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  1. - Lightning Evocation - Origin/Background The phenomenon of lightning has long fascinated Descendants - devastating, ethereal, and impossible to capture, it was once the basis for one of the most devastating Voidal arts; Lightning Evocation. But like lightning itself, this ancient art once disappeared in the blink of an eye, and when it did, it did not return for generations… Centuries after the art of Lightning Evocation was lost, master Magi Sulieronn Ashwood and Ayche joined forces in a combined attempt to rediscover it. Though both magi had spent decades or centuries trying to rediscover the art separately - during which time Ayche managed to accomplish something close to Lightning Evocation in appearance, if not effect - it was in Hohkmat that the two magi finally succeeded. As the only two magi to survive the catastrophic expedition to the Voidal Hollow, during which they witnessed naturally occuring Voidal Lightning, they were able to form new theories based on their experiences to develop a new form of evoked Lightning, with properties both familiar and entirely new. “Brilliant, isn’t it? The feeling of lightning at your fingertips?” - Sulieronn Ashwood Magic Explanation Lightning Evocation is, in its most basic form, the summoning of Voidal Lightning. This long-lost art wasn’t so much rediscovered as recreated, and the spells - and the properties of evoked lightning - now function differently from the Lightning spells of ages past. Lightning Evocation takes up [1] Magic Slot. Lightning Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered lightning evocationist with a valid [TA]. Lightning Evocation requires a stable connection to the Void. In order to cast Lightning, one must understand the basics of Voidal Lightning. Voidal Lightning is not quite the same as real Lightning and does not necessarily behave in the same way. Spell descriptions take precedence over real-world physics or logic. [ The Basics ] Though it still holds some properties that match old Lightning Evocation, Voidal Lightning behaves differently after its rediscovery. While natural lightning strikes with an immense amount of heat, Voidal Lighting usually strikes with minimal heat; in most cases, it cannot cause meaningful burns without expending Static charges from previous spellcasts. Instead, it applies a strange form of static, and occasionally raw concussive force. Generally, this lightning travels with immense speed. Ranged spells (Lightning Bolt, Chain Bolt, and Thunderous Strike) will travel nearly as fast as normal lightning towards their targets, requiring one to either place something between themselves and the caster before the lightning is fired, or to teleport after the lightning is shot in order to avoid its effects. Thankfully for those on the receiving end of such spells, all of these fast-traveling spells require the formation of a highly visible mana anchor on the target, which produces harmless but impossible-to-miss glowing sparks. Lightning strikes with minimal heat naturally, though it will occasionally release heat by expending Static charges. Voidal Lightning can apply concussive, blunt force when described in a spell description. When a spell is listed as a “Bolt”, it means that it will travel nearly as fast as Lightning. Rather than dodging said attacks, those targeted will have ample advance warning in the form of a sparking anchor. Should one wish to prevent themselves from getting hit by a “Bolt” spell, they must either place a large object between them and the source of the lightning (like a building, tree, or other person) the emote before the lightning is cast, or perform an action that allows for an instant dodge, like Teleporting, the turn the Lightning is cast at them. Ducking behind metal bars or grates would also suffice. Voidal Lightning only does what is listed in this section of the lore. For example, it will not stop someone’s heart. [ Static ] As a person is struck by lightning spells, they will potentially gain an effect known as Static. Static will slowly build up on those who are hit constantly with lightning until they reach [3] (or more) Static. When that happens, the character will become Jolted for [1] emote, which prevents them from performing any significant actions such as attacking or casting, though they can still move up to [4] blocks. Being Jolted in this way feels rather painful as the target’s muscles contract and convulse involuntarily (akin to the effect of a taser). When a mage disconnects from the Void, all Static charges they have built up on all targets immediately reset to zero. Static is only applied when a spell says it is applied. When one has at least [1] Static applied to them, they will feel a slight tingling sensation, alerting them that something is wrong. If Static is applied from multiple spells (from different mages) in the same turn, it will only add the Static from whichever spell applies more. For example, if someone is hit with a [1] Static spell and a [2] Static spell, [2] Static would be applied. When one reaches [3] or more Static, they become Jolted for [1] emote and their Static is set back to [0]. They also become immune to receiving Static for the emote they are Jolted and the emote after they are Jolted. Being Jolted makes it so one cannot perform any significant actions, such as attacking. However, they can still move up to [4] blocks. It also causes a feeling akin to being hit with a powerful taser. However, this doesn’t cause any real injuries on its own. Whenever Static is applied, the Mage