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[✓] [Magic Lore] Earth Evocation


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Earth –  an element many take for granted, a power whose potential few recognize. Yet the potential for those who harness the powers of the Earth is immense, allowing them a plethora of capabilities, from city building, to demolition, to terraformation. It was with this recognition in mind that mages sought and learned to conjure forth earthen power from the Void, applying it in a surplus of ways, the likes of which few scholars have seen. 

 

Overview

Earth Evocation is the conjuring of earthen materials from the Void and ‘casting’ it in a variety of ways. It is one of the more versatile arts of the Void, allowing for multiple uses and applications which few evocations can call their own; from creating a mere glob of mud, to forming a furious tempest of earthen spikes to fling at one’s foes. 

 

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

 

Learning and Casting

Casting Earth Evocations requires a connection to the Void, creating their Mana Anchor from which they may draw their elements from the Void in exchange for their mana. This connection, however, is not a simple performance, repetitive practice with one’s connection being a preliminary for conjuring forth any elements of the earth. Struggle with connection is not uncommon, often discouraging many aspiring mages despite their predicament being quite normal. 

 

In order to conjure earth, one must dedicate many years towards the study of the mundane element, requiring them to understand every little detail of stone and earth ever so accurately; from the texture of its surface, to how it tumbles down a hill. Having an adequate teacher is also a necessity for learning the ways of Earth Evocation, one who has mastered all aspects of the art.

 

Once one has learned to connect to the Void and studied earth itself, they will be able to draw earth from the Void. They must connect, picture the earth in the void, form it, then summon it from the Void and project it. 

 

Properties of Conjured Earth

Being as diverse of an art as it is, Earth Evocation possess a myriad of various traits and characteristics which set it apart from many other Voidal arts. Yet one who practices Earth Evocation must be steadfast and resolved in their learning, lest their will crumble like the desert sands within the dunes.

 

  • Earth Evocationists may conjure sand, dirt, rocks, and gems, each of these reflecting their real life counterpart/element. Sand is coarse and rough, while rocks are rather rigid rarely being smooth.
  • Any form of rock element may be conjured for aesthetic purpose (sandstone, basalt, etc), though will always have the same level solidarity as any other form of stone. This applies to gems as well. 
    • Gem materials may not be conjured until [T4], though this is purely aesthetic and offers no mechanical benefit, having the same solidarity and endurance as any stone.
  • Rocks and crystals alike will either crumble or shatter with enough force upon contact, before vanishing back into the Void.

 


 

Abilities of Earth

Earth Evocation is one of solidarity and firmness, centered around order and control, as opposed to more free and flowing evocations such as fire, water, and air. As a wave crashing against a rock wears at it over time, so too has time chiseled this arcane art to be applied in powerful and strange new ways.
 

Abbreviation Key:

N - Non-Combat

C - Combat

 

Conjure Earth [N] - An earth evocationist can conjure sand, dirt, gems, or stone from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from creating mere art from rocks, to a large rock which can push a road-blocks out of the way.

 

Mechanics

Spoiler
  • Rock is this form is undefined, crumbling like dry dirt or sand unless shaped into a more defined form.
  • An earth evocationist may manipulate their earth in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their earth can be crudely shaped, still falling apart to a degree; at [T4] they can manipulate their earth much more smoothly and collected, the earth hardly falling apart; at [T5] they may manipulate their earth extremely smoothly and with fine detail.
    • Earth Evocationists can conjure near any form of stone, such as basalt, limestone, sandstone, etc. They cannot conjure materials such as obsidian or refined metal.
  • All non-combat 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 earth increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] 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 earth. 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 storm of earthen spikes, obviously it will take more than three emotes, likely closer to around six or seven.

 

Sand Blast [C] - By conjuring a small amount of sand and blasting it towards a target, an earth evocationist may temporarily blind their opponent via sand which flies into their eyes, often being a crucial tool for the mage when in need of a quick escape or distraction.

