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[Guide] Air Evocation


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Air Evocation Guide

Lore

Introduction

Often seen as the most simple or basic form of voidal magic, elemental evocations are an ancient art that can be utilized in many different ways. Air evocation, as its name implies, focuses on creating air within the void and pulling it forth into the material plane for a variety of different uses. These uses vary from combat, to transportation, to mere household tasks.

 

Casting

In order to cast any sort of voidal magic, the mage must establish a connection with the void, creating a mana anchor. This allows them to draw wind out of the void, and use it. The process of connecting to the void typically takes one emote, though a less experienced mage might require more time. Once the mage has connected, they may begin to charge their spell. Different spells may take more or less time to cast, depending on their complexity and power. The guidelines to connection can be found here.

 

Properties Of Air

Despite not being real air, the element that an evocationist conjures is a perfect replica, and therefore has its exact properties. These are as follows:

  • 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

Air evocation offers a wide range of abilities which can assist a mage in many different ways. These are more limited in situations that involve combat, but outside of combat, an air evocationist may find numerous ways to utilize their craft.

 

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.

Mechanics:

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.

Example:

Spoiler

Tier 1

1 – The mage’s eyes glow a bright blue as they connect to the void, concentrating heavily in order to recall their studies. 

2 – A faint wind begins forming around the mage, shifting their robes ever so slightly.

3 – The mage brings their hand forth. A gust of wind surges from their outstretched palm, knocking some leaves off to the side. The mage collapses to their knees, grinning from ear to ear.

Tier 3

1 – A blue light shines in the mage’s eyes as they take in a deep breath, brows forming a slight frown.

2 – A cool breeze begins flowing around the mage’s hunkered down form as they focus on the guard charging towards them.

3 – The mage holds their palm aloft, then sends it forth. A strong gust of wind follows suit, knocking the guard sideways. He falls to the ground, allowing the mage to scamper off while wiping sweat from their forehead.

Tier 5

1 – A brilliant blue light illuminates the mage’s eyes as they step forth, looking up towards the bandit approaching them.

2 – Strands of wind tinted a soft powder blue begin flowing around the mage, causing their hair to rise and their robes to flutter about.

3 – The mage lifts their chin, sending forth a torrent of wind which hurls the bandit into a tree. A loud crack is heard as the man slumps unconscious to the ground, and the mage walks off, breathing slowly and heavily.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage’s ear twitches as they connect to the void, a faint magical aura buzzing around their form.

2 – Wind begins moving around the mage’s form in a circular pattern, visibly kicking up some dust and rubble around them.

3 – The mage thrusts both of their arms out to either side, as wind surges outwards from their form. It causes the brawl around them to stop, as everyone in the area- friend and foe- are knocked off of their feet. The mage grunts in exhaustion.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage’s fingers twitch, a purple aura forming around their palm as they connect to the void.

2 – The mage flicks their wrist, and a gust of air surges forth, redirecting an arrow flying their way. It hits a tree behind them.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage’s eyes close, and when they open, a golden glow shinse within them.

2 – Air begins manifesting before the mage, swirling in a circular pattern. It kicks up dust and rubble.

3 – An arrow flying towards the mage is intercepted as a wall of air forms before them. It is flung harmlessly to the side. The mage grins, sweat gathering at their temples.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage connects to the void.

2 – An unpleasant noise begins forming around the mage as they frown. The sound is akin to fingernails scratching a whiteboard.

3 – Suddenly, a powerful screech resounds from the mage, surging out all around them. The men surrounding the mage are momentarily stunned, and the mage’s breaths grow audibly fatigued as they turn to run away.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage’s eyes begin glowing white as they connect to the void.

2 – Wind begins curling around the target’s feet, as the mage slowly brings a hand forth.

3 – The mage brought their palm up above their head, and the target was thrown into the air. They landed with a thud, calling out in pain as a painful crack resounded through the area. The mage lets out a deep huff.

Alternatively:

1 – The mage takes in a deep breath, looking upwards to the elevated platform. A white glow illuminates their eyes.

2 – The mage’s knees bend slightly, as they prepare to jump. Wind begins gathering at their feet, causing their robes to swirl gently.

3 – The mage leaps forth, the wind raising them high above the ground. The glow disappears from their eyes as they land on the platform. They wipe a bead of sweat from their forehead. 

