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IsaaKc

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Everything posted by IsaaKc

  1. I hate combat tk but this looks okay.
  2. Cool concept and a serviceable rewrite for Coupling; however, I think you should elaborate more on what an “infusion altar” is. Additionally, specify that empowerment rituals are incapable of being used outside of events in the red-lines. Overall, I like it. +1 EDIT: I think that the empowerment ritual should be usable in non-combative practices, such as Voidal Feeling or Transmutation. That shouldn’t be too difficult to implement, right?
  3. Original TK lore was not well balanced at all and it's been abused in the past few years by players doing ridiculous feats like shooting bowling balls at arrow speed and one-shotting people in a matter of a few emotes. Magic is suppose to provide a fun and interactive RP experience for both parties, and no one likes getting one shot with magic. I don't think TK should have a place in combat anymore because it just seems like a cop out when it comes to combat magic. Line of sight has always had liberties taken with it. Most passed Voidal Magic lore that has been recently submitted has mentioned that line of sight is not a requirement for most non-combative spells, because ultimately, line of sight scuffs RP. That's what it says. .? Correct. As I want to align this under all mages as a household-esque addition, I don't want it to do anything superhuman. It's essentially a Household Magic addition. It's not suppose to be incredibly difficult to grasp conceptually.
  4. Do You Jest When Lore Is In The Question, Archipelego?
  5. What would you define as “good” magic roleplay? This goes for all branches; Deity, Dark, Voidal, Misc, etc.
  6. It’s not even a feat or an MA. I’ve written it to where anyone can pick it up as long as they’ve got a valid MA in every other voidal magic. If it ends up getting passed, it can be easily turned into a Household Magic addition.
  7. Telekinesis Introduction Alteration is a diverse field of magic—magi have always sought to find ways to alter the mana in the world around them, such as changing the state of an object and eventually, manipulating its momentum by reaching out through the Void to mentally grasp the object. These magi, Telekinetics as they’re called, refined this practice throughout decades to eventually create the art of Telekinesis. Magic Explanation Due to the Telekinesis’ limited functionality, it may not be used in combat and only has use utility-wise. The Telekinetic reaches out through the Void to mentally grasp at a solid object and apply momentum to it in order to manipulate the position of the object to the mage’s desire. Telekinesis may not be used to manipulate living organic matter (e.i. one cannot use telekinesis to break a live tree branch, but a long dead fallen tree’s limbs may be snapped with telekinesis) or living people/creatures. Telekinesis could be used for labor, but it may not perform superhuman feats, such as lifting a boulder or launching objects with incredible speed. Learning Telekinesis Telekinesis is an incredibly easy magical feat to learn in comparison to Elemental Evocations, Transfiguration, or Illusionary arts. The concept is fairly easy to wrap your head around. It employs connecting to the Void and creating a mana anchor on the object, often shrouding it in aura or visibly vibrating, and applying momentum to it in order to move it freely. This will be difficult at first, as the Telekinetic may only be able to merely make an object quake. From this point onward, the Telekinetic may perfect their craft slowly until lifting objects comes with significant ease. OOC Explanation - Telekinesis is classed under Voidal Magic in the category Alteration. - Telekinesis does not take up any Magic Slots. It can be picked up by anyone who has a valid [MA] in any Voidal Magic. - A Voidal Connection and Mana is required to cast Telekinesis Spells A Telekinetic’s list of spells is incredibly tight, not really any good for purposes beyond acting as a replacement for physical labor or maneuvering around objects for convenience or as a neat party trick. Manipulate: Non-Combative The Telekinetic applies momentum to an object so it may be freely moved around with ease, be it used as a fun cantrip or for physical utility Summon: Non-Combative Through great familiarization with a specific object and its location, a Telekinetic may summon it without having line of sight or close proximity to it. A Telekinetic could use it to summon a book from another room in their home, or perhaps a mop and bucket of water to clean up that’s stored in a supply closet. Enchantments: Non-Combative A Transfigurationist with Telekinesis, or a Transfigurationist and a Telekinetic may begin an enchanting ritual in order to imbue an object with Telekinetic properties. Red-lines: - Telekinesis may not be used to gain a combative advantage. - Telekinesis may not be used to fly. - Telekinesis may not be used to manipulate living things. It must be non-organic or dead-organic. - If the average descendant could not perform the task alone, a Telekinetic cannot. - Telekinesis may not be used to pick up objects with moving parts or that are fluid in nature, such as water, sand or any gas. - Pre-existing CAs that operate on Telekinesis such as Atronachs are not affected by this and may still be created if the lore is accepted. Pros: - Allows for non-combative whimsical magic roleplay. - Any mage with a valid [MA] of any voidal art can self teach it. - Eliminates all powergame potential in Telekinesis. Cons: - Removes combative potential in Telekinesis. - Small quantity of spells within the magic. - Little use outside of flavor/utility roleplay. Tier Progression Since Telekinesis can be picked up and self taught by any mage with an existing voidal [MA], there isn’t a set Tier Progression because of how small the magic actually is. All spells may be learned in a matter of one or two OOC weeks if the Telekinetic is consistently practicing. From that point onwards, they may practice their spells until they’ve reached the peak at which they consider to have great control over their spells. Author’s Note This is some lore I’ve been contemplating on writing for a couple months. I know it’s going to be controversial and I know that people are going to complain (which is where I ask you to please keep the thread clean). Telekinesis is cool in concept, fits LotC’s magic niche and has a lot of potential in combat for RP to flourish; however, many powergaming instances have proven that many of its users aren’t responsible enough to have Telekinesis. I’m dissatisfied with the Telekinesis revisions that have been submitted which is why I’ve proposed to open it up to all existing mages and restrict it to whimsical magic roleplay with some use in enchantments. Credit Where Credit Is Due Supremacy’s Telekinesis Lore: https://www.lordofthecraft.net/forums/topic/69845-%E2%9C%93-accepted-by-mat-telekinesispsychokinesis-the-movement-of-object-with-the-mind-complete/ Supremacy’s Telekinesis Guide: https://www.lordofthecraft.net/forums/topic/88063-telekinesis-guide/ Isaac – Author