 

Mechanics

Spoiler
  • An earth evocationist may conjure a small amount of sand, the mass/size of its entirety not exceeding that of a baseball, each individual grain making up this mass. 
  • Requires [2] emotes [1 connect/charge + 1 cast], and can be shot towards only one target, temporarily blinding them for up to [3] emotes if it makes direct contact with their eyes. At the least, the target’s vision would be blurred, at the most, their eyes burning and having to be clenched shut, though this is up to the target’s discretion. Either way, they will not be able to see well.
  • This spell has a maximum range of [20] meters, flying through the air at arrow speed at most.

 

Redlines

Spoiler
  • Sand Blast cannot cause any permanent harm to eyes, only temporarily blinding/dazing them. Likewise, it cannot cause damage such as scratching eyes, and has no force.

 

Impede [C] - An earth evocationist may conjure a clump of mud and dirt from the Void to impede the movements of a target, allowing them to slow down their opponent so long as their connection and concentration are maintained.

 

Mechanics

Spoiler
  • An earth evocationist can form clumps of mud and/or rocks around the feet of an individual, slowing their movement significantly, the mud being maintained so long as the mage’s concentration is upon it. The weight from this clump is enough to slow down the target, making their legs move slower.
  • Requires [3] emotes to cast [1 connect + 2 cast], and can be maintained for up to [6] emotes, assuming the mage’s concentration goes unimpeded. The mud cannot harm the target whatsoever either, simply inhibiting their movement speed.

 

Redlines

Spoiler
  • Mud causes no physical harm to the target.
  • Mud can only be sustained if the mage’s concentration is upon it.

 

Earthen Flurry [C] - An earth evocationist may conjure a flurry of small rocks, sand, and pebbles which they may project towards a target, creating several bruises which may distract them from their current task, making it an excellent spell for deterring opponents. 

 

Mechanics

Spoiler
  • An earth evocationist may create a small flurry of small pebbles and sand in order to cause very minute cuts, bruises, and generally overwhelm the opponent, making it very effective when attacking in a group. These projectiles are literally pebble sized at most, unable to exceed that.
  • This attack requires [2] emotes to perform [1 connect + 1 charge], being cast on the second emote. Upon contact it will distract and irritate them, making them unable to perform high-concentration required tasks actions such as casting.

 

Redlines

Spoiler
  • Causes very little harm, such as small scrapes and small bruises. Will not do any more than this.
  • The flurry may only target one opponent, having a maximum range of up to [10] meters.

 

Earthen Projectile [C] - An earth evocationist, by conjuring forth clumps of stone and rocks from the Void, may create a compact projectile, or multiple, which they may direct towards a target in order to act as a ranged attack. Due to its more solid nature, the earth can be formed in a variety of different ways for aesthetic purposes.

 

Mechanics

Spoiler
  • An earth evocationist can conjure shards and/or clumps of earth which they can use to throw at a target, either as one or multiple different projectiles. The projectile/s themselves are typically softball-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, unless made blunt, which will not be sharp at all. Should it make contact with a material more blunt or harder than rock, the projectile will crumble. All projectiles travel at arrow speed. 
  • Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require an additional emote to conjure, no more than three able to be charged at once. The more projectiles charged at once, the more blunt all of them become while simultaneously charged.
  • One projectile charged may be around the sharpness of your average ferrum blade, while three or more may simply be rigid spheres of ice, unable to draw much blood, simply creating light bruises.
  • Earth spikes will pierce unarmored foes, but will only dent plate, leaving a bruise where it hit, regardless of sharpness.
  • Multiple projectiles may be fired at once, or at different times, and in varying directions, however, they must all be within the mage’s line of sight at once, lest they dematerialize. 

 

Redlines

Spoiler
  • Projectiles 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.

 

Earthen Spike [C] - A mage may conjure forth a spike of earth to deter opponents, act as a defensive barrier, or pierce those unfortunate enough to be caught within its grasp. 

 

Mechanics

Spoiler
  • A mage may create up to three spikes which rise from the ground in either a single direction or multiple directions, piercing unarmoured foes within its reach. These spikes have a maximum length of two meters and a maximum width of one, able to be oriented horizontally, vertically, or diagonally. 
  • Conjuring one spike takes [3] emotes, [1 connect + 2 cast], each additional spike taking an additional emote to generate, able to be sustained for [4] emotes assuming the mage has adequate concentration/connection.
  • Earth spikes will pierce unarmoured foes, but will only dent plate, leaving a bruise where it hit, regardless of sharpness. 
  • Spikes will pierce unarmored foes and have the durability of ferrum at most, being rather susceptible to blunt force. While unable to pierce armored foes, it will dent their armor and perhaps leave painful bruises.

