Jump to content

MeteorDragon

Diamond VIP
  • Posts

    1527
  • Joined

  • Last visited

Posts posted by MeteorDragon

  1. 9 hours ago, DeusVult said:

    Hire, or recruit, coders to support a pvp plugin with magic. Nobody doesn't want this.

    We don't want this. To be frank, it's a terrible idea that will never be implemented properly. It'll just make more work for people and the wrong people will abuse the hell out of it. Btw, I've been a mage for about 2 irl years, so I'm speaking from the side of having magic

     

    I believe PvP is a problematic thing on this server. We had a taste of what it was like to have no PvP for the first month or so and it was great! Nations hardly ever had their gates down, more rp was happening, it was easier to find things to do. But, now that it's back, people have to worry about their planned events turning into lame PvP fests. Might I also throw out how some nations ping for PvP practice more than they do rp events. I whole heartedly believe that the removal of PvP would be a good thing for LOTC.

  2. Custom emote colors would be amazing, I think different VIP colors would be cool as well, maybe also custom Staff colors just so we can get some variation - but, the most important thing is custom emote colors, and please make it a Non-VIP perk, everyone deserves to use it

  3. You're given the option to have 1 Magic from LOTC IRL, which magic do you pick? You can only have 1. The power source is brought over IRL as well. Any sort of time is brought over to be scaled to a proper IRL time - a Magic that takes 4 IRL months to learn will still take 4 IRL months to learn, if you need to do something once per IRP Year, you only need to do it once per IRL year, constructs that can be made 3 times in 3 months can be done at that same rate, etc

  4. Name of the Artifact:

    Art of Old: Lightning

     

    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:

    Meteor__Dragon+

     

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

    Sulieronn+

     

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

    Meteor__Dragon and various others

     

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

    Sulieronn and various others

     

    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:

    It shall be done after the acceptance of this MArt.

     

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

    N/A - Spellforge

     

    Effect(s) of the Artifact:

    Art of Old: Lightning

     

    qVzifBPIyxEAvwKkfQrNZrmkLREwUdXcP8Qs8lqhkyULLXXZ_D7Nf6t5zva-CeKa0dhciHAnFBxjMvPOkfy7AsNIBIxsQtrXcHJgVmpad0tgnIoCcoZ4OETez6OeEMfSU6XvtK-X5nLOh8MJp9Csi0c

     

    Summoning forth lightning via this Spellforge is rather different compared to the true conjurers of old. In this day and age, a mage holding expert power in both Voidstalking and Air Evocation can be taught to reach into the void and energize their air until it sparks and twists like lightning, however, it’s not exactly like the lightning of old. Instead, it holds properties similar to the evocation it’s made with, performing more concussive force rather than applying burns to its victims. While it holds concussive force, the spell leaves a figurative mark behind on those it strikes, a passive electricity that buzzes around their body until it becomes too much to handle in which the target will experience a sudden, paralyzing shock. In addition to this figurative mark, spells that rank at [Tier 4] or [Tier 5] will leave a lightning bolt scar behind on the area they strike. However, this scar will fade over time and cause no lasting pain. It is also notable that this voidal lightning travels at extreme speeds towards the target it's aimed at, making blocking or teleporting away the most viable options for prevention.

     

    -Voidal Lightning is summoned with a combination of Voidstalking and Air Evocation, requiring one to be [T3] in the former and [T5] in the latter.

    -This Voidal Lightning holds no heat whatsoever, meaning that it will never cause burns upon those it strikes, it is purely a concussive force, similar to that of Evoked Air. It holds no other abilities than what’s listed below. For example, it will never cause someone’s heart to stop.

    -Strikes from this lightning cause a static charge to build up upon a victim until it can’t be held any further. Once one has [3] Static, or greater, applied to them, it will reset to [0] and they will be stunned for [1] emote and also be immune to having Static applied to them for the emote after the stun. Those who have at least [1] Static will feel a slight tingling feeling, alerting them that something’s wrong.

    -Bolts shot with this lightning are extremely fast, making it difficult for one to dodge. Blocking and teleporting are the most viable ways of prevention. Shields and Armor not made from full metal will make it so no Static is applied. An example of this would be Ironwood.

