Jump to content

[✗] [Magic Lore] – Fire Evocation


ZythusRequiem
 Share

Recommended Posts

418582285_Fire(1).png.cb58f51350ca22adf569f14d53f5e1a3.png


 

Origin

Fire Evocation originates from the birth of Evocation itself. Since Fire is one of the most commonly used and seen elements, both for offensive and practical usages such as heating homes and cooking, it is one of the earliest discovered evocational forms. The first Evocationists surely would have looked to fire for their summons, for it is strength and will weaved into form. Fire is the brazen ember that shines with the hope of an adventurer in a dark cave, or the swift sword sent towards enemies to take down foes of injustice.

 

Magic Explanation

Fire like all evocations is the art of drawing the element of flame from the void. Fire, like many should know is a tool of destruction yet grace in many scenarios. Either raining down great devastation or great help in a variety of situations. Fire is drawn from the voidal plane, where a practitioner of this magic visualizes their element within the void and then draws it into existence with a mana anchor. By expending one’s own mana reservoir, they are able to sustain this voidal fire in the real world. A curious difference between fire and the other evocations is that when fire is applied to flammable material, it does not seem to fade back into the void. This is largely in part due to the fact that fire is the resultant of a chemical reaction, that of which is sparked when exposed to large amounts of thermal energy. Once this reaction is set off, it is allowed to spread so as long as there is oxygen and air to feed it.

  • Fire Evocation takes up [1] Magic Slot, it is not a Feat.
  • Fire Evocation requires a stable focused connection to the void with ample mana to cast.
  • Fire Evocation is of the subclass Evocation under the class Voidal Magic
  • Fire Evocation can be learned from those possessing a [TA].
  • Fire Evocation users must have an [MA] to use the magic in game.

 

Casting Fire Evocation

The art of casting fire into the real world is a relatively simple process that follows tandem with many other evocations. For to draw nothing into something requires the use of the void, hence a voidal connection being a requisite. Fire Evocationists will generally start by connecting to the void, and then visualizing the element of fire by recalling it’s properties in the space of the void which they create in their minds upon connection to the void. This unnatural fire is allowed to twist and twirl in this void until the mage eventually returns to reality and pulls it through the veil into the real world, manifesting embers and sparks of fire until it collects into an applicable form. While fire evocation is not limited only to summoning fire, it is through this method it is most commonly cast. Focus on the void must be maintained at all times during a spell, or the spell will end prematurely. 

 

Learning Fire Evocation

To begin learning this magic, one must source a teacher with experience to learn from. Once this has been satisfied, the mage will then embark upon a quest to learn how to connect with the void, the dimension of nothingness and everything at the same time. This voidal space allows the mage to create their element in their mind upon connecting with it. For it is the void that fuels all creativity. An infinite plane of nothingness gives the mage the ability to form fire, and breathe life into it in the real world. Once the mage is able to understand the void, connect to it, use their mana, and understands the properties of fire, they will then be tasked with evoking their first sparks. Progression in Fire Evocation follows standard progression times. 

 

Properties of Fire

Fire knows many properties, it has components and degrees to it that must be taken into consideration by the eager mage when attempting to use the wonders of fire. These properties are what gives fire evocation such diversity and ability to manipulate it as needed.

