Jump to content

[✓] [Magic Lore] Air Evocation


Sorcerio
 Share

Recommended Posts

tQIXNgDUDyoN7REnMmSq9mM48CbBm9t-lwT-WW6ZMoXOhskvX1N2eh7P_YDW8p9Evr3KG1sWXahinjKsVmn5JAYYk6hjiiQOhGH26cGxGXHVbQgS9IRszsqJHsQgtYx8r12KWQsr

 


 

Such a fickle element is that of wind, from creating a soft breeze to blow upon one’s face, to sending torrents of wind which stand testament to the very harshness of nature. It is a power so many take for granted, and yet holds much power and elegance in it, as opposed to the crudeness of other evocations. While the more simple minded of mages may opt for learning a concrete art as fire, it is those who seek finesse and elegance within their craft who pursue the path of air evocation, conjuring forth air from the Void to manipulate at their whim. 

 

Overview

Air Evocation is the conjuration and manipulation of air directly from the Void in order to cast it in waves or project it in other means, such as a whirlwind or sphere of compacted air. Air overall is simple, yet much more elegant in its form as opposed to other branches of evocation. 

 

  • 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

Conjuring air first requires one to establish a mana anchor, requiring them to be in a more meditative state of mind. While this may be particularly difficult for newer magi, as one progresses through this art and other arts of the Arcane, they will find it to become easier as they go along. Once the anchor has been established, the mage must then picture the air they wish to conjure before pulling it out from the Void. 

 

Akin to other Arcane Arts, Air Evocation is an art of repetition and intense study, requiring the mage to study air devoutly before they may consider drawing upon its properties from the Void. Air in particular, however, may be more difficult for a mage to study, as air is often a more invisible force as opposed to other elements such as earth or fire. Regardless, with enough study of the element, particularly how it moves and feels, one may be able to successfully conjure air to use at their disposal. 

 

Properties of Conjured Air

While other elements of the Void may appear more concrete, Voidally conjured air itself still holds a myriad of properties which, while mirroring the natural element, differ it from your typical breeze or average whirlwind. These properties must be taken into account when conjuring air for any purpose.

 

  • Air is a pushing force, used to move objects or people in various directions. It cannot be used as a sharp slash, and only in certain cases may it be used as a compressed, solid force. Typically it is very free and flowing. 
  • Conjured air can appear either as faint streaks or can be colored with one’s aura. Whichever the mage choses for their aesthetic is up to them. Additionally, where air is conjured, objects may rustle and there may be disturbances of wind pushing or pulling in lighter objects. Most air cannot be conjured subtly, as at least one of these tells must be utilized alongside the mage’s connection tell. 
  • Air may be made warmer or chillier for aesthetic, however, warmer air cannot cause fires nor burns on its own, and chilled air may not yield frostbite. Air may be able to fan or help flames to grow, though may never create fire on its own.
  • Air may be humid to the point of creating a light mist or fog, though cannot fully make a substantial stream of liquid; simply water particles. Humid or Misty air may be an aesthetic addition to spells, but does not provide any combative advantage. Misty or Humid air would not put out large flames.

  • Similar to humidity, lowering the temperature of air mildly can create snow instead of mist; though not coldening to the level of hail. Snow may be an aesthetic addition to spells, but does not provide any combative advantage. This applies to "freezing" weaknesses aswell, which snowy air would not trigger. Snowy air would not put out large flames. Snow itself is not controlled, simply the current in which it flows.

 

The Powers of Air

While some may take the art of Air Evocation to be weak and ineffective, it is actually quite far from that, being able to cause great devastation is used in proper ways. From cooling down one’s tea with a soft swirl of air, to conjuring forth a great whirlwind to wreak havoc upon one’s foes, the art of air is one of diverse nature despite its seemingly limited elements. Additionally, air is an element best used as an advantage with the environment.

 

Abbreviation Key:

N - Non-Combat

C - Combat

 

Conjure Air [N] — By picturing their air in the Void and conjuring it forth into the material realm, an Air Evocationist may conjure forth nearly anything they desire albeit composed of wind. Whether they seek to create a small breeze to air out their home to conjuring a swirling tempest upon a city, the choice is ultimately theirs. 