 

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.

Mechanics:

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 gust 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.

Example:

Spoiler

1 – The mage looks out towards their target, and takes in a deep breath. They connect to the void, a bright green aura surrounding their form.

2 – Wind begins gathering around the mage’s form, tinted a soft green that matches their aura.

3 – The mage holds a palm aloft. The wind visibly gathers over it, forming a small orb.

4 – More and more wind gathers around the orb, dust and gravel slowly flowing towards the mage as the wind audibly intensifies. The mage lets out a huff of exertion.

5 – The mage looks towards their target, gritting their teeth. They thrust a hand forth, and the orb is launched; it successfully strikes the target, a loud crack resonating through the square as the target is flung aside. People all around the target are thrown away, and the mage falls to their knees, exhausted.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – Both mages connect to the void, nodding to one another.

2 – The first, more experienced mage barks out instructions, pointing out the spell’s focal point. A teal-hued current of wind begins circling the area, and soon thereafter, a purple-hued wind circles it in the opposite direction.

3 – Both mages concentrate heavily on the spell, hands moving about as they guide their own respective torrents of wind, which begin growing.

4 – The mages show signs of exertion as they continue. Dust, rubble and loose dirt begins rising, and even trees begin bending towards the forming tornado.

5 – People, small rocks, and other objects that aren’t sufficiently grounded begin moving into the tornado, rising into the air as they are swirled and flung about in the powerful winds. Both mages show heavy signs of exhaustion, but continue maintaining the 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.

Mechanics:

Spoiler

[Mechanics: The conjure air spell takes 1 emote 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.

Example:

Spoiler

1 – The mage connects, glancing at their countertop with a frown. They flick a hand to the side, and grin proudly as the dust gathered atop their counter is removed.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage glances up towards the scorching hot sun, squinting. They connect to the void, and surround themselves with a pleasant, cold breeze.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage, perched atop a rooftop, looks downwards as they connect to the void.

2 – Wind begins swirling around the mage’s feet, and they frown in hesitation.

3 – The mage hops down with evident uncertainty, and lets out a huff of relief as their own wind safely carries them downwards.

 

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.

Mechanics:

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.

Example:

Spoiler

1 – The mage looks around the dull, uneventful tavern, and rises to their feet as they connect.

2 – The mage grins brightly as they step onto a stage, waving their hands about as though they were directing an orchestra. A cheerful tune begins playing around them.

 

Tier Progression

Tier 1

The mage may struggle to cast even the most simple spells, and might find themselves having to rest for hours after creating a soft breeze. Outside of combat, their spells may affect an area of 5 square meters.

Tier 2 

The mage has plenty of practice with simple, straightforward spells and may begin casting slightly more complex spells. Outside of combat, their spells may affect an area of 10 square meters.

Tier 3

The mage has mastered the more simple elements of their craft and may now begin learning intricate, subtle ways to manipulate the wind that they conjure. Outside of combat, their spells may affect an area of 15 square meters.

Tier 4

The mage has incredible control over most aspects of the magic, and has a variety of different tools both in and out of combat. Their spellcraft is more refined and elegant. Outside of combat, their spells may affect an area of 20 square meters.

Tier 5 

The mage has absolute control over the air that they conjure. Their spellcasting often looks effortless, as they are able to seamlessly perform most simple spells. Outside of combat, their spells may affect an area of 25 square meters.

 

General Advice

  • While charging up a spell, try to emote the ways that it affects the area around it. For example, while casting a gust spell, try describing objects around the mage shifting and swaying.
  • Spells that take longer to charge, like the compression spell, will be much more taxing than small and simple spells, like the redirection spell. Emote your exhaustion accordingly.
  • Casting multiple spells consecutively, especially without emoting any fatigue, can be seen as powergaming. Be reasonable, and remember to emote fatigue when casting spells in combat.
  • Try to avoid performing any complex maneuvers whilst casting. Concentrating on a spell requires a lot of one’s focus.

 

General Redlines

  • An air evocationist cannot, under any circumstances, manipulate real air from the material plane. They can only control what they conjure.
  • The air that a mage conjures will always have a faint, translucent aura. This does not make it any more solid than it should be, and only exists for aesthetic purposes.
  • A mage may not cast two spells at the same time.
  • A mage may not run, attack, or perform any other complicated actions while actively casting.
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