10-24-2015, 12:34 PM
Minato Namikaze Wrote:Okay, that seems better now.
On to the actual AOE attacks.
With both verbal and Charged casting, what do the blast areas look like? how does the augmentations work with them? Does the corruption effect only work if the initial bolt hits someone? or does the AOE blast radius also carry the corruption effect?
Included descriptions for blasts on all AoE and they do indeed carry its corruptive influence.
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Omni Wrote:Use this checklist. I'm going to bold everything that's relevant and hasn't been included.For base damage its as fast as being hit by a bullet, for the Dark Magic immediate with now a much lower spreading range.
• *Is it instantaneous, or quick to use? Or is it slow? (Almost instantaneous? A moment? Several seconds? Longer? Be specific.)
Omni Wrote:• Once activated, how fast does it travel? (Fast as a thrown ball or slower? Arrow? Bullet?)Base evocative text makes note that the spells are equivalent to sub-sonic firearm ammunition.
Omni Wrote:• Is it difficult to aim? Must it be aimed at all?Not sure how to quantify this given its point and shoot wand usage. By the nature of a want its a pretty light weapon, very much finesse. Noted they are line of sight in the first few words of Evocative curses
Omni Wrote:• Can the user move around or do other things while using the move, or must they be stationary?Added this in though it was subtly in the text already given that it only required wand movements, a wand and voice at most. Charging already precludes the use of other magic.
Omni Wrote:• Does the user have to keep their focus on the move, or is it 'fire and forget'?Added into the base Evocative Curse text, first few words in fact.
Omni Wrote:• Does it have effects that linger after the user is no longer performing the move? If so, how long do they last?Both Evocative and Dark Magic linger in that they leave lasting damage. I removed any growing or additive over time effects.
Omni Wrote:• What does it look like? How is it performed? How does it feel to get hit with it?That's all in the base text and given the amount of damage varies depending on DEF I don't want to imply how much pain a person will be in. I'll leave that sort of thing to the Cruciatus curse. *Evil Grin*
Omni Wrote:Use this as a basis:Seen it and read it many times though I've had a hard time drawing parallels. The new version of this though should line up more.
Necrotic Touch (Requires physical, debuff proficiencies, 600 OM)
Okor's hands ooze a toxic slime, containing a particularly virulent strain of flesh-eating bacterium, which draws forth his various parasites with the promise of a meal. This ability takes two seconds of stationary concentration to activate, afterwards, Okor's hands become dangerous weapons. Contact with the substance seeping from his hands almost instantly causes deterioration. With only brief contact (such as a slap, or a punch), the area is irritated and sore. If Okor manages to maintain the contact for several seconds (such as by holding the enemy down), the skin begins to rot and soften. Should the unfortunate target be unable to free themselves from his grip for seven seconds, the damage becomes more severe, as a variety of infections and parasites begin to make their way to the foe, causing significant discomfort, and starting to worm their way into the foe's flesh. The foe's chances of escape are greatly increased if their ATK or DEF score is higher than Okor's. The parasites may be removed out of combat, with either the channeling of Omnillium, or skilled medical aid.
Omni Wrote:Note that Okor has to be in melee range and sustain contact for a good effect. At present, you seem to be able to rapid-fire attack with an instant cast spell that rots flesh (albeit in a small range). You also don't take into account the difference between your ATK/TEC and their DEF. Give a range (ie, it ranges from bruise-like abrasions and mild softening of the skin to major blisters/softening) to account for stat differences. Give it downsides.I thought this was inferred by the base system already so I hadn't bothered, fixed it now, added several paragraphs.
Below is a copy of what has been edited into the character. I've highlighted all the changes.
Quote:Evocative Curses[/quote]
Cost: 1800 Om
Requires: Ranged Proficiency, Area of Attack Proficiency,
This is a class of ‘line of sight’ and ‘fire and forget’ spells which are streamlined for three main mode types and may be augmented, often through experimentation, to produce strange or wondrous effects. It emphasizes adaptability and flexibility in and out of combat as they only require wand, an optional verbal invocation and the need to focus on one spell for charging before being fired.
By default and without augmentation these spells fall under non-elemental burrowing bolts of magical energy that expand as they encounter resistance. The core of the bolts are finger sized spikes that while traveling at a speed that’s fast but more in line with sub-sonic ammunition. However they pack significant amounts of damage at the cost of this speed.
Appearance wise, colors range in the pale to prismatic warm colors with a theme of molten light like substance.
Non-verbal Casting [Frusto]
Semi-Automatic casting and firing of spells as the user requires it. These are specifically often grouped in a similar level of damage of weaker projectiles that while still dangerous, are less likely to cause critical injury unless they hit closer to vital locations. These thin, streaky bolts that are mostly bleached whites with interspersed color that leave erratic static like trails.