 

Mechanics

Spoiler
  • Air in this form is free and shapeless unless the mage grants it a more distinct form. 
  • An Air Evocationist may manipulate their conjured air in any way, shape, or form so long as it remains out of combat. While at [T2] the shaping of air is rather lacking, being formless and freely swirling about, at [T4] the streaks of air may form much more distinct shapes, appearing almost perhaps like some form of transparent mist when used more distinctly. 
  • 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 air  increase from [T1] being formless, to [T3] being more moderately distinct, to [T5] which is very refined, though cannot be razor thin.
  • Starting at [T4], the Air Evocationist may begin to conjure sounds carried by wind. From whispers, to clapping sounds, to booms. The strength of sounds conjured will increase progressively over the tier until the mage reaches mastery. 

 

Redlines

Spoiler
  • Conjure Air may only be performed outside of combat. 
  • Sounds may imitate any other air-like sound which the mage has heard before, such as flatulence or an airy hush. However, all sounds will have an airy nature to them, such as bee’s buzz or a violin; meaning one could not imitate the sound of two swords clashing or a fireball being thrown.  
  • Sounds in this state may not be used for purposes of stunning or causing harm. They may be used to cause deafening noises to conceal another sound. 

 

Gust [C] — A simpler spell of Air Evocation and often one which most novice Air Evocationists first learn. This spell involves the conjuring of a small gust of air which they may push towards a person or object, causing them to stumble back or even trip backwards if not well grounded. 

 

Mechanics

Spoiler
  • An Air Evocationist may create a gust of wind towards a single object or individual, the power of such determined by tier. This spell requires [3] emotes [1 Connect + 1 Charge + 1 Cast]
  • Depending on the tier, the object or person will either be pushed backwards or stumble downwards. Aiming for one’s feet is the best means of achieving a trip, while aiming for the center or chest region can cause stumbling backwards.

 

Tier Progression:

[T1] Creates a small gust which can blow things such as paper or lighter objects away, though aiming it towards a person will do little more than maybe frizzle their hair.

[T2] The gust can now push mildly heavier objects such as a baseball, and if aimed for the chest can cause one to feel a mildly uncomfortable, though not physically inhibiting.

[T3] The gust is now more effective in pushing somewhat heavier objects such as a light chair or lighter furniture. Aiming such a spell towards one’s torso will cause them to stumble back two meters, and aiming it towards their feet will perhaps cause them to lose their footing if they are not careful; mild bruising at most.

[T4] The gust can now push heavier objects like tables, desks, and shelves. Aiming this at someone’s torso would lead to them stumbling back four meters and aiming it at their feet can cause them to stumble and fall backwards. Could certainly give a few bruises or perhaps fractures if they surface collided with is hard enough.

[T5] The gust can push objects such as tables, desks, and shelves with greater ease. Aiming this at someone’s torso would lead them to fly back five meters and aiming it for their feet can cause them to fall flat on their face, causing a few fractures depending on the nature of the surface they collide with.

 

Redlines

Spoiler
  • The spell is brief, lasting a single emote after being cast. It cannot be sustained. 
  • Can only be aimed towards a single individual. 

 

Redirect [C] — By conjuring a small, though more moderate gust of air, an Air Evocationist may redirect a projectile flung towards them or another, albeit not directly towards that who projected it. 

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform [1 Connect + 1 Cast] 
  • The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts (with the exception of Hand Crossbows and similar armaments that take [3] or less emotes to use) it can soften the impact, albeit it will still grant a significant injury. 

  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. 

 

Redlines

Spoiler
  • Requires line of sight for the projectile. Can only be used on a single projectile.

  • May not redirect something at the or another target.

  • Can only redirect small projectiles with 100% success (stones about the size of two fists, arrows fired from bows, crossbow bolts fired from hand crossbows and similar armaments, etc). If used on a larger projectile, it will merely slow down its incoming speed.

  • Can only direct projectiles from spells if they are made of a physical substance. Gausses substances will simply dissipate provided they are no bigger than the 'two fists' size.

