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[✗] [Magic Lore] – Air Evocation


ZythusRequiem
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Origin

For as long as the Descendants have walked upon ground, there have been those who have wished to explore the mystical, and the elements. Yet the Descendants were not always born with common abilities that allowed them to twist the environment to their cause. Thus, the clever Descendants found a way to circumvent this. This circumvention uses the Void, an arcanic canvas of inspiration and infinite possibility. Those who’ve studied the void and learned it’s principles, have been able to master Evocation. Air Evocation follows tandem in this similar inspiration, ever since the first Fire Evocation user summoned their first flame, other soon to be revolutionary mages watched in awe. These first users of Evocation set out to discover their own elements, and learn how to create them in the void. The first time virgin voidal air touched the world at the hand of these early mages, was when Air Evocation was born.

 

Magic Explanation

Air Evocation is one of the less frequently seen evocations by the descendants. Those who use Air Evocation have however, ironically, some of the most flexibility when it comes to the five evocations. Evocation itself is the art of drawing elements and matter into the world, from the Void, for usage by the mage. As a result, it is the Void that powers this magic alone.

  • Air Evocation takes up [1] Magic Slot; it is not a Feat.
  • Air Evocation requires a stable connection to the void, and mana to cast.
  • Air Evocation is of the class of Evocations that exist within the Voidal Magic class.
  • Air Evocation can be learned by teachers possessing a valid [TA] for it.
  • Air Evocation users must have a valid [MA] to use it in game.

 

Learning Air Evocation

In order to actually use Air Evocation, one must go about the task of seeking out a mentor for tutelage in the magic. This is so that the prospective mage can use their magic properly and without disastrous consequences. To learn evocation, once a teacher is found, one must create a connection with the Void. The Void is what powers the magic, and thus to create air, they must focus on learning how to do this connection quickly and on demand to cast. Air Evocation users must then understand the properties of their element, how it interacts with the world in order to properly create it. They must also learn how mana works, and how depleting their mana which sustains their element will bring about certain disaster. This magic is learnable by most of the Descendants who have not blocked out the void by any possible pre-existing magical or non-magical modifications. Air Evocation follows standard progression times. 

 

Casting Air Evocation

The casting process for Air Evocation and most Evocations is relatively simple. In order to use the magic, one must of course form a connection with the void and use their mana to manifest the element they create in their voidal minds to bring it into the world. They can then use this mana to manipulate their element in any way they wish. In order to keep their spells in motion, mages must maintain their voidal connection. This connection can be broken with loud noises, disruptions, physical attacks. Should the connection be broken; the mage cannot cast and all the magic they have summoned into the world ultimately returns to the void, since you cannot create something with nothing. Such is the price a mage pays with mana, the resource mages use to sustain their evocations and magic in the world. This mana, is not infinite, and inflicts fatigue on the user (sweating, twitching, etc.) the more the user uses it. In extreme cases, where mana is completely depleted, mages will be left extremely vulnerable, and near-death even

 

Properties of Air

The properties of Air must understood by all Air Evocation users before they attempt to cast their magic. Air is for one, colourless, odourless, tasteless, and gaseous. Air exists around everything and everyone that walks about the life giving world. To truly understand air, mages must experience air. This can be done through numerous activities, such as: visiting high mountain peaks where air exists in different concentrations to notice the difference, getting hit with blasts of air to feel the might of air in large amounts, studying air academically in different environments, tracking and recording how it behaves with changing conditions (like temperature, etc). Due to the many properties of air that it can have on the environment, when Air Evocation is cast it can have a plethora of “creative “ uses. These uses may include stirring up water in a cast “Twister,” to put out a fire, or casting “Twisting Air” over a mass of sand to daze and stun an opponent. Since Air Evocation has this environmental “mingling” factor, it can be used in numerous different ways due to it’s versatile properties to create unique and interesting combinations with the environment. Generally speaking, the properties of air are as follows:

  • Air moves faster when heated, and rises when hot, falling when cold. 
  • Air is a colourless, odourless, gas.
  • Air can exist in different pressures and concentration states. 
  • Air has mass, and weight.
  • Air can exert pressure on objects and cause motion, as well as resist motion.
  • Air can control the motion of some small objects when properly condensed and focused. 
  • Air abides by the Law of Diffusion, meaning highly compressed air will produce a higher force to a region of less air when it is released. 

