Poison Lightning Magic
Allows the user to cast precarious toxic lightning that surges through its victims’ bodies to inflict paralysis and tremendous pain whenever they move.
0.725x Power
1.3x Speed
1.05x Size
0.8x Destruction
Overview
A lost magic that combines aspects of poison and lightning, resulting in a magic that exploits enemy movement/displacement to deal extremely rapid DoT. Paired with its stun capabilities, it can somewhat restrict the opponent’s movement.
As it relies on the target’s movement, with more stationary targets it is essentially akin to a slightly worse Poison magic in terms of damage.
Magic Mechanics
Details
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Inflicts Electropoisoned, a long-lasting, low damage DoT that briefly speeds up based on the victim’s velocity, or while the victim is Paralyzed.
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Upon dealing 33% of the target’s HP[1], inflicts Paralyzed.
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Creates and expands poison clouds on hit.
Status Effects
Electropoisoned
Toxic volts surge through and damage your nerves, causing spasms and excruciating pain whenever you move your body.
Deals 2.5% of attack damage every 1s, lasting for up to 20s.
The duration and tick frequency speeds up based on the victim’s total distance travelled within a rolling window of 1s, scaling linearly up to 5x faster[2] when at ≥40m of distance recorded in the past 1s or while the victim is Paralyzed.
Most forms of movement are recorded, such as dashing, knockback, jumping, falling, running, swimming, teleports, etc., but it excludes certain things such as moving with/riding boats. There could even be different multipliers for distance recorded for balancing purposes[3].
Paralyzed
Slows the target by 50% for 1s.
Interactions & Clashing
Details
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Unlike Poisoned, Electropoisoned cannot be cleared by Wind due to it also being composed of electric shocks, and also because of Wind’s knockback synergizing with the DoT’s mechanic[4].
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Adds Paralyzed to Soaked.
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Electrically charges Acid/Water/Metal projectiles upon losing a clash against them, increasing their AoE by 25% and causing them to additionally inflict Electropoisoned.
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Creates a flash of light when clashing with Poison Lightning, Lightning, Light, Glass, Plasma, or Shadow.
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Creates a small explosion when clashing with Poison, Acid, Fire, Explosion, Ash, or Magma Magic.
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Charges metal objects on contact.
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Temporarily electrically charges Water puddles, causing them to deal damage on contact and inflict Electropoisoned.
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Creates some glass cubes[5] when clashing with Sand.
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Clears the Sandy, Charred, Petrified, Bleeding and Frozen status effects.
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20% more damage against Bleeding targets.
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10% more damage against Sandy or Scorched targets.
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5% more damage against Corroded, Melting, Crystallized, Seared, Frozen, or Soaked targets.
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5% less damage against Scalded or Burning targets.
Synonyms
General
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Disease/Diseased
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Infection/Infectious
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Noxious
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Pestilence/Pestilent
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Plague
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Virus/Virulent/Viral
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Poison/Poisonous
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Toxic/Toxin
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Bolt
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Electro/Electric
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Shock/Shocking
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Volt/Voltage
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Surge/Surging
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Lightning
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Poison Lightning
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Poison Lightning Magic:
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of Poison Lightning
Electropoison Exclusive
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Electropoison
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of Electropoison
Toxishock Exclusive
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Toxishock
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of Toxishock
Variants
🟣 Electropoison
Dark purple poison/clouds and purple lightning/electricity.
đź”´ Toxishock
Maroon poison/clouds and crimson lightning/electricity.
Arcanium Stats
Details
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+25% Power
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+25% Pierce
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+25% Dexterity
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+25% Range
Design Philosophy
Details
Poison Lightning is arguably a strange combination, but I suppose you could make the argument that both of its components are associated with paralysis/disrupting bodily functions in some way.
For this concept, I primarily wanted to try and combine its components’ aspects and encompass both of their identities in a unique and fitting way. Simplified, Poison is very DoT focused and Lightning is speed-focused while reducing mobility through Paralysis. Taking these into account, I came up with this concept’s mechanic for Electropoisoned.
Not only do I personally believe it fits, but it also allows for some unique synergy through capitalizing on displacing the enemy, such as with knockback or with its own cloud hazards[6], allowing the mechanic to shine a bit more.
While Paralysis does somewhat have anti-synergy with Electropoisoned, it’s not too glaring, but I did make it so the gimmick is at maximum effectiveness while the victim is Paralyzed.
16% if Ultimate Art ↩︎
1 tick every 0.2s for up to 4s ↩︎
Ex. 1.5x for knockback, 0.5x for falling ↩︎
though i guess you could just use knockback jewels instead ↩︎
colored after the Poison Lightning variant used ↩︎
since they act as area denial that forces the enemy to move out of them ↩︎