  • Fire will not return completely to the void if it has incited a chain reaction on a flammable material. This means that if voidal fire is used to ignite a tree, when the mage stops casting the chemical reaction of combustion will continue to perpetuate. This leaves the tree still burning after the mage breaks their connection.
  • Fire has heat. The most typical fire a mage will use is the orange-ish red fire that everyone is accustomed to. This type of fire can evoke moderate to extreme burns, and is very applicable. A rare form of fire is blue fire, which can only be summoned by the most experienced users. Blue fire is the hottest type of fire, and by far the most deadly. 
  • Fire has smoke, this smoke can be evoked alone by itself provided the evocationist has enough skill to do so. Evoking smoke can be of great benefit, as it can shroud the combat field in a smoke field to obscure vision.
  • Sand or water is a universal counter to flame, causing it to be suffocated of the natural oxygen it needs to burn on.
  • Fire is gaseous, meaning it is not physical matter. The art of evoking fire has more to do with evoking the energies required to fuel this gaseous state of power than summoning physical matter. Once fire has returned to the void, if not applied to flammable surfaces however, the fire will cease. If it is applied to flammable surfaces, the initial energy summoned will fade away but the reaction incited will eat away at the surrounding oxygen to fuel a chain fire reaction.
  • Fire wants to be free, it can seldom be shaped into specific shapes and forms without the hand of an experienced mage. This makes forming fireballs difficult, but possibly for those seasoned. 
  • Fire will still burn the mage just as it would anyone else, as such mages must exercise caution to not let their flames self inflict harm, lest their focus die. 
  • Fire is gaseous and cannot pass physical solid or liquid based objects. As such, large rocks and shields conjured or used to deflect fire will work quite effectively as a counter towards all fire projectile based spells.

 

Spells and Abilities 

Thus as all magics do, Fire Evocation possesses an array of abilities designed to supplement the magi in a variety of situations and circumstances. These spells and abilities provide evocationists with utility and combat potential, enabling great feats in the hands of those with ambition and talent. 

 

Sparking [Non-Combat]
This spell enables the mage in question to use fire for strictly non-combat, utilitarian purposes. They are able to summon a small amount of fire in order to heat or cook food relatively easily, heat areas by evoking heat by itself, or summon small amounts of smoke to “smoke” food if they wish to. The utilitarian applications are wide and varied, however the absolute rule is that since it is so freeform, using it in combat will cause the mage to focus less on the spell. This renders this spell inert in combat situations. 

 

Spoiler

Mechanics:

  • This spell will take two emotes to cast.
  • Light can also be evoked by using flames as a source.
  • This spell is intended for use purely as a utility tool.
  • Sparking can summon fire, smoke, heat alone, small embers, to perform a variety of tasks.

Red Lines:

  • Cannot use this spell in combat. 
  • Must abide by all universal red lines.


Ignition [Combat]
This spell allows the mage to ignite a surface or ignite clothing within a range of five meters around the mage on fire. This spell can be applied to flammable surfaces, causing it not to be maintained, or non-flammable surfaces of which the mage can maintain the spell for an upwards of three emotes.

 

Spoiler

Mechanics:

  • This spell will take two emotes to cast.
  • If applied to a flammable surface, if the fire is not smothered, it can be instantaneously cast to leave a surface in ignition as per the chemical chain reaction that is induced by voidal fire. 
  • If applied to a non-flammable surface, the fire can be maintained for upwards of three emotes. 
  • This spell is intended for use to ignite clothing articles, small areas of the ground (less than 3 meters squared), 
  • Ignition can induce minor burns on a target, usually requiring some form of medical care (minor) to avoid lasting burns. Though it can easily be treated by water. 
  • Ignition is counter able by quickly either smothering the fire which is evoked on the surface, or by distracting the mage, or by getting out of their line of sight.

Red Lines:

  • Cannot cause major burns on a target. 
  • Should not ignite an area larger than 3 meters squared. 
  • Cannot ignite wet surfaces.

 

Fireball [Combat]
A staple spell in the fire magi’s arsenal. This spell allows the mage to twist fire into a curling spherical shape. This spherical form of fire can then be hurled at an enemy within the range of the mage’s Line of Sight. This fireball will travel at the very maximum at the speed of an arrow. The larger and hotter the fireball, the more exhausting it will be to cast. Fireballs are one of the easier shapes to form with fire evocation. Upon impact, fireball spells will also “burst” flames around the zone, causing nearby surfaces to ignite if they are flammable.