 

Spells and Abilities

Air Evocation possesses a myriad of different uses, considering that it is one of the more creative magics. That said, there are limitations with Air Evocation, especially in combat. Air Evocation can be used to dust houses, clean rugs, cool people off, as well as stop projectiles, and create torrents of wind to send enemies backward.


Breeze [Non-Combat]
This spell is used to conjure a small and benign mass of air from the void which can be used for a variety of non-combat purposes. These purposes include but are not limited to: dusting off counters, cooling people on hot days, and general aesthetics. This spell is meant to be used as a utilitarian spell and should not be used in combat. Breeze can have minor temperature alterations.

 

Spoiler

Mechanics:

  • Breeze requires two emotes before properly casting. 
  • Breeze is countered by physical objects that stop the breeze and wind from impact. Breeze is also countered by disruptions and distractions to break a void connection. 
  • Breeze is not strong enough to counter/deflect any projectiles from other evocations that are intended for combat, or standard, mundane projectiles like rocks and arrows.
  • Breeze inflicts minimal exhaustion on the mage (minor sweating, twitching, etc.).
  • Breeze can be used to control the air pressure of rooms to a small degree, i.e. closing doors, moving smaller objects around, etc. Breeze can also be channeled and not channeled.

Red Lines:

  • Breeze cannot be cast in combat.
  • Breeze cannot be used to deflect projectiles with combative intention or speeds exceeding the average velocity of a thrown rock.

 

Twisting Air [Combat]
The mage collects a standard amount of air and compresses it into a spherical twisting shape. The mage then throws this twisting shape forward and releases the compression, sending a twisting torrent of wind that causes projectiles to be knocked away if caught in the twisting wind, as well as any person hit by it to be staggered backwards and disoriented momentarily. Twisting Air is in principle an “air ball,” and can be used as such. The spinning air that results from the spherical shape can provide to be pretty troublesome for debris.

 

Spoiler

Mechanics:

  • Twisting Air requires two emotes to be cast properly.
  • Twisting Air will stagger people without armour on backwards two to four meters; whereas people with armour on will only be moved backwards by one meter from the site of contact; unless the mage emotes for one more emote, then armoured enemies will be thrown back the same as unarmored.  
  • Twisting Air is capable of disorienting people hit by it, and breaking concentration in mages.
  • Twisting Air is able to stop projectiles, and or fizzle them out, such as other evocations (except electric), and arrows. 
  • Twisting Air is easily countered with shields and large objects to block the wind, as well as typical mage distraction to break a connection.
  • Twisting Air only works on a single target at a time.

Red Lines:

  • Twisting Air cannot physically inflict pain on anyone.
  • Twisting Air cannot be altered by temperature.
  • Mages cannot use twisting air to “control” a projectile and launch it in any capacity. Nor can Twisting Air control objects to a fine degree; this spell can only launch objects drawn into the sphere with rough, imprecision. This is why it is often best to launch debris, and hope that it adds effectiveness to the spell. 
  • Twisting Air does not affect projectiles travelling greater than 120m/s or of a mass of 150 kg or greater.

 

Windguard [Combat]

The Evocationist calls forth a large amount of air from the void. With this summoned air, they construct a “wall of wind” of sorts to deflect any projectiles and deter any fiends. This summoned air can be projected in two forms. Windguard allows the mage to create a wind current that surrounds them, plus a few allies. This Windguard allows them to be safe from projectiles which get thrown around in the current, and prevents attackers who similarly will be thrown backwards by the spinning winds.

