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IsaaKc

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Posts posted by IsaaKc

  1. 3 hours ago, ECS1999 said:

    I am not really sure if Fire Evocation really needs a rewrite, even less to become a 2 slotted magic

    the currently accepted evocation lore was written in line with FlamboyantRage’s standards during his tenure as lore admin. the criteria used then is now widely unpopular and most of the server’s magics have received rewrites to do away with the Flam-era lore standards. evocation and the rest of voidal magic are the only pieces that haven’t been updated in this regard. very necessary rewrite in my opinion.

  2. I respect the effort you’ve put into this, but as the above comment said, a lot of the spells here were in some way apart of TK, which was shelved for being problematic.

     

    Also I strongly disagree with this being named an “evocation.” If anything, this would make more sense as an alteration magic since gravity is not a tangible thing that can be “evoked” like water, air, fire, etc.

  3.  

    Voidal Tremors

     

    6mQK0aHstziYPsB1UQ4SBvJpvDvMBwZuPuTkRyDWQCq377DzVpgeD5L7HKeYONlKge1cRnhaYRS_eJcFZoRU3AtML4tUuG_BrXprdoplzdrak5gfh1SgSaUEdgOmXXP4Wqz0gwcrkcATHdZ0weM

    (credit to Bored Panda)

     

    “Just as I move, the Veil bends and buckles as it must."

     

    Background

    The Veil encompasses the Realm in a near stalwart embrace, shielding Descendants from the erratic and destructive Voidscape that only pushes forward in its effort to undo all that has been done. Despite this, variables both inside and outside its hold threaten it at all times. The megalomaniacal Magi of the world selfishly rip holes in the Veil’s fabric to harness Voidal energy as to feed their desire for power, while Horrors and abominations originating from the Void that seek entry to the Material Plane challenge the integrity of the barrier in their attempts to pass through.

     

    Though the Veil wards off much of the threats to the world, it never stands in complete solidarity, always conforming somewhat to the forces beating down upon it. In a similar fashion to the rolling waves of an ocean, the Veil’s structure bends and folds for every blow it is dealt. These specific movements of the Veil, dubbed “Tremors” are due to their mostly non-threatening effects on the Realm, yet interact uniquely with Enchantments and Magi.

     

    Tremors and Their Characteristics

    Voidal Tremors passively ripple throughout the world due to a wide range of subjects relating to the Void. The casting of Voidal spells, creation and use of Enchantments, and interactions between the Veil and Voidal beings all result in a constant undulation of the Veil across the Realm. As a result, brief spouts of Mana will disperse throughout the area whenever these Tremors occur. The duration of Tremors can vary, lasting from as short as a couple seconds to as long as an hour or two in much rarer cases. The effects of these mysterious discharges of energy are detailed further down.

     

    Voidal Tremors and their release of energies take on no obvious appearance. At best, they are barely visible distortions in the air that may often be discounted as heat distortion or tricks in the eye. However, should someone possess a means to see Mana, this energy becomes much more visible, granting them awareness of the strange anomaly that Tremors are.

     

    The intensity of Tremors varies. Most are relatively consequential and harmlessly affect the world’s biomes, but more intense Tremors may result in stranger happenings. In rare cases, animals or other lifeforms may become tainted by the Void, or the landscape may hollow to a lesser extent. In the most extreme cases, a Voidal Tear may rip open due to the intensity of the Tremor.

     

    Spoiler
    • Tremors are not clearly visible and may not be detected through normal means.
    • Veil Watchers, or anyone with a tool that allows them to see the density of Mana are able to perceive the dispersed energies for a few moments before their diffuse into the area.
    • The energy dispersed by Tremors may not be Felt by a Transfigurationist due to the fleeting nature of the Mana released by the Tremor. If it is attempted, the result would be akin to trying to contain sand in a net bag.

     

    The Effects of Tremors

    Little is known about their nature among even Magi, especially since their effect on the landscape and objects varies and is near impossible to reliably predict and track. However, the disorderly mana released by Tremors can slightly impact many Descendants depending on their relationship with the Void. These effects on descendants only last as long as the duration of the Tremor.

     

    Effect on those unattuned to the Void

    Spoiler

    Descendants and beings with a Greater Soul that do not practice Voidal Magic will not experience anything permanently transforming or damaging. The energy released by a Tremor is not dissimilar to that of a Hollow, but carries significantly diminished effects, such as:

    • A brief, faint pain in the chest.
    • A sudden feeling of anxiety or wrongness.
    • A chill down one’s spine.
    • Walking into a room and forgetting what you were going to do.
    • Ringing in the ear that lasts for a moment or two.

     

    Effect on the Void-attuned

    Spoiler

    Voidal Magi will experience the same effects as those unattuned to the Void, as well as a couple other unique effects, such as:

    • A small movement in their Mana pool, as if they were casting a quick cantrip.
    • A brief feeling of alertness.

