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IsaaKc

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Everything posted by IsaaKc

  1. In the sense of how undefined the spells were. Now we have smooth brains trying to soundproof rooms and one shot people because garbage RPers have the magic. Gotta define EVERYTHING now.
  2. The void is really stale as a concept and it needs necessary adjustments and changes to at least make it half-fun to RP. I’m all for this.
  3. First of all, I wanna say thanks for providing well structured feedback rather than senselessly complaining. I’ll assess each bullet point accordingly. - I brought this up in lore games arcanism chat and everyone said that it should only take up one TA slot. I don’t think it makes a difference, but even more expansive magics like Blood Magic can take up multiple slots, yet still only call for one TA slot. - I honestly despise old arcanism lore because of how vague the beam is, so I sympathize with you on this. I was going to add in specific parameters for the beam’s power depending on how far away its gone from its point of origin, yet it seemed to have slipped my mind. I think I’ll take your suggestion of 3-4 meters. - I was really trying to hit the target on the point that a ray can’t really be evaded via conventional means of movement. This is especially annoying after your adversary emotes stepping out of the way from the calldown ray as soon as it’s cast. Nonetheless, I’ll clarify this and nerf the speed. - Sure. Not much else to say about this.
  4. First of all I wanna say that this post doesn’t target any specific person. Mystery’s post that went up today simply reminded me that I wanted to put this up. Most of the ET who’ve done world events or written them up I really like, such as Xarkly and Mystery. Anyway, world events haven’t really worked on LotC for the past couple years and I don’t think they should become the precedent for quality event lines. Although they catter to the entire playerbase and give everyone a fair shot, it doesn’t really work in an LotC environment in the sense that smaller events do. This results in the several cons that result in running a world event, including, but not limited to: - getting pm’d every day about “can i do x with this event artifact??” - delays to events and polls in discords on when the event should be, excluding entire timezones of players because the event that was suppose to happen at 6pm EST cucks most of the GMT community. - macguffins (items that are critical to the plot) being handed out to certain playerbases and people that make the rest of the event-goers essentially useless - several pms mid-event as to why your tier 5 fire ball didn’t hit the epic event creature and one shot it - particular archetypes of players begin fighting RPly (and OOCly in some cases) for a protagonist-esque position, which brings down the experience for everyone. - have little effect on the current global narrative, being almost meaningless and not really inhibiting any rp (ex: trade getting shut down in Sutica because voidal corruption has made them prone to frequent attacks on the roads) - often lead to forgettable experiences rather than more remembered smaller event lines - result in large clean ups for staff to handle be it lore related or build related - result in confusing event CRP or largescale event pve that the server can’t handle Pros: - includes all of the playerbase and (usually) doesn’t discriminate - gives players the chance to use siege weaponry or event-only restricted spells in magic - allows the playerbase to explore large-scale ET builds that have (usually) had time and dedication put into Now, you could sit here and probably come up with a list of several more pros, but this was all that I could really note that isn’t immediately cancelled out in the cons. I just think that the drawbacks immensely outweigh the good bits that come up with bigger events. Instead of senselessly complaining about the problem, I’m gonna offer a solution to the problem that could potentially take the place of world events. Dispering ET actors from nation to nation and some to larger charters would include most of the server and provide anybody the chance to step in to their local event line(s), rather than slapping more than eighty people on a single ET or two who’s controlling four different creatures and responding to thirty emotes per turn. As I said before, world events shouldn’t be the precedent for the ET and I think that it’s more detrimental to the server rather than beneficial.
  5. Each spoiler describes how a spell works and how it's done. Just take a look there. To get rid of three emote one shots and Deus ex machina arrows that were never RP'd being translocated in the first place. A lot of people don't like it, including the LT.
  6. Everyone's TAs are likely going to be pulled to give people who don't have both magics time to learn to RP them.
  7. +1, but I’m bias because Tox held me at gunpoint to help.
  8. I initially wasn't a fan of making the magic 2 slots. I only grew on it when I realized that locking the more powerful and iconic spells behind 2 slots would discourage things like min-maxing, and from an RP standpoint, show that Arcanists using the more volatile and high tier spells would establish the dedication they put into the magic.
  9. This looks really good. Please put it in the redlines that thanhium can't be voidally felt or transmuted via transfiguration, though. Even though you specify that it reacts negatively with voidal magic, you should clarify that anyway.
