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[✗] [Fire Evocation amendment] Enwreathe, aka FIRE SORD
Lord_of_losers posted a topic in Denied Lore
Because of the recent FIRE SORD discussions in LOTC story chat, I figured someone should post an amendment to just add it to fire evocation. I have based this on previously allowed ST Signed items that have permitted the spell to be cast with T1 Conjure Flames, with a 2 emote cast time, and then the flame persisting for 6. Please be gentle with me. Thank you. Enwreathe [C] - Allows for a fire evocationist to cover their weapon in a shroud of fire. Mechanics: A fire evocationist may enwreathe the metallic portion of their own weapon in flames. The flames from enwreathe can be any colour, except for blue, white, and black. The fire from enwreathe causes 2nd degree burns on contact with skin. Enwreathe required two emotes to cast [ Connect -> Enwreathe ] and then persists for 6 emotes once cast. Can be learned at T2. Redlines: Enwreathe cannot be used with blue fire or combustion, due to them causing warping and instability of the weapon. Enwreathe cannot be used on non-metal weapons, due to burning/damage to the weapon itself. Enwreathes flames do not bypass or cause burns through armour. Regular clothing does not count as armour. The spell is complete the moment the two casting emotes are done, no longer requiring focus or a connection for the remaining emotes. If enchanted, the spell follows all redlines above.- 18 replies
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Amendments Introduction Transfiguration, where it stands, has a good balance on its place on the server by not being too powerful yet housing a plethora of spells. This is where the amendment kicks in. Due to the number of spells, some things get lost or missed in lore which I hope to amend to further increase cooperation, creativity, and community engagement with the magic, hoping for not some underutilised spells to be more prone to use. For further adieu, enjoy. Alter Position Including two separate redlines, which has no added benefit other than flavour, promotes RP engagement and interactivity, especially when performing mundane tasks. Do note, this cannot be done in combat. Add Redlines: - “The caster is able to perform separate **transmutation or enchanting** spells while alter position is active.” - “The caster is able to utilise this spell on multiple objects as long as they don’t weigh greater than 25lbs/~11kg.” Enhanced Magelight Enhanced Magelight is an underutilized spell due to its main being unable to be used in combat. You’re unable to create a magelight orb in the mists of battle to help brighten a location or light up an alley if creatures are coming towards you. I do not think this should be the case. Relatively keeping the magic non-blinding and intrusive, one should utilize it for many forms. Change: - "Enhanced Magelight to Magelight." - "Learned at T4 ---> Magelight to T2." - T2: Can cast twice, able to hold magelight for 3 emotes. - T3: Can cast up to four times, able to hold magelight for 5 emotes. - T4: Can cast without strain, able to hold magelight while mana is available. - T5: As T4. - "Learned at T4 ---> Overcharged Magelight T4." - T4: Expends 3/5th mana on cast. - T5: Expends 2/5th mana on cast. - "Non-combative to combative." Current description: “In its non-combative, yet brighter form, it takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell, the brighter it gets, having the potential to fill an entire cavern with light. If the Transfigurationist was to overcharge the spell for a combative advantage, it would take 1 connect emote + 2 charge emote + 1 cast emote. This causes a brief, yet powerful flash of light that lasts for one emote and can disorient targets who perceive it for about an emote. This is rather mana intensive and takes up about a fourth of the Transfigurationist’s mana and will disconnect the mage after it’s been cast due to the intense light.” New Description: “It takes 1 connect emote + 1 charge emote + 1 cast emote. The more mana one expends on the spell for an additional emote, the brighter it gets, having the potential to fill an entire cavern with light. The light will not disorientate, blind, or be intrusive otherwise than looking at a normal lightbulb, no matter the more mana one expends to increase the brightness. If the Transfigurationist were to overcharge magelight, the spell would take 1 connect emote + 2 charge emotes + 1 cast emote. Casting causes a brief yet powerful flash of light that disorients targets who perceive it, lasting one emote. You can overcharge a current casted magelight, skipping the connection emote.” Add Redlines: - “The light will not disorientate, blind, or be intrusive otherwise than looking at a normal lightbulb, no matter the more mana one expends to increase the brightness.” Entrap Spell Entrap spell will be getting one adjustment, so to clarify the amount one can make per day, the reasoning for this is due to the change coming to Abjurations/Warding. This is already a thing. Just if it needs clarification, it is here. Add Redline: - “You’re limited to creating three entrapped spells per day.” Warding & Abjurations Warding and abjurations are at an impasse. While you cannot increase the total power of the magic nor make it weaker, an exception should be made. These spells within transfiguration are the most underutilized within the magic. To make them usable by mages who wish to remain utility-based mages against the more combat intuitive counterpart would be entrapped spells. Add to Description: “Utilizing entrapped spells, you may gather the essence of the school of magic within the enclosed jar/container for warding or abjuration, taking an additional emote to extract the energy. This is a single-use as the entrapped spell's essence is used upon a successful cast. Entrapped spells used have to be T4/5. Anything below won’t work.” Change: Warding: “This spell takes 1 connect emote + 1 charge emote + 1 optional upgrade + 1 cast emote” ---> “This spell takes 1 connect emote + 1 charge emote + 1 cast emote. (+1 charge emote if used entrapped spell)” Abjuration: “1 connect emote + 1 charge emote + 1 cast emote.” ---> “This spell takes 1 connect emote + 1 charge emote + 1 cast emote. (+1 charge emote if used entrapped spell)” Add Redlines: - “You may utilize an entrapped spell to ward/abjure that spells school of magic by consuming the essence to power your ward/abjuration. This uses up the entrapped spell.” - “You may carry with you three entrapped spells per combat encounter, this isn’t connected to the alchemy/enchantment use limit.” - “Entrapped spells used have to be T4/5, anything below won’t work.” - “Using entrapped spells puts an additional emote required to cast, extracting the essence from the jar/container.” - “You cannot create a warding enchantment with an entrapped spell.” - “You can co-enchant to make warding enchantments.” Original Lore: (If you want to see what're changed/added if they make a difference).