    -Spells of [Tier 4] or [Tier 5] will leave behind small lightning bolt scars called lichtenberg figures. These scars will not ache and fade away after at least [2] IRL days, but a victim may keep them longer if they wish.

     

    There are only two special situations in which the Conjured Lightning will act differently. For one, if a target is standing within water of a depth of half a block or greater, the lightning will strike them and then push out into the water, causing others within the water to also be affected. The other situation happens when the spell is cast upon someone who’s wearing full metal plate armor as they will have the lightning roll throughout their being, causing more Static to build up.

     

    -If someone in water of depth of half a block or greater is struck, the lightning will hit the water and spread out in a [2] meter radius. Any who are standing in that affected area of water will receive [1] Static.

    -If a person wearing full metal plate armor is struck, they will receive [1] extra Static. However, the armor must be made of metal and they must have a full suit on, including a helmet. Prosthetics made from metal will count as armor.

    Conjuring this lightning is always obvious as it will appear on the first Charge emote of the spell as arcs that jump between the hands, slowly building up until the Casting emote. On a combative casting emote, a thunder clap will be heard by all within #rp range. In fact, one may only cast this spell should both of their hands be completely free, including any hand held Arcane Foci. However, if the Foci is a ring or bracelet, that will work. Mages with only one hand are also fine, so long as that one hand isn’t holding anything. Finally, the Lightning will appear to be just that, lightning, however it’s color will depend upon the Mage’s aura. It will take on a hue matching that of the aura, making such things as green or black lightning possible.

     

    -Lightning will become visible upon the first Charging emote.

    -After a spell is Cast, thunder will roar out from the spell, it being heard by all within #rp range of the caster.

    -To cast, one must have nothing in their hands. The only usable Arcane Foci for a spell like this are ones that are made to be worn on, or around, the hand, such as a ring, or a bracelet. Wands, staves, necklaces, and other such items are unable to be used as the spell must come from the hands.

    -The Mage may choose to have the Lightning be the color of their aura, or blue or yellow.

     

    Lightning Bolt

     

    ADFPCoxAC_ZAcrbgtPu81ZKJ-L1VhHHqqanoO0qldtZTcf7MYaQZimfLnAfdB4PBXZqZLvikEWHQG4F1lAgHzQNF3DDPUweCswG7YQjxKJpFpK5EwBHASfQcYXM_bpsN1azyanq2IzDkfDL-rY6CnnM

     

    The true Spell Forge is the ability to throw bolts of lightning at targets. The magi capable of utilizing this ability will reach into the void, starting to create Air as per usual. However, as they pull it into the material world, they will infuse it with an intense amount of mana until it transforms into Lightning. Then, the mage will spin it around their hands before allowing it to shoot forth as a long bolt that connects them to wherever their target is. While one is required to be a master to summon these Bolts, they may be downcast to more minor versions.

     

    If one is interrupted while casting any variation of Lightning Bolt, it will be thrown back at the user and deal the same amount of damage to the caster, including applying Static. Specifically, the spell will fire back at the Mage’s torso.

     

    -While the mage can normally cause their own spell to stop being cast, if outside sources cause the mage to be interrupted, it will cause the spell to be fired back at the mage’s torso with the same strength of the spell.

    -During an interruption, the Mage will be considered to not be braced for the impact.

     

    At [Tier 1], the mage is able to create a non-combative version of this bolt called Sparks. They may make minor sparks fly from their fingertips, or even have the lightning dance around them in aesthetic ways. Simply, this variation is used for show, it may move slower than the other Bolts and stay longer so people can actually see it properly.

     

    -This version takes [2] emotes to cast, (Connect -> Cast). However, the more summoned, the more emotes it may take.

    -This is unable to be used in any form of combat.

    -This spell will not do damage to the mage if the mage is interrupted.

     

    At [Tier 3], the mage may fire a lesser bolt of lightning at an opponent that’s generally called Shock. This will take a minor amount of time to summon the lightning and swiftly throw it at an opponent that stands away from the mage. The concussive force from this will simply be as strong as a punch, however, it will apply Static, just like the greater versions.