 

Redlines

Spoiler
  • Earth Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage over the course of their emotes.
  • If multiple projectiles are fired at the same time, they must all be fired at the same direction.

 

Earthen Wall [C] - A mage may conjure a barrier of earth from the Void in front of them, defending them from all variety of attacks so long as it is adequately maintained, being a signature spell of more defensive earth evocationists.

 

Mechanics

Spoiler
  • An earth evocationist may create a barrier or wall in front of them to defend themselves or allies, the wall itself being a maximum of one meter in width, two meters in height, and five meters in length. 
  • Earthen Wall takes [3] emotes to cast [1 connect + 2 charge], able to be maintained for up to [6] emotes assuming the barrier goes uninterrupted and the mage focuses their concentration upon the barrier. 
  • The dome may hold its own against only [4] 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.

 

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. 
  • The shield must be gradually formed over the course of emotes, not something that instantaneously appears. 

 

Boulder [C] - A mage may collect a large amount of earth together into a boulder which they may cast towards an enemy or even a group of them, making as both an excellent attack or distraction,

 

Mechanics

Spoiler
  • An earth evocationist may conjure a boulder of earth and stone which they may project towards an opponent(s), the boulder being [1.5] meters in diameter, though, due to its size, only travelling at arrow’s speed at maximum.
  • Boulder requires [4] emotes to cast [1 connect + 3 charge], able to be shot upon the fourth emote and will progressively get smaller the further it travels, able to travel for up to [5] emotes until it completely crumbles or crashed into something/someone.
  • Upon impact, the boulder will not instantly kill someone, though may incapacitate or severely wound them if the boulder crushes them against another solid surface such as a wall. Upon making regular contact, however, it will break a few bones at most, and send them flying back up to [5] meters at the maximum.

 

Redlines

Spoiler
  • The mage must have sight upon the boulder as it is cast, the boulder vanishing if the mage’s connection is disrupted during charging.
  • After casting this spell, the mage will be rather exhausted, unable to cast any further spells for a minimum of [3] emotes. This prevents mages from casting while the boulder is still mostly active.

 

Sandstorm [C] - A more expert earth evocationist can create a large swirling storm of sand which can surround either themselves or their opponents, dazing and blinding them in the swirling gust of sand. 

 

Mechanics

Spoiler
  • The mage may create a swirling storm of sand which can consume either the mage themselves or a target(s), blinding all those within it so long as they are within or, or up to [3] emotes after they emerge from it. The storm itself has a diameter of five blocks maximum, swirling around in a storm of sand which is difficult, though not impossible, to see through, unless someone is inside.
  • Requires [4] emotes to cast [1 connect + 3 charge], able to be cast up to [20] blocks away from the mage and can be maintained for up to [6] emotes, assuming the mage’s concentration goes uninterrupted. 


Redlines

Spoiler
  • The storm can be seen through from those outside, though it’s a bit difficult, as if trying to see through light steam. Those inside of the storm will be unable to see outside of it or within.
  • If conjured around a mage, they are not immune to the blindness which the storm imparts.
  • Like with any sand spell, the sand may scratch skin lightly, though will not permanently damage eyes unless the target players so chose. 

 

Earthen Cyclone [C] - By utilizing all of their training and knowledge, an earth evocationist may create devastating fury of earthen power which rains down upon their foes, wreaking havoc upon the battlefield as all are pummeled by the mage’s cruel and unyielding power.

 

Mechanics

Spoiler
  • An earth evocationist who has mastered their evocation may conjure a storm of earth which may fall upon their foes. The storm has a maximum diameter of ten blocks, able to be conjured upon to ten blocks away from the mage.
  • Requires seven emotes to cast [1 connect + 5 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp stalactites, gems, and pebbles upon all within the stormcloud. 
  • Shards of earth are no larger than the size of a golf ball, being being mixed between sharp and blunt/hard projectiles. These will cause scratches and painful bruises, likely cutting unprotected skin and mildly breaking bones on direct contact. These shards, however, are unable to pierce skin any further than half an inch at most. 
  • 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. After they have conjured and sustained this storm, they will be heavily exhausted, barely able to cast for the rest of the  encounter.