  • If the projectile came from a large armament that gives it greater speed (such as a full-sized crossbow, arbalests, ballista), then the spell will merely slow down and lessen the impact force of the projectile, or simply fail to affect it.

 

Air Sweep [C] — While a gust or torrent may be focused upon a more limited number of individuals, the more experienced Air Evocationist may conjure a swirl of air around them, sweeping at the feet of any who stand around them. Thus may be a double edged sword for one’s allies, as only the caster themselves is spared from this attack.

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a force of air around them which sweeps under the feet of all those around them, causing them to trip or stumble backwards if unprepared. This applies to everyone, save the caster, caught in the spell, including allies. When one has been swept off their feet, they must take at least [1] emote to clamber back up before resuming attacks. 
  • This spell requires [3] emotes [1 Connect + 1 Charge + 1 Cast], and will send a jet of air originating at the caster’s feet, expanding across the ground in a three meter radius around the mage. 

 

Redlines

Spoiler
  • The caster is the only one unaffected to this spell, their block being the only block untouched in the designated radius. The mage may move while charging this spell, albeit not as much as they normally could.
  • This spell sweeps people off their feet or causes them to stumble back, nothing more. 

 

Air Shield [C] — An Air Evocationist may, by conjuring air either in front of them or around them, create a barrier of air which may deter projectiles flying towards it, though is virtually useless against melee attacks. Often such a barrier is conjured either as a dome or a forward shield of air spiraling upwards. 

 

Mechanics

Spoiler
  • Air Air Evocationist may conjure a defensive barrier of air either in front of or around them, which will deflect any projectile that comes into it in a similar manner to the Redirect spell. 
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [2] emotes [1 Connect + 1 Cast], able to be sustained for up to [4] emotes with adequate concentration. 
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and can be sustained for up to [5] emotes with adequate connection and concentration. 
  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball. 
  • How well the barriers deflect is based upon tier. 

 

Tier Progression:

[T1] N/A

[T2] The evocationist may conjure a wall of air which may deflect anything flying at baseball speed or lower so long as it flies into the wall and the wall is maintained. 

[T3] The evocationst may conjure a wall of air which may deflect anything flying at arrow speed or lower so long as it flies into the wall and is maintained. 

[T4] The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed. 

[T5] The evocationist can now conjure an air dome which will deflect anything flying at crossbow bolt speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds of a crossbow bolt, though nothing higher. 

 

Redlines

Spoiler
  • The wall cannot be moved once conjured. 
  • The wall does not prevent anyone from walking through it and is useless in defending against melee attacks, though walking directly through the barrier will prove mildly difficult.
  • The evocationist may only move [5] blocks per emote when maintaining a wall and cannot move or perform other actions while maintaining a dome. 

 

Air Blast [C] - The first spell in which a mage uses compressed air, conjuring a small sphere of compact air to act as a hard blow towards an opponent as opposed to merely shoving them. This is often an introductory spell for those seeking to learn compression. 

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a small, compact pocket of air no larger than the size of a tennis ball which they may fling towards a target, essentially creating an ‘air punch’. Thus punch is strong enough to create bruising upon an individual, and perhaps cause a few minor fractures if they are unprotected.
  • The force of this may dent plate and could cause those it makes contact with to stumble back by no more than a meter. It may cause bruising in the area where it makes contact, as if one has received a punch. 
  • 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.

  • When firing multiple projectiles they may be fired in a single direction so long as said directions remain within the mage's line of sight. Multiple projectiles may be fired all at once or at different times, so long as the former is only in one direction at a time.

 

Redlines

Spoiler
  • This spell would be akin to a regular punch, creating a few bruises if not minor fractures.
  • This spell does not blast a person backwards and could, at most, cause them to stumble back slightly.
  • Does not explode and will dissipate on contact, only having direct force. 

 

Launch [C] — By conjuring a compressed pocket of air beneath a target, an Air Evocationist can effectively cause a target of choice to fly upwards into the air by causing the air pocket to explode upwards. 