 

Spoiler

Mechanics:

  • This spell takes two emotes to cast.
  • Fireball takes time to shape into a spherical form, you must emote this and subsequent exhaustion. It also is very apparent to nearby individuals that a fireball is being cast from the moment you summon your first sparks because of the unnatural twisting.
  • Fireballs travel at the very maximum at the speed of an arrow. 
  • Fireballs approximately are the size of a basketball. 
  • Upon hitting a target or impact site, the flames will expand and dance off the target, igniting nearby surfaces that are flammable easily, or targets within 2 meters of the blast site. 
  • Fireball can only travel as far and within the range of the mage’s line of sight. If the fireball leaves the line of sight, it fades back to the void.
  • Fireballs can be countered by moving out of the way, and dodging if the person has enough notice. Good notice would be considered ~5-10 meters from the mage casting the first emote. 
  • Fireballs will inflict moderate to heavy burns, requiring medical attention. If successively cast, at the cost of large mana drain, fireballs can kill unprotected targets (around 3 fireball hits).
  • If a fireball hits an armoured target, it will hit the metal largely, causing their armour to burn and sting them with minor to moderate burns on their skin. If the armour or gear is in some way heat resistant completely by some magical or science based force, the fireball is largely blocked. 

Red Lines:

  • Fireballs only travel at the speed of an arrow. No faster. 
  • Blue fire cannot be used for the fireball spell.

 

Smoke [Combat]
A simple spell that allows the mage to conjure a large mass of smoke around them, summoning this gaseous and opaque smoke screen to obscure the battlefield. This spell cannot cause someone to suffocate. This spell also blocks vision very effectively as well as sources of light. 

 

Spoiler

Mechanics:

  • This spell takes two emotes to cast.
  • Causing smoke to grow from the mage’s fingertips, they can use this smoke to envelop a battlefield of an area of 15 square meters. In this battlefield, an opaque smoke covers all vision and most sources of light. 
  • Individuals standing in the smoke consequently won’t cough or experience difficulty breathing due to the Line of Sight restriction. This spell works to obscure sight very effectively instead as well as light sources.
  • This spell can only be cast in the line of sight, meaning the mage should not enter the smoke that they conjure without risking compromising their sight. 

Red Lights:

  • This spell cannot kill anyone with choking alone. It may severely weaken and stun someone however, if they are entrapped in a smoke filled room or stay in the smoke for long enough.

 

Combustionary [Combat]
This spell can be applied to the spell Fireball in the Fire Mage’s arsenal (strictly excluding blue fire). Combustionary enables the mage to “enchant” the fireball spell into becoming combustionary as the name suggests. This causes the fire, when hitting a surface or impact, to combust and explode on impact. This can cause a lot of damage in the proper hands, potentially inflicting scarring burns on the target if unprotected. In some cases of unprotected targets, it will stun a target into a very weak state or possibly near death state. 

 

Spoiler

Mechanics:

  • This spell applies +1 emote to the Fireball spell that it is being cast upon.
  • This spell causes the fireball spell to grow in lethality as concussive and explosive force is applied at the sight of the fireball’s impact.
  • This spell DOES NOT cause the fireball to grow in size or heat. It only causes the fireball to explode upon impact.
  • Explosions may damage armour and cause large and severe burns at a target, possibly bringing them to an extremely stunned state. This will leave unprotected targets vulnerable.
  • Unless otherwise stated, this spell follows the same mechanics as the fireball spell.
  • Using this spell causes the mage to be unable to cast for two emotes thereafter due to exhaustion.
  • Combustion should only be used every few OOC hours or the mage may exhaust mana too fast.

Red Lines:

  • Cannot be used to empower the fireball spell beyond simply causing an explosion effect at the target zone.
  • Follows all mechs and R/Ls stated on the fireball spell.
  • Do not apply combustionary to any other spell except Fireball (it cannot be applied when multishot’d).

 

Wall of Flame [Combat]
The more defensive spell of Fire Evocation allows the mage to set a surface in front of them within their Line of Sight on fire in a linear path. They can call a wall of flames to deter oncoming attackers. This spell can be 5 meters long at most, in any one dimensional direction so as long as the mage keeps the spell in their line of sight. Arrows also shot through the wall of flame, or physical projectile will catch on fire and deal more subsequent damage at the impact sight. 