     

    -This version takes [3] emotes to cast, (Connect -> Charge -> Cast).

    -This strikes a victim with as much force as a punch, causing bruising upon an unarmed opponent and doing little to one who is armored. It will never push someone back as it’s too weak for such.

    -This spell adds [1] Static to the victim.

    -Due to the intense nature of this spell, the mage can only move [3] blocks while casting it as opposed to [4].

     

    At [Tier 4], the mage is able to cast a combative version of the spell called Lightning Bolt. They will take a few emotes to weave the lightning around their hands before launching it towards a target that rests at some distance away. This will cause a concussive force to strike them, perhaps pushing them back slightly while also applying Static.

     

    -This version takes [4] emotes to cast, (Connect -> 2 Charge -> Cast).

    -Upon striking the target, it will deal concussive force equal to that of a quarterstaff being thrusted against the spot.

    -Should the Bolt be aimed at the torso, it will cause an unbraced victim to be knocked back [2] meters. If it’s aimed at a leg, it will likely cause the person to fall over, should they not be ready for it.

    -This spell adds [1] Static to the victim.

    -Due to the intense nature of this spell, the mage can only move [2] blocks while casting it as opposed to [3].

     

    Finally, at its maximum strength, a mage may cast this as a [Tier 5] spell, a greater combative bolt that’s able to deal much more damage. Generally, it’s called Thunder Bolt. This bolt will fly at the same speed as a Lightning Bolt while packing more of a punch as one must charge the lightning for quite a bit longer than the previous versions, applying more Static as well.

     

    -This version requires [5] emotes to cast, (Connect -> 3 Charge -> Cast).

    -Strikes from this bolt will still deal concussive force, however, it will be equal to that of a warhammer striking the affected area, causing the wind to be knocked out of an unarmored opponent should it strike their chest.

    -Should it strike a person’s torso, it will push them back [4] meters, should they be unbraced, or [1] meter if they are braced. Aiming it at a leg will always cause it to be flung out from under the person, even if they are bracing for the strike.

    -This spell adds [2] Static to the victim.

    -Due to the intense nature of this spell, the mage can only move [2] blocks while casting it as opposed to [3].

     

    Redlines:

    -A combative Bolt is only able to strike one person at a time, the spell will not linger long enough to cause people to be hurt by running into it.

    -Sparks is purely a non-combative, aesthetic spell.

    -Shock will never knock a person back.

    -Lightning Bolt will only ever cause people to be pushed back if they’re unprepared.

    -Thunder Bolt will cause people to be pushed back, however, the worst form will only occur if they’re unprepared for the strike.

    -One must emote their being an obvious presence of lightning in the hands the mage upon the first Charge emote of a spell. It will slowly grow the more charge emotes are done.

    -The mage must always emote the effects of the spell backfiring if they were interrupted during casting.

     

    Red Lines of the Artifact:

     

    -T3 Voidstalking and T5 Air Evocation are required to learn this, should they lose either, they’d also lose this spell.

    -Static fades when combat is over. It also can only be applied once per round, however it will take the greatest amount of Static that’s been applied. For example, if two people shoot out lightning at the same person, one casts a spell that applies [2] Static and the other casts a spell that applies [1], the target will have [2] Static applied.

    -After one is stunned via reaching [3] or more Static, they are immune from gaining Static for [1] emote after the stun.
    -Lightning in spells of [Tier 4] and [Tier 5] will cause lightning scars for at least [2] IRL days, but a victim may decide to keep them for longer. These scars do not cause any sort of pain.

    -Due to the Lightning acting like Air, it may be blocked by Air Evocation spells such as Redirect and Air Shield.

    -The Lightning will never cause any sort of burns.

    -This requires Line of Sight, that being the Maximum range. However, the longer the range, the more mana will be spent.

    -This is unable to be enchanted due to it requiring Voidstalking.

    -In order to Abjure or Ward this spell, one only needs Air Evocation as Voidstalking is naturally weak to Abjuration Blasts and Ward Shields.