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a pocket of air at the base of a designated target before having the air pocket explode upwards, causing the target to fly upwards as well.
  • This spell requires [3] emotes to perform [1 Connect + 1 Charge + 1 Cast] and the caster must be able to see the ground beneath the target’s feet in order to perform this spell. When charing this spell, one may see streaks of air gathering at the target’s feet and a faint whooshing noise. 
  • Alternatively, one may charge a launch spell in a designated area, no greater than three by three meters and create a 'trap' which they may activate once a target steps on it. However, this trap can only be maintained for up to [5] emotes after it is done being charged, though the mage must maintain their concentration upon it.
  • Should one successfully charge and activate the spell with a target above it, the target will be launched into the air by [1.5] meters and at most will result in a sprained ankle, making movement difficult. At the very least this will take [1] emote to recover form. 

 

Redlines

Spoiler
  • The trap/spell cannot be moved. Should the target move, the mage will have to cancel the spell and fully recharge it at the new location.
  • Constant concentration must be maintained with the spell should it be made as a trap, meaning the mage cannot charge other spells while ensuring their connection.
  • Launch cannot lift targets of olog / golem weight or greater.

 

Sound Blast [C] — A spell which draws advantage from an Air Evocationist’s ability to conjure sound, conjuring a loud blast of air which explodes outwards and creates a terribly disturbing noise which stuns opponents briefly, often being most effective against opponent mages as it disconnects them due to concentration disturbance. 

 

Mechanics

Spoiler
  • An Air Evocationist may conjure a bubble of sound which they may have explode outwards in a loud blast which may cause temporary stunning or deafness depending on the skill level of the mage using it. It may either be shot towards a location or may be conjured around the mage.
  • The bubble will expand outwards in a [2] meter radius either around the mage or where it was shot towards. The initial bubble is no larger than the size of a baseball when conjured or thrown.
  • This spell requires [3] emotes to perform[1 Connect + 1 Charge + 1 Cast] and the mage may not move while casting this spell.

 

Tier Progression:

[T1] N/A

[T2] N/A

[T3] N/A

[T4] The sound blast may stun all those in its radius for [1] emote, disrupting concentration of mages and causing others who hear it to be stunned and unable to perform a significant action for that single turn. Significant actions include attacking or moving more than [6] meters per emote. 

[T5] The sound blast may stun all those in its radius for [2] emotes, disrupting concentration of mages, causing temporary deafness, and causing others who heard it to be unable to perform a significant action for that duration. Significant actions include attacking or moving more than [4] meters per emote. Temporary deafness only lasts for [3] emotes, the character hearing nothing more than ringing in their ears. Connection-interruption only lasts one emote past breaking.

 

Redlines

Spoiler
  • The mage is not immune to the sound if they are caught in the blast.
  • The blast has no physical presence and will not knock people back or trip them, merely stunning them.
  • By no means is deafness permanent and the sound blast will not cause any ear damage. 

 

Windstorm [C] - A far more potent spell, akin to that of Gust, often used to fend off foes for as long as they can maintain it, sending forth a fury of wind in a large area, making it rather difficult for opposition to move through.

 

Mechanics

Spoiler
  • A mage may create a powerful torrent of wind in a three-meter [T4] or five meter [T5] length in front of them, the rush of wind rushing outwards for up to eight blocks [T4] or twelve blocks [T5], making movement difficult as projectiles and small objects are blown away in the torrent’s direction. This spell requires [5] emotes to perform [1 Connect + 3 Charge + 1 Cast], and can be maintained for up to [6] emotes afterwards.
  • Those within the torrent will find it rather difficult for them to move forward, though not impossible, as the heavy gust pummels towards them; as if they were walking through a strong snowstorm. If individuals within the gust do not have strong enough footing, they may be pushed backwards. This will never be enough to keep an individual from moving forward completely, just more difficult.
  • Objects thrown in the way of the gust will be blown out of it, assuming they are light enough; no more than say paper, glass, or small shards of metal; depending on the nature of the objects, they may induce cuts, lacerations, or bruises, though surely no broken bones. Larger objects may be blown away, though at a much slower rate, not enough to cause damage beyond a few light bruises.
  • The conjuring of this spell will become obvious after the second Charging emote, powerful blasts of wind rushing forward along with streaks of air as lighter items are gently displaced; this gust becomes stronger as the spell is charged to a fuller capacity.