  10. Arcanism – Masters of Potential Introduction Since the dawn of magic, mages have sought to push themselves to their limits, gaining for themselves true power and knowledge of the Void. Arcanism in its archaic form was alien and vastly different in the past. Accomplished acrobat, Iatrilemar Elervathar, would go on to apply the concepts of balance associated with aerobic and gymnastic practices to this unclassified potential, pioneering defensive spells and further expanding on it with projectiles and artistic capability. The final result? A unique and powerful art unforeseen by descendants and magi across the realm. With such a power, mages could mold arcane energies as easily as clay, forming for themselves any projectile or tool they desired. Such a feat can be used to make anything from a simple flower to a beam of pure voidal energies. The potential of such a power is endless, making it the most versatile of all arcane magics. Magic Explanation With arcanism, a mage is able to manipulate pure Voidal energy and pull it from the Void in order to create anything they wish. Such energy can be summoned in a solid, gaseous, or liquid state. Once the energy is pulled into the physical realm, it appears as thousands of pebble-sized wisps or swirling streams of gas-like energy, which are used to form whatever the mage desires. The mage can appear as a formidable force with the use of projectiles, a sturdy defensive force through shielding, or an innovative and artistic individual through the use of arcane art. Learning Arcanism Like all arcane magics, arcanism requires many years worth of study, repetition and the cost of a mage’s physical strength. Being such a versatile magic in comparison to other evocations and its lack of natural existence in our realm, arcanism requires twice as much study to unlock its full potential and may not be self taught. The arcanist must study how arcane moves and its natural properties, such as its inability to retain temperature and its naturally volatiles properties in high densities. The right mindset is also necessary for Arcanism. Someone who is anxiety-ridden and uncertain in their emotions will have great difficulty upkeeping shields and may cast an undesired spell out of impulse. OOC Explanation - Arcanism takes up [2] Magic Slots. It is not a feat and there is no [1] Slot specialization. - A voidal connection, and mana is required to practice Arcanism. - Arcanism may be taught by players who possess an accepted [TA]. - Players must have a valid [MA] to use Arcanism as an in-game magic. Properties of Arcane When an arcanist summons arcanism into the realm, it takes on the color of the Arcanist’s aura and is naturally luminescent. Arcane is neither hot nor cold, being of neutral temperature and unable to hold any sort of heat. Once initially summoned, arcane is ethereal and its early state does not possess the properties of a solid. In the Art specialization of Arcanism, wisps may be more loosely or greatly packed together—the more compact the wisps are, the darker the gradient of the aura. Solid applications of Arcanism, such as shielding and conjured solids may resonate sound when struck, the thinner the solid, the higher the pitch. Combative uses of Arcanism generally require the wisps to be compacted together, taking on a more solid state, though delivering harsh impact and blunt force to the target in question. Since the magic wants to be free and unrestrained, the denser and more volatile the spell, the more exhausting it is to hold together, causing it to take on rigid shapes in contrast to its non-combative ability. Spells The arcanist is capable of a broad and colorful variety of spells from which they may cast, be it to become a defensive force that is truly a task to break through, an offensive force that’s surely to be reckoned with should one be fought, or a spectacular artist that may shape their energies to their hearts desire. Combative abilities are very cut and dry, however, pack a punch against the unsuspecting foe, whilst an arcanist’s gift of artistic uses of arcanism are much more versatile and are only limited to the user’s imagination. Spells - Art The most open-ended of all the arcane subtypes, allowing the arcanist to create practically any complex art that they wish, conjuring great densities of wisps to manifest different shades of their aura. It is often non-harmful and has very few applications in battle, from creating a few butterflies to dance around a child to manifesting a shroud of energy to hide within or used as an aid to escape. Such a power has astonished scholars and descendants alike with the precision of this feat. Conjure Solid: Non-Combative This spell allows the arcanist to conjure a solid that may be manifested into whatever the user desires in various shapes and sizes. Such could be used to create a plate, bowl or any other sort of solid object an arcanist can think of. Conjure Fluid: Combative/Non-Combative This spell allows the arcanist to create and imitate any liquid or gas-like structure that the arcanist desires, capable of imitating low moving liquids like honey, free-flowing water-like substances, creating projections of artifacts and objects, or using a mist-like shroud to confuse foes and mask the mage, giving them a tactical advantage, Conjure Arcane Energy: Non-Combative This spell allows the arcanist to summon and manipulate an array of arcane wisps. They may be shaped into an