    -All parts of Lightning Bolt must be taught for one to know how to use any of it, and thus have it marked that they know this Spellforge.

    -In order to cast Lightning Bolt, one must have their hands free of any item.

     

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

    With the power of Voidstalking, one may reach out to the void and use an excess of mana to force their Evoked air into an energized state that many would call lightning. The idea comes from the fact that Voidstalker Arcanium is known, in part, for its aesthetics of having old magics come to life as little wisps around it, like crackling lightning or small bits of Arcanism appear. So, I thought it would be reasonable, that, with help from other magics, like Air Evocation, one would be able to bring forth a faux version of Lightning. Lightning is, irl, plasma, which is simply air that’s been heated up a bunch, which is where I got the connection.

     

    Number of duplicates of this Artifact:

     

    Do you understand that there is a three-month cooldown between posting MArts per-player, and that cooldown begins upon acceptance? (Denial does not trigger a cooldown period.)

    Yes

     

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

    No

  5. 2 hours ago, Turbo_Dog said:

    Would seer be dropped in this case or is the feat not counted here? Genuinely curious 

     

    1 hour ago, reighn said:

    I honestly don't know I was assuming it's not.. But now that you mention it it could be I have no clue

    Seer is a magic. Ghosts are unable to have magic so it would be dropped

  6. [!] A letter found its way over to Latham Home, one written in neat handwriting, that of a writer, and a wax seal of an eagle.

     

    To whom this letter may concern,

            I am frequently known as Viktor, roughly, I happen to be in my late fourties as of right now and I'm still as energetic as my twenties. The search for knowledge always ensures youthfulness. In any case, by a quick count and consideration, I have about 13 friends, though it's surely larger, I just did not think about it too hard. As for working with scholars, I do frequently find myself around them, though I do not believe I hold too many scholarly conversations with them as we tend to talk more passively. It's partly why I wish to really put myself out there with this interesting task. As for education level, I consider myself to be very well educated, I've done much research on my own and, more importantly, I'm, in my opinion, a great alchemist. As for topics of what I've seen that impressed me the most, I've watched as great mages opened up a rift without utilizing Voidal Mana. Such magnificent power was released to the point where it drew forth a monster, a giant eye that rested far above us all, staring down at the one who had initiated it all, he was lifted several meters above the ground by that creature who only utilized their mind. Such magical prowess surely is needed to summon a beast such as that.


    I hope the letter was to your standards,
    Viktor

  7. 20 minutes ago, rdowdy said:

    -snip-

     

    I think it's fine as is, to be honest, as the ritual itself is done with quite a bit of blood. Sure it doesn't specify how much blood is needed to activate these things, but I don't really think that's much of a problem. Dark, Light, Mist, and Particle are all aesthetic runes, and technically Lightning even though it has non-aesthetic uses. Then you have to think about things like Earth and Air, those are fine as just passive effects, they don't need to be activated with blood imo. At best, I could see an argument for Fire being changed to have it so it can only be activated by blood rather than Fire and blood, but the others don't really need it.

     

    Instead, the issue with Ensorcellments is that people, sadly, mass produce them and some people even sell them. I wish there was a better way to tackle this without generally nerfing the already not too powerful abilities these all have. Potentially, a line could be added to specify a "non-insignificant amount of blood".

  8. 18 minutes ago, rdowdy said:

    you don't actually need to use blood to really power these

    Spoiler
    Quote

    Fire: the object becomes blunted and slightly lighter in the spirit of burnt wood. Weapons are dulled and yield imprecise, uneven cuts and are flammable; if touched by fire or wet with a touch of blood it will ignite with mundane flame sustained for up to 4 emotes or 5 narrative minutes. Armor will be resilient to the cold, offering its wearer perpetual heat allowing them to be comfortable in a frigid climate; it too cannot withstand battle and easily splinters and tears.
    -Objects may have only certain areas burn as to allow for safe areas to hold.
    -The flame is mundane and can be extinguished by normal means, including vigorous swinging. Rain will extinguish the flame in 2 emotes whereas submerging in water is instant.

    -The blunting of weapons cannot be negated through metal ensorcellment.


