Jump to content

[✓] [✓] [Magic Lore] Air Evocation


Ducklingator
 Share

Recommended Posts

Air Evocation

 

The magical school of evocation is one often viewed as simple and basic, given its straightforward nature. An aspiring mage is advised to learn a simple elemental evocation, before they choose to delve further into the world of the arcane. Still, no magic is without its uses; the different elemental evocations offer the mage a variety of tools that might be expanded upon further, depending mostly upon their own knowledge, experience and creativity.

 

Air is conjured into the world in a way no different than all other evocations; the mage must connect to the void, create the air inside of it, and then tug it into the material plane so that it might temporarily be suspended there until whatever will the mage has is enacted through it.

 

 

Overview

Air evocation is the practice of conjuring air in the void, then pulling it into the material plane, shaping it into one’s desired form, and then casting it off in a certain direction. The complexity of this can vary between spells, with some spells creating intricate waves of sound or powerful, mighty tornadoes. 

 

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

 

Learning and Casting

In order to cast, a mage must first connect themself to the void, creating a sort of mana anchor. Once this is established, the mage can then picture the air in their mind, which creates it inside of the void. Finally, the mage can pull the air out of the void, into reality. This requires a very accurate understanding of the various properties of air.

 

A basic understanding is not nearly enough. Through rigorous, repetitive study, one must understand every single aspect of the element, so that the picture painted in their head successfully replicates the material plane’s version of it.

 

 

Properties of Conjured Air

Voidal air has a wide variety of different properties, most of which are fully derived from its natural counterpart. 

 

  • When conjured from the void, air is mostly translucent, except for a faint hue which matches its caster’s aura.
  • Evoked air can never stagnate. It always flows, and seeks to spread out as far as possible. The mage can attempt to suppress this effect by causing the air to flow in a circular motion, which effectively condenses the air.
  • Even though air is a mostly intangible element, it can still influence things around it. It bears force, pushing things around it.
  • Air becomes heavier when cooled down, and lighter when heated up.
  • The amount of force that air bears depends on both its density and its speed.

 

 

Abilities

There may not be a lot of different ways to conjure air, but there are a lot of different ways to use it. A master of air has access to numerous powerful, versatile abilities that can be helpful both in and out of combat.

 

 

Combat Abilities

 

 

Gust - Tier 1

The mage releases a strong blast of air out in front of them, knocking back a flying projectile, a person, or any other object within range that isn’t fully grounded.

Spoiler

[Mechanics: A gust takes three emotes to cast. A gust may be used to divert the movement of various projectiles, both magical and nonmagical, but its strength depends on how powerful the mage is. Alternatively, a gust may be used to knock a person back in a straight line. This knockback effect grows stronger as the mage progresses.]

 

Redlines:

-A gust can be maintained for up to eight emotes after casting, as long as the mage does not disconnect. It continues to drain the mage unless they specifically emote dismissing it.

-A gust can reach up to eight blocks away from the caster, after which the wind disperses.

-At tier one, a gust cannot be used to push back any object moving faster than a thrown ball. At tier two, a gust cannot be used to push back any object going faster than a regular arrow, or a person that is standing still. At tier three, almost all projectiles can be deflected with the gust spell, alongside any person.

 

Tier Progression

Tier One: The mage cannot use this spell to push any significant objects.

Tier Two: The mage can use this spell to knock back small projectiles, or exert enough pressure on a person to stop them from moving forward.

Tier Three: The mage can use this spell to knock back projectiles. They may also launch a person two blocks back, knocking them prone. This means that the person must spend their next emote getting up.

Tier Four: The mage can use this spell to knock back large projectiles, such as a boulder thrown by a giant. They may also launch a person three meters back, possibly rendering that person unconscious if they hit a solid object.

Tier Five: The mage can use this spell to knock back large projectiles, such as a boulder thrown by a giant. They may also launch a person five meters back, possibly rendering that person unconscious, denting armor, and fracturing bone if they hit a solid object.

 

Sweep – Tier 2

The mage causes air to swirl around them, before quickly discharging it in all directions. This causes any loose objects, projectiles, and people to be knocked back, though the effect is less powerful than that of a focused spell such as the gust spell.