ethereal orb of light or casted around the user, comparable to glow bugs flying around someone. It could be used as an elegant spectacle, a party trick, or to illuminate a dark area. Spells - Projectiles The primary arsenal of Arcanism, permitting the arcanist to solidify Voidal energy into concentrated projectiles which they can then launch at their opponents. Such a specialization is very versatile, allowing the arcanist to barrage their opponent with several arcane projectiles or even crush a target with a beam of pure arcane energy. Such comes with a consequences: more damaging and advanced spells will violently combust in front of the mage if their concentration is unwillingly broken. Arcane Missile: Combative The arcanist calls forth energy to shape into a single small projectile that in itself seems meek, but can qualify as a formidable threat when an arcanist sends a barrage of missiles towards you. These are the simplest and least mana demanding combat spell that Arcanism may offer. Arcane Bolt: Combative A step above missiles, the arcanist calls forth energy to compress into a dense golf-ball sized orb that may be shot off in a short amount of time, though expends more mana than a missile. This is known as the "quickshot” of arcanism due to its hard hitting nature and the unsuspecting impact of such a small spell. Arcane Orb: Combative The arcanist calls forth arcane energy to take the shape of a moderately sized spherical shape and compresses it together into an unstable ball of energy. Orbs are slower to cast and travel significantly slower than Missiles, but pack a heavy punch and are capable of pushing targets within its range back a couple meters and even carrying the potential to knock those unprotected unconscious under the right circumstances. Arcane orbs of the most powerful area of effect projectiles and deal the greatest concussive force. Arcane Disc: Combative The arcanist calls forth arcane energy and forms what could be described as a small disc shield, no bigger than a foot in diameter. Arcane discs are thrown projectiles that deal great knockback to the opponent, though deal little pain or concussive force. They offer no protection and cannot be used to block or deflect attacks and projectiles. Arcane Arc: Combative The arcanist calls forth arcane energy to create a small ball of energy, then fire it off in an arc shape as the name suggests. Arcs are as fast as Bolts and deal the concussive damage of an orb, as well as knock the opponent back a few meters. As the name suggests, they “arc” through the air, making them hard to track as they home in on their target. What particularly stands out about these spells is that they may be shot around corners briefly before fading away. These are difficult to cast and are not a largely disposable spell to the arcanist. Arcane Beam: Combative The arcanist calls forth arcane energy to gather an unfathomable amount of unstable energy in their arm and expels it forward from their palm in a powerful beam; a jack of all trades that offers high speed, great concussive force and unforgiving impact. The Arcane Beam greatly incapacitates opponents and and is often lethal in most situations lest medical attention is received quickly after. This could be perceived as a spell to finish a fight. Arcane Ray: Combative The arcanist conjures a large amount of energy above one or multiple targets, calling it down with great force upon their opponents with incapacitating damage. The arcane ray is arguably the most powerful spell in the projectile specialization. Such a spell takes great focus and is stationary, often only used on a large sum of opponents or on unusually large-sized creatures. Spells - Shielding A mage, as powerful as they are, may still require some defense in even the most dire of situations. With such a need in mind, an arcanist is able to form a barrier out of pure arcane energy to defend them from any attacks that may threaten them. An experienced arcanist’s shields may even rival the sturdy ferrum shields that seasoned warriors use to protect themselves. Arcane Disc Shield: Combative The arcanist may shape their energies into a long disc shape that can hover over their wrist for easy movement or be hovered around them in a radius. It may be expanded to cover a wider range at the cost of extra mana. This is often the bread-and-butter of the Arcanist’s defensive arsenal due to its quick casting time and serviceable durability. Arcane Flat Shield: Combative The arcanist manipulates their energies to evoke a flat shield that melds to surfaces, acting as a barrier for small spaces such as doorways or arcs.Weapons and projectiles recoil off of the barrier. This, of course, calls for more concentration, as bending the shield to fit into more irregular spaces will require more mana and precise control. Arcane Bubble Shield: Combative Thought of as the most iconic spell in the shielding specialization, the arcanist focuses energy infront of themselves and curves it around their form, creating a spherical shield that may encompass them and potentially a few additional individuals from harm’s way, or trap their foes. The arcanist is stationary whilst the shield is being cast. Arcane Trap Shield: Combative A more harmful twist on the bubble shield, the Arcanist summons a strong bubble shield around their opponent, trapping them within its confines. The user may choose to compress this down on their opponent to inflict