    Water: the object becomes hydrophobic and buoyant, able to keep its wielder or wearer dry and afloat. If ensorcelled with another object of similar shape and/or size the two combine and like water may fluidly transform between its two forms with 1 emote when wet with blood. If the object is combative in nature (weapon or armor) it transforms over 2 emotes. Armor will be resilient to heat, offering its wearer perpetual coolness allowing them to be comfortable in a sweltering climate
    -The object will not repeatedly transform back and forth when wet; after triggering once the wielder/wearer may will it back and forth so long as it is bloodied and held/worn with the same emote count.
    -When approved by ST, water ensorcellments must be screened to ensure the objects in question are roughly equivalent. Ex: umbrella/sword/cane, helmet/hat, spyglass/dagger, boat/cart, etc.


    Earth: the object becomes cumbersome and strongly sound-resistant in the spirit of heavy earth. Weapons and armor become twice as heavy but twice as durable, making weapons difficult to swing but yield increased force and armor burdensome yet more steadfast.
    -The object’s magical heaviness may force the wielder or wearer to be unable to utilize quick reaction time if the object’s new weight is too heavy for them to efficiently use, making them unable to reactionarily parry if held or dodge if worn. For example, contrary to common depiction in media the average sword is 3lbs / 1.3kg and doubling it would make the sword far less wieldy; the average claymore is 5.5lbs / 2.5kg and it becoming 11lbs / 5kg would make its use far less viable for the average person. Guts’ sword is fantasy.
    -Durability is limited to: cloth becomes like leather, leather becomes like chain, chain becomes like plate, and plate becomes akin to thick stone that requires orcish+ strength to even move in.


    Air: the object becomes light and graceful like a bird. Weapons and armor are half as heavy but half as effective; weapons swing much easier and strike with precision and agility but create wounds and cause damage far less lethal whereas armor is noticeably more practicable but is less protective and more easily dents or tears.
    -Weapons do not gain supernatural accuracy their user is not capable of. As well, their strikes should be treated as if dealt by someone young or feeble to represent their lessened force.
    -Effectiveness is limited to: extreme armor (e.g. excessive metal, stone) becomes like plate, plate becomes like chain, chain becomes like leather, leather becomes like cloth, and cloth becomes like paper.

     

    Metal: the object becomes lustrous or sparkly and mildly conductive; metal objects ensorcelled with metal become extreme conductors and may inadvertently call down lighting during a storm. If wet with blood the object becomes honed as if sharpened by a smith and retains and restores its edge.
    -In no way can the conductive effect of the object be used to weaponize lightning not already in the user’s arsenal, meaning without lightning evocation or storm elementalism this is irrelevant outside events.
    -Objects ensorcelled with metal can still break, bend, or otherwise be damaged but blood will restore their sharpness.


    Ensorcellments that are aesthetic in nature and are irrelevant to combat may have up to 2 of the following elemental effects, some requiring more study due to their paired rune requirements:

     

    Lightning: the object flickers or flashes like a bad light bulb and emits a shrill and sharp pop and crackle when drug against metal or metal ensorcelled objects. Weapons and armor give off a static shock when wet with blood that lingers for 4 emotes until the blood burns away in sparks wherein skin contact with the object delivers a numbing zap that deprives all sensation for 2 emotes where touched.
    -The shrill screech effect is not deafening or painful, only alarming. As well, blood that contacts the objects burn away in sparks that cannot blind or harm.
    -The numbing effect is surface level, meaning it does not incapacitate or paralyze a person when touched and only removes their sense of feeling in the area.

     

    Dark: the object becomes visibly shaded as if underwater and instead of reflecting light on its edges it instead ‘glows’ with shadow and has dark patches. Shadows subtly tug towards the object as if reaching out to caress it and if wet with blood becomes completely and utterly jet black.
    -Only shadows within 5 blocks may lean towards the object and by no means enables stealth.
    -This cannot be paired with the light ensorcellment.