 

Spoiler

Mechanics:

  • Windguard requires three emotes to be cast properly. 
  • Windguard will stagger people backwards approximately two to four meters from the outer ring of the windguard, depending on how large the mage makes it.
  • The larger the Windguard, the more taxing it is for the mage to maintain. 
  • Windguard should only be channeled for a maximum of five emotes before the mage risks total exhaustion. 
  • Windguard will block projectiles sent by evocation (barring electric) or similar magics and prevent people from physically getting close to the mage.
  • Windguard cannot be “sent” around like a tornado, it is stationary and relative to the mage.
  • Windguard is capable of acting on multiple targets.

Red Lines:

  • Windguard cannot move around. It is stationary; relative to the mage and the mage cannot use windguard to create “tornadoes.”
  • Windguard cannot be altered by temperature, “hot or cold winds” are inappropriate for this spell.
  • Mages cannot use this spell to “control” a projectile and launch it in any capacity. Nor can this spell control objects to a fine degree.
  • Windguard cannot block projectiles exceeding a mass of 100kg (including some evocations ex; Earth), and cannot block projectiles travelling at velocities greater than 120m/s (~bullet speed).


Air Burst [Combat]
The Air Evocation mage summons forth air around their body, compressing it into smaller spaces around them until they release the compression. Upon releasing the compressed air, the mage sends out a fearsome burst of wind which staggers all those caught in the area with great force. Air Burst can also “pull” small debris, such as sand, rocks, and dirt into the condensed wind for the mage to launch at their foes, potentially inflicting more damage.

 

Spoiler

Mechanics:

  • Air Burst requires four emotes to be cast properly.
  • Air Burst can act on multiple targets.
  • Air Burst is one of Air Evocation’s most offensive spells, as a result, those affected will be staggered backwards seven to eight meters regardless of armoured status or not. This gives ample space for the mage to run or flee, making it an offensive-defensive spell.
  • Air Burst easily causes projectiles to be set off course and stopped, however not deflected. These affected projectiles cannot be controlled finely by the mage. Air Burst may only “launch” debris with rough and imprecise trajectories. 
  • Air Burst is potentially capable of rendering people unconscious, for those caught in the burst not wearing protective gear such as armour, it is likely they may lose consciousness promptly.
  • Air Burst can be countered by distracting the mage, shields and heavy objects. Due to the long charging time of the spell, people can also flee the scene and seek shelter behind buildings. 
  • Air Burst travels at exceptional speeds due to the compressed and uncompressed nature of the spell, uniquely enough, if people move perpendicular to the motion, they may “ride the wind” slightly and mitigate the force of impact that the spell could have upon them.
  • Concussive damage from being knocked back by Air Burst can potentially be lethal depending on whether or not the target(s) are wearing protective gear or not.
  • Air Burst can also be countered by other Air Evocationists using “Windguard,” which disorients the uncompressed chaotic air, since the mage using Windguard has more control over their winds than the one using Air Burst.

Red Lines:

  • Air Burst is not lethal by any means through the spell itself (discounting concussive damage).
  • Air Burst cannot by any means be finely controlled by the mage, once the air is uncompressed and released, the mage cannot do anything except watch. 
  • Air Burst cannot be altered by temperature.

 

Twister [Combat]
The mage can summon forth a mass of twisting air around them, which mimics the motion of a tornado. While this spell is not a real tornado, nor does it have a visual effect other than causing things to be dusted around, it can be moved around unlike windguard. Twisters can be sent in a specific direction, causing all that gets caught inside to be disoriented and distracted. Twister is best used to disorient groups of people while remaining mana efficient. Those caught within the “twister” will be unable to leave for a few emotes, and “trapped inside.” 