 

Spoiler

Mechanics:

  • This spell takes three emotes to cast.
  • Wall of Flame causes a linear (one dimensional) path of 5 meters long to be engulfed in flames, flammable surface or not.
  • Wall of Flame can be maintained for 5 emotes on a non-flammable surface. If it is flammable, then the fire will persist after this duration is done. 
  • Those who try and walk past a wall of flames may find their legs suffer major burns, which require immediate attention. These burned legs will inflict large pain, potentially causing the target to fall over. As simply casting a wall of flame that could be jumped over would be useless, the wall of flames are also high enough such that one cannot jump over the flames.
  • Unless someone is wearing totally fire resistant shoes, the wall of flame will cause the armoured target in particular to heat up the armour and inflict the same type of burns on their feet on the surface of their skin, potentially causing them to fall over as well.
  • This spell is primarily defensive, however arrows and projectiles of solid form (including rocks) that are shot through the wall will ignite with a flame that will expand when the ignited projectile hits the target, like the after effect of “Fireball.” This opens the door to collaboration. A mage however himself could not fire a bow while keeping this spell active, as that would break conversation so it must be done in tandem.

Red Lines:

  • Cannot exceed any of the limitations described in mechanics. 
  • Projectiles shot through will behave like fireballs plus their original effective to a slightly lower degree. However the mage cannot cast these projectiles while they are holding the fire wall. 
  • When the fire wall is cast on flammable surfaces, surely the fire would persist, however the mage if they do not channel and keep their concentration will be met with uncontrolled flame, as such the fire wall could be crossed easily if someone is quick and the flames will be uncontrolled.

 

Ember Pillar [Combat]
This spell allows the mage to summon a pillar of upward flames at a target enemy, bathing them in violent flames. This exhausting technique will engulf the target in flames, provided they are in a range of 8 meters around the mage, and in their line of sight. This spell is capable of inducing bodywide burns and most certainly stunning an enemy. A relatively advanced technique.

 

Spoiler

Mechanics:

  • Ember Pillar takes four emotes to cast.
  • This spell allows the mage to inflict moderate to heavy burns on the target. This spell raises an engulfing pillar of flame around a specific target. This target, if unprotected may be brought to the brink of death, or death in some cases. 
  • Targets with armour will be burned subsequently by heating up the metal on the armour, and then burning them through the metal unless the metal is completely fire resistant. 
  • This spell can only be cast on targets in the line of sight that are within 8 meters of the mage. 
  • Ember pillar can also be summoned as a horizontal torrent of flame, hurling towards a target with similar force and mechanics as an upward pillar. 
  • Bodywide and potentially permanent burns are possibly to be incurred with this spell.
  • This spell is relatively advanced and will exhaust a mage quite a bit. 
  • This spell can be countered by moving away from the mage (greater than 8 meters) from them when they are casting, evident by the sparks that form when they cast. When a spell like this one is cast, it is not hard to see that they are casting by the sparks that gradually grow around the target. 

Red Lines:

  • Must abide by all mechanics.
  • Can bring targets to death or the brink of death depending on how protected they are (whether they’re wearing fire resistant armour or armour, etc).

 

Multishot [Combat]
This spell, relatively more advanced, follows the same mechanics as fireball, only the mage is able to summon three smaller fireballs about the size of a basketball respectively. The mage can also make these fireballs smaller if they wish. These three fire charges can then be shot at a target as the mage wishes, acting as multiple projectiles. This spell cannot be enchanted with Combustionary. They can also summon two fire charges if they wish, able to launch all these charges within the Line of Sight. If the mage launches all three fireballs at the target, and they have no fire protection, the target may then suffer a state of death depending on their resistance to fire.

 

Spoiler

Mechanics:

  • This spell takes 3 emotes to cast if you multishot two fireballs, if you multishot three fireballs it will take 4 emotes.
  • Successively sending 3 fireballs at an enemy will bring the target to the brink of death, or death itself depending on the impact, how they hit, whether each fireball did in fact hit (not dodged), whether the target is protected, etc. 
  • This spell follows all the same mechanics for Fireball as it does for each successive fireball that is multicasted. 
  • If you cast two fireballs, you will be unable to cast for one emote after, if you cast three, two emotes.
  • If 3 fireballs are cast, the mage can also combine these fireballs into a super fireball and unleash it was a “wave” of fire outwards in front of them in their line of sight at foes, dealing less damage but covering a wider range.
  • The fireballs take on the size of a basketball and travel at the speed of an arrow. 