must emote how much is applied and to what person so it can easily be tracked. It is also the job of the Mage to keep track of how much Static they’ve applied, and to which people. [ Conductivity ] Not all beings are conductive, so not all beings will be susceptible to being Jolted. In-organic, non-metallic creatures, such as Golems, Eidola, and Sorvians, will never feel the effects of Jolt, though this does not necessarily prevent them from being hit by the other effects of Lightning spells. Meanwhile, constructs made partially from metal or organic materials, like Homunculi, Darkstalkers, Epiphytes, and Animii, will find that they are fully affected by Jolt. Jolt cannot be applied to constructs made of in-organic, non-metallic materials, such as Golems, Eidola, and Sorvians. Jolt will still be applied to constructs made partially of metal and/or organic material. Examples are Homunculi, Atronachs with metal plates, Darkstalkers, and Animii. Neither of these are an exhaustive list. If there is a question if someone is/isn’t affected by Jolt, ST must be asked. Static will still apply, though only to preserve interactions with other spells. If a creature immune to Jolt reaches 3 stacks of Static, the stacks will reset to 0 with no effect. In some cases, the electricity from Lightning Evocation is supercharged, or discharged by objects in the environment. Metal is one such case. Attempting to cast a ranged Lightning spell through metal bars or gates will result in the Lightning curving to strike the material rather than the intended target. This is mainly the case for projectiles. However, assuming the mage is not firing lightning through metal bars, the lightning will generally behave as normal - lightning bolts will not arc away to strike large bodies of metal or those in plate armor unless they are specifically aimed at those targets. For those in full metal plate armor, they will find that the Lightning travels more easily through their bodies, despite what one might expect from standard non-voidal electricity. When Static is applied to those in metal armor, they will have [1] extra Static applied. Finally, when a Static applying spell strikes water of at least a half block in depth, the lightning will ripple out in a [2] block radius of the struck spot. Anyone unfortunate enough to stand within that radius will have [1] Static applied to them. No lightning spell will pass through metal bars or gates. Any target wearing metal plate armor, not half-plate, that covers more than half their body, will receive an extra [1] Static when hit by a Static applying spell. Anorum armor is excluded from this Static penalty. Metal prosthetics, such as Atronach and Animii Limbs, count as plate armor. Non-metal prosthetics, such as Golem limbs, do not count towards this. When a Static applying spell strikes water with a depth of a half block or more, the Static will radiate out in a [2] meter radius, applying [1] Static to any who are also standing in or in direct contact with that pool of water. The above interactions still apply to evoked Voidal Water, though the depth requirement must still be met. Standard dual-casting rules apply. If Lightning Evocation is to be used in a way that interacts with Water evocation, it will require at least two mages, one for each type of evocation. Solid objects, like evoked earth or ice shields, would block lightning bolts or Bolt type spells. Buildings or large trees would also work. Shields work if held with both hands, and a ‘bracing’ emote is made. Hiding behind someone (that you don’t like very much) would also work. [ Laws of Arcing ] Lightning always wants to end up in a complete circuit, especially when in a condensed form, like when conjuring bolts. When it comes to casting projectiles, an anchor must serve as the place of origin for the Lightning and then one on the target for the spell. This will be described in the charging and casting emotes. A line of mana will form between the two anchors, such acting as a path for the lightning to travel across, though it will always have its signature jagged form. Anyone who has an anchor placed on them will be surrounded by small, harmless, sparks of lightning. Bolt-type spells (Lightning Bolt, Chain Bolt, the targeted version of Thunderous Strike) require anchors to be placed, one at the place of origin and one at the destination. When an anchor has been placed on someone, they will be alerted to this by seeing harmless sparks of lightning float in the air around them. Anchors will move along with the target. Losing line of sight will generally mean that the target is behind cover and will thus not be hit by the spell. If line of sight is lost, the Anchor can be moved to a new target without expending more mana, but doing so will take as much time as forming the Anchor in the first place. (Effectively, this means the spell will have to be cast again - this is just a lore-friendly explanation for why canceling the cast doesn't cost additional mana). “What? No, I didn’t cheat at that game by amping up my reflexes. And if I did, you certainly can’t prove it.” -Ayche, shortly before walking away with a massive armful of carnival tickets Spells Evoked lightning has several interesting properties - it can imbue those affected by it with Static, strike with concussive force, or even burn those who have been primed with Static. And while enough Static can negatively affect the nerves and muscles of a target, more carefully controlled usage of evoked Lightning can provide opposite and more beneficial interactions. [Non-Combative] - Conjure Lightning The