 

Spoiler

Mechanics:

  • Twister requires three emotes to be cast properly.
  • Twister can be channeled for upwards of five emotes, inside the twister zone, physical projectiles cannot enter or leave (except electricity and objects of > 70kg and/or with high velocity [80m/s]). People cannot also enter or leave without being staggered around. 
  • Twister can trap 3-5 people. Twister has a radius of 4m.
  • Twister will “trap” people caught inside, causing them to be immobile in that zone. In this zone, people inside may be liable to debris damage if the environment warrents, in such case, rolls are recommended since the mage cannot finely control the spell.
  • Twister can be countered by running away from the moving twister as it approaches, since the mage cannot summon the twister “around” the target(s) without being within 3 meters range.
  • Twister will cause all sorts of debris and objects to be knocked up around and into the twister itself, this poses a potential hazard for people caught inside the twisted OR nearby it. To remain safe, observers must create distance between the twister and themselves.  
  • Twister can have multiple targets.

Red Lines:

  • Twister cannot be finely controlled by the mage, if one of their friends gets caught in the twister they cannot do anything about it except for dispel the channeling.  
  • Twister cannot launch projectiles in specific trajectories, using the spell to throw objects at specific people will not work. It is suggested to roll to see if anyone gets hit by an object, for those within the tornado by 2, where 1 is safe and 2 is hit. 
  • Twister moves relatively slowly, this spell will never exceed an average person’s running speed, giving people in target range time to escape if they have the distance. 
  • Twister cannot be altered by temperature.

 

Soften Impact [Non-Combat]
Soften Impact can be used to conjure forth an “air cushion” of sorts when an object or individual falls from a large distance. Soften Impact is generally a utilitarian spell, as it cannot be used in combat. Soften Impact will prevent injuries if an individual is falling from a large height, it works by conjuring an updraft of wind at the target destination and around the mage to soften the impact when they hit the ground. Soften Impact can also work on objects, to prevent delicate items from breaking. 
 

Spoiler

Mechanics:

  • Soften takes two emotes to properly cast.
  • Soften is countered by distracting the mage while casting, and disrupting them (if possible) during their descent.
  • Soften will not stop any projectiles or arrows launched at the mage while casting. 
  • Soften does not account for infinite heights to be fallen from, at the very most, mages should only fall from heights of ten to fifteen meters before Soften Impact cannot save them from injury. 
  • Soften cannot make people fly or move things around except the target.
  • Soften can only have one possible target at a time.

Red Lines:

  • Soften cannot be casted in combat.
  • Soften cannot be used to deflect projectiles. 
  • Soften doesn’t protect people falling from > 15 meters. 
  • Soften Impact can’t make people fly, and it cannot be cast on the mage them self; as would break concentration.


Windspeed [Combat]
Windspeed is a spell that enables Air Evocation users to cast a small draft of wind on a target, remaining within the line of sight at all times, to increase their mobility and speed. This works by creating small pushes of wind on the target. Windspeed also enables targets to move in longer horizontal distances when they jump. Windspeed does not affect vertical motion whatsoever, and cannot make targets fly. 

 

Spoiler

Mechanics:

  • Windspeed requires two emotes before properly casting. 
  • Windspeed allows the mage to create faster movement in the horizontal direction, this generally amplifies someone’s running speed by a factor of x2. An individual who has a max speed of 20km/h will have a max speed of 40km/h when this spell is cast. However, these speeds are relative and should not be quantitatively used in roleplay. 
  • Windspeed cannot be used offensively in any capacity whatsoever. 
  • Windspeed can be countered by distracting the mage, however the mage cannot cast this spell on them self because it may cause them to lose their focus and concentration on the void. 
  • Windspeed can be channeled for 4 emotes. 

Red Lines:

  • Windspeed cannot be used to deflect projectiles with combative intention or speeds exceeding the average velocity of a thrown rock.
  • Windspeed cannot be used offensively on the target or anyone else.

 

Temperawind [Combat]
This spell allows air mages to conjure a mass of air around them that has no offensive or defensive capability, and exists solely to occupy space with a modified temperature. Air mages cannot conjure blizzards with snowflakes or systems of air that would require large amounts of other elements. The mage can only move the conjured air around slowly. Temperawind can also be used to conjure minor fog and mist, due to humidity still being a factor of air, this degree of water particles is enough to possibly douse a fire. Inversely, mages can also use Temperawind to create zones of extreme anti-humidity. 

