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IsaaKc

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Everything posted by IsaaKc

  1. I understand the intention, I really do, and I don’t think that this is by any means “bad,” but it just doesn’t have much going for it in my opinion besides immortality. No neat cantrips, no rituals, just not much that encourages roleplay with others besides the revival system. That being said, I also have a problem with this being open. Even if the ritual can only be learned through roleplay, I imagine it will easily spread far and wide in a similar manner to Squak’s Voidal Feats and thus succumb to oversaturation and create some really unenjoyable RP. EDIT: decided I’d add a bit more to this. I personally think that it’s just best to give up on the pipedream that quite a few have of some sort of Voidal Magic CA. Considering the current state of Voidal Magic and the recently released feats that Squak wrote, I think that stuff like this just adds more fuel to a fire that can’t be extinguished unless executive action is taken.
  2. WOW PAL ADDING TO PRE-EXISTING LORE IN THE FORM OF AN ADDITION? SOUNDS LIKE POWERCREEPING -1 CHOKE ON DRY AUTUMN LEAVES
  3. nothing says an engaging storyline like 40 orenians walking up to the sutican gate to "coup"
  4. do you like how i talk?
  5. thinkin bout finland
  6. This put my complaint into better words. Like I said, I think all Magics should have some permanent ailment (not necessarily crippling) that makes the player and character ponder on whether or not the Magic is really worth it. If it’s an instant “yes” and a straight upgrade, it needs more substance in its drawbacks. And I’m glad that amendments have been made to my examples, but my point above still stands.
  7. While a Lunarite casting implement can be used, it is able to be broken or taken from the caster. If they can't retrieve it, they would have to emote pulling out their tome and using even more mana and time to cast again after their focus is broken. In this time of fumbling around their safety could easily be compromised. Having an obvious casting implement in your hands is also a way to make others aware of your abilities and more cautious around you in the first place. The need for Vesperal Ink adds another component that should be considered. It's something you mentioned but seemed to overlook the significance of. An Astral Sorcerer's tome is unique to other spell books because it takes a limited component to write the glyphs inside. This component can only be obtained once every 3 irl days(might be changed to a week) and is also used to preform rituals. We are currently considering adding a cool down on how often books can be created as well. If the source of the ink is compromised, it takes additional irl days to repair the Star Well. One being destroyed could render the Sorcerer powerless for quite a while, leaving them open to whoever or whatever decides to target them. Another drawback is Astral Sorcery's incompatibility with most other magics. Tox will work on expanding the list of incompatible magics listed in the lore. Speaking of incompatibilities, that's another drawback to the magic. It can't be stacked with most other forms of magic like Arcanism could be. I firmly believe that not all magic needs to have physical weakness, aside from over exertion of the mana pool which is very easy to do with the higher tier spells Stay tuned for more redlines. Thank you for the suggestions. Very very late to this thread, but I've been intending to comment on this for a little while. Timegating rituals/specific weaknesses to spells/incompatibility with other Magic are NOT drawbacks/downsides. They are minor inconveniences and do not promote roleplay. I agree that not all Magics need to have a devastating downside that makes you a wet noodle, or cripples your character in some way, but upon getting the Magic/reaching a certain point, there should be an explicit detrimental or unfavorable change that serves its purpose to promote roleplay and not just exist to balance the Magic out. I'm sorry, but at the end of the day, there's no roleplay that can be generated from "oh no my wand is broken, now I have to pull out my BOOK and cast!" or "I can only do x many rituals because I can't get another component until three days later/a week later!" Despite the fact that I disagree with the thematic execution of this lore and I think any sort of Astral "Magics" are better left off the server, it would be wise to write something in that not only makes the character consider if they want to pick up the Magic, but a gimmick that makes the player ponder on the Magic's pros and cons. A Magic/CA transformation that anyone will near instantly say "yes" to probably needs more balancing not only to ensure the Magic isn't bloated/overpowered, but to ensure that roleplay can be created based off the unfavorable effects of the acquired lore application.
  8. Cool lore Noz, as always. Though please specify in Immortuos that it doesn’t enhance the strength/speed/motor skills of the afflicted person—just to idiot proof it. +1
  9. Disagree. I understand that it wasn’t your intention, but the lore was written in such a vague and non-descriptive way there was no solid base for the effects of spells. As a result, it got powergamed and abused beyond Hell, notably outside of events and mostly in CRP. Arcanism got shelved as a result of being an incredibly bland Magic that had around 30 combative spells in varying versatility, plus over-stigmatization after being spread to everyone and their grandmother. The new lore standards made its issues realized, and it was dealt with very appropriately. Yeah pal, I’m sure that “harass BNK” is at the top of the ST’s agenda. There’s been some less than kind remarks about your lore, but also some very appropriate criticism. People may say what they wish to. No it doesn’t. Just let people leave it up to their characters’ interpretations instead of shoehorning in some unnecessary event line. I’d understand if it was a deity magic or something of similar design, but Voidal Magic doesn’t need to have some complex explanation behind a shelf. To my understanding, this lore literally only lets you make neat aesthetic contraptions. It contains nothing that panders to the aesthetic of Arcanism, nor resembles it behind allowing materials to glow. Having heard the author of Arcane Sculpting’s thoughts and intent with this lore, is stated in the introduction that it alludes to Combustionary’s old MArt and the culture surrounding it. There’s more intent behind this piece then just being lazy aesthetic that let’s you make **** glow. Unrelated, but I see you bring up Arcanism/Celestialism on near every post you make. Do you want a medal or something?