     

    Effect on Veil Watchers

    Spoiler

    Magi who have been granted the boons that come with Veil Watching have a more intimate relationship with the Tremors of the Void, feeling all that a Void-attuned feels, as well as the following effects when near a Tremor:

    • A conscious awareness of the constant shifting of the Veil.
    • An intense, heavy feeling in their chest when a Tremor releases its Mana in the nearby area (about fifty blocks in radius.)
    • Fuzzy/distorted vision lasting a few seconds when a Tremor releases energy.

     

    Effect on Voidal Atronachs

    Spoiler

    Although the mana byproduct of Tremors does not harm Atronachs, it will not bring any major change in energy due to the mana dispersed being erratic and diluted compared to the mana used to re-charge them.

    • Voidal Atronachs will only perceive the energy dispersed by the Tremors as if they were soft breezes in the air, bringing a slight rejuvenating feeling to their cores.

     

    Effect on Constructs lacking a Greater Soul

    Spoiler
    • Entities such as Automatons and Golems feel no effect whatsoever from Voidal Tremors.

     

    Effect on the landscape

    Spoiler

    Tremors have very little effect on the landscape in relation to the otherworldly transfigurations found in Hollows created by Tears. Instead of having outright bizarre transformative affects on the landscape, the mana dispersed from Tremors can have a "pushing" effect that gently influences the rise and roll of the landscape and its natural gifts. These include:

    • Clearings in the forest (not an instantaneous movement of trees, rather, a Tremor could influence the distribution of saplings early on in their growth and create such a pattern).
    • Oddly shaped but not logic-defying rock formations
    • Geometric arrangements of fauna.
    • Arrangements of fungus akin to fairy rings (no effect or inherent connection to Druidic Fae Rings).
    • Other natural, but notable or "interesting" spots in various biomes.

     

    Effect on Enchantments

    Spoiler

    Enchantments created by Transfigurationists that do not have a specific method of replenishing themselves will be recharged if they have been used already, consuming some of the dispersed energy released by the Tremor.

    • Combative and non-combative Enchantments, as well as MArts that are mechanical items will have their charge replenished passively. This will does NOT affect combat or replenish an Enchantment during a hostile encounter.

     

     

    Clarifications

    Spoiler
    • Voidal Tremors do not grant any casting advantage and may not be maliciously used by players.
    • Large-scale effects of Tremors are reserved for Story Team use.
    • Tremors and their effects cannot be reliably triggered with intent and thus cannot be used by players to speed up the charging of their Enchantments.
    • Groups of Magi in close proximity ranging from 3-4 can sometimes trigger Tremors, with the effects increasing in magnitude as the amount of Magi increases. The effects may be emoted by the involved players, but do not provide any mechanical or roleplay advantage besides flavor/setting of atmosphere.

     

    Purpose

    This a resubmission of the previously denied lore. I originally came up with this idea when wondering how a satisfying explanation can be provided for the replenishment of Enchantments since the removal of the re-charging system that existed pre-Lore Games. I believe that this offers a short and sweet answer to such a question, as well as expands on the relationship between the Void and Material Realm with how movement in the Veil affects people, constructs, as well as the landscape. I could see ET playing with this concept to craft Magic-based narratives or just as a quick hand-waivy reason for creating a quick Voidal event. That being said, it could just as well exist solely as an expansion of Voidal interaction with the world. I did not write this lore with the intention of stepping on the toes of any other pieces. If any inaccuracies exist within this lore, please shoot me a message at Isaac#3525 and I’ll be happy to amend them!

     

    Below I have included the ST feedback for the previously denied submission for purposes of reference:

    Spoiler

    2b431d33c83049d8e152b39c2b9ea2cb.png

     

    Author - Isaac

     

    Previous submission:

    https://www.lordofthecraft.net/forums/topic/214607-✗-world-lore-voidal-tremors/

     

     

  4. 1 hour ago, Priceflash said:

    needs specific guidelines so it dont step on toes or be overpowered just cuz its noncombat doesnt mean u should be able to just do whatever u want with water it should be easy to tell if someone powergaming or not based on skimming the lore 1 time u need to control for the most worst faith user bc they WILL get ahold of your magic

     

    literally cant see this magic getting accepted unless you remove all ice from the lore the frost witches gonna block u in lore review cuz theyre all st buddy lol

     

     

    Read the red-lines under the spell.

  5. 3 hours ago, Cloakedsphere said:

    My issue doesnt only stand with just water evocation, but, all heavily combative magics that grant extremely strong abilities at little to no cost to the user both IC and OOC while allowing you to min-max multiple (3+) tier 5 magics onto a singular character. Regardless of what is accepted now or whether this gets accepted or not, I think the slotting should change and I am voicing my opinion on that.