Spoiler

[Mechanics: A sweep takes three emotes to cast. After the first two emotes of casting, a mage may hold their casting for another three emotes, at the end of which they must discharge the spell or dismiss it. The spell affects all objects around the mage in a certain area, which means that anyone in the radius is affected, including the mage’s allies. If the mage wishes, they can stop the spell at a certain radius that is smaller than their maximum, but this radius must be consistent all around them, meaning the spell can’t go out to 3 blocks on one side and 2 blocks on the other.]

 

Redlines:

-The spell affects all people around the mage, whether they are allies or enemies.

-The spell is far weaker than most other spells, and cannot knock people back as much as other spells can. People affected by the spell must spend their next emote rising to their feet.

 

Tier Progression Tier Two: This spell’s maximum radius is one meter.

Tier Three: This spell’s maximum radius is two meters.

Tier Four: This spell’s maximum radius is four meters.

Tier Five: This spell’s maximum radius is five meters.

 

Redirection - Tier 2

The mage creates a small current of air which deftly streaks past them. This spell can be used by experienced and proficient casters to quickly evade a small projectile by knocking it to the side. It cannot be used to make a projectile move more than ~20 degrees away from them, and therefore can’t make a projectile fly toward its sender, or anyone not directly behind the caster.

Spoiler

[Mechanics: The redirection spell takes two emotes to cast. It can direct a single oncoming projectile, such as an arrow, a rock, and similarly light objects, away from the mage. It does not dissipate after use, meaning the mage can consider the emote of its casting as a charge-up emote for any other spell.]

 

Redlines:

 

-The redirection spell cannot stop objects, only divert their path away from the caster.

-The redirection spell cannot be used to hurl projectiles back towards whoever shot/threw them.

-The spell can’t deflect objects heavier than 3lbs.

-The spell can’t be used to deflect objects that the mage can’t see.

 

Air Wall - Tier 3

The mage creates a continuous current of wind which surges upwards. The current encompasses an area similar to a wall, and it can can be used to protect a certain area from projectiles such as arrows, rocks, crossbow bolts, and other similar objects.

Spoiler

[Mechanics: An air wall takes four emotes to cast. It encompasses an area of 4x4x1 blocks. Any projectile the size of a fist or smaller will be disrupted by the wall, being thrown harmlessly off-course. A person who attempts to move through the wall must have a running start of at least five blocks in order to move through it; otherwise, they’ll be pushed back. Constructs are unaffected. Once the wall is created, it can be maintained for a number of emotes equal to 1 plus the mage’s current tier.]

 

Redlines: 

 

-The wall cannot be moved.

-The wall has to be completely straight.

-The wall functions from both sides, and affects all projectiles that pass through it. It cannot let specific projectiles pass through.

-The wall requires a mage’s concentration for the entire duration of its existence, and will only last for an amount of emotes equal to 1 + the mage’s current tier.

 

Sonic Blast - Tier 4

The mage channels the non-combat spell ‘Conjure Sound’ on a certain area, creating a high-pitched noise. The noise can be heard outside of the spells area of effect, but only affects creatures inside of it. This spell can be used to stun a target, or after continued use, temporarily deafen them.

Spoiler

[Mechanics: The sonic blast spell takes 3 emotes to cast. It can either be cast in a line, two blocks wide and eight blocks long, or out in a four block radius from where the mage stands. Every person in a 20 block radius of the mage knows that the spell is being used, because it creates a (less intense, and therefore not harmful) sound around the mage. After the spell is cast, anyone affected by it is stunned, unable to perform any action other than moving three blocks or less.]

 

Redlines:

 

-The spell affects anyone within range, unless there is a solid object blocking it completely. This means it cannot spare any of the mage’s allies that are in range.

-While they are charging this spell, the mage cannot move.

-The mage cannot hide their casting of this spell, as anyone around them is able to hear it.

 

Tier progression:

Tier Four: Anyone affected by this spell is stunned (as seen in the Mechanics section) for one emote, and temporarily deafened for four.

