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[✓] Earth Evocation


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Earth –  an element that is firm and unyielding, rigid and strong, yet holds power whose potential few recognize. 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. As most evocations, it is one of the more versatile arts of the Void, as well as far more durable than the others, allowing for multiple uses and applications which few evocations can call their own. 

 

- Earth Evocation takes up [1] magic slot.

- Earth Evocation is a Voidal Art under the Evocation subtype. 

- Earth Evocation can be practiced with a valid Earth Evocation [MA].

- Earth Evocation can be learned under a character with a valid Earth Evocation [TA].

- Earth Evocation requires a stable connection to the Void to cast. 

 

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 Earth

Being as diverse of an art as it is, Earth Evocation possesses 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.
  • Typically when conjuring earth, it would likely appear as if particles of sand or earthen material were to collect around the casting area, remaining granulated if applied as sand or another loose substance, or coming together and solidifying if being used as a rock barrier or projectile. However, one may adopt other aesthetics should they wish, so long as they do not change the function of the spell.
  • Any form of rock element may be conjured for aesthetic purposes (sandstone, basalt, etc), though will always have the same level of solidarity as regular 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, though perhaps appearing far more smoothed and refined than pure rock.
  • Rocks and crystals will either crumble or shatter, respectively, with enough force upon contact with a hard enough surface, before vanishing back into the Void.
  • Properties of Earth Evocation apply to all spells of the art and must be taken into consideration when casting unless explicitly stated otherwise in the mechanics or redlines of the spell.  

 


 

Abilities 

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 it away 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

 

Earth Evocation [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 artistic expression from rocks, to a large boulder which can push road-blocks out of the way.

 

Spoiler

 

Conjure Earth - Both the simplest form of Earth Evocation, yet also with the ability to be the most complex of all its practices. When conjured in this form, the rock is undefined, crumbling like dry dirt or sand unless shaped into a more defined form. This allows the mage to conjure and manipulate the earth they have summoned in any way, shape, or form they see fit so long as this remains out of combat. The detail of such shape depends on the tier of the mage.

 

Spoiler

Tier Progression

[T1] - Up to one meters of earth. 

[T2] - Up to five meters of earth.

[T3] - Up to ten meters of earth.

[T4] - Up to fifteen meters of earth.

[T5] - Up to twenty meters of earth.

 

- Meters is rendered as blocks. One total block at Tier 1, two total blocks at Tier 2, etc etc. 

- 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.

-When entering combat, all conjured earth will immediately disappear..

- Refined substances like obsidian or metal cannot be summoned. One cannot conjure ores or metals. 

- Materials as glowstone may be conjured for flavor only and have no other application.

- Conjured materials only last so long as the mage maintains their focus upon it. They vanish afterwards.

- May not be used for destructive purposes, and should anyone work against the evocation, they will be forced to use combat spells as entering combat. 

 

 

Sand Offensive [C]

Similarly to conjuring rock and stone, an Earth Evocation may manifest earth in a far more granulated state, like that of sand or salt, able to apply this in various ways, such as greeting small blasts of sand to blind foes within a moment’s notice, to conjuring an entire furious storms of sand around them. 

 

Spoiler

 

Sand Blasts - A simple application of earth evocation to evoke sand for combative purposes, typically being the first spell taught to budding Earth Evocationists. It may be performed in [2] emotes [1 connect + 1 cast]. Should it be directed towards a target’s face, they will be temporarily blinded for up to [2] emotes afterwards, making it excellent for a quick escape or distraction.

 

Spoiler

- Sand Blasts have a maximum range of twenty meters, travelling at arrow-speed at most. 

- Sand Blasts have no force and are simply a small ball or blast of loose, granulated sand. They may not cut, burn, or bruise targets.

- Blindness is not total blindness, and merely causes one’s eyes pain, forcing them to clench them shut. This does not cause permanent damage to the eyes, such as scratching them. 

- If the target indicates that they are protecting their face from an oncoming Sand Blast in their emote, using their hand, arm, or some other accessory, the blind effect will be avoided. This emote must have been done in preparation, not after the casting emote.  Doing such a thing would not inhibit concentration in any way nor prevent the enemy from attacking simultaneously, within reason.

- Targets which wear a mask or goggles which cover the eyes are immune to the blinding effect of Sand Blasts. A helmet does not count unless it covers the face completely, including the eyes.

 

 

Sandstorm - A more advanced application of sand; summoning forth a flurry of sand which surrounds the designated target individual or area, causing blindness to all those within similarly to Sand Blast. It may be performed in [3] emotes [1 connect + 1 charge + 1 cast], and will have a maximum diameter of five meters, causing all those within it to be blinded so long as the spell remains, or up to [2] emotes after they emerge. Assuming the mage’s concentration goes unimpeded, it may be sustained for up to [4] emotes.

 

Spoiler

- From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after.

- Sandstorm may be conjured up to fifteen blocks away from them. It is ill-advised for the mage to conjure it around themselves unless they have eye protection as the blindness will cause the storm to fail.

- Sand may wear away at skin lightly, though will not cause anything beyond perhaps very faint scratches and will not cause any permanent damage to eyes or anything else. 