A shot can be fired up to five times a second without exhausting a wand’s recharge rate.
Verbal Casting [Lacero]
Verbalized magic is more powerful, taking around three seconds total of time but results in a powerful more dramatic end result that can be devastating both to the victim and the environment.
Appearance wise it has a deep orange outer core with its inner core being that of fractured white light that shines out in starbursts and accompanied by a shrill whumping noise.
The verbal casting produces a noticeable explosive force upon impact, shedding its outer core and releasing wide two meter plume of spherical force. This shedding happens at the point where the bolt meets significant resistance while the inner core of the bolt attempt to continue burrowing through. Shrapnel unlike its charged sibling isn’t as much of a concern due to the centralized force is towards burrowing and grinding.
A shot can be fired upon charging for three seconds and up three times in a ten second period without exhausting a wand’s recharge rate.
Charged Casting [Magnus Totum Lacerovisis]
By drawing out the verbalized casting and including actual wand movements the user can super charged Evocative Curses to create an area of effect.
When fired, this bulbous bolt of cracked light leads with meteoric like Mach cone and a pale maroon-white molten light core. It isn’t much to look at but the sound it makes after it passes by and on impact sounds like a cacophony of screams and machinery sped up digitally on repeat.
The explosion measures in a six meter spherical radius plume, forming at the point just after where the bolt first meets significant physical resistance even as what remains of the core attempts to burrow through whatever it impacts. The eruption of force because how and when it detonates, is best suited for firing shrapnel from and around its detonation site.
A shot can be fired with a five second charge up delay, and up twice in a ten second period without exhausting a wand’s recharge rate.
Quote:”Augmentation Definitions”
These are enhancements to the already dangerous Evocative Curses; as such they work in combination with each of its Modes. The form of magic generally stays the same but the end result can vary wildly from the base line depending on the nature of augmentation.
Unless otherwise stated, all augmentations adopt their Evocative Curse base form and results.
- Dark Magic corrupts the nature of Evocative Curses so that anything they contact becomes abhorrently hostile to life. The bolts gain sickly, pale cooler colors, usually teals and purples. Anything touched by the magic or what it has infected darkens and glows with an abyssal weir light and marked with barbarous lines that are deeper than black.
Upon contact whether it be the flesh inside the wound or merely the skin, this spell immediately spreads up to one centimeter deeper and outward in the process to all adjacent flesh before its magic gives out. The result of this targeted tissue is that it becomes a juicy, sickly, decomposed rot of what was once healthy body.
The severity of the rotting depends significantly on the target’s DEF, though the minimum effect remains the spreading of one centimeter, it may increase with the difference of that of a lower DEF compared to the Caster’s ATK. While higher DEF results in a less pronounced rotting, the minimum remains the same.
There is also a few downsides with Dark Magic, the first being that its wrongness is easily noticed by anyone with enhanced senses when the spell is being cast, doubly so when released. Secondly the spell offers no protection to the caster from itself if they are caught within range of its effects. Finally it has adverse effects on a person’s emotions, bringing out aggressiveness, euphoria and potentially at even higher more constant use over minutes, feelings of arrogant godliness.
- Non-Verbal [Malforo] – Bursts of lightning like bolts led by a core of cold molten light that leave behind trails of sickly wrongness. While weaker, a group of them are more efficient at infecting subjects as they transmit their corruption deep into the body upon penetration of whatever they strike.
- Verbal [Semper Minuo] – A bolt filled with a thicker more mutinous light. It follows much the same pattern as its Verbalized Evocative cousin, albeit the power is more centralized into a smaller blast radius that is still quite infectious especially when burrowing.
The impact’s explosion seems to ring out with sizzling corruptive lightning and expanding molten energy; anything caught within its domain will be subject to the Dark Magic’s rotting influence.
Explosive radius is confined and intensified to a one meter spherical area.
- Charged [Infini Fractaviscus] – Like its lesser spell siblings, and its Evocative cousins, it’s a bolt of molten light that seems to leave a trail of warped reality in its wake. Upon impact it produces a furious explosion of shedding its outer layers of corruptive influence while its inner core attempts to burrow through whatever was able to resist enough to trigger the effect.
Anything caught in contact within the domain of its explosive energy or the waning inner core of bolt as it attempt to burrow is infected with the writhing Dark Magic that defines this augmentation. This includes the inanimate which may hiss and scream when in contact with living flesh even after the corruptive magic has lost its ability to infect.
Explosive radius is confined and intensified to a three meter spherical area.
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