 

Spoiler

Mechanics:

  • Temperawind requires two emotes before properly casting. 
  • Temperawind is countered by moving further from the mage, as the mage is the epicenter of the effect and the mage is not immune to the temperature shift. The air around the mage will always be the hottest/coldest, relative to their position. 
  • Temperawind can be used to create irritable levels of hot or cold, invoking great sweat or frostbite depending on how well shielded targets are. 
  • The mage is always liable to the temperature effects they create, meaning they succumb to the heat/coldness that they summon just like those affected, to the greatest degree as the epicentre
  • Temperawind has a range of temperature manipulation from -35C-35C (in degrees).
  • Temperawind can fill at most living room size (8x8m)

Red Lines:

  • Temperawind cannot inflict dangerous levels of heat or cold. 
  • Temperawind cannot be “sent” around, as the mage is always the epicentre of the temperature effects, and they are where the effect is most intense.

 

Wind Pillar [Combat]
Wind pillar is used as a primary disarming spell. Wind pillar works by conjuring an intense upward draft of wind around the single target in a pillar type motion. When it is cast, the target experiences a dramatic blast of wind from the ground and up, and any objects they are holding (unless they are fixed and attached to their body), will be thrown around and moved upward in the pillar, causing them to be disarmed. The said objects being held, will land some distance away from them, but never in the mage’s vicinity. Wind pillar will also temporarily immobilize a target for one emote. 

 

Spoiler

Mechanics:

  • Wind Pillar takes two emotes to cast, where the target is in line of sight.
  • Wind Pillar can only be cast on one target at a time. 
  • Wind Pillar cannot be used to launch people upwards, or disarm objects physically attached to the target’s body. 
  • Wind Pillar does not stop projectiles, and projectiles can be sent into the momentarily pillar by other evocationists if they choose to.
  • Wind Pillar can be countered by “fixing” objects onto someone’s body. If they are holding a sword for example, they could counter this by sheathing it as quickly as they could. This spell is mostly a “surprise” spell, and those expecting it can circumvent easily by fixing objects to their body. 
  • Wind Pillar immobilizes the target for precisely one emote.

Red Lines:

  • Wind Pillar cannot be used to make people fly, launch people, or hurt people. 
  • Wind Pillar cannot be altered by temperature. 
  • Wind Pillar does not affect more than one person at once.

 

Gusting Wind [Combat]

Gusting Wind is the general “bread and butter” of Air Evocationists. Gusting Wind is as simple as it gets, with this spell, mages can summon a brief current or gust of wind at someone, causing them to be staggered backwards. This gust of wind also knocks nearby objects that are not fixed to stationary objects around in the gust chaotically. Gusting Wind can also be used in tandem with the environment to knock debris into the gust of wind, potentially inflicting more damage (such as sand, dirt, rocks, etc). 

 

Spoiler

Mechanics:

  • Gusting Wind requires two emotes to be properly cast. 
  • Gusting Wind will stagger unarmored opponents six to eight meters backwards from the wind direction.
  • Gusting Wind will stagger armored opponents approximately four meters backwards from the wind direction. If an additional emote/chargeup is added, then this becomes the same range as the unarmored opponents (six to eight).
  • Gusting Wind cannot finely control objects, but it can cover a reasonable distance and push a reasonable multiple number of targets in the area of effect backwards.
  • Gusting Wind can only be cast in a linear, one direction. 
  • Gusting Wind can be channeled for 5 emotes, making approaches to the mage impossible or launch it as an instantaneous gust of wind to stagger people back.
  • Gusting Wind can be used on multiple targets (Tier 3+) but only one target if Tier 2.
  • Gusting Wind can be used to clean rooms and homes of dust, but be warned, a few other objects might get caught in the draft.
  • Gusting Wind may deflect some (< 50kg) projectiles and drag it into it’s current, including non electric evocations. 
  • Unlike Air Burst, Gusting Wind does not launch people at dangerous speeds, so concussive damage from terrain is minimal. 