    Light: the object has no shadow and intensifies light sources nearby, kindling torches or aggravating lanterns. If wet with blood the object sheds a glowing light ranging in intensity from moonlight to a torch for up to 2 narrative hours or 30 OOC minutes of any one singular color or it may repeatedly shift between two.
    -The object cannot emit light greater than a torch’s light and therefore cannot blind unless forced into someone’s face to fleeting effect.
    -This cannot be paired with the dark ensorcellment.


    Mist [T2]: utilizing a rune of power in the circle the object may emit steam with a rune of fire and water conjoined, fog with a rune of air and water, or smoke with a rune of fire and air conjoined. This mist may be one singular color or it may shift between two if created with the light ensorcellment. It is only mildly obstructive and imparts mild heat and/or mild fumes. If desired, the aesthetic of the mist may match another effect (e.g. lightning + mist may create a stormcloud sort of look around the object when triggered by blood).
    -Steam cannot burn or otherwise cause harm, at most producing a sweat from prolonged contact. Smoke cannot cause harm other than very mild eye irritation and/or coughing. None of the types of mist can be used to create smokescreens or mimic the effects of deadbreath.


    Particle [T2]: utilizing a rune of power in the circle the object may exude ash or cinders with a rune of fire and earth conjoined, mud or filth with a rune of water and earth conjoined, or dust or sand with a rune of air and earth conjoined. These particles may be one singular color or it may shift between two if created with the light ensorcellment. They flake, drip, or fall from the object and leave trails that do not and cannot amount to any additional effect such as starting a fire or making the ground slippery.  If desired, the aesthetic of the particle may match another effect (e.g. water + particle may create a briney sludge effect dripping off the object when triggered by blood).
    -The object exudes the effect without additional effect, especially combat. Cinders cannot start fires, mud cannot make a floor slippery, and dust cannot blind someone.

     

     

  9. 52 minutes ago, squakhawk said:

    Sorvians desperately need an ST Injection of newer players and playerbases

    I believe the main reason for sorvians showing up here is cause nothing in sorvian lore requires them to have items for things. Honestly, sorvians are doing pretty good, imo (always looking for more sorvian players)

     

    53 minutes ago, squakhawk said:

    -There is a concerning amount of Bloodmagic enchants.

     

    this hurts so very much

  10. 3 minutes ago, Puglord said:

    In exchange for the lack of physical weakness Enchantments cannot be idly recharged after each encounter. Each Enchanted item would have a set amount of mana, already stated in lore by enchants having a set amount of times the spell can be cast per encounter, stated in transfiguration lore. You would follow charge amounts under Transfiguration lore, enchantments. T1 grand enchants have 5 enchants, so on and so forth. If an item is not used it still would passively loose mana and require it to be recharged every OOC week, same would apply if one reached the max number of uses on the enchantment. This would be done either at an obelisk or have a mage with transfiguration.

     

    Recharging used to be a thing. However, it was so terrible that they removed it since no one would actually do it. While I agree that Enchanter's Sickness isn't the best and the +1 emote could have been the only added thing, recharging isn't the way to go about it. People will just ignore it again

  11. The aesthetics of spells are up to the mage - casting requirements are up to the specific magic. There are some magics that require verbal input, however, I don't believe all should. Who cares if a flick of the wrist can mean two different things, perhaps it's just the mage showing they're capable of something with minimal effort 

  12. 3 hours ago, UnBaed said:

    -snip-

    Personally, I think it's fine having it so an Eidola can create their own vessels. Personally, I struggle to get in contact with one Mystic at a time, much less two at once. Plus, with the week long timer of having a vessel be made, it would be a bit annoying to be killed and then have to wait maybe a week to get two mystics together to make a new vessel, then wait another week to be able to inhabit it. I feel the main interaction is being made and getting Augments from the Mystics to make things easier. This would especially be the case since the augments would wipe upon getting a new vessel, you'd have to find someone to re-give them to you

     

    The gathering of soul fragments is rather annoying, I agree, which is why I think it's also easier to work with mystics in order to get those fragments rather than gathering all 30 on your own. Not to mention that you also need Mystic interactions if you want to become a Pale Lord. I am against the killing aspect of it all and wish it was easier to do it without killing than with killing

×
×
  • Create New...