  8. Good lore, gonna be pissed if people metagame this stuff, but good job Squak.
  9. What a lovely rewrite. I wonder what pleasant player helped.
  10. This is literally unreasonable. **** you LT. This server really has gone downhill. Literally shelving a core magic on the server because of sutican retards that rp the magic. I’m mostly betrayed in the regard that Pun was once my friend and fed into the jaded circlejerk that the LT is.
  11. https://www.lordofthecraft.net/forums/topic/186068-✓-feat-magic-lore-seers-eyes-of-vaasek/?tab=comments#comment-1735779
  12. before i start this low effort rant i wanna say that the lore for the magic itself is pretty solidly written and it’s only the feat i’ve got an issue with. i’m by no means bashing the original writer. you’re cool zarsies On the basis thereof, the non-slot-consuming magical feat Seers of Vaseek should not be self teachable. Anyone could RP their characters all depressed-emo over losing their eyeballs, but the fact that most of the time someone loses their sight and I see an MA pop up shortly after on the forums is just a cop-out that eliminates the consequence of actually having your character blinded. People often respond to this saying, “yeah, but no one wants to RP a blind character !!1!” really isn’t that great of a reason. You can get a lot of character development out of your persona losing their sight, just as you could in any other way they might be handicapped. Unfortunately, the majority demographic of people who RP Seer turn out to be self-insert mages. This usually results in Jason the fire mage picking up his blindfold, tying it on, RPing some anxiety for a day or two, then moving on and not RPing any of the downsides from that point onward as he goes on in his cool pixel life as if nothing has happened. I assure you, 100%, you can create much more interesting character struggle, growth and progression if you just stay blind and go from there. This segways into another rebuttal, “they’re a mage! they kind of need sight 2 cast their magic!! !!1” Still pretty silly. If your character misses their magic that much (which there’s nothing wrong if they do, it’s apart of them), then like mentioned earlier, you can get a ton of more RP out of actually having your character go through a struggle rather than putting up a Seers MA. A friend of mine brought up another point that the aesthetic for Seers is cool, which I agree; it would be pretty cool to have some crazy and nerve-wrecked persona that builds their character off of a magic rather than creating a copy-paste Sutican mage. Now that everyone and their grandmother has blindfolds and downsides are no longer RP’d as much, the cool aesthetic is no longer meaningful. Same could be said about Azdrazi and the fifty Izkuthii who would try to mimic horns. Sadly, this takes into account a lot of variables, such as the play-to-win mentality, self-insert mages, etc. so making the feat not self taught wouldn’t “fix” these players, but it’ll block off a lot of the poor roleplay that occurs surrounding it and would make the magic look a lot better. As a final note to the demographic of players I ranted about in this post, please don’t do what I just said. Don’t take the easy OOC-oriented solution to give your mage his/her sight back. Instead just let the RP go naturally and immerse yourself in how your character would feel and go from there. It’s a lot more beneficial RP-wise for your RP group and the narrative surrounding your character and others entirely.