pain, though shattering the construct shortly after in the process. Arcane Pulse Shield: Combative The arcanist applies this to an already stationary Bubble Shield around them, or multiple targets. The bubble shield becomes semi-solid, rapidly expanding out around the arcanist for up to five meters before fading away. This spell is often helpful when the arcanist may be overwhelmed with multiply targets, as most area of effect spells in arcanism are. Arcane Colossal Shield: Combative Many arcanists enter an intense meditative state of focus and conjure a massive bubble shield over a large area such as a home, or sometimes an entire city. This is only to be used in large raids and events. As a consequence, the mages are greatly vulnerable whilst casting and upholding a Colossal Shield. The arcanists may be physically drained for days on end after performing such a feat, as the spell often drains such an immense amount of mana that may render them bedridden. As arcanists meld their energy, it may produce a blend of all colors, creating a singular colored shield, or perhaps a shield that is splotched with each arcanist’s aura. Spells - Tools A more utilitive branch of Arcanism, the user may call forth energies to forge more simple and less mana intensive constructs, be it something as simple as a woodcutter's axe, or chains to restrain something or someone from movement. Arcane Tools are often learned easily after practice with shaping their energies and solidifying them. Arcane Utility: Non-Combative The arcanist calls forth energy to create any utility to be used in labor or recreational activities, such as cutlery, a plate, pickaxe, a shovel, a basket and many more options. These take little focus and mana unless used for prolonged periods of time. Utilities may also be used to achieve minor advantages whilst in inconvenient situations, such as an alchemy lab, or an instrument even. Arcane Lens: Non-Combative Due to the transparent nature of arcane, the arcanist may shape their energies into one or many lenses to use purely as utility. They may create tools such as a magnifying glass, telescope/spy glass, or even spectacles. However, the arcanist should have experience with creating optics beforehand to produce effective lenses, otherwise leaving the arcanist to experiment with this spell. Arcane Chains: Combative A complex spell, commonly known for making things more interesting, used by experienced arcanists to restrain a foe or medium sized creature from movement by shaping energy into chain-links. These may be evoked from the ground, directly from the arcanist’s hands, or from a wall, should line of sight not be violated. They coil around the opponent’s wrists and ankles to render them greatly immobile Tier Progression Novice (T1) - The scholar has just begun their studies in arcanism, assuming they already understand how to establish a connection to the Void. They may just barely be able to form a few wisps before being exhausted. This lasts for 2 weeks with consecutive lessons. *Bolded spells are gained at the specified tier. Student (T2) - At this point, the arcanist is able to conjure their wisps with greater ease, now able to form them into simple shapes with some difficulty. This lasts for 3 weeks with consecutive lessons. *Bolded spells are gained at the specified tier. Adept (T3) - A mage now has a better grasp upon their magical ability, able to conjure wisps with less difficulty than before and manipulate them in a much more efficient fashion. This lasts for five weeks with consecutive lessons. *Bolded spells are gained at the specified tier. Expert (T4) - The arcanist has nearly mastered arcanism at this point, being able to conjure their wisps easily and solidify their arcanism quickly. They still take some time to cast most of their spells, though with much greater ease than before. This lasts for six weeks with consecutive lessons. *Bolded spells are gained at the specified tier. Master (T5) - The arcanist has completely mastered arcanism, able to conjure wisps near instantly and solidify them. They understand every possible use of wisps in casting and can perform simple spells with incredible ease. This tier is reached after the magic has been practiced for 16 weeks total. *Bolded spells are gained at the specified tier. Red Lines - Arcanism requires line of sight to be cast combatively. - Fatigue MUST be emoted. - Arcanism may not be manipulated with Telekinesis. - Emote counts are set in stone unless specific lore states otherwise. - If an Arcanist wishes to evoke a spell at a great distance from themselves, one additional emote is required for every five blocks. This, of course, expends more mana. This does not apply if there is a specific range on the spell. - ARCANISM BEAMS ARE STILL NOT HOT AND MAY NOT BE USED TO INCINERATE PEOPLE. - Arcanism may not be sharp (save for enchantments). - When spells explode, they act as minor shrapnel, though only may inflict minor cuts. - Arcanism may not be used to create weapons (save for enchantments). - Arcanism may not be used to create armor. - Arcanism may not be instantly cast. - Combative Arcanism on its own may not retain temperature. The only instance in which Arcanism may retain heat is if it’s being used as utility, such as an alchemy lab or cooking supplies. - Combative Arcanism takes on uniform shapes, such as orbs, arcs, or linear lines. It may not be jagged or uniquely shaped. - Non-combative arcanism