  10. sorry this doesn’t qualify. a runesmithing rewrite must fall under one or more of the following prerequisite conditions below: a. must be written to be overloaded and vaguely descriptive and powerful b. must be written by an ST that decides to give a magic desperately needing of flavor and depth absolutely none at all 0/10
  11. what do you MEAN I don’t have 23 blatantly overpowered 3 emote spells in my lore?? how can I WIN if arcanism isn’t a 1 slot overloaded magic?? -1 **** concept plus you’re white
  12. Probably 13yo me and my ragtag RP group full of dumb mages and Mordskov veterans on our way to kill DjCrips’ halfling for the 7th time after we were subject to their relentless metagaming and powergaming to try and get an edge over us. A close second would be getting removed from world team for saying intercourse phallus
  13. Lore isn’t badly written, but I agree with Boruto’s sentiment on Astral Magic: “but please, have mercy. In all honesty I do not think astral concepts deserve to be shoehorned into an applied lore magick. The idea of this niche is that it is by form and nature an unexplored and vague magick spoken of and described only to superficial lengths, while being otherwise torn entirely from pre-established facts and lore enforced descriptions. The void is there already to satisfy the venue of sorcerous spells and teasing power from unseen chasms, so why appropriate another perfectly abstract concept meant strictly to countervail the void? I just don’t see the point. I too once thought of writing on astral lores, but rightly came to the conclusion that the venue is better left well alone. It thrives thus far as an obscure realm withdrawn in entirety from all the glimmering elements we see casually deriving from the void. Just my honest thoughts.” source: Just a niche that I think is better left untouched for the aesthetic that’s trying to be achieved in the lore.
  14. Voidal Magic is also Voidal Mages' favorite beating tool. No. Ascending up the tiers in Magic means that you increase your Magical prowess at the cost of a weakened physical form. Basic equivalent exchange, been doing this for years now. It says in the lore that Magi can evade minor projectiles such as a hand-thrown object, but nothing like an arrow. As for sword strikes, as a Mage, you're a ranged fighter. If you're two feet away from someone with a sword drawn and expect to get off a spell, then you deserve to have your connection broken. Keep your distance. As of the time of writing this response, it says half plate also becomes an option, which is quite reasonable since that's how things were at. As for the Animatii/Golem limbs, that's a valid criticism; however, I like to think the average joe wouldn't be able to lift a Golem limb anyway, as they're rather sturdy and they're essentially boulders slapped onto your arm, so your argument doesn't really hold up there. Ultimately, it's a minor inconsistency I'm willing to sacrifice for this lore to pass. or I think it'd be pretty cool to remove Mages the ability to wear heavy prosthetics as an actual drawback for having Voidal Magic, but that's my hot take. From what I read, it's more like that a Mage can't fight with more heavy leaning weapons without exhausting themselves after a few strikes. I understand how silly it may be that a Mage may be able to lift a 10 lb child, yet can't fight with a rapier effectively, but like the previous response, it's a sacrifice I'm willing to take in consistency. Weapons aren't completely useless. I could see some adjustment being necessary, but it's an overstatement to call them useless. Ideally, you'd be using your Magic as an offense/defense anyway. I believe there's a middleground to be found, but ultimately, you need to either decide if you're going to be fighting with Magic more or charging in in full plate with a Bec de Corbin. If it's the latter, you probably shouldn't become a Mage. Again, it's explicitly stated that Magi can evade minor thrown projectiles like a rock. Bro, I'm sorry, but spell lists and an actual comprehensive limitation on the physical strength of Magi is not the most evil thing to ask for. Some of Evocation's spells are subjectively the most powerful abilities on the server at the given moment, if you use them correctly. Don't even get me started on what you can do with Enchantments at the moment. Yeah you're right, I can't win unless I have my five MA slots filled, fifty combat spells to go with it, and Voidal Poisoning that has virtually no consequences. Down with the system, I play Lord of the Craft to WIN, not to contribute to an overarching narrative.
  15. yeah I’ll definitely settle for that last bit. Mages should be able to dodge rocks w/o breaking connection. That was a trend set in by Flam, and it’s really bland RP when conflict is eliminated because someone throw a rocks and what not.
  16. voidal magic bad but this is more reminiscent of Phil's lore. much better than current stuff. +1 though tbh i would extend the maximum armor a 3 month mage could wear to half-plate. i don't see a problem w/ giving them at least a little plate.
  17. IsaaKc

    The Enchantry

    A senile, aged ‘Aheral predating Anthos, would look upon the flier, a toothy grin crawling onto his face as he’d burst out into a deranged fit of laughter. “It’s even funnier the twenty-third time!”
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