Red Lines:

  • Gusting Wind cannot be used to finely control objects, nor can it be altered by temperature. Gusting Wind can only be used to “roughly” launch debris with very low precision. 
  • Gusting Wind cannot be cast in any twisting direction, and is only castable linearly.

 

Red Lines

Air Evocation possesses universal limitations that all mages must abide by when using the magic, or else they may be breaking the lore of the magic. As a result, these are limitations that apply to all spells and uses of Air Evocation, if they are not already listed. 

  • Air Evocation users cannot evoke anything in a range that is out of their line of sight.
  • Air Evocation users cannot finely control objects like a telekinetic; only “roughly” launch debris. 
  • Air Evocation users cannot control air that naturally exists in the environment, and can only control air that is called forth from the Void. 
  • Those affected by Air Evocation spells cannot typically hold on to something and avoid being pushed back by the spell, negating it’s impact entirely. If an Air Evocation spell is cast on you, the winds are oriented in such a way that the effect always is held for the conditions specified. Powergaming against the spells will not be tolerated.
  • Once Air Evocation is finished casting, or the caster’s connection is broken, all spells, magic, and evoked matter returns to the Void. 
  • Air Evocation is not able to block large, heavy, objects like boulders or fast moving objects that approach the speed of a bullet. 

 

Tier Progression

Master mages to fledgling students, all those who command this magic succumb to varying levels of skill and ability. For the times required to reach each Tier Progression, see the flowchart under “Learning Evocation.” Tiers rank from a scale of 1 to 5, where 5 is the Master Tier, and 1 is the beginner tier. Additionally, the amount of magic that can be cast scales with this tier system, where Masters have larger mana pools and students are much more easily exhausted.

 

Tier 1: Novice

The Novice Air Evocationist is just beginning to start out and refine their early craft. Under the careful mentorship of their teacher, as evoking Air at this stage will prove to be a very daunting task for even the smallest of spells. The Novice additionally has a small mana pool to work with, this leaves them only being able to do minor, non Combat feats. Hence, why this Tier only has access to Tier 1. Their spells are small and minimal.
 

Spoiler

Abilities:

  • Breeze

Limitations:

  • Tier 1 mages are limited by their beginning scale of mana. They have little mana to work with, as a result they can cast little magic, and the magic they do manage to cast is very fickle.
  • Tier 1 mages generally cannot be viable in combat, and should practice more to move to Tier 2. 

Changes:

  • N/A.

 

Tier 2: Student

The Student of Air Evocation has gained a few more skills by refining their craft. At this stage in their practice, they are able to cast larger instances of air and evoke more quantities of air. However, they are still limited by their fledgling status. Thus, only one combat spell is available to them at this stage. The ranges for a Tier 2 student are quite small, and only small amounts of air can still be evoked.

 

Spoiler

Abilities:

  • Breeze
  • Gusting Wind

Limitations:

  • Tier 2 mages are beginning to become more formidable, however their mana pools are relatively still small. Tier 2 mages will become more exhausted when summoning air, but not to the degree in Tier 1. Mages who move to this stage, are considered still budding into their potential.

Changes:

  • Tier 2 mages are able to cast Breeze more easily, with less physical strain. Gusting Wind, however will be challenging but possible.

 

Tier 3: Adept

The Adept user of Air Evocation has managed to move past the two fundamental student phases and under their teacher’s guidance, develop a craft for them self. While still new to the world of magic and evocation, they can only evoke small amounts of air with medium strain and their spells are minimal in sizeable effects, they have access to a greater plethora of abilities that could help them in the case of conflict and dispute. 

 

Spoiler

Abilities:

  • Breeze
  • Gusting Wind
  • Windguard
  • Wind Pillar
  • Twisting Air

Limitations:

  • Tier 3 mages expand their abilities quite formidably, as their access to spells grows. Yet, their mana pool is still not extraordinarily sophisticated. For newer spells,
  • Tier 3 mages will grow very tired and bothered. Tier 3 mages do not struggle with easy, Tier 1 spells as they used to, however. 