may not exceed the durability of iron, and will disappear if used combatively. - Arcanism is vulnerable to wards and abjurations. - Arcanism may not be used to soundproof a room or area. - Arcanism spells will rarely be “one-shots.” Spells will often have to be used in numbers to do lethal damage. - Arcanism may not be used to levitate people or objects, fly, or give any mechanical advantage (bridges, ropes, stairs, etc). - Arcanism may not be multi-colored with a person’s aura except for when multiple arcanists aid to create a colossal shield. - Arcanism may not be used to breathe underwater. - It is your responsibility to roleplay the effects of your spells, not your opponent(s). Changelog - Added drawbacks to more volatile spells. - Added movement limits for higher tier spells. - Added Arcane Lens. - Added emote counts for each spell. - Removed sharp Arcanism (save for enchantments). - Line of sight isn’t as strict in non-combative Arcanism. - Removed most arcane weaponry spells and combined some spells into properties of other spells to better compliant with Lore Games criteria. - Made Arcanism entirey 2 Slots. Concept Art and References Author's Note As an avid member of the Voidal Magic community and user of Arcanism, I along many others, were displeased with the current problems the magic carries, along with the most recent Arcanism rewrite that was submitted. My intentions with this rewrite were to carry the precedent that Arcanism should be an interesting magic that facilitates roleplay outside of combat, yet also ensure that it was a formidable force with newly written drawbacks and clear clarifications, as magic should be restrictive in combat, though being expansive and versatile outside of combat. This was one of the main problems with Arcanism and Evocation in general. Players aren't told how expansive they can be out of combat, and as a result, non-combative magic RP suffers because of lack of clarification. This is what I want Arcanism to be, I want it to employ creativity and be more than conjuring a projection of a weapon or shooting magic missiles at your opponent. Credit Where Credit's Due This rewrite took quite some time to pull together and wouldn’t be possible without the great minds that helped shape this lore or the previous generations of it. Below are posts that inspired this lore to be written which I referenced while putting this together. BrandNewKitten’s Lore: BrandNewKitten’s Guide: Isaac - Author Jenny_Bobbs and Sorcerio - Co-Authors And to everyone in Lore Games discord who gave feedback!
  11. That’s not necessarily true at all. Magic is meant to expand on your character, whether or not it’s OOC oriented. What you’re referring to are subpar mages that let their magic define their character—which isn’t the archetype I’m trying to exemplify.
  12. A’ight, so first off before I begin this post, I hate using the word “endgame” to describe things like Archons, Wights and Zar’akal. A good end to a character's story is a good endgame. Furthermore, any mentions or uses of the word of “endgame” in this post is in reference end-goal or beacon for someone to reach and should not be necessarily in reference for a character’s story to cease. Got that out of the way? Good. We're all familiar with the **** show that was Archons. No disrespect to the original author, as the lore itself was well written, but brought on several problems that came with it, which as a consequence, put a bad taste in the community's mouth whenever they hear the word “Archon.” With all being said, this being targeted towards the Voidal Mage community and anyone else who'd like to share their opinion, do you think that an endgame for voidal magic should be written at all with reasonable boons and drawbacks, or it should be left alone? To add to that, what should and should NOT be done if lore for an endgame were to be written?
  13. Only on Lord of the Craft the world’s number one Minecraft roleplaying server! #FreeHongKong
  14. Maybe I can have some actually good Chi RP that doesn’t involve snapping iron bars like twigs and one punch maning people while your intestines are falling out.
  15. I love the addition of the perfume spell. Also some very nice formatting. Good job! +1
  16. Holy ****, I see Ninjaclimbs name and there’s four pages. Someone shut this thread down.
  17. Hello everyone! I found myself pondering the other day about how controversial magic RP is on LotC and how it can be a very black and white situation. Everyone’s got an opinion on mages and a lot of them are pretty similar. That being said, what do you think makes a bad mage RPer (if you’re going to answer with just “edgy” or “power-gaming,” please elaborate and go further into depth than just the generic answer), and what do you think makes a GOOD mage RPer that creates a fun atmosphere to be around? The purpose of of this post is to receive constructive criticism from LotC’s playerbase regarding mage RP and then put it to use with the hopes of setting a taboo for DON’Ts of magic RP. Please keep the conversation civil, as I would HATE for this post to devolve into a target thread and then get taken down by a mod!
  18. Unless I’m blind, what’s lacking in this rewrite is a proper tornado spell. What gives? @ZythusRequiem
  19. The thing is, this isn’t bullshit. This is literally most of the playerbase. The server brings you back over and over again
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