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[✓] [Magic Lore] Water Evocation


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Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.

 

Overview

Water Evocation, in simple terms, is the drawing of pure water from the Void and then distributing it in the form of projection, better known as ‘casting’. Water Evocation is very diverse, able to be used to create anything from a small puddle to play in, to a flurry of ice and snow to decimate one’s opponents. The only limit to such a power is the mage’s own creativity.

 

  • Water Evocation takes up [1] magic slot.
  • Water Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered water evocationist with a valid [TA].
  • Water evocation requires a stable connection to the Void. 

 

Learning and Casting

In order for one to cast water evocation, they must first establish a connection to the Void, known as a Mana Anchor, picture the water within the Void, then pull it into the material realm and cast it. Yet, this connecting is no simple feat for any admiring scholar with a tome to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal connection.

 

Like any Voidal Evocation, the art of water takes years of repetitive study of its element, requiring the mage to know everything from how water moves, to how it feels, to how it vanishes. Another thing of note is that the water evocationist must have a master to teach them in the ways of the Void and water, one who has mastered their art to the tee.

 

Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then summon it from the Void and project it. 

 

Properties of Conjured Water

Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a mage may find themselves in. However, like water is often calmed and collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south.

 

  • Water makes wet whatever it touches and may absorb into surfaces. However, should the Water Evocationist lose line of sight or disconnect, the remaining water found absorbed and on wet surfaces will vanish back into the Void.
  • With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something.
  • Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight.
  • A mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water.
  • Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.

 


 

Abilities of Water

Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before.

 

Abbreviation Key:

N - Non-Combat

C - Combat

 

Conjure Water / Ice [N] - A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury.

 

Mechanics

Spoiler
  • Water in this form is rather shapeless, dripping from its own form unless conjured at a higher tier and shaped.
    • A water evocationist may manipulate their water in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their water can be crudely shaped, albeit dripping a lot; at [T4] they can manipulate their water much more smoothly, hardly dripping; at [T5] they may manipulate their water extremely smoothly.
    • In the case of ice, which may not be conjured until the mage has reached [T3], their ice can only be crudely shaped when starting out, while at [T5] their ice can be incredibly smoother and more detailed, elbeit not razor thin. 
  • All non-combat water spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their water increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] which is very refined, though cannot be razor thin.
  • All non-combat ice spells may have a maximum size of five square meters at [T3], fifteen square meters at [T4], and twenty-five square meters at [T5]. Each tier the mage progresses, the details they may use in their water increase from [T3] rather shapeless, to [T4] being more moderate, to [T5] which is very refined, though cannot be razor thin.

 

Redlines

Spoiler
  • Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual water. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a giant tidal wave, obviously it will take more than three emotes, likely closer to around six or seven.

 

Water Blast [C] - By conjuring water and ejecting it in the form of a blast, a water evocationist can essentially send a jet or projectile of water directly towards an opponent, enough so to knock them back or cause them to topple over.

 

Mechanics

Spoiler
  • By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks on initial impact of Water Blast, and [1] block per sustained impact if unprepared, or even cause them to fall over.
  • This spell can either appear as a ‘jet’ of water, or a sphere which may be cast towards an opponent. This may be modified aesthetically, though must remain in the general shape of a jet or globule of water.
  • Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana. 

 

Redlines

Spoiler
  • Has no solidarity in and of itself, but still possesses moderate force.

 

Water Shield [C] - A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires. 

 

Mechanics

Spoiler
  • A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished. 
  • This spell requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles. 
  • For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.

 

Redlines

Spoiler
  • The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course. 
  • The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.

 

Water Whip [C] – A water evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the mage, following whatever movements the evocationist so wishes as long as their concentration is upon it.

 

Mechanics 

Spoiler
  • A water evocationist who has learned to conjure ice can form a whip of water with spiked ice on the end. While being a [T3] spell, the ice will be rather crude and blunt, likely causing a few bruises should it hit. However, upon reaching [T4], a water evocationist may opt to make the ice more sharp, causing cuts, slashes, and even lacerations rather than providing blunt force.
    • Alternatively, a mage may create the whip out of pure water to lash at unprotected foes, leaving scratches and scrapes wherever it hit, as well as lashes.
  • The spell requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The whip itself will not extend beyond eight blocks in length, the spikes on the end of it being no longer than four inches.