Red Lines:

  • Follows all mechanics and red lines for the spell “Fireball.”
  • Cannot instant cast, this spell will also be obvious to people in the vicinity by the embers being formed into multiple fireballs, giving ample time for those around the mage to dodge or escape.
  • Cannot be enchanted with the Combustionary spell by any means.

 

Azure Flame [Combat]
Enabled with the advanced technique of calling blue fire from the void, the powerful magi is able to summon these flames for usage in combat. A very exhausting technique, but an effective one, blue flames can be summoned to form a single fireball which the mage can launch within their line of sight. Alternatively they could summon blue fire as an aesthetic, conjuring less than a fireball to rather supplement their style if they wished to. They could also summon blue fire embers which could then be launched at a foe. Blue fireballs are easily lethal, by virtue of their amazing heat. Given the sheer heat of this spell, blue flames have the capacity to melt iron and cause large burns on targets. 

 

Spoiler

Mechanics:

  • This spell will take 5 emotes to cast.
  • Azure Flame is capable of inflicting great damage upon an opponent. That said, the fireball component of the spell models the same mechanics and red lines as the spell “Fireball” (travelling at arrow speed, size of a basketball, etc).
  • Due to the sheer power and heat of a blue fireball, in many cases it will be lethal to the first impact if the mage has enough time to cast the spell.
  • Blue fire is very striking, everyone around the mage will find it obvious that the mage is casting by the blue embers being formed. 
  • Blue fire is very taxing on even the most skilled mage, causing them to be unable to cast for two emotes after using the spell and completing it. 
  • Blue fire will inflict high degree burns, causing major wounds and bleeding that will need to be treated immediately if the target is wearing some form of armour, dense enough to defend against the initial burst.
  • Since the blue fire is so obvious, it is not hard to roll out of the way or get out of the mage’s line of sight, finding something to block the flames. 
  • Unfortunately, most unarmoured targets will be killed by the sheer heat and damage of the blue flame. 
  • Blue fire does not expand like a fireball spell, as such when it is done casting all blue fire returns to the void and it will not by any means ignite surfaces with blue fire. At the most, it will cause nearby surfaces to ignite with normal red fire. 

Red Lines:

  • Unless otherwise stated, follows R/Ls and Mechanics from the spell Fireball. 
  • Cannot be enchanted with the combustionary spell by any means. 
  • If a target is protected with dense armour, this spell will not kill instantly but rather bring them to the brink of death.
  • Tells must be very clearly emoted when casting this spell.

 

Firestorm [Combat]
The advanced magi is able to call forth a large twisting and swirling mass of regular flame which can then be commanded at their will. Able to summon large flames, the mage can create a swirling fire storm in front of them in their line of sight, encompassing an area of 7 meters by 7 meters. In this designated area, wild flames dance and launch at targets, igniting all that is in sight into a wreck of destruction. Large burns are inevitable for those unfortunate enough to suffer the force of this spell, and death is bound for those who are unprotected. 

 

Spoiler

Mechanics:

  • Firestorm takes 5 emotes to cast properly.
  • Firestorm is capable of igniting a large area of 7 meters by 7 meters in a large frenzy of powerful flames (these are NOT blue flames and cannot be blue flames). 
  • This frenzy of flames causes all targets inside to eventually be ignited on fire.
  • Casting firestorm requires a large buildup, with embers forming around the mage and in the zone that they are trying to evoke towards, giving ample notice to those to scurry away from the firestorm if they are needed.
  • The mage is capable of controlling this frenzy of flames to a degree, enabling plumes and torrents of flames to crash around the zone of flames, this deadly cataclysmic effect causes people to be left at the mercy of the mage once they are hit, since the flames from firestorm will inflict moderate to heavy burns causing the target to be stunned.
  • If a target is hit by the flames of the firestorm with full impact (unprotected), and they are successfully stunned, the target may then be hit with another plume, causing the target to die or be brought to the very brink of death. 
  • Inside the zone of the firestorm, it is extremely hot and after one emote of the firestorm, anything flammable inside will be ignited.
  • Firestorm can be channeled for an upwards of 5 emotes, after this duration is over the mage will be exhausted, unable to cast for 2 emotes and a large majority of the fire will fade away, with only ashes and minor embers being left by the voidal continuum effect. The mage may fall unconscious if they lack practice using this spell or cast it without being able to fully focus.
  • If the mage is distracted in any way, this spell will stop. As such since the mage cannot physically be in the firestorm, they must keep their distance and the firestorm in their line of sight. If obstructed, the spell will end prematurely. 
  • Firestorm can be countered by escaping the zone, as the boundaries of the firestorm will become clear to those inside with small embers form gradually around the field (8x8 meters) and perimeter of where the mage is casting upon. 