 

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.
  • The storm cannot be moved once it is cast.

 


 

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 grains of sand, or maybe pebbles, before becoming exhausted. Lasts two [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast

 

Skill Level - All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of earth at this stage is practically nonexistent, as they may only conjure a few grains of sand or beads of dirt, maybe even pebbles, before becoming exhausted. This stage is typically used for studying earth, sand, and dirt themselves, 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 more pebbles and clumps of dirt or sand. They can form vague shapes, though nothing complex or large, making more firm bits of stone and rock. Lasts three [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Impede, Earthen Flurry, Earthen Projectile

 

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

 

T3 - Adept 

The mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure earth when in combat. They also are able to form their earth into more defined shapes, shapes being a bit more refined though still rigid Lasts five [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Impede, Earthen Flurry, Earthen Projectile, Earthen Spike

 

Skill Level - All non-combat earth 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 earth is much more refined. The evocationist can now summon forth more adept spells of earth, and be able to conjure gem material. 

 

T4 - Expert

The mage now has near mastered their earthen 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 capability has vastly improved as well, allowing them much more versatile attacks. Lasts six [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Impede, Earthen Flurry, Earthen Projectile, Earthen Spike, Earthen Wall, Boulder

 

Skill Level - All non-combat earth spells may have a maximum size/radius of twenty-five square meters, the detail level of earth being very refined, practically mastered. The evocationist can make much more detailed gems 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 earth to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of earth evocation, able to perform powerful feats of their art in both combat and non-combat.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Impede, Earthen Flurry, Earthen Projectile, Earthen Spike, Earthen Wall, Boulder, Sandstorm. Earthen Cyclone

 

Skill Level - All non-combat earth spells may have a maximum size/radius of fifty square meters, while the detail level of earth 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 crystal and in all earth larger portions.

 


 

Enchantments

Earth Evocation revolves around firmness and solidarity, enchantments of such an evocation being centered around that as well, yielding both defensive and offensive enchantments when used in transfiguration enchantments. Regular objects imbued with earth evocation will sustain aforementioned spells, while more creative enchantments (MArts) may perform much more unique feats, able to break minor redlines of the magic, though still adhering to the most primary 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 Earth 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 Earth Evocation

  • An earth evocationist cannot manipulate real earth, only control what they themselves have conjured forth from the Void. Once they have cast their earth and it has made contact with the real world, it may be controlled further so long as it is actively concentrated upon, dematerializing back into the Void once the mage relinquishes control.
  • 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, creating an object out of gems will not change its solidarity in neither negative nor positive ways.
    • In non-combat, different materials having different levels of solidarity. However, in combat, a rocks will always have the same consistency and mud will always have the same consistency, regardless of if a different level of solidarity is willed. Crystals are also aesthetic only, having no special properties.
  • Cannot evoke refined metals nor unrefined metals. No variation of metal may be conjured whatsoever. 

 


 

Purpose

The purpose of this lore was to, obviously, rewrite Earth Evocation in a way that adhered to the requirements of Lore Games and the requirements of Flamboyant. While Marb’s attempt was genuine and legitimate, Flamboyant felt more was leaded, hence he instructed me to rewrite the evocation. This I did to the best of my ability, with the hopes that such a magic as this would continue to benefit its community and would ensure its diversity remains a key aspect of it. 

 

Changelog

Spoiler
  • Defined enchanting with earth evocation
  • Clarified tiers and abilities
  • Clarified aesthetic potential 

 

Credits

Pundimonium – Author 

Marb (@Luminaire) – For their rewrite attempted prior. 

 

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

 

Former Authors

SourDoh

 

Citations

 

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Blessed be the loregames

 

 

 

 

#NotMyLoreAnymore

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Don’t accept this pun is gonna own too much lore stop this

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2 minutes ago, TheMissileKnowsWhereItIs said:

Don’t accept this pun is gonna own too much lore stop this


be afraid

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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 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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