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Sorcerio

Creative Wizard
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Everything posted by Sorcerio

  1. A certain lord, whose title were of little renown, made haste to pen a letter to the supposed thief, scribbling furiously upon the sodden parchment with a ghoulish hand. The lord then handed it to a short scribe, shrouded in onyx garments, who was made to send it off to the burglar with haste.
  2. Thats not what I'm saying. I don't mind niche overlap to a moderate extent. Fire is rather large in terms of how it can be applied. What I more-so mean is that the lore should have a certain avenue of RP it focuses on rather than taking on multiple niches. It's the same reason why magics like Arcanism were just bad, because they were "everything-magics" that didn't fall into a general category of application. If you want to use fire, by all means go ahead. I'm just saying don't have fire but then also nature growth spells. Thats where the conflict lies, not niche overlap.
  3. Should this reach the mag, I will give more in-depth feedback, though for the sake of simplicity I will outline my recommendations clearly and plainly. In fair warning, this feedback reflects only my own views and not that of other ST, so changing it to these accordingly will not necessarily satisfy all demands. Regardless, lets begin: — Theme: The theme of your lore is rather broad and branches out in many directions, seeming like fire evocation, holy warding, blood magic rituals, and cleric healing all in one. I would recommend, to start, going down along the list of abilities and narrowing them to a select few which adhere to a particular theme. If you are going to apply more than one theme in your lore, make sure they are able to tie together. I think that fire-based clerics could be really neat conceptually and narratively if given the right tools. — Targeting: I am not against the targeting of other magics, personally. While I am aware that many believe light v holy is something to be avoided, I would not mind seeing it. That said, I think you should more deeply describe magic "that does not align with Malleus", and grant it a more unique interaction beyond simply being warded. Conflict roleplay with magics like these can exist, but it should be more that simply de-powering or tracking down said enemies. — Warding: Warding is something to be incredibly careful of with regards to my prior point. To start, I would recommend making it so that these wards must be set up by a number of clerics beforehand, and are not something simply to be activated in combat. Though the ritual circle aesthetic is nice, I suggest allowing other means of carrying this out as well, such as monoliths or temples, etc. Wards should also not, ideally, completely keep people out, and should be destroyable to some extent, as otherwise it simply becomes RP avoidance. — Mechanics: I am personally fond of how simplistic the mechanics of spells are in this lore, however, I do also feel that they should have a slightly higher degree of definition, at least so that people can know the extent of its power. Though straightforwardness and simplicity is good, it's also important to ensure that people can adequately comprehend the spell and have less leeway to abuse it. — Rituals: Describe all the rituals in more depth and give explicit lists of what can and cannot be done. Your introduction to the glyphs suggests that the rituals can bring life back to a field, though to my current knowledge there is no such spell that is listed. I'd also recommend keeping said rituals to a certain theme so that they do not branch out in too much in terms of niche. — Other Comments: I'm not particularly a fan of the DnD system which this adopts, and I would not recommend magics that rely this heavily on DnD rolling mechanics, though that is just my own opinion. I also wouldn't have the lore stray too heavily from the overall tier system of LOTC. Otherwise, I find the drawbacks of poor casting to be interesting, though I think they could be expanded upon. This seems like a genuinely interesting magic and, if carried out right, could add a lot to religious RP as is intended. That wraps up my general comments though. If you have any other questions or ideas, simply respond on the post or contact me on discord. I'm always happy to help out with new magics. Otherwise, I wish you luck!
  4. Interesting.. definitely some neat concepts that could be worked out!
  5. She's a Killer Queen
    Gunpowder, gelatine
    Dynamite with a laser beam
    Guaranteed to blow your mind...

    1. Johann

      Johann

      Recommended at the price,

      Insatiable an appetite,

      Wanna try?...

    2. rukio

      rukio

      hey wait

    3. amyselia

      amyselia

      dynamite with a laser beam, guaranteed to blow ur mind...