- The sandstorm has little force and does little to prevent movement within it. 

- The formation of the storm is gradual and not instantaneous, the presence of the sand amassing gradually and noticeable over the course of the three emotes required to charge. 

 

 

Earthen Defensive [C]

An aspect of Earth Evocation which may appeal to more defensive mages, allowing them to create powerful barriers which may sustain themselves against harsh attackers. Due to the unyielding and rigid nature of rocks, these barriers can be incredibly durable and effective. 

 

Spoiler

 

Earthen Barrier - The ability of an Earth Evocationist to conjure forth a barrier of earth in front of them, either spanning as a long wall, or as a towering shield. As they are conjured of earth, they are incredibly durable, assuming the mage maintains adequate concentration upon them. These barriers may span up to seven meters in length, standing two meters tall; or alternatively may stand upwards four meters in length, three. Regardless, they are not thicker than a meter at most, able to be cast over the course of [3] emotes [1 connect + 1 charge + 1 cast], able to be maintained for up to [7] emotes afterwards with adequate focus. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell.

 

Spoiler

- Barriers may be summoned away from the mage or directly in front of them. It will never appear instantly, and will instead gradually form itself over the course of the emote count. 

- Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons will be able to smash it after seven direct hits, dazing the mage for up to [1] emote afterwards.

- Barriers will appear as a wall which spans in long directions, or as a towering barrier. They would not completely surround an individual, rather, being positions likely in front of them.

- When dropping the wall voluntarily, they will need 1 emote of inaction to recupurate.

- While one conjures the barrier, they will be unable to move at more than a walking pace or make any sudden movements. Assuming their focus isn’t broken, they will be able to sustain it for [7] emotes unless it is destroyed by harsh attacks prior to that, still unable to move more than walking pace.

 

 

Earthen Dome - A more refined practice of Earthen Barrier, allowing the evocationist to conjure a defensive dome around themselves and their allies, sustaining it with their mana and concentration. Such may be performed over the course of [4] emotes [1 connect + 2 charge + 1 cast], the dome spanning up a three-meter radius around the Earth Evocationist, able to be maintained for up to [7] emotes afterwards with adequate focus. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell.

 

Spoiler

- Domes can only be summoned directly around the Earth Evocationist. It will never appear instantly, and will instead gradually form itself over the course of the emote count. 

- The dome will only be maintained so long as the mage’s concentration is upon it, preventing them from moving or casting so long as they are focused upon the barrier. When dropping the dome voluntarily, they will need 1 emote of inaction to recupurate.

- Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons will be able to smash it after six direct hits, dazing the mage for up to [2] emotes afterwards.

 

 

Earthen Offensive [C]

Earthen Offensive employs the use of Earth Evocation in projectiles which may be directed towards the mage’s opponents, often being the most used of all the art’s evocative combat capabilities. Such projectiles may be used for anything from creating harmless pebbles, to entire flurries of earth to decimate foes. 

 

Spoiler

 

Pebbles - The first combative spell of an Earth Evocationist, in which they employ the conjuring and solidification of earth; creating a small projectile which may be used to annoy, irritate, or even daze, though being mostly harmless. Pebbles may be conjured in [1] emote [1 connect/cast] typically, though should one conjure more than three it would require [2] emotes [1 connect + 1 cast], able to maintain up to seven of these at once and fling them towards opponents. 

 

Spoiler

- Pebbles are relatively harmless, able to cause at most minor bruises upon exposed flesh, though will do nothing against, say, armor of virtually any kind. They may have enough potency to disrupt a mage’s casting, or perhaps the concentration of an archer aiming an arrow.

- Pebbles only move as fast as one would be able to throw them normally. 

 

 

Rocks/Spikes - A more common application of rock projectiles, creating rocks or shards of earth which may be flung or directed towards an opponent for concussive damage, in the case of rocks, or penetration in the case of spikes. Rocks may be conjured in [3] emotes [1 connect + 1 charge + 1 cast], able to bruise flesh and fracture bone upon direct contact with unarmoured individuals, though only able to lightly dent plate and cause light bruising at most in the case of an armored opponent. Spike projectiles, meanwhile, require at least [4] emotes to perform [1 connect + 2 charge + 1 cast], and may leave cuts and bruises, with heavy impact of a heavy hammer on armor- but may never pierce through a target.

 

Spoiler

- One can have up to three rocks/spikes conjured at once, requiring [1] additional emote per additional projectile. So conjuring three rock projectiles would take [5] emotes total, and double the concentration. 

- At most, blunt rocks will cause the fracturing of bones upon exposed flesh, and a well-placed shot to an exposed head could induce concussions and perhaps knock an individual out if hard enough, though it wouldn't cave their head in by any means, for example. Spikes, meanwhile, will be able to puncture exposed flesh up to the bone, and could skewer an individual’s head were it not protected sufficiently. It will be unable to penetrate armor or helmets and would likely crumble upon impact with such. 

- Projectiles will never exceed the size of a baseball if blunt, nor the size of an arrow if sharp.

- An Earth Evocationist can only conjure one or the other at once. One cannot conjure a mix