Evocationist may summon forth their element, allowing for the creation of aesthetic bolts of lightning that change shape for a beautiful display. The more masterful the Mage, the more details they may add to their electric artistry. Mechanics: Redlines: [Non-Combative] - Jump Start With a brief, yet powerful shock to the chest, a Lightning Evocationist may forcibly wake their target from an unconscious state, or stabilize a writhing heart. Mechanics: Redlines: [Combative] - Charged Weapon Lightning Evokers are known to force their element to cover the metallic surfaces of their weapons, allowing them to place Static upon those they hit. Mechanics: Redlines: [Combative/Non-Combative] - Amped Reflexes A mage can force a very low level of lightning to flow throughout their body, directly firing their muscle fibers with tiny amounts of Voidal Lightning. This allows them, for a split second, to react as fast as they can think; far faster than their nervous system and body would normally allow. Such is done to dodge, catch, or bat away projectiles that are flung towards them. Outside of combat, this can be used to quickly boost a mage’s reflexes - for example, to win at carnival games. Mechanics: Further Lore Explanation: Redlines: [Combative] - Static Field By electrifying a dome of air, the Evocationist will force targets who move through the area to become inflicted with Static. Those trapped in the field will have to decide whether to move, or stay still and avoid building up Static. Mechanics: Redlines: [Combative] [Bolt] - Lightning Bolt A staple of Lightning Evocation, though far less damaging than previous incarnations. By placing an anchor on a target, the mage will launch forth a powerful bolt of lightning. This will either cause Static to slowly build up, or cause the victim to be burnt with the removal of Static. Mechanics: Redlines: [Combative/Non-Combative] - Lightning Step A more sustained and powerful enhancement on a similar principle to Amped Reflexes, Lightning Step allows a Lightning Evocationist to move (and when outside of combat, act) faster. By directly firing the muscle fibers and nerves in their own or another person’s bodies, the Evoker will force the target to move with great haste. This allows them to close or make distance while also being able to perform ferocious strikes. This spell also makes a master Lightning Evocationist highly in-demand for speeding up construction crews, crop harvesting, and so on. Mechanics: Further Lore Explanation: Redlines: [Combative] [Bolt] - Lightning Stream After placing an anchor on a target, the mage will throw forth a constant stream of Lightning in the form of sparks and arcs of electricity, converting the Static on those they strike into dangerous heat. Mechanics: Redlines: [Combative] [Bolt] - Chain Bolt By sacrificing some of the intense power that a Lightning Bolt may hold, an Evoker may place multiple anchors on different targets, forcing their element to jump between each one. Mechanics: Redlines: [Combative] [Bolt] - Thunderous Strike The absolute pinnacle of Lightning Evocation, brilliant mages create a massive charge of Lightning that they will fling down on their targets, smiting them from the heavens. This may either be used to strike a crowd or target a single unfortunate soul. Mechanics: Redlines: General Redlines: Voidal lightning is not the same as real lightning. In the same way evoked fire isn’t exactly the same as real fire (for example, it requires no fuel), Voidal Lightning has its own set of rules and interactions that are similar to, but not exactly the same as, actual electricity. Real-world logic for electricity does not necessarily apply. All spells require line of sight, that being their maximum range, unless specified otherwise. Scion range restrictions still apply. If a target jumps over the three Static threshold in one turn (for example if they have [2] Static and another [+2] is applied), no additional effects will occur compared to reaching [3] Static, and no stacks are ‘preserved’ (the Static count is reset to [0] after being Jolted). The only exception to this is the interaction with Thunderous Strike, in which case the additional Static applies to the knockback before all Static stacks are removed. Evoked air shields will not block lightning bolts, but evoked earth shields will. Evoked ice shields will also block lightning. An evoked water shield will stop a lightning bolt, but the lightning will interact with the evoked water as mentioned above. Tier Progression [ Tier 1 - Novice ] The mage has just established a connection, assuming they haven’t done so already. If they are able to maintain such a connection, they’ll be able to conjure forth a handful of sparks around their fingers for but a moment before leaving them exhausted. This tier is often used for practicing a Voidal Connection and studying the nature of static electricity. Lasts two [OOC] Weeks. [ Tier 2 - Apprentice ] The mage has an increased connection to the Void and their understanding of lightning and electricity, able to conjure more than a handful of sparks non-combatively. No concrete shapes can be formed out of the chaotic sparks quite yet, though their abilities with lightning begin to venture outside the realm of simple shocks. Lasts three [OOC] Weeks. [ Tier 3 - Adept ] The mage’s connection is refined, their evocations of lightning able to arc further away from themselves, with more creative freedom being open to the mage in how they wield their electricity. They are able to conjure vague, chaotic geometric shapes out of ever shifting lightning and