 

Redlines

Spoiler
  • Should the mage lose sight of the whip, it will vanish.
  • While more effective against skin when sharp, the whip will shatter when hitting plate, making it near useless against heavily armored foes.

 

Ice Projectile [C] -  Water Evocationist can create shards of ice which they may cast or project towards opponents. This ice can be as detailed or as crude as they wish, ranging from a small chunk of frozen water to a small and detailed dagger shape for aesthetic purposes.

 

Mechanics

Spoiler
  • A water evocationist who can conjure ice may form shards of ice which can either be sharp or blunt - one or the other, you cannot mix the projectile types.
    • The projectile/s themselves are typically baseball-sized. The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force. 
    • Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
  • Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. Each projectile requires an additional emote to conjure, with no more than three able to be charged at once. Once a maximum of 3 projectiles have been summoned, no more can be summoned and the spell must be cast again. Projectiles can be held back for 3 emotes before they fizzle out.
    • One projectile charged may be around the sharpness of your average ferrum blade.
    • Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
  • Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize. 

 

Redlines

Spoiler
  • Can be no greater than the size of a baseball. Can be any shape for aesthetic purposes only.
  • The shape of the projectile cannot change the effect of the spell, besides blunt or sharp.
  • If multiple projectiles are fired at the same time, they must all be fired at the same direction.

 

Water Wave [C] - By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path.

 

Mechanics

Spoiler
  • A water evocationist can conjure a large wave of water which they may push towards their targets in an effort to send them backward. The spell itself is very destructive, pushing back both people and objects alike in a small area.
  • The attack itself has a range of up to ten blocks, though can travel for up to fifteen once cast. The wave has a width of two blocks, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.
  • Requires Four emotes to cast [1 Connect + 2 Charge + 1 Cast]. The wave can be maintained until it reaches its limit of fifteen blocks, though may disperse earlier if the mage’s concentration is disrupted.
  • The spell itself, aesthetic wise, can be very creative. For example, one could make it appear as if there were a horse in the water running along with the wave.

 

Redlines

Spoiler
  • The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease.

 

Ice Spikes [C] - Water Evocationist can conjure force large spikes of ice which may act as an defensive offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control.

 

Mechanics

Spoiler
  • A water evocationist who can conjure ice may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to two meters in length, and up to three meters in height, the sized typically varying in a single attack. 
  • Ice Spike has a width of up to two, and a length of up to five blocks. has a ten black range. 
  • Requires Three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.

 

Redlines

Spoiler
  • Ice Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage.

 

Ice Shield [C] - By conjuring a large amount of ice in front of them, water evocationist may create a shield or wall of ice which may be used as a barrier to protect against a variety of attacks, a testament to the versatility of an art such as water evocation. 

 

Mechanics

Spoiler
  • A water evocationist may create a barrier of ice in front of them which may be no greater than [3] meters wide and [2]meters tall.This barrier may appear however the mage wishes for aesthetic purpose
  • The barrier itself can take about four blunt hits at maximum. Sharp attacks will chip away at it over a longer course of time, though will hardly be as effective as blunt force. Direct flame or heat can melt the shield easily in two emotes.
  • Requires three emotes to charge and cast [1 Connect + 1 Charge + 1 Cast]. The shield may be maintained for up to [4] emotes, though will shatter if sufficient blunt force - such as that provided by two-handed blunt tools, like Sledgehammers or strength enhancing metals such as boomsteel- is applied, and will dissipate if the mage loses concentration.

  • Usable at [T3].

 

Redlines

Spoiler
  • So long as the shield is being sustained, the mage may not make sudden movements, only able to traverse half of what they could normally traverse in a single emote. Jumping out of the way or moving faster than at a light jogging pace will result in it vanishing.
  • The shield must be gradually formed over the course of emotes, not something that instantaneously appears. 

 

Ice Dome [C] - A greater feat of defensive water evocation which a water evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so chose.

 

Mechanics

Spoiler
  • A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three meter radius at maximum, with the mage being in the center. 
  • Requires four emotes to cast [1 Connect + 2 Charge + 1 Cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade. 
  • The dome may hold its own against only [3] harsh blunt strikes before it is shattered. Shattering the dome will also stun the mage who is casting it for a minimum of [1] emote, preventing them from casting for that duration. The mage will need 1 emote to recupurate if they choose to end the spell themselves. 