    Well then your issue seems to be more related to the current criteria set by the Story Team. You're entitled to thinking that way of course, but I think you're barking up the wrong tree. The author here is merely following current standards. If you feel strongly about how slotting works, I would suggest voicing that to the ST.

  6. On 4/6/2023 at 11:45 PM, Cloakedsphere said:

    I disagree heavily with a purely combative magic (aside from your 1 non-combative spell) being a 1 slot magic all the way to tier 5. Thats my biggest gripe. Quite the powerful magic for 1 slot all the way up to tier 5.

     

    This is literally the current accepted lore with a few tweaks. I don't want to be accusatory but it seems like you literally saw the "combat" and "non-combat" marks and wrote a comment based off of that.

    14 hours ago, VictoriaMinaj said:

    overall i personally don't like reinforcing the (very true) stereotype that voidal evocations are solely and purely intended for combat. i'd rather see rewrites that actually aim towards detracting from this stigma and not pieces that have been rushily written for no particular reason (because this could have come way sooner and in a much more drastic bundle of changes). 

    Everyone always talks about steering evocation "away from combat" but no one gives suggestions. Do you have any specific ideas?

    To me, it's less about making it """more""" combative as you have insinuated this rewrite has done, and more about trying to actually conjure up interesting ideas of how you could further expand on evocation without bloating it/going beyond the one slot boundaries.

  7. Johann sent me this so I’m obligated to comment.

     

    Honestly this should be treated on a case by case basis (e.g. you make shield-esque spells take too long to charge, they’re gonna become useless in combat.) Better yet, maybe add only a 1-2 emote non-void mage additional charge for spells T4 and T5. Most of the useful bread-and-butter enchantments are T3. Making someone charge 4 emotes to activate a fire sword is a little ridiculous.

     

    Concept isn’t bad, I just wouldn’t blanket it on all combative enchantments like this.

  8. Name of the Artifact:

             Amulets of Ars Lux

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

             Yes

     

    MC Name of the person(s) currently in possession of the Artifact:

             WhatShallWeDoNow, gameingg, Mavromino

     

     RP Name of the person(s) currently in possession of the Artifact:

             Octavius, Dargicus, Iratus

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             WhatShallWeDoNow, gameingg

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             Octavius, Dargicus

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             


    https://imgur.com/a/rTVl8fx

     

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

             

    Before you is an amulet of fair craft. A dime sized [topaz/sapphire/ruby] is encased in a frame of Arcaurum. At the gemstone's sides, two Focus Crystals sit, all threaded by a thin leather strip. When a Voidal Mage dons the amulet, after their connection emote, they are capable of manifesting their Aura and creating passive art with it so long it is not bigger than two blocks in volume. Should the amulet be separated from the user, they will be stripped of the ability to shape their aura. Requires 1 connection emote + 1 emote to manifest aura.

     

     

    Effect(s) of the Artifact:

             

    When a Voidal Mage wears the amulet, they will find themselves with the ability to manipulate their Aura passively after connecting to the Void. It may be shaped into anything the Mage desires, but cannot physically affect anything.

     

     

    Red Lines of the Artifact:

             

    - Does not grant a combative advantage.

    - Shaping your Aura is considered casting, and as a result, when the Mage begins casting another spell, their manipulated Aura will disappear.

    - The manifested Aura may not exceed a greater volume than that of two block.

    - Aura may only be manifested within a radius of five blocks of the Mage.

    - The shaped aura is not tangible and cannot physically alter or affect anything.

    - An Abjuration will obstruct the Aura if hit, and should an Abjuration land on the Amulet itself, it will immediately render the Enchantment useless.

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    An Enchantment is placed on the central gemstone of the amulet, one that quaintly drains Mana at a near inconsequential rate from the Mage's mana pool upon activation. The cetral gemstone is framed in Arcaurum as to help facilitate the process. The consumed Mana is then concentrated through the Focii Crystals at each side of the gemstone, the byproduct allowing an Aura so pure and dense to be manifested infront of the Mage. As a result of the concentrated Aura, the Mage is able to easily interface with it and shape it to their whim.

     

     

    Number of duplicates of this Artifact:

             3 total

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?:

             Yes

     

     Have you applied for this Artifact before, and had it denied? If so, link the app:

             N/A

  9. I only skimmed the first few lines because Mage siege weaponry is not something I really care much about, but these should 100% require Magi to operate. I know that the appeal-to-tradition isn't always valid, but as was the case with Amplificares, any sort of Magic siege equipment should require some sort of operation by a Mage. Otherwise it promotes the same sort of culture as melee characters stacking themselves with Enchantments to significantly increase their odds of winning.

     

    Plus you're probably British.

     

    -1 until you fix my one nitpick

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