 

Redlines

Spoiler
  • The mage cannot move while casting or maintaining this.
  • The pushing back will never be enough to kill someone on it’s own, and it is not them flying backwards either, but rather as if they were being pushed backwards, giving no more than perhaps a few light bruises.
  • The direction of the windstorm is not interchangeable. 

 

Compression [C] — A greater form of Air Blast, which allows the Air Evocationist to create a greater spherical projectile of compressed air, one which explodes outwards upon contact, causing a potentially devastating amount of damage to those who are oblivious to such a spell. 

 

Mechanics

Spoiler
  • A mage may create a sphere of compressed air around the size of your average beach ball, requiring [5] emotes to cast [1 Connect + 3 Charge + 1 Cast] and having a range of up to twenty blocks. 
  • There are two ways in which this spell may be charged:
    • Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, while an armoured foe may receive a painful bruise and still be thrown back by five meters, though perhaps not broken bones. 
    • Burst: The orb is sent towards a group of people, exploding outwards in a three meter radius with great force, the explosion blasting everyone in the radius back akin to the force of a [T4] Gust spell.
  • Charging this ability is by no means subtle, creating a great sphere of swirling air which is very visible, having streaks of wind flying quickly into a compressed sphere of air, almost acting like a light vacuum.
  • The slam spell will almost never instantly kill a target, though should the target not receive adequate medical attention which struck to the head or center-chest, they may perish. 
  • Once the mage reaches emote [2] of Charging the Compression spell, they will be unable to merely deconjure the raging sphere. Should their connection or concentration be disrupted, the sphere will explode in their face and inflict upon them moderately severe concussive injury.

 

Redlines

Spoiler
  • The orb will never be invisible.
  • The Compression spell will never kill a target instantly; though slam may potentially mortally wound an individual. Should one not receive adequate medical treatment after sustaining enough damage, they may perish gradually. 

 

Whirlwind [C] - The ultimate compilation of all the Air Evocationist has learned, allowing them to conjure a mighty tornado which can ravage entire squares should the mage maintain adequate connection and concentration. However, one should be warned not to get too close to the conjured storm themselves, lest they be swept up by its wrath. 

 

Mechanics

Spoiler
  • A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes [1 Connect + 6 Charge + 1 Cast] in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a five meter radius, or a ten meter diameter. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may be maintained for up to [6] emotes, and once it is cast the mage will not be able to cast additional spells for the remainder of the encounter.
  • Those caught within eight meters of the focal point will find themselves slowly pulled towards the whirlwind. Though this is not too difficult to resist, it will require some additional effort. Those caught within five meters of the focal point will find a greater strength pulling upon them, requiring even greater strain to resist. Those within three meters will find it very difficult to escape the torrent.
  • The whirlwind can do things such as suck up tiles or smaller objects/items. Most descendants, while not being caught up in the tornado, will find it to pull them towards it, leaving them susceptible to outside attacks. Smaller creatures like halflings may occasionally be pulled off the ground, though will return to it shortly, often with little damage from the tornado itself. They are not flung about and thrown at ridiculous speeds.
  • The most dangerous part of a whirlwind is how it can cause objects to fly about into others. For example, one could throw glass shards into a conjured tornado to create a devastating flurry of glass. 

 

Redlines

Spoiler
  • A whirlwind is never conjured subtly.
  • Should the mage lose connection or be distracted while charging or maintaining the tornado, it will fade. Casting and maintaining this spell requires all of a mage’s concentration, rendering them unable to perform other actions or even move while casting. 
  • After successfully casting Whirlwind, the mage will be unable to cast for the rest of the encounter.

 


 

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 faint brush of air before becoming exhausted. Lasts two [OOC] weeks.

 

Spoiler

 

Spells: Conjure Air, Gust

 

Skill Level — All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of air at this stage is practically nonexistent, flowing and free. This stage is typically used for studying water itself, rather than actual casting.

