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Tom Riddle
#26
Omni Wrote:Honestly, I think if you want to keep the rot AND the pierce, you need to add bigger downsides. Or else weaken the pierce effect a bit. You can always elaborate on the effects of using the dark magic. Becoming more arrogant and overconfident doesn't seem like that big of a downside right now.
Ouch yeah done. Rewrote this and centralized the rules so I'm not repeating myself too often and the individual mods just include how wide of a splash damage they have.

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 - It 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.

    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. Third 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.

    Finally Dark Magic trades Evocative Curse’s piercing, kinetic and explosive force for painful splash like damage that seeps into anything it touches.

    Regardless for how long it’s charged, each hit from Dark Magic creates rot at a set scale, starting from mild and increasing rapidly to significant and deepening bodily harm. However for the rot to spread and intensify the spells must hit in roughly the same area. However this effect is lessened by higher DEF in comparison to the spell’s ATK. Assume the listed descriptions are for equal ATK to DEF; intensify as needed for lower DEF.
    • Cracking flesh and bruising
    • Gangrenous tone, pustules and weeping
    • Spongy consistency, blackening of flesh
    • Rotted tissues sloughs off.
    Inanimate objects may carry the taint themselves and will be corrupted in a similar fashion. The more significantly infected they are the more they react to the presence of life and will literally scream and rend it is presence.

    • Non-Verbal [Malforo] – Bursts of thin lightning like bolts led by a core of cold molten light that leave behind trails of sickly wrongness. Upon impact they seep painfully into the target site and increase in depth with each successive hit to the same area spreading a centimeter in radius at a time deepening by the same amount.

      Spreads deeper by a centimeter per hit.


    • 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 at its core. However when its power is released the core becomes a starburst of purple weirlight and yellow lightning that strikes and infects at everything within its domain.

      Explosive radius is confined and intensified to a one meter spherical area and seeps in a centimeter at a time per hit.


    • 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 the weir light shines bright purple before blackening and warping light instead as it reaches out with rapidly moving tendril of barbarous energy leaving anything it touches with glimmering taint.

      Explosive radius is confined and intensified to a three meter spherical area and seeps in a centimeter at a time per hit.


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