Changes:

  • Tier 3 mages can cast Breeze with very little difficulty, Gusting Wind also becomes an essential skill of theirs. Windguard, Wind Pillar, and Twisting Air will be challenging to them, similar to Tier 2, but very much possible.

 

Tier 4: Expert

The Expert commands voidal winds with heightened skill above their student and adept lessers. The Adept is now capable of accessing more utilitarian spells and producing a greater quantity of air from the void, they are capable of casting more air and larger spells than Tier 3. The Expert becomes a larger force on the battlefield if the case warrants such, with less strain and fatigue befalling their way when casting the essential combat spells. Perhaps at this stage, Experts may consider teaching students of their own.
 

Spoiler

Abilities:

  • Breeze
  • Gusting Wind
  • Windguard
  • Wind Pillar
  • Twisting Air
  • Temperawind
  • Soften Impact
  • Windspeed

Limitations:

  • Tier 4 mages have reached an extraordinary level. At this point, most mages are eligible to become teachers of the craft. Their mana pools are sophisticated, and they do not get tired any more with lower tier spells.
  • Tier 4 mages have devoted themselves to patience and study of the Evocation, however, they do not have access to some of the most offensive spells quite yet.

Changes:

  • Tier 4 mages are able to cast Breeze, Gusting Wind, Windguard, Wind Pillar, Twisting Air with ease. These spells are not an issue for them, and they can cast them on larger targets.
  • Tier 4 mages begin to control their winds more precisely, though still abide to the limitations of each spell. 
  • Tier 4 mages can start to alter temperatures with Temperawind, create safe fall distances with Soften Impact, and make people move faster with Windspeed. Tier 4 is often referred to as the “utility” phase because of this, as their abilities become more refined.

 

Tier 5: Master

The Master is the best of the best out of all the Air Evocation users. They can evoke larger quantities of air, causing spells of great size and proportion, and cast spells with ease. The Master is a force to be reckoned with in the many situations an Air Evocationist can apply their skills towards. Masters have accomplished some of the most challenging feats of Air Evocation and put them under their belt. Though masters are still limited by mana, as all mages, they are able to resist more fatigue and perform more daunting feats.

 

Spoiler

Abilities:

  • Breeze
  • Gusting Wind
  • Windguard
  • Wind Pillar
  • Twisting Air
  • Temperawind
  • Soften Impact
  • Windspeed
  • Twister
  • Air Burst

Limitations:

  • Tier 5 Mages are at the very peak of their study, and have the most resistance and fortitude with their mana pools. Able to draw larger amounts of mana to put into their spells, they are still however limited as all mages by the quantity of mana they have. While they are able to cast more spells than Tier 4 mage in succession (with cooldowns still regarded), they are able to put this mana into the quality of their spells.

Changes:

  • Tier 5 Mages are able to cast all the spells, except Air Burst and Twister with minor difficulty. They have lived and breathed Air Evocation and reached a point that is unparalleled by their peers. Their control of wind allows them to create larger spells and become a force of power on the battlefield as well as in the home when facing off against dust. 
  • Tier 5 Mages have access to every spell available in the magic.

 

Purpose (OOC)

The purpose of writing Air Evocation is to provide a legible draft and idea for the magic as it currently stands. This is to replace the current Air Evocation and provide more specifics on the do’s and don’ts with Air Evocation as such is the policy of the Lore Games currently. Since this piece of Lore is written in order to provide a draft, it is likely needing modifications. As a result, I am open to feedback. I wish to see Air Evocation put into an acceptable product as soon as humanly possible, without rushing and sacrificing quality.