 

 

T2 - Apprentice

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

 

Spoiler

 

Spells: Conjure Air, Gust, Redirect, Air Sweep

 

Skill Level — All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of air at this stage is a bit less faint, light streaks of air able to be seen, albeit still formless. The evocationist may conjure a softer breeze and maintain it 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 better conjure air when in combat. They also are able to form their air into more defined, streaked shapes. Lasts five [OOC] weeks.

 

Spoiler

 

Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield, Air Blast

 

Skill Level — All non-combat air spells may have a maximum size/radius of fifteen square meters. The detail level of air is much more refined, the mage air evident through much more visible streaks or aura. The evocationist can now summon forth more adept air spells as well, as well as begin to compress air. 

 

 

T4 - Expert

The mage now has nearly mastered their elegant and free element, possessing far greater combat and out of combat capability, the shapes of their spells now much more precise than before, though are still not perfect. Their compression capability has vastly improved as well, allowing them much more versatile attacks, and they can begin to study and conjure air to create sounds. Lasts six [OOC] weeks.

 

Spoiler

 

Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield,  Air Blast, Launch, Sound Blast, Windstorm

 

Skill Level — All non-combat water spells may have a maximum size/radius of twenty-five square meters. The detail level of air is very refined, practically mastered, streaks very clear and visible. The evocationist has much more experience with compression and has begun to use that to create sound. 

 

 

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 Air Evocation, able to perform powerful feats of their art in both combat and non-combat.

 

Spoiler

 

Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield,  Air Blast, Launch, Sound Blast, Windstorm, Compression, Whirlwind

 

Skill Level — All non-combat air spells may have a maximum size/radius of fifty square meters. The detail level of air and sound  is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist has truly mastered every aspect of their craft.

 

 


 

Enchantments

Air Evocation is an elegant, free art, yet can be devastating nonetheless. With such as this in mind, when used in conjunction with an art such as transfiguration, an enchanter may create a variety of magically imbued weapons using the art of air. Often air will cause items to move faster or projectiles to explode upon contact, though most enchantments are often used to imitate currently listed spells when used in a non-creative enchantment.

 

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 is an enchantment.
  • Creative enchantments, while more freeform, must adhere to the most basic redlines of Air 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 Air Evocation

 

  • An Air Evocationist cannot manipulate real air, only control what they themselves have conjured forth from the Void. Once they have cast their air and it has made contact with the real world, it cannot be controlled again, dematerializing back into the Void once its task has been completed.
  • 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
  • One may not suffocate, inflate, or in any way manipulate one or anothers breathing in any shape or form.
  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small arrow out of an Air Blast as a projectile only, though not as a primordial conjuration, rather simply being a projectile composed of air that appears in the shape of an arrow.
  • Casting Air Evocation, as any Void Magic, can be tiring, draining energy and mana from the mage. The more a mage casts, the more exhausted they will become progressively. 
Link to post
Share on other sites

yc33prce

Link to post
Share on other sites

can you air scooter

Link to post
Share on other sites

Nivoren Telperion is ready to cast his Air Evocation at someone.

Link to post
Share on other sites

I was just telling someone that Air Evocation needs better formatting and general lore – and here you are, making it happen. You absolute ******* chad.

Link to post
Share on other sites

20 minutes ago, Iaac__ said:

can you air scooter


BreakableBeneficialBooby-size_restricted

Link to post
Share on other sites

4 hours ago, TheAlphaMoist said:

yc33prce

 

Link to post
Share on other sites

13 minutes ago, Tato said:

where are my testacles morty

when am I playing your demon slave tato

Link to post
Share on other sites

8 hours ago, Sorcerio said:

Air Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered fire evocationist with a valid [TA].

Is fire evocationist a typo? Other than that, gud lore +1!!!

Link to post
Share on other sites

9 hours ago, Iaac__ said:

can you air scooter

imma learn it just to air scooter...

Link to post
Share on other sites

4 hours ago, FlemishSupremacy said:

Is fire evocationist a typo? Other than that, gud lore +1!!!


f for me but I’ll fix that 😔

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...