maintain those shapes with adequate focus.. Lasts five [OOC] Weeks. [ Tier 4 - Expert ] With near mastery of their element and their connection, the mage is able to wield lightning effectively, with a great amount of precision. Now the mage may progress without the aid of a mentor. Lasts six [OOC] Weeks. [ Tier 5 - Master ] With a mastered connection and nigh perfect knowledge of the element of lightning, the mage is unparalleled in their control over their lightning. It is at this stage that they may begin to take on their own students. Purpose Lightning evocation is an iconic evocation that was beloved by many in the past, though it suffered from a number of balancing flaws, lack of clarity for spell effects, and a sense from the community that it was difficult to react to or unfair to CRP against. With this write, our goals were to bring the magic back with clear and useful spells that roughly match the power and utility of spells from other evocations, new interactions with existing evocations (like earth or water/ice) and voidal feats (like Scion or Eminent), and clearly written tells and effects that distinguish it from other evocations (like fire). We added a little extra flair in the form of the Static mechanic, without overly complicating the magic in a way that makes it feel too far removed from other evocations. We also wanted to preserve the thematic fast travel time of lightning bolts without making them unbalanced - we believe we achieved this by making them weaker than comparable emote-count spells and forcing the caster to select specific targets for targeted ranged spells ahead of time, who will be alerted and have time to move for cover or raise a shield before the spell finishes casting. Additionally, spells like Lightning Bolt will have to be cast more than once on the same target to build up Static before they start to deal anything more than minor damage, which provides ample opportunity for others to react. Finally, our belief is that any magic should have interesting opportunities for RP generation outside of combat. The non-combat uses of this magic, like Jump Start, Amped Reflexes, and Lightning Step, will help generate RP and provide strong reasons for characters to interact with those who have mastered this magic. Thanks for your consideration. Lightning Evocation’s got a special place in my heart - it was the first magic Ayche ever learned back in 2013 (Wow, it’s been ten years), and I know there are countless others out there hoping for it to return in some form. Credits Authors: Meteor__Dragon, Xydraus Writer/Editor/Spell Creation: Xydraus Writer/Mechanics Creator: Meteor__Dragon Formatting: ScoutTheWitch Comments and Suggestions: Creete Comments and Suggestions: SimonItorp Citations So, why Static? Is Lightning Step Busted? Changelog
  2. Shortened Physics: Dynamancy is the redirection of any energy using mana. Dynamancers turn potential energy into kinetic creating energy waves of any kind at will using just mana. Dynamancer: A Practitioner of Dynamancy. Dynamancy: The term used for mages who use mana to redirect energy. Whether it be electricity or heat all electricity from a natural source (IE any energy that has been created via nonmagic means) DYNAMANCY TAKES 3 SPELL SLOTS How To CRP Dynamancy Dynamancy gives a user the ability to manipulate existing fire and create lightning, this is done via using Mana to redirect and amplify energy and wavelengths, including sound, fire, friction, and electricity. Electricity being the main part of Dynamancy Ill explain first. Activation of a spell with electricity drains a lot of mana, making the user tired and sluggish if not used right.(Roll) You also need to emote once to activate a spell. Activation also takes 5 seconds. When charging a spell for electric Variation of dynamansy the longer you emote and hold the spell the more effective via range, damage, burns, etc. for every 2 seconds it increases 1 block in the range starting at 2 blocks. (tier level applies.) The focus needs to be exact with electric dynamancy, if you roll a d20 under 5 it will backfire, and depending how long you charged the spell can decide energy. If you held the spell for 5 or less seconds you will get minor burns if you held the spell for 10 seconds or less you will get second-degree burns if you hold a spell for longer than that you will get third-degree burns., if you roll 7 or less the spell will not work. If attacking physically or in a stressful situation, focus will be harder, so anything under 7 (d20) will cause a spell to cease function. Release takes 1 - 2 emotes depending the spell and how long you charged it. If charged for 5+ seconds it will take 2 emotes. If the spell is more powerful or is made for destructive combat it will also take 2 emotes. Fire Variation of Dynamancy and how to CRP it. Fire Dynamancy can only be used when near a fire source, including torches, campfires, lanterns, and fire blocks yet not near lava. Activation of a fire spell will cost less mana and will also take only one emote. It is easier to charge fire spells, as charging every 2 seconds will increase range by 3 blocks maxing out at 10. Less focus is required with fire, but rolling under a 5 (d20) will burn you severely, minimum burns can be second-degree. If you charge a fire spell to the maximum and it backfires you will need immediate medical care or it could be fatal. Releasing a fire spell takes 1 emote. Remember you can only manipulate fire from a fire source so fire whips and swords from torches and little fireballs from lanterns. Remember to also roll for accuracy! Sound