      anytimee

  6. Recruiting for my undead rat army

  7. Arcane Sculpting Whereas the magi of yore once conjured domes to defend cities, and harnessed pure beams of arcane energy to smite their foes, such potent arts have been lost to the annals of time, whisked away from the world at the fickle whim of the void. Nonetheless, attempts to recover such an art have been the aspiration of many magi since then, seeking once more to harness the esoteric force known as Arcanism to fuel their profound machinations. Such was the work of a small congregation of magi in the realm of Almaris, who in their desire to reattain the great works of Rivel, brought forth an art similar to that which had been lost. This, Arcane Sculpting, was the straining of mana to form objects of pure evoked energy, allowing mages to employ the art of "Arcanism" in their artificeries. Explanation Arcane Sculpting is the conjuring of pure, raw mana and moulding it in order to conjure arcane energy and moulding it into a variety of shapes. This process, known otherwise as “straining”, may be used to create walls, gates, and even weapons by means of artificery. Arcane Sculpting is a Feat, it does not take up a slot. Arcane Sculpting requires a valid Transfiguration MA. Arcane Sculpting can be learned under one with a TA. Arcane Sculpting cannot be self-taught. Though meticulous, the art itself does not require as much time to learn as fully-fledged voidal magics or evocations. One needs only a valid teacher and be actively practicing transfiguration in order to learn it, capable of doing so over the span of at least one IRL week, though likely over the course of multiple lessons. The process can at first be exhausting, though it may become more familiar over time. Straining Mana The process of straining is straightforward, though meticulous, requiring that the mage be present at a Voidal Tear and funnel out raw mana, the tear acting as an essential filter through which it is channelled. This would require the mage maintain a degree of focus unable to be performed in combat, thus making it impossible to use this process combatively. Strained mana typically takes the form of a pale or “alien” glass that glows the form of the mage’s aura, though need not necessarily be translucent should the mage wish. However, this energy fleeting, and unless bound to the material world by means of enchantment and mage-gold, it will dissipate into wisp and return to the Void. As the mana is woven into a concrete form, the mage may begin to shape it as they wish, binding it as either Soft-Strained or Hard-Strained mana, as expanded upon below. General Redlines - Without enchantment, strained mana will fade away once connection is broken. - Straining Mana cannot be performed in any combative scenario. It should be emoted as an exhausting process that demands a significant amount of the mage’s attention. - Strained Mana is always active and cannot be turned off, save for instances of gates or bridges made with strained mana, though a sword could not be toggled. - Armor cannot be made with strained mana. Soft-Strained Mana can be used to add details to armor, though you cannot create an entire set from strained mana alone. - All forms of strained mana are weak to general forms of mana-dispersion, including thanhium, resonance, abjuration, and so on, which will cause them to break/disperse. - Any structures made from strained mana are limited to their regular mechanical functions, including bridges, gates, and lift structures of any kind. - Straining must be performed at a Voidal Tear, though structures such as gates or bridges may be connected to such from long distances via mana leylines. - Reasonability and discretion are required. Particularly large projects or structures, such as domes encompassing entire cities, etc. may require MArts. Purpose and Citations
  8. Some tragic youth recalls when he threatened to make Jolynn into a roasted salad.
  9. Maybe this is just me, but honestly, I think it'd be most prudent to allow players to do tutorial island while they're waiting for their application to be accepted. I know that when I was new, I wanted to head into things right away; so figuring everything out beforehand would do a lot to help that. Once they've completed the tutorial, they can vibe as a WS or just go do it again, no harm no foul. Otherwise, I think this is pretty solid!
  10. I exist to spite magic communities.

    1. Show previous comments  3 more
    2. Ryloth

      Ryloth

      wheelchair voidal mage lore was the best addition yet

    3. Luciloo

      Luciloo

      We literally wrote a magic together.

    4. Sorcerio

      Sorcerio

      Quote

      We literally wrote a magic together.

       

      :3

  11. yeah at this point let’s just break techlock but it’s ok as long as it’s non combative.
  12. Yet another Mordu magic... when will it end 😩 (+1)
  13. Some old man scowled at the missive, but then was shortly reduced to weeping at the thought.
  14. FACT: Dark Mages are 99% more likely to think you're cool if you actually RP fear instead of acting casually unfazed by death :3

    1. Show previous comments  13 more
    2. Mavromino

      Mavromino

      You spent like 10 minutes one time typing an emote to basically call a dwarf's mum gay Heph. I think you have an addiction.

      Edited by Mavromino
    3. Hephaestus
    4. HurferDurfer1

      HurferDurfer1

      too many words = bad stinky rp

  15. Bomb lore?

    1. BDanecker

      BDanecker

      “A Literal Bomb” was floating on the AH recently, no telling who made it tho

    2. Valannor

      Valannor

      I require one for educational purposes

    3. Child Neglecter

      Child Neglecter

      the arab approves

  16. The dawn of a glorious era indeed.
  17. Hotel California

  18. Lore has been accepted and implemented onto the primary lore page. If you believe this is a mistake, please contact ST management/administration.
  19. Lore has been implemented onto the primary lore page. If you believe this is a mistake, please contact ST administration/management.
  20. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
  21. This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.
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