Tier Five: Anyone affected by this spell is stunned for one emote, and temporarily deafened for six. The mage may choose to charge the spell up for an additional emote, extending the stun duration to two emotes.

 

Launch - Tier 4

 The mage sends a blast of air to an area beneath their target, directed upwards. This launches their target into the air, knocking them prone and dealing a varying amount of damage, depending on several factors such as the floor they land on, the height they reached, etc.

Spoiler

[Mechanics: The launch spell is a single-target spell which dissipates after use. It has a range of ten blocks. The spell 3 emotes to cast. It can be used to launch an object or a person upwards, and can be used both to harm the person it is cast on, or to assist them in reaching a higher place. If cast on the mage themselves, it will immediately disconnect them.]

 

Redlines:

-If a mage casts this on themselves, they are immediately disconnected after being launched. This disconnection does not harm the mage like a forced disconnection would.

-When casting this spell on another person, the mage must emote a wind gathering beneath their feet on the second emote. If a person moves more than five blocks after this, they may avoid the spell’s effects completely.

-This spell is far less effective on a target other than the mage, because they are unable to provide any elevation, such as jumping, before being thrown.

-When a mage launches themselves, they cannot reach an area that would be unreachable mechanically.

 

Tier Progression:

Tier Four: The mage can launch another person up to 2 meters in the air, usually breaking a bone in the area that impacts the ground. Alternatively, the mage can launch themselves up to 4 meters in the air.

Tier Five: The mage can launch another person up to 3 meters in the air, usually breaking several bones in the area that impacts the ground. Alternatively, the mage can launch themselves up to 5 meters in the air.

 

 

Compression  - Tier 5

A master of air evocation can compress a large amount of air into a vaguely spherical shape, and shunt it forth at an immense velocity. This is one of the most destructive abilities in an air evocationist’s arsenal, and it is quite volatile. When it reaches its target, the orb strikes with great concussive force, before then bursting- which releases a powerful gust of air in every direction. The concussive force in itself is capable of shattering bones and denting armor, whilst the air itself is often enough to knock most people a few feet back.

Spoiler

[Mechanics: The compression spell takes five emotes to cast. It has a range of fifteen blocks. It is made up of two separate effects-

Slam: The orb slams into an object, with an immense amount of concussive force. It is capable of shattering several bones, or heavily denting armor and fracturing the bone beneath it.

Burst: Upon impact, the orb explodes in a powerful burst of air which goes out 3 blocks in every direction. This burst has the same effects as a wind blast spell cast by a 5th level mage at full force.

 

The compression spell is extremely volatile, and hard to hold together. If the pressure within the orb isn’t released by the mage five emotes after it is fully formed, the orb’s burst effect takes place regardless of where it is, wasting the spell.]

 

 

Redlines:

 

-The compression spell causes a distortion in the air around it due to the intense pressure differences, and therefore, anyone in the area knows its approximate location.

-The compression spell is capable of breaking bones and crushing plate, but this does not make it an instant kill. Reasonably, a mage would have to strike somewhere vital like the chest or the head in order to cause lethal harm. The target will only die if nobody treats their wounds.

-If the orb bursts involuntarily within three blocks of the mage, they will be affected by its burst effect like anybody else in the area.

-If the orb bursts involuntarily, the mage is still drained of as much energy as they would be if it were to properly hit. They are also forcibly disconnected from the void.

-If the mage’s concentration is disrupted after the orb is formed, it will burst involuntarily.

-The mage is unable to move while casting this spell.

 

Tornado - Tier 5

A feat of magical prowess which requires not one, but two mages, the tornado is surely the most destructive creation an air evocationist can hope to conjure. To form a tornado, two air evocationists must create two separate currents of wind, creating a circle where the two currents flow in opposite directions. This effectively conjures a vortex of air which displaces most objects around it, leaving ruin in its path.

Spoiler

[Mechanics: The tornado is a powerful spell which requires one air evocationist at tier 5, and another at tier 4 or 5. Creating a tornado requires five emotes from each mage. Both mages must verbally communicate with one another to create it. The mages must define a focal point on the ground that is 2x2 blocks in size, and no further than 15 blocks from both of them, from which the tornado rises. The tornado can then be maintained for six emotes.