CRP Sound CRP is not meant for combat, you can make a grouchy noise but other than that this will not help you in combat. It takes 1 emote to cast a sound spell. Focus is required when trying to make yourself louder or your voice sound better. So being distracted or attacked will make this variation impossible. The release takes no emote but costs small amounts of mana to cast and continue to keep it going. See Mana training to improve time. can last up to 5 minutes (each tier is +1 minute. maxing out at 10 minutes before a recast is needed) Medical CRP Activation takes 1 emote and 2 mana points. Charge begins to burn through mana depending on how long you keep up the spell, see mana training. Focus is required and any major interruption(examples being screaming, loud banging, bells, earthquake, etc.) will render the spell no longer working and can even harm a patient more, (roll d20, if less than 10 from a major interruption the spell will harm the patient.) The release takes 2 emotes and a roll to make sure the spell does not backfire, this is because of the ability to restart a heart. Spell Potential Spell potential is not super limited, a spell can only be so effective yet depending the casting style of the user and what they decide to do as well as how experienced they are a dynamancer can do just about whatever they want with energy as long as it follows range. With the amplification of energy you have a lot of options just remember the range. | | \/ Range Lightning spells max out at 12 blocks. Fire spells max out at 10 blocks and you need to be near a fire source or be holding a lantern, torch, etc. Sound-related spells can reach 20 blocks. It takes 1 emote for lightning spells to be active and another emote for them to be cast. Mana Training A Dynamancer must be good at controlling mana. All Dynamancers have to undergo 1 saints week of training before they can cast spells. New Dynamancers will require more mana to cast spells as they have less control over their mana. For a dynamancer to train mana they have to sit at a candle and try to focus mana to their hands to heat their fingertips. Then snap and light the candle. Upon doing so they attempt to make the fire larger and smaller without making it go out. Mastery of this will take a saints week. Casting spells can also train mana. Physical Affects All Dynamancers undergo physical changes the more they do Dynamancy. Often veins become more visible along the body making it appear like there are blue and purple vines spreading under the skin. This is the least noticeable at the beginning of Dynamancy but more practice makes it more noticeable. If the Dynamancer is a practitioner of other magic arts it is also less noticeable. Required When Learning Dynamancy is unable to be learned by the unintelligent or easily distracted. Though some certain creatures with low intelligence can become mages often this is nearly impossible for those trying to learn dynamancy with below-average intelligence. This is because the direction of mana needs to be on a course perfect with that of what you are trying to do otherwise a spell will backfire. Immense training is needed before you can attempt any kind of teaching or general use outside of small spells like mana training spells and sound spells. (To train actual spells you need to have mastered Dynamancy Fully) Medical Variation of Dynamancy Some practitioners of Dynamancy can restart a heart (3 emotes and a 2 blocks range) while some simply warm or cool down a patient with a fever. Some will even use electricity to seal a cut wound or remove an infected area of skin. (other player must roll a d10 for pain levels) Redlines Rolling a 5 or under on a d20 will cause a spell to backfire causing damage, and you will be temporarily unable to use Dynamancy. If attacking with physical strength dynamancy you use becomes weaker, as you have less focus on redirecting the energy with your mana. When casting a spell you become vulnerable and unable to fight back until the spell is finished, depending the amount of emotes needed to cast a spell. Dynamancers can not use fire or lightning spells in water, the fire will certainly go out on any torch or lantern you are using, and lightning will shock you. On top of that it is impossible as when trying to swim you can not focus enough to direct mana anyway. Dynamancy is weaker and costs more mana when bleeding excessively. Unable to use fire spells when raining Cannot wear metallic armor when casting a spell as they can disrupt focus due to how heavy they are and can conduct electricity killing the mage. When bleeding profusely (bleeding out fatally) spells will be impossible to cast. Base Spells Lightning Spells: Lightning Arc The User creates a large bolt of lightning that can travel around the users body. It appears to be a rope made of energy and can be grabbed and used as a whip. When a person is whipped it can leave minor burns and lashes around the area whipped. As the user moves their hands an arc of lightning will grow in length around them. Looking like a stream of fireflies they surround the user in a spiraling motion. This spiral grows in size until it covers the user or the user grabs the large arc now fully spread around their body. Thundering Touch By touching your opponent and sending electricity into their body you can cause their muscles to spasm making them unable to use weapons for 2 emotes. This will also render the arm used to cast the spell useless for 3 emotes. Upon touch the opponent begins to flinch uncontrollably and shake as if having a seizure. Their chest puffs