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Fire Evocation Guide

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Fire Evocation


Basic Understandings:

Evocation is one of the most basic forms of Arcane Magic one can learn, being that it is a magic that revolves around the simple concept of summoning elements from the void and pulling them into the real world for a certain amount of time. As the name implies, fire evocation is the summoning of flames from the void and unto the mortal plain, the strange action being fueled by one’s magical essence of sorts: aka, mana. Because of this fact, it should be known by all magical evokers that they are completely incapable of controlling elements outside of the ones they’ve pulled into the mortal plain from the void.


Though the concept of fire evocation is one of the more simple ones in the category of magic to wrap your head around, it still requires a large amount of practice and time to use; let alone master. Before one can even begin to evoke fire from the void, they must first have a great deal of knowledge on the natural element itself. They must understand what fire is. How it feels, how it looks, how it smells, how it functions, etc. They truly have to break down the element into its core components and spend countless hours learning everything they physically can about it.


Think about it like this: if one doesn’t know how something works in depth, how could they possibly manage to replicate it to such a fine degree that it seems, feels, smells and even acts in the same manner as it does in the real world? Though it may be possible to do it if you have a basic understanding, if you’re looking to master the element then you have to truly get down to the small components of it. Another good example of this on a smaller scale which is used quite often, is if you don’t know how a flame feels, how would you manage to replicate that feeling? If you have no knowledge on it, you simply can’t create it.


Roleplaying Guidelines:

As previously stated, before a caster attempts to use fire evocation in any way they must have a large pool of knowledge related to fire, some examples once again being things like the way it feels, how it’s created, how it looks like to the mortal eye, how it reacts to things around it, etc. Once these important factors are taken in and studied for a vast amount of time, assuming the character has knowledge of how to connect to the void, they’d be able to evoke a small, simple flame. A flame the size of a candle’s flickering ember would likely be the safest route to go, however a spark would be doable as well, assuming the caster has knowledge of that specific form just as he/she does others.


Here we will examine a beginner level example of a caster who is just learning how to summon a small ember:


Ruby's left arm slowly rises in front of herself, her hand rotating so that her palm is facing skyward.


Her eyes lock intently on her hand, her lips parting as she lets out a sharp exhale, her opposite arm giving a few twitches as a bead of sweat quickly rolls down her forehead.


An ember suddenly flickers into existence above Ruby's hand, her breathing becoming loud and unsteady as the flame wavers from side to side.


As soon as Ruby's eyes begin to flutter shut with fatigue, the ember quickly fades back into nothingness, her arm dropping back to her side as she plops backward into the chair with an exasperated sigh which is then followed by a fatigued grunt.


As what is likely expected, the longer the caster practices connecting to the void and evoking flames, the easier the process becomes. Connecting to the void is a difficult task, taking up a majority of a mage’s most basic training. The basic training is essentially the caster learning how to connect to the void, and then imagining the element in the certain form they want to present it in, and then using their mana to fuel the idea and drag the substance into the mortal realm. Eventually, this progression will lead to the caster being capable of summoning greater things at a quicker rate; a fire ball being a perfect example of this. However, despite the caster’s understanding of the magic and skill level of actually using this magic, there must always be some sort of physical tell that shows they are currently evoking. This tell can be projected in multiple different ways, ranging from things like the twitching of joints to the volume of breaths, etc.


Now that we have discussed that, here is an example of how a fire evocationist would summon a fireball:


Kuro's hands slowly rise in front of himself, his wrists giving a small twitch as his palms face one another, being about a foot away from each other.


A single ember seems to flicker into existence in between Kuro's palms, his shoulders giving a small twitch as the ember begins to swell. The flames seem to stretch upward and sway in sporadic movements.


Kuro exhales sharply as the flames take on the form of a crude ball, small embers flicking outward in multiple directions as its growing gradually comes to a halt.


He takes a long pause for only a moment, before he juts his hands outward, the ball of flame ripping through the air as it races for its target. As it does, small embers zip outward in multiple directions, the ball continuing to whirl toward its destination.


As it hits, Kuro lets out a loud huff, his breathing heightened as he slowly stumbles back and plops onto his rump, picking at the blades of grass as he watches the now burning dummy.


Red Lines:

  • Ignoring the fact that a lack of fatigue must be emoted. Even at a high skill level, one must make sure that in most cases they emote a sign of fatigue. The amount they emote depends on their skill level, however it is required else it is considered powergaming.

  • Do not emote controlling real world elements. The casters are only able to control the elements they have drawn from the void.

  • Molding a flame is something that shouldn’t be done until the beginning of tier three has been reached; even if it is just a crude shape.

  • You are unable to control flames to a fine degree, unless you combine this art with the art of primordial conjuration. Otherwise, your shapes will be quite crude.

  • Make sure you roleplay a reasonable casting time; therefore the farther away you are from your target location, the longer it will take to evoke that element. I.E. Don’t emote instantly summoning a flame underneath/atop someone.

  • Blue flames drain a vast amount of mana in a short amount of time, so this isn’t something you should go around using each moment you get the chance to because they perhaps look better than orange flames. And white flames are practically a no no- seeing as one would die of mana exhaustion or heat exposure due to the high temperature of said flame.

  • As per every evocation, you are not able to evoke in areas you cannot see.

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New and improved, out in a public forum!

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I don't know why but I prefer the old guide then this one.


This is just too vague in my opinion and just explainshow it exists and shows RP examples.


It has no advantages or disadvantages or how to practice it or self teach yourself.


Just says "get knowledge and learn" not exactly "This is how you can learn it" essentially doesn't even consist of properties of how fire is needed to be created. Heat, Oxygen and Fuel. The three fundlementals of fire for it to consist of life.

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The magic guides are here for people who already practice the magic. It is called 'Fire Evocation Guide' not 'How to learn fire evocation'. 

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What are the weaknesses? What is the magic fully able to do? What is the magic limit of mana? What does it do to the physical body. I can go on and on... Explain besides giving broad details.

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3 hours ago, ttwesten / Evark Evocress said:

What are the weaknesses? What is the magic fully able to do? What is the magic limit of mana? What does it do to the physical body. I can go on and on... Explain besides giving broad details.

You are drawing this out for longer than it is worth. If you believe you can do better, write a guide yourself and submit it to the MAT.

I will humour you with the answers to these questions, though, but only because it is my job to do so. Your attitude on the matter is petty, and not helpful.

1) 'What are the weaknesses?': As with everything to do with fire, the weaknesses are a lack of fuel or space. Be it suffocation by sand or water, evoked fire is as 'weak' as normal fire.

2) 'What is the magic fully able to do?': To put a limit on what the magic is 'fully able to do' is to put a limit on the RP of others. The MAT will not limit what any magic can do, only how powerful these things are. I assume you are asking how powerful fire evocation can be, in which case I tell you it is as powerful as every other evocation. Depending on the scenario and skill of the user, a 'max power' can range from a large fireball to a nifty swirl of flames.

3) 'What is the magic limit of mana?: What?

4) 'What does it do to the physical body?':  


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