ground which would suddenly burst upwards with steam like a geyser, typically throwing whatever is above it up as well as scalding it if it possesses flesh. Mechanics Redlines Redlines for Expanded Water Evocation Expanded Water Evocation takes 2 magic slots. On an MA. Expanded Water Evocation would be represented as [Ex. Water Evocation] whereas the singular slot magic will appear as just [Water Evocation] A mage can learn Expanded water evocation from a water evocationist who has only basic water evocation. This will be roleplayed as a mage learning the basic grasps of the evocation, however then moving onto their own syllabus with research and practice. Anyone with water evocation at tier five at this time can dip into expanded water evocation. In roleplay it is suggested that they develop this ability over time. A mage could be seen 'trying something new' with their magic and may find the results interesting to even themselves. Having Ex. Water Evocation allows a mage to start casting spells with steam at [T3]. Reasons for its creation This lore firstly is using base Sorcerio’s lore, furthermore merging his additions into the main lore as well to make finding all relevant information more concise. There is also a new addition to water evocation - and hopefully all evocations as a whole called ‘expanded evocation’ which I’ll detail now. For the longest time evocations have been used and perceived as simply a place-holder magic for a mage to use till they get onto more advanced arcana. My intention with this lore is to expand evocations (thus coining ‘expanded evocations’) by adding more features and thematic elements to it thus allowing mages to treat evocations as something of notability. I make this lore with faith that other communities from other magic (Fire, Air, Earth) will also do something similar, I’d love to see evocations be treated with more prestige and mystery and those who use it to bring in their own creativity. Expanded water evocation allows mages to really devote themselves to the magic and expand their roleplay and creativity with it. This hopefully improves the magic community and helps mages be more creative and detailed with it. Credits Morgan - Main lore writing Sorcerio - Base Lore + Approval for usage Crimster - Major hand in fixing up the lore as well as giving suggestions.
  22. I really think this is a creative form of immortality for voidal magic as it means to gain access to this a mage has to join a community and therefore promotes roleplay.
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