in and out as their arms flail, they fall to the ground still shivering from the horrifying experience. Their hands shaking not from the electricity, but fear. Electric Channel You can use this spell to form shapes and detailed sculptures of lightning. Uses more mana depending size and detail. A Dynamancer pulls electricity from the air as it shoots into a ball, then it begins to shift into a sort of square. It begins to spin in the dynamancers hand over and over again. Finally, the dynamancer begins to shape a bird and sends it off, an electric bird flying into the sky. Electric Blade Experienced Dynamancers can create a blade made fully of lightning while newer dynamancers may channel electricity into a sword made of conductive metal. As a dynamancer holds the handle of a shattered sword lightning begins to gather around where a blade should be. The lightning grows and shrinks as if the sword was breathing, finally taking a perfect shape of a sword. Appearing finish the hilt seems dark compared to the blue glow of the lightning sword. Electric Redirect If a dynamancer shoots a lightning bolt, or if any surge of energy is directed to a dynamancer you can redirect it into the sky, (costs massive mana and can only be used once per resting period unless it is a small jolt from like a bit of redstone etc.) As a lightning bolt shoots to a dynamancer he quickly makes a circular motion with his arms redirecting the electricity to the sky, like a huge slingshot. As it flings into the air the lightning suddenly cracks sending down little sparks of mana. Fire Spells (Fire Source Needed, note you can strike the ground with electricity on a flammable substance to start a fire but it will cost an emote.) Flaming Blade Using a torch a dynamancer can create a sword out of fire. Depending the size of the sword depends the mana cost. Must be holding a torch. Can cause 2nd - 3rd degree burns. as a dynamancer holds a torch a spiral begins from the small flame at the end. Forming a great sword of fire in the caster's hands. His body and surroundings showered in light as sparks fly from the engulfed blade. Flaming Whip Using a torch a dynamancer can manipulate the fire to work as a sort of whip. causes 2nd degree burns. A dynamancer lifts his hand holding a torch, then slamming it down to his waist. Upon doing so the flame grows into what appears to be a rope of fire. The whip is twirled effortlessly seeming to have no weight at all. Fire Flies Using a lantern or nearby fire source a dynamancer can create small balls of fire (6 inches in width and height) and shoot them at an enemy or use it to light something. can cause 2nd - 3rd degree burns. as a dynamancer smashes a glass lantern to the floor it engulfs the grass in flames. The dynamancer Flicks his fingers pushing energy from the fire into little spheres, creating fireballs. Using these small groups of fireballs he shoots them at his opponent. Flaming Fist A Dynamancer can channel fire to spread across their limbs which can be used in hand to hand combat to burn the enemy with their punches. It can be put out easily with water. If something draws all focus of the dynamancer away from his spell he will lose control and burn anything the fire was near, including body parts. 3rd degree burns. The fist of the dynamancer engulfs in flames spreading up his body like a coating of flaming armor. It showers the dynamancer in heat as it grows and shrinks on his body. Sound Spells Music Tamper Using the energy in wavelengths a dynamancer can edit the way something sounds (IE singing or an instrument) based on their imagination. Vocal Amplification A Dynamancer can amplify how loud a sound is, yet not to a harmful level. A dynamancer screams making an ear wrenching echo in the cave nearby. Medical Spells Electric Blade A Dynamancer can make a 1 - 4 inch blade of lightning from their fingertips. This can cut into skin to potential remove an arrow or something of the sort. (Conscious patients must roll pain level with a d10) A jolt of lightning comes down the arm through the veins of a dynamancer, eventually piercing through his fingers like little surgical blade or lightning. Electric Pulse A Dynamancer can send electricity to the heart of a patient to restart the heart. If done too many times the heart can become fried and can potentially backfire on the caster. (Roll d20) A dynamancer places both hands on his dying friend, upon doing so he presses energy into the heart, causing a jolt through his comrade's body. Upon doing so he begins to breathe once more shaking from adrenaline. Melting Touch A Dynamancer can focus heat energy to their fingertips in order to melt skin of a patient back together. As a dynamancer pulls an arrow from his leg he pull energy from the air making his fingertips a red hot. As he stroked his wound the skin melted together causing the bleeding to stop, yet he was still a limp. Thermal Spells Candle Ignition By focusing heat to a candle wick you can light a candle by touching it. As a dynamancer looks to a candle he flicks directing the friction from his fingers into the candle wick setting it alight. Rise and Low Using energy from a candle or torch you can make a flame grow higher or smaller. As the dynamancer rose his hands and lowered them around the nearby lit candle, the flame would grow higher and lower. Freezing touch by redirecting thermal energy out of your hands you can freeze water or grass upon touch, making it nice for a hot summer day to cool off your drink. Can not be used to harm an opponent. Can not be used to walk on water, the ice is only 1 inch