When it is created, and on every emote following its creation, the tornado pulls any object that is at most 10 blocks from its focal points towards it, a number of blocks depending on its weight:

1-50lbs - 8 blocks

50-100lbs - 5 blocks

100-200lbs - 3 blocks

200-500lbs - 2 blocks

500lbs+ - Unaffected

A creature that can reasonably hold onto an object which weighs at least 500lbs can resist the tornado’s pull.

Any creature that reaches the tornado’s focal point begins rising an amount of blocks which depends on its weight, equal to the chart above. It peaks at 10 blocks, and drops down when the tornado dissipates, sustaining a great amount of harm when they hit the ground.]

 

Redlines:

-This spell cannot be cast subtly. After the third emote, every mage in the area will know that the spell is being cast.

-Both casters are rendered immobile while casting, as all of their focus is set on creating and maintaining it.

-If one caster’s concentration is broken, the spell ends, and both mages are subject to as much fatigue as they would be if they had cast the entire spell.

 

Non-Combat Abilities

 

Conjure Air - Tier 1

This spell creates a current of air that the mage may use in order to perform a variety of tasks that they choose. These can be anything between creating a cool breeze on a hot day, and performing for a crowd of people by juggling several objects through the air. The spell can, at tier one, affect a 5x5x5 area. This area grows by 5x5x5 for each tier.

Spoiler

[Mechanics: The conjure air spell takes 1 emotes to cast. It can be used to perform any sort of mundane task that a gust of air would be able to help with.]

Redlines:

-This spell cannot be used in combat.

-The air conjured by this spell, as with every other spell, is not real air and cannot be breathed in.

-Despite having more uses than the typical combat-based spells air evocation offers, this spell may not bypass any of the redlines set in place.

 

Change Temperature - Tier 2

At tier 2, the mage is able to change the temperature of the air that they conjure. This is not a spell in its own right, but rather a way to alter one’s other spells. This effect is harmless, only useful for cooling off on a hot day or fending off the cold.

Spoiler

[Mechanics: The change temperature spell causes any other air evocation spell the mage casts to become slightly hotter, or slightly colder, as they choose. It does not require any extra mana, or emotes.]

Redlines:

-This spell cannot be used in combat.

-This spell cannot make air that is hot enough to hurt someone by burning them, or air that is cold enough to cause frostbite. Its effects are entirely harmless.

 

Featherfall - Tier 3

By creating a continuous stream of air that flows upwards, the mage can create a force that opposes that of gravity, allowing them to descent at a much slower rate when moving down from a high place.

Spoiler

[Mechanics: The featherfall spell takes three emotes to cast. It allows the mage to descend from a height of up to seven blocks without harm, or assist another person in the same task.]

Redlines:

-This spell cannot be used in combat.

-This spell cannot be used to descend from a height greater than seven blocks.

-This spell cannot be used in conjunction with the  ‘Air Jump’ spell, as it disconnects the mage after being used.

 

Conjure Sound - Tier 3 

With careful study and manipulation, a mage can cause air to flow around a certain area before then causing this air to vibrate in a very specific resonance, creating sound. This sound is heard across the entire area, but not outside of it. The sound conjured by this spell cannot harm a person in any way, and it cannot break a mage’s concentration. The sound produced by this can be any sort of consistent, drawn-out noise, such as the music of a violin or the buzz of a bee.

Spoiler

[Mechanics: The Conjure Sound spell takes two emotes to cast. Any person in its area is able to hear the sound produced by the spell. The sound must be one that the caster has heard before, or very similar to one. The spell cannot create complex sounds such as words.]

 

Redlines:

 

-The spell cannot be used to distract a person in such a way that they are forcefully disconnected from the void.

-The conjure sound spell cannot be used to harm a person.

 

 

 

Tier Progression

 

Tier Guidelines/Spells Available

T1: 0 Days – Two Weeks

Assuming this is their first magic, the mage will find it difficult to retain a proper connection for more than a few minutes at a time. Usually, they will fall unconscious or become extremely exhausted after casting. All noncombat spells have a maximum size/radius of 1 square meter.

