Nazzarus/ideas/blackfire

From Elanthipedia
< Nazzarus
Jump to navigation Jump to search

Blackfire Spellbook Proposal:

Ancient Elemental Spellbook Proposal:

(working title describing old sorcerous elemental magic being researched in new ways) A place to tweak and edit the concepts of a Blackfire Spellbook for Warrior Mage Sorcery. this new concept of bringing back old magic and fun s|Sorcery concept spells based on Elemental Magic or How to Kill Yourself in New and Exciting Ways.

Utilize the discussion page to provide any thoughts or ideas. Thanks!

1) Ethereal Fate Fissure -

Spell description - a swirling miasma of elements and lunar/holy blended chaotically together to form an unstable fissure in the elemental constructive properties of the plane. While a normal Ethereal Fissure is a geometric construct pointed in the direction of a specific elemental plane, this fissure instead is aligned to the Plane of Probability, causing chaotic shifts in elemental magic events in the area. Lunar magic is also heightened in a rare localized event. It is not recommended for Lunar magic practitioners to attempt to attune themselves to the Plane of Probability in the presence of an EF Fissure.

Benefits -

- Increases elemental and Lunar mana in the room significantly 
- Affects targeting matrices, increasing the damage output/potency
- Can trigger bonus *flare* damage from any elemental source (fire/cold/electric)

Penalties -

- Will randomly discharge, damaging/stunning people in the room. (anyone else hit locks caster open 1 hour)
- Room can not have another cast for a very extended period of time (would show up as a lingering trauma in power perc)
- Continued use can cause guild access restrictions
- Requires full summon, tanks. 

2) Blackfire Blast -

Spell description - a beam of fiery nothingness tears across the target, shredding its elemental construction.

Benefits -

- Multiple body-part damaging spells, significant vitality hit, boosted chance to stun. Damage calculations run against elemental resistances and physical absorptions of armor (maybe? something to signify this is magic but not elemental)
- Can hit incorporeal targets. Extra effective against demonic or extraplanar entities. 


Penalties -

- Significant extended holomorphic corruption. multiple casts = death. 
- Criminal act, big fines if used in justice zones
- Targeting players locks the caster open for 4-6 hours
- Guild access restrictions from holomorphic corruption.
- Requires full summon, tanks.


3) Hylomorphic Cloak -

Spell description - this sorcery warps incoming damage, changing the type to the specified element. this will completely change any magical damage, and only partially change physical damage. This spell is cyclic, and any prolonged usage will find the caster being ripped apart by the very elements they are attempting to channel.

Benefits -

- So long as mana is held, any incoming damage will be converted to the specified element. Elemental damage is fully converted, as is (other) magic type that is woven with the spell. Any other magical damage is mostly converted, while physical damage is half converted.

Penalties -

- Every pulse causes slight Hylomorphic Corruption which will build up faster the longer the spell is held, eventually leading to death. In addition, pulses are capable of damaging spirit or nerves of caster.
- When releasing the spell, a chance to end "violently" causing significant stun, vitality loss, and multiple internal/external wounds (If possible to track damage locations affected by the conversion, it would be there, but if not then randomly across the body) 
- Requires full summon, tanks.
- Hylomorphic corruption end = death
- Spirit damage end = death
- Nerve damage end = violent release