 

Redlines

Spoiler
  • The mage must be at the center of the dome to cast it.
  • Ice may be murky, though some movement can be seen from within the dome. 
  • The dome must be gradually formed, not instantly conjured.
  • The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.

 

Hail Storm [C] - A most devastating and powerful attack of a water evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.

 

Mechanics

Spoiler
  • A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an option aesthetic though offers no benefit beyond chilled air. The storm has a maximum radius of five meters, able to be conjured with its edge up to ten meters away from the mage. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than it's maximum radius, it will meld to the room's shape and loses the ability to be moved.
  • It requires five emotes to cast [1 Connection + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the storm cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends.
    • Hail and Fractals are small, each around the size of a grape with round and sharp edges respectively. As such, those within the storm are battered with painful bruises and cuts by staying in it. On the first emote of contact, cuts and bruises to a minor degree are left. By the second emote, they grow to a medium degree of severity. By the third emote, the cuts and bruises are quite large and will require medical aid, though not urgently. By the fourth, the storm leaves more severe wounds. Not enough to kill anyone outright, but they are considered heavily wounded and will require medical aid immediately on the conclusion of combat. The storm does not deal more damage beyond this.
    • Targets wearing light or medium armor(leather, gambeson) are considered immune to the storm's damage for their first emote of being inside of it. Targets wearing medium armor(half plate, chain) are considered immune to the storm's damage for their first two emotes of being inside of it. Targets wearing heavy armor(plate armor or similar) are considered immune to the storm's damage for their first four emotes of being inside of it. After these emotes are met, they begin taking damage as though they just entered it for the first time.
  • If the mage's concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null.
    • Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the cloud where the storm originates from(or the caster themselves where applicable), not the individual fractals/hail/rain. For Wards, they would lose 1 point per emote of contact with the fractals/hail/rain, increased to 2 at the final emote for a total of 5. Other blocking effects can be used as well, such as a thanhic shield, would work similarly.
  • Can be learned at [T5].

 

Redlines

Spoiler
  • The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
  • This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast.
  • If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the day. Being unable to cast any further spells beyond the completion of Hail Storm's 8 Emote Maximum.
    • This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted.
  • Any fire in the spell's radius will be doused instantly. Extremely hot [blue] flames can persist, but will not leave lingering fire. This doesn't apply to malflame or other similar magical fires bar fire evocation.
  • The storm by itself will never kill an unharmed opponent. But those who remain in it for extended periods of time while already holding injuries can die or fall unconscious, under a common sense ruling.
  • The storm does not significantly effect visibility through it. Ranged attacks can pass through normally.

 


 

Tier Progression

 

T1 - Novice

The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few droplets of water before becoming exhausted. Lasts two [OOC] weeks.

 

Spoiler

Spells – Conjure Water, Water Blast

 

Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of water at this stage is practically nonexistent, as they may only conjure a few droplets before becoming exhausted. This stage is typically used for studying water itself, rather than casting.

 

T2 - Apprentice

The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few bubbles and orbs of water before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.

 

Spoiler

Spells – Conjure Water, Water Blast, Water Shield

 

Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of water at this stage is a bit more evident, albeit still crude. The evocationist may only conjure a bubbles or orbs of water and maintain them briefly before becoming exhausted.

 

T3 - Adept 

The mage is has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure water more easily and fluidly when in combat. They also are able to form their water into more defined shapes as well as begin to conjure water, though most water shapes are still a bit liquidy and ice is very crude. Lasts five [OOC] weeks.

 

Spoiler

Spells – Conjure Water, Water Blast, Water Shield, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Shield

 

Skill Level – All non-combat water spells may have a maximum size/radius of fifteen square meters at, while all non-combat ice spells have a maximum rsize/radius of five square meters. The detail level of water is much more refined. The evocationist can now summon forth more adept spells of water, as well as begin their studying of ice. Their ice at this stage is crude, unable to be sharp or refined.

 

T4 - Expert

The mage now has near mastered their fluidic element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Their ice capability has vastly improved as well, allowing them much more versatile attacks and more refined art. Lasts six [OOC] weeks.

 

Spoiler

Spells – Conjure Water, Water Blast, Water Shield, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Shield, Ice Spike, Ice Dome

 

Skill Level – All non-combat water spells may have a maximum size/radius of twenty-five square meters, while all non-combat ice spells may have a maximum size/radius of fifteen square meters. The detail level of water is very refined, practically mastered. The evocationist can make much more detailed ice as well. now able to make it more sharp and distinct.=

 

T5 - Master

The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of water evocation, able to perform powerful feats of their art in both combat and non-combat.