Red Lines:

  • If there are multiple targets in a fire storm, while they may suffer ambient fire damage and burning effects, focusing on one target at a time is necessary if the mage wants to kill a target. The rest of the affected in the AoE zone will suffer burn over time damage. 
  • Cannot invoke this spell out of the line of sight, if sight is blocked in any way the fire storm will return to benign embers. 
  • Tells must be very clearly emoted when casting this spell.

 

Red Lines

While Fire Evocation has great spoils and powers, obvious restrictions must be followed at all times by practitioners of this deadly and useful art. Fire Evocation cannot defy the normal limitations of regular fire in the world, and must follow in order with these effects as it is being evoked. 

  • Fire from a fire mage will still burn the caster just as it would anyone else. Backfiring fire evocation spells are very common for lower leveled mages.
  • Fire must always remain in the Line of Sight at all times of the casting mage, or else it will disappear into the void.
  • The mage must constantly focus on the spell they are casting, or it will return to the void.
  • No instant casting.
  • Normal (red) fire will inflict 1-2 degree burns on the targets. Blue fire can inflict 3rd degree burns
  • Armoured targets, while they will be more protected than an unarmoured target, will still suffer burns from the heating metal. Blue fire is capable of melting armour. If the metal or material being casted upon is in any way fire resistant or proof, the damage will be exponentially reduced, and burning may not occur depending on the quality of the material.
  • Spells that are potentially lethal must be clearly emoted with obvious tells and ample time for those in the radius of impact to escape if needed must be provided. That is not to say however these fleeing people will not always escape.
  • Any fire including fireballs will be launched at the speed of an arrow (including firestorm plumes and ember pillar torrents). 
  • White flames should never be conjured, doing this would exhaust such a large amount of mana it would cause immediate withdrawal of mana, leaving the mage rendered unconscious or possibly dead.
  • Cannot control elements that exist in the real world (which are not conjured by the fire mage). This includes fires that persist after ceasing casting.

 

Tier Progression

Few and far between, experts of this magic walk the world, where students are more common. Every fire evocation user has a story of growing into great skill with this magic, or a story of new beginnings. Tiers exist for the sake of categorizing the do’s and don’ts of each level and tier of fire mage, as a result those more experienced mages have access to most if not all the spells whereas students only have a limited arsenal. 

 

Tier 1: Novice
Novices of Fire Evocation are just forging their flame. Under the careful watch of their mentor, these students are commonly seen backfiring with flames, hurting themselves as they refine the art of meticulous casting and control over their evoked flame. Embers summoned by a novice are never used in combat typically.

 

Spoiler

Spells:

  • Sparking

Changes:

  • N/A

Limitations:

  • A very small mana pool to draw from. Even small spells will cause the Tier 1 mage to become quickly exhausted with even small embers.


Tier 2: Student
Students are growing and refining their craft. Under the close watch of their mentor still, these students are able to cast minor arcana to refine their abilities. Still often grappling with the concept of control, these mages are trying their very best to keep their spells from backfiring. As a result, while they can cast more magics students are still under the watch of a teacher. Learning day by day and slowly.

 

Spoiler

Spells:

  • Sparking
  • Ignition
  • Fireball (+1 emote to cast time)

Changes:

  • Sparking becomes easy for the student. Able to perform utilitarian tasks without difficulty, though the occasional glitch is not unheard of.