 

Citations (OOC)

As I was writing this Lore I consulted the Lore Games Discord Evocation chat multiple times by Ctrl+F’ing “Air Evocation,” as well as asking for feedback from it’s members. Jenny_Bobbs provided useful feedback on this lore primarily regarding the spell “Twister,” and the Haelun’or Discord also had a look at this Lore and complimented me. Thus, from these sources I would like to acknowledge them. Additionally I consulted the spoiler’d lore pieces below for guidance on acceptable norms in Air Evocation, and finally my own knowledge as a user of Air Evocation. Much thanks as well to all the consultants in the comments of this Lore who have passed thoughts and ideas (such as booklight12). 

 

Spoiler

 

 

Written by ZythusRequiem

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1 hour ago, ZythusRequiem said:
  • Windguard cannot block projectiles exceeding a mass of 100kg, and cannot block projectiles travelling at velocities greater than 500m/s (~bullet speed). 

 

 

@HurferDurfer1

 

EDIT: Mb that should be 120m/s, got the units mixed up.

 

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22 minutes ago, AgentMemory said:

Can you Air Scooter? image.png.48457989cc36c4dbbde2c748f192dd26.png

 

That would be fun but with current and pre-existing red-lines, I’m afraid that’s not possible.

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3 hours ago, Raiderblue said:

The power of whoosh, very nice. Honestly I wish people learned wind evo more.

 

Agreed!

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Wind evo truly is the underdog of evocation magic

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It should be noted that air evocation has always been able to cast a mist/fog (Able to be dense enough to dowse fire). Since humidity is a factor of air. It does overlap somewhat with water evocation, however, the explaination i’ve gotten from LM’s in the past is that it is just not able to be as dense as water evocation. Water evocation can fill the entire spectrum of water density from a light fog-> Liquid Water. Air Evocation can go from no humidity-> Enough to dowse fire. 

 

 Additionally, you may want to note how air evocation can still interact with the environment, such as sand, water, dirt, fauna, etc. There are some spells you may want to add that are specifically based around interacting with the environment, as that is a big part of air evocation too. Ex: Casting twister over water to create a water spire to put a fire out on a ship. I think that is one of the big utilitarian aspects of air evocation that is often overlooked but a big divider  between it and other evocations.

Edited by Booklight12
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On 9/29/2019 at 12:06 PM, ZythusRequiem said:

Due to the many properties of air that it can have on the environment, when Air Evocation is cast it can have a plethora of “creative “ uses. These uses may include stirring up water in a cast “Twister,” to put out a fire, or casting “Twisting Air” over a mass of sand to daze and stun an opponent. Since Air Evocation has this environmental “mingling” factor, it can be used in numerous different ways due to it’s versatile properties to create unique and interesting combinations with the environment.

 

I loved your insights, @Booklight12, and went ahead and updated some sections of the Lore to acknowledge this intermingling factor. If there is anything else you’d like me to add, let me know.

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Are you handling all the evocations? 

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14 hours ago, Demotheus said:

Are you handling all the evocations? 

 

No, to my knowledge all submissions for the Lore Games are voluntary (there is no sole one person writing the lore for any magic). This is so that anyone can submit their work. Once it passes into the Loremag or something, I believe from then on to my understanding the lore is passed to a Community Vote. I’ve thus far submitted what I could out of the benefits that I want to see for producing some work.

 

I believe by showing a draft to the community, it will highlight the important issues to members of the communities of the respective magics and mage community in general which pertain to these magics. One of my main qualms with the way the community is handling magic lately is that they talk quite a lot in the Lore Games discord, but no work is actually being done. With regards to the deadline approaching, I want as much work to be done as possible. And as such based upon my beliefs in this regard, I’ve submitted two magics for review such that I could perhaps encourage others to start writing their drafts and be more aware of the issues pertaining to the magics I’ve submitted for. 

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Unless I’m blind, what’s lacking in this rewrite is a proper tornado spell. What gives? @ZythusRequiem

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58 minutes ago, IAmTheWalrus said:

Unless I’m blind, what’s lacking in this rewrite is a proper tornado spell. What gives? @ZythusRequiem

 

Check the Twister spell.

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