 

Spoiler

Spells – Conjure Water, Water Blast, Water Shield, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Shield, Ice Spike, Ice Dome, Hail Storm


Skill Level – All non-combat water spells may have a maximum size/radius of fifty square meters, while all non-combat ice spells may have a maximum size/radius of twenty-five square meters. The detail level of water is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist can now make very refined amounts of ice and in larger portions.

 

Enchantments

Water evocation, being as diverse as it is, often yields powerful effects when used in conjunction with the art of transfiguration. Objects imbued with water evocation by an enchanter will sustain any of the aforementioned water spells in a non-creative enchantment, as well as hold the properties of regular water when used in a creative MArt. Of course, even when in a creative MArt, the enchantment still must apply to the most basic redlines of evocation in general, even if the artifact breaks a few of the lesser ones.


Mechanics

Spoiler
  • All non-creative enchantments must use one of the spells listed above, holding all of its properties aside from not needing to be cast directly due to the fact that it’s an enchantment.
  • Creative Enchantments, while more freeform, must adhere to most of the base redlines of Water Evocation, aside from any the MArt permits to be cast aside.


Redlines

Spoiler
  • Cannot enchant in the middle of combat, and one must practice transfiguration to enchant.

 


 

General Redlines of Water Evocation

  • A water evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void.
  • All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge.
  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile comprised of water that appears in the shape of a bird.
  • Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. Steam and boiled water are not possible to be conjured either. For aesthetic purpose alone, a water evocationist may make their water feel a bit warmer or colder than normal, though this cannot cause any harm on its own.

 


 

Purpose

The purpose of this lore was to, obviously, rewrite Water Evocation in a way that adhered to the requirements of Lore Games, while also allowing for more diversity and roleplay potential in its powers and rituals. Since nobody opted to rewrite Water Evocation within the Evocation Community, I chose to rewrite it myself to prevent it from being shelved.

 

Changelog

Spoiler
  • Removed steam and boiled water, though these may be an addition later on.
  • Defined enchanting with water evocation
  • Clarified tiers and abilities

 

Credits

Pundimonium – Author 

SaltyOlog – Suggestions

 

Everyone in the Lore Games evocation channel for all feedback provided. 

 

Former Authors

Fitermon

 

Citations

 

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I'm just curious. How will anybody know the alphabet runes to start? 

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26 minutes ago, Demotheus said:

I'm just curious. How will anybody know the alphabet runes to start? 


Likely taught from their teacher. Should this be accepted I’ll do my best to spread the information out to teachers who can then pass it onto their students. Books can also be written about the formula.

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2 hours ago, Sorcerio said:


Likely taught from their teacher. Should this be accepted I’ll do my best to spread the information out to teachers who can then pass it onto their students. Books can also be written about the formula.

As far as I know only alchemist and very specific communities "know" the universal alphabet. 

 

So what if I wanted to add something similar to say illusion lore but nobody knows it in the illusion community? 

 

Or is it assumed that you learn things relevant to something you study like thst? That'd be neat. I'm gonna propose that as an addition to that lore haha. 

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Should make a water whip spell, was a iconic spell my teacher taught me

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Alrighty! I am terribly sorry for this late response, as I was a bit caught up in stuff and totally forgot about this afterwards. But, nevertheless, this lore must be satisfactory for both the community and the Lore Games requirements. Hence, I would like to ask for any suggestions with this lore, as I myself am not a water evocationist. While I worked to the best of my ability with any knowledge I could find, I would still appreciate feedback, as there are likely things that I missed. Thank you!

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Thank you for submitting your piece! Your piece is now under review and a reply will be given once a verdict has been reached.

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This lore is pending, you will be sent a forum PM in the next 24 hours with a list of issues that need to be fixed.

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Finally made the changes folks and they are listed below!

 

CHANGELOG

Spoiler

+ Added clarification on force of attacks

+ Added clarification on using multiple projectiles and projectile sharpness

+ Added Water Shield, Ice Shield, Ice Dome, and Hail Storm

- Removed Rite of Freezing 

 

There may be more updates soon and a guide will also be made shortly.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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