Limitations:

  • Still a small mana pool to draw from. Some spells in their arsenal require extra focus or time to cast. 
  • Casting Fireball adds an emote to the charge up time due to the relatively advanced nature of the spell, and it is common for fireball to backfire. Thus students typically only learn this technique under a teacher with supervision.

 

Tier 3: Adept
The Adept has grown formidable. They are able to use their abilities to conjure more flame with more sophistication. Learning a large number of techniques to use in many situations, adepts are considered the average users of Evocation. With more independence from their teacher and larger mana supplies, these users are commonly spotted “fanning the flames.”

 

Spoiler

Spells:

  • Sparking
  • Ignition
  • Fireball
  • Smoke
  • Wall of Flame

Changes:

  • Sparking, Ignition, and Fireball are staples for the Adept mage. These spells come at ease to them, with little problems emerging. They can safely cast these spells w/o risk of backfiring.

Limitations:

  • Mediocre mana pool. Average and able to cast many spells with moderate exhaustion.
  • Combustionary and Wall of Flame are at greater risk of backfire, though the mage has perfected the art of ember control at this point, they can still somewhat reliably cast these spells with minor difficulty.

 

Tier 4: Expert
The Expert has become widely regarded as a very powerful fire evocation user. The Expert is able to start casting spells which in the right contexts can be lethal. With stability and poise, experts of fire evocation are a force to be reckoned with. Experts can even pass on the art of Fire Evocation if they wish, as teachers.

 

Spoiler

Spells:

  • Sparking
  • Ignition
  • Fireball
  • Smoke
  • Combustionary
  • Wall of Flame
  • Ember Pillar
  • Multishot

Changes:

  • Sparking, Ignition, Fireball, Smoke, Combustionary, and Wall of Flame become easy for the expert. Safely and reliably able to cast these higher tier spells now.
  • The mana pool of the Expert grows considerably in this stage, able to cast with less exhaustion, though for more trying feats it becomes harder to maintain this composure.

Limitations:

  • While a larger mana pool, they are still limited as successively spamming spells becomes trying for the mage. Spells like Multishot will cause a period of exhaustion thereafter. 
  • Multishot and Ember Pillar will take some practice before getting them right, but the risk of backfiring is lower than what would be the same situation for an Adept.

 

Tier 5: Master
The Master has learned all the spells of Fire Evocation and is the best there can possibly be. These masters, widely tasted and experience with the art of fire know all there is to be known about the art, able to utilize the magic to its fullest power.

 

Spoiler

Spells: 

  • Sparking
  • Ignition
  • Fireball
  • Smoke
  • Combustionary
  • Wall of Flame
  • Ember Pillar
  • Multishot
  • Azure Flame
  • Firestorm

Changes:

  • All spells except for Azure Flame and Firestorm become easy for the Master Mage with sophistication and practice under these techniques. Mana pool becomes larger as well, with less fatigue being drawn from the powerful magi.

Limitations:

  • Still however limited by a mana pool, some spells will exhibit periods of exhaustion on the mage depending on their power and scaling. 
  • Firestorm and Azure will take a few (~1-3) elven weeks to properly get the right grasp of without backfiring, due to their sheer power and strength.

 

Purpose (OOC) 

The purpose of writing this piece was purely for the Lore Games. I wanted to provide a balanced, fair and yet at the very same time viable piece of fire evocationist lore that people could use in a variety of combatical situations and still leave the freeform aspect of utility open to these mages.

 

Citations (OOC) 

Anyone who helped me out or offered their feedback is cited as helping this lore. Furthermore this lore is mostly cited from my interpretation of the current lore at the following link(s).

 

Spoiler

 

 

 

Written by ZythusRequiem

Link to post
Share on other sites

As someone who learned fire evocation first, nearly four and a half years ago now, thank you for making it a little bit more diverse. +1

Link to post
Share on other sites

Good, but remember that smoke can’t cause people to cough and that combustion should only be used like once every few hours when you’re T4 due to the required amount of mana.