 

T2: Two Weeks – Five Weeks

At this tier, the mage is able to maintain their connection for much longer. They also find themselves being able to last longer when casting, and having slightly more control over their air. All noncombat spells have a maximum size/radius of 5 square meters.

 

T3: Five Weeks – Ten Weeks

The mage now has little to no issues with their connection to the void. Additionally, they are capable of manipulating their air in more complex ways, having a larger degree of control over things such as its temperature, density, and speed. They are now able to create sound, though it is very uncontrolled. All noncombat spells have a maximum size/radius of 10 square meters.

 

T4: Ten Weeks – Sixteen Weeks

The mage has nearly mastered their control over air. They are able to cast simple, noncombat spells with very little exhaustion, and have a great degree of control over their air, being able to manipulate subtle elements of it. Their casting is refined and controlled. Their ability to create sound is more refined, now, and they are able to begin mimicing simple noises. All noncombat spells have a maximum size/radius of 15 square meters.

 

T5: Sixteen Weeks and up

The mage has fully mastered the art of air evocation. To them, casting a spell outside of combat is as simple as walking. Their control over the air that they conjure is absolute, and they are able to create refined, complex shapes with it. Their ability to create sound is similarly mastered, and they now possess great control over the noises that they create, being able to create a lovely melody or a terrifying, painful screech. All noncombat spells have a maximum size/radius of 20 square meters.

 

General Guidelines: Casting

  • All spells require the mage to have a complete understanding of the area they’re affecting. This means that the mage either needs to cast their magic on a place they have line of sight to, or on the surface of their own skin.
  • An air evocationist conjures a completely new sort of air which does not, by any means, intertwine with the existing air on the material plane. Air evocationists can't control real air.
  • A mage must properly emote exhaustion as a result of casting, follow the restrictions on minimal emote counts, and follow the tier table for their spell’s force.
  • An air evocationist may change the color of their air to be any sort of translucent hue, but cannot use this to block someone’s view, or distract them in any sort of way.
  • Things that are not pure air, such as fog or any elements that air is made up of, can’t be created by an air evocationist.
  • Air is not solid, and cannot be used to choke people, or form ‘bubbles’ that prevent them from breathing.
  • Air evocationists can’t use their magic to fly.

 

Credits:

@Jenny_Bobbs, @Sorcerio, @ThaCaesarMan, and @Luminaire’s evocation lore format – Especially Pun, for proofreading it all.

@Devdog ’s great contribution to the lore, and their idea of sound evocation

 

That’s all, folks.

Link to post
Share on other sites

Let’s hope this one passes, looking good!

Link to post
Share on other sites

Love it!

Link to post
Share on other sites

Launch doesn't say how far you can push a person upwards, nor does air jump say how far you can boost yourself. Unless I’m just blind.

Other then that it looks perfect to me- I haven’t been able to come up with any more questions yet. 

Link to post
Share on other sites

1 hour ago, jyecarson said:

Launch doesn't say how far you can push a person upwards, nor does air jump say how far you can boost yourself. Unless I’m just blind.

Other then that it looks perfect to me- I haven’t been able to come up with any more questions yet. 

The ‘Tier Progression’ table shows the range for every spell that does any sort of knockback/pushing, as appropriate for the mage’s current tier! I’m glad this was brought up because it’s under a spoiler and people might not see it, so thank you for the question!

Link to post
Share on other sites

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

Link to post
Share on other sites

On 2/20/2020 at 4:24 PM, Ducklingator said:

The ‘Tier Progression’ table shows the range for every spell that does any sort of knockback/pushing, as appropriate for the mage’s current tier! I’m glad this was brought up because it’s under a spoiler and people might not see it, so thank you for the question!

Edited – this is no longer the case, each spell now has a separate ‘tier progression’ list if it needs one.

Link to post
Share on other sites

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.

Link to post
Share on other sites

Moved back to pending.

Will require guide to be accepted.

Link to post
Share on other sites

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.

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...