  13. jokerlow more like jokerblow hahaha

  14. This'll go great alongside the Archon rewrite. +1
  15. “Awoken, I have been granted power by the void through rigor and skill. Rewarding, wouldn’t you say, Errant?” - Avenel Synalli, Court Sorcerer of Savoy
  16. A Mage’s Guide to RP Etiquette As magic is a huge part of Lord of the Craft, I’ve thrown together a helpful guide on how to appropriately use voidal magic in its corresponding roleplay scenarios for the benefit of everyone. There’s been a recent influx of magic roleplay that just isn’t quite up to standards of what it should be. Without further adieu, let’s dive in! Connection Voidal connection is the cornerstone in learning Voidal Magic as well as casting its spells. It revolves around establishing a direct relationship with the the void, followed by a tell that may signal people that you’re casting. There’s a few problems here that I want to address, some of us being guilty of them and others not. Tells Tells have always been a hard problem to tackle, as players are often confused on what is allowed and isn’t, but more importantly, what you should do and what you shouldn’t. It’s always best to have your emote be incredibly ambiguous in terms of a tell. Below is a poor example of a connection emote that should never be done in serious roleplay. Bad Example The following is a correct connection emote that all magic roleplayers should take inspiration from. Good Example As you can see, the tapping finger is superior to the aura emote, as it provides little clarity in what you’re actually doing. This makes masked combative casting much easier to do, especially in a densely populated urban area. Emote Length Another common mistake magic roleplayers make is how long their connection emote should be. Too short? Too long? Look no further. Let’s bring back the example from the “Tells” section. As you can see, the emote is short, sweet and concise, but it doesn’t suffice to the standards we’re pushing for. Bad Example A connection emote should always evoke a sense of imagery to ensure that your opponent/participants in the roleplay recognize the undeniable superiority and potential that magic offers. This is what this emote entails. Good Example Emoting the Effects of your Spells As most forms of voidal magic offer a sense of combative use, it’s important to make it very clear to your fellow opponent on how spell will effect the player’s character and how it may restrict their ability in combat. This is a pretty big gray area in voidal magic, which is why I’m here to clarify it. Emote Length A recurring problem in Voidal Magic roleplay, as you’ve seen, but it’s quite easy to fix once you figure out when long emotes are appropriate and not appropriate. Although this emote is detailed and clear, it takes up far too much space in the chat box and it may potentially come off that you just make your emotes large and descriptive to compensate for your ability to roleplay that falls short of Lord of the Craft’s standards. Bad Example Though worry not! This mistake is an easy fix! Below we’ve summarized the emote to be about 1/5 as long with the sacrifice of some meaningless fluff that isn’t appropriate for the situation. Good Example Your Opponent’s Understanding of the Spell This is the biggest obstacle when it comes to combat roleplay that entails magic. It sets good precedent for the magic community when you set an example to how you can clarify spells in OOC if your opponent misunderstands them. You should always say something along these lines to correctly get the message through. Anything else and you’re being vague and unclear. Good Example Non-Combative Magic and when it’s Appropriate The use of magic outside of combat is almost always much more engaging that it is in-combat. This is simply because magic is much more than just throwing flashy spells at your opponents. Below I’m going to get into how you should emote flavorful spells when you’re doing slice-of-life RP. Flavorful Spells This is a rather whimsical and cute emote, but like must of our poor examples, it just doesn’t correctly demonstrate the power that lies in magic and its superiority. Bad Example It’s important to make sure your emotes are flashy and almost exotic in nature. This example of a house decorated with Arcanism is an even better archetype for non-combative magic. Good Example When to use Lethal Spells Most voidal magics have one or two spells that can deal incapacitating damage on an opponent. The problem with this is that magi often use lethal spells inappropriately and end up misplacing them in roleplay. How to Effectively Cast Lethal Spells In this situation, the mage is charging up a spell to finish a fight that’s been going on for at least twenty emotes now. Although it makes as a good finisher, this two-hour long CRP could’ve been prevented entirely. Bad Example Here’s a much more appropriate example. The mage is casting in #w so that he isn’t possible metagamed out by his opponent. Stealth casting is the way to go. Good Example Appropriate Skins for Voidal Magi Likely the toughest part of getting immersed into magic roleplay, you’ll need to get your hands on a skin that would accurately fit with a mage persona. Bad Example Don't do This!! (Credit to GildedDuke) A nice skin, I will admit, but it doesn’t exactly scream “magic.” Let’s try something else! Good Example Do This! (credit to Toxcat) By God, it’s beautiful. This is what we’re looking for. Notice the royal looking cloak, glowing necklace, and to ice the cake, the aura leaking through the holes in the helmet. This is how you evoke a sense of mystery and elegance in your fellow players, as it only prepares them for the true power that you possess. Purpose It’s very rare that I’ll see quality magic roleplay on the server, and obviously, the responsibility falls at the feet of magic roleplayers. New and old players just aren’t getting immersed in their environment enough, and this guide hopes to serve as a catalyst to light the way for new and old magic roleplayers alike who never quite changed their RP or OOC outlook on how they should RP their magic. Credit Author – Isaac/ArchonRewrite Special Thanks to @TheMaster2003 for helping provide examples ...apparently I didn’t make it obvious enough that this was satire. Ah well.
  17. This. I like this right here.
  18. cool lore thekingofthemoon from lord of the craft the worlds number one minecraft roleplaying server
  19. Honestly, just delete the wiki/re-purpose it only for character pages and indepth history. Move everything else to the forums and put it all in a sub-forum that applicants will have access to so they can use updated lore rather than the Wiki.
  20. Thanks Tox. Make the Void great again.
  21. “T’ey’re time could be spent doin’ some thin’ so much better t’an fuckin’ with a nation Tha’s barely affects ‘em. Isn’ it a pity,” Judas paused for a moment, “Sutica doesn’ even do anythin’ t’stay relevant.”
  22. Thanks, Telanir. I believe the lot of you can figure this all out and eventually reach a sweet-spot for administration and staff. Just gonna take time. Thanks for all your dedication to the server, dude. People are quick to hop on the admin-hate bandwagon when they don't realize how much you guys actually do.
  23. What sticks out to you about Shade Roleplay and what makes it enjoyable?
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