 

 

Link to post
Share on other sites

4 hours ago, PunPal said:

Good, but remember that smoke can’t cause people to cough and that combustion should only be used like once every few hours when you’re T4 due to the required amount of mana.

 

Fixed.

Link to post
Share on other sites

Might I request mention of light evocation, which is an aspect of fire evocation where, like smoke, the caster only casts a certain aspect of fire ❤️ otherwise +1 I’m loving your rewrites. FIRESTORM BEST STORM.

Link to post
Share on other sites

On 10/23/2019 at 1:14 PM, Zarexan said:

Might I request mention of light evocation, which is an aspect of fire evocation where, like smoke, the caster only casts a certain aspect of fire ❤️ otherwise +1 I’m loving your rewrites. FIRESTORM BEST STORM.

Light Evocation was never actually canon in Fire Evocation lore (written by Toxcat) and no additions were ever added on the forums. If you’re going to conjure light, just used household magic mage light or transfiguration mage light.

Link to post
Share on other sites

32 minutes ago, JrBuilderCaesar said:

Light Evocation was never actually canon in Fire Evocation lore (written by Toxcat) and no additions were ever added on the forums. If you’re going to conjure light, just used household magic mage light or transfiguration mage light.

It was tho, before that lore it was canon, Tox neglected to mention it, it’s been canon for a long time as Fire Evocation involves conjuring all the aspects of Fire itself, smoke, light, heat, and the flame itself. I’ve had the magic for three years nearly, I know my ****.

Link to post
Share on other sites

22 hours ago, Zarexan said:

It was tho, before that lore it was canon, Tox neglected to mention it, it’s been canon for a long time as Fire Evocation involves conjuring all the aspects of Fire itself, smoke, light, heat, and the flame itself. I’ve had the magic for three years nearly, I know my ****.

Either way, it doesn’t seem too relevant to the lore. There’s already lore for conjuring light and I think that Fire Evocation can live without it.

Link to post
Share on other sites

17 hours ago, IAmTheWalrus said:

Either way, it doesn’t seem too relevant to the lore. There’s already lore for conjuring light and I think that Fire Evocation can live without it.

You aren’t the lorewriter and I personally brought this up with Zythus, due to the fact fire evocation is, like every other evocation, about conjuring and learning every aspect of the element, therefore, as FIRE EVOCATION is about conjuring every aspect, LIGHT is apart of those aspects, thus its VERY relevant. To make this lore as accurately as possible, DESPITE there being lore for conjuring light that’s a completely different magic as a whole, is to take a literal two seconds to add it, which Zythus says they did. I don’t see why it’s so horribly impossible for this to be done, or why you have such an issue with it, regardless this has blown up over me making a simple suggestion so let’s stop this here, yeah?

Link to post
Share on other sites

19 hours ago, IAmTheWalrus said:

Either way, it doesn’t seem too relevant to the lore. There’s already lore for conjuring light and I think that Fire Evocation can live without it.

 

I thought magelight was only available to transfigurationists at the current lore. I honestly do not like the exclusive Transfiguration access pass on a lot of cool non-combat or addition magics. Fire Evocationists should not have to learn transfig to conjure light unless this changes. Plus, it’s a 2-second addition, it is also only for utility. No big deal.

Link to post
Share on other sites

5 hours ago, ZythusRequiem said:

 

I thought magelight was only available to transfigurationists at the current lore. I honestly do not like the exclusive Transfiguration access pass on a lot of cool non-combat or addition magics. Fire Evocationists should not have to learn transfig to conjure light unless this changes. Plus, it’s a 2-second addition, it is also only for utility. No big deal.

 

Transfiguration and sensory illusion can create light. I am in the hindsight that is with Walrus which is fire evocation shouldn't have light evocation. Don't try to make things an everything evocation.

Link to post
Share on other sites

6 minutes ago, Jenny_Bobbs said:

Transfiguration and sensory illusion can create light. I am in the hindsight that is with Walrus which is fire evocation shouldn't have light evocation. Don't try to make things an everything evocation.

 

Don’t try and make everything Transfiguration locked. That’s just as bad. You’ve got to also consider Transfiguration is harder to learn and more exclusive where fire evocation is more widespread.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...