thick. As a dynamancer placed a finger in his warm water fractals of ice began to spread around the edges of the cup making the water ice cold once more for his enjoyement! Remember, Dynamancy is flexible. It is made for a user to come up with their own spells, as long as it is in regulation and you do NOT POWER GAME. Tiers Tier 1 A New student, or a tier one dynamancer, can create heat and cool things down, as well as some static electricity along their hands. Nothing more than a shock from rubbing your clothes and then touching someone. They can also light a candle by snapping and touching the wick. Lasts 1 OOC Week Tier 2 A tier two dynamancer can bend fire and create electric bolts that can go up to 4 blocks. The fire can be at most from a torch creating a kind of dagger or from a lantern to make a little fake bird or some other kind of little animal to animate and fit in their palm. They can now use sound magic to half effectiveness needing to roll to make sure it does what they want. This can go to the maximum 20 blocks already. They are also able to use the full range of medical dynamancy. Lasts 2 OOC weeks Tier 3 A Tier 3 dynamancer can create fireballs and swords up to 2 feet in length using a torch or lantern. Their Lightning spells can also reach up to 8 blocks now. By this stage, the veins in their arms are becoming more noticeable. Lasts 2 OOC weeks Tier 4 A tier 4 dynamancer can now bend fire and electricity to their will, making arcs and all kinds of attacks within a 12-block radius. They can now use fire spells up to 8 blocks away. They can also create whips of fire using torches, up to 4 feet long. (four blocks) The veins in their arms are even more noticeable. Lasts 3 OOC weeks Tier 5 By this stage, you have mastered dynamancy. You can spread lightning and fire across your body and not be harmed in any way so long as you are controlling it with mana. If you do not have perfect mana control you will be burned while training to set your hands or other parts of your body ablaze or have lightning spread across those areas. (Roll a d20 9 and below means fail and you are burned, 10 means it has no effect, and 11+ means it works.) (You also still need a torch or fire nearby to cast fire spells even still. Including coating your body with it.)
  3. Electric Evocation Basic Understandings: Though evocation is one of the more basic and simple forms of magic a caster can learn, electric evocation is arguably one of the more dangerous and difficult of them all. Electric evocation is as the name implies; the summoning of electrical energy into the mortal realm from the void. As all other arcane evocations, this unnatural process is fueled by mana. Due to the fact that this is simply one evoking electrical energy, it in no way gives the caster the power to control any sort of electric energy outside of the ones that they have summoned from the void. Though this is the case, electric energy summoned from the void still acts as it would in the real world- IE: if someone were to cast electric energy near metal, it would redirect itself to said metal no matter where its intended location was. There are many reasons why electric evocation is a difficult magic to study and even more difficult to actually utilize. One must first understand their element, just as all other evocations. This could be done through multiple means, as long as in some form it helps the caster gain knowledge on said element, in this case one could perhaps watch a thunderstorm and see the way the lightning strikes the soil, have an electric evocation user give them a small jolt to see how it truly feels, or even study an electrical current provided by an electric evocationist. As expected however, the study of electric energy could easily take a turn for the worst. One could possibly get zapped in the process of closely studying the element, or in the worse cases, permanent damage or even death. Roleplaying Guidelines: As stated previously, electric evocation is a difficult magic to study and even more challenging to use compared to other subtypes of magic evocation. The reason for the difficulty in studying the element is listed above, however the difficulty in actually casting the magic is much greater. Due to the fact that electric evocation is quite literally somebody summoning forth electrical energy from the void, they have to be completely focused on their task at hand and shouldn’t toy around with this element. There are multiple forms that electric energy can be presented in, however one of the most common and one of the most powerful forms would be bolts. Bolts of electricity have the potential to be powerful, quick and accurate, however the nature of electricity is wild and unstable. The caster could easily end up shocking themselves, being one of the reasons why a novice caster would run into multiple problems at the beginning of their casting. Though this is the case, one would be able to gain better control over their element the higher they climb in skill level. The more they practice, the easier it becomes and the more they are able to do. A safe route to take when learning electric evocation is first learning about your element alongside learning how to connect to the void; which will likely take up most of the caster’s basic training. The caster will eventually get to the point where they’re able to summon small sparks, quite ineffective in combat. Once they progress forward and gain further knowledge on how their element is created within the void, the caster would eventually have the capability of summoning forth bolts of electrical energy and electrical streams- though at an incredibly vast cost of mana. The process would gradually become easier and less taxing as the caster continues his practice; yet still taxing nonetheless due to the fact that electric evocation is one of the more difficult evocations to use. Eventually, the magic user may reach the level of mastery, where they are capable of summoning something known as a call down: a spell in which lightning is summoned from what appears to be the sky and strikes downward at incredible speeds, hopefully crashing down on its targeted location. Here we will look at an example on how a beginner level electric evocationist would go about creating simple sparks: Toby’s wrists roll in a circular motion, his arms giving a quick yet noticeable twitch as his hands shift around, his palm now facing the ceiling. He inhales and exhales sharply, his eyes narrowing on his palms as he lets out a grunt of frustration. His expression turns into one of strain, his brow furrowing. A small bead of sweat races down his forehead as his hands give a small twitch, a crackling sound being heard which is followed by the sight of sparks twitching in and out of existence for only a moment. A loud wincing sound slips out from between Toby’s parted lips. Toby suddenly lets out a breath as if he’s been waiting to breathe, one arm dropping to his side as his other sluggishly rises into the air in triumph. Here we can see how taxing even just a mere spark is to beginner level electric evocationists. Now we will look at an example of an adept/proficient skilled evocationist who chooses to summon a quick bolt of lightning: Ayche’s arms whip outward, aiming directly toward the dummy completely made of hay, his hands giving a small twitch which is then followed by the soft sound of crackles. A buzzing sound becomes more apparent as small sparks begin to form inches away from his finger tips, his brow furrowing in concentration as his forehead appears to take on a glistening appearance. Ayche inhales and exhales sharply, his gaze remaining locked on the dummy as his hands suddenly seem to make a slight move forward, his teeth gritting together for only a moment as the crackles suddenly cease. As the crackling sound ceases, a bolt of electrical energy dashes through the air at incredible speeds, an obnoxiously loud buzz now being heard as it soars through the air. The loud buzzing sound is then replaced with a sound of impact, the energy meeting the hay dummy as it suddenly bursts into flames; half of it even crumbling to the ground. Ayche simply remains standing, letting out a loud huff as his arms fold in front of his chest, staring intently at the blazing dummy as his breathing heightens a great deal. Displayed here is the power of a moderate lightning bolt, but also the fatigue that even someone proficient in the art of electric evocation will have to deal with after using such a spell. Red Lines: Just as all other evocations you are not allowed to control elements outside of the ones that have been summoned from the void by your character. If there is any metal near the area of the casted evocation, you must RP the redirection of the electric energy flowing toward that metal. If not, this is considering powergaming.
  4. Hello everyone, I am here to present you some RP I have done lately. Everything written here, is based on what we know of Redstone. See ==> https://www.lordofthecraft.net/topic/97078-redstone-wiring-and-its-properties/ For more information. Based on my research done in game: http://imgur.com/aBb1ayW,vyCg6hG,nKYpHay,aq6Ku0k,uEq6yGi,vB3qQeo,yGDy8UU#0 Lightning bolts, being too powerful to be held down and controlled needs to be reduced. By that idea, Jeth created a Coil Capacitor with a ground ( http://imgur.com/4Hmdhqs ), that will remove all the extra energy that can't be held inside the redstone blocks. A certain % (About 20%) of the lightning bolt is held in those capacitors and can be used for basic use, but it can only be used one time (since the electricity will be discharged in whatever way in finds). These equations can demonstrate the logic behind these (The signal is lost after 15 redstone block and needs to be re-activated) P(15)=I(15)xR(rl) Therefor, I(a)=P(v)/R(rl) R(rl)=P(v)/I(a) P=The power in total (How many blocks in can send energy to I=How many blocks are left to be powered (Lets say P is at 10, then I is at 5) R= Resistive load, anything that drains the energy There's also the W, (PxI) which means how strong it is (and most likely if it will knock you out, kill you or just tickle you) And we can do up to couples of side stuff with such research, maybe the use of redstone lamps, but I wasn't able to research on those, yet. ------------------------------------------------------------------------------------------------------------------------- This knowledge, we all know it, but to put it to good use? Jeth created a balistica, or should I say modified it. (Nothing too advanced in technology). The principle is quite logical behind the weapon, we attach a redstone rope to the arrow that will be shot down to the undead enemies. Lightning will be furnished by their attack (since there's always lightning when they attack) and we use their own force against themselves. The ground around them (Clay, as where I am currently RP) would conduct the electricity (energy) and give a big shock (maybe fatal for undeads, to be tested). (picture of actual build http://imgur.com/LEjuUFq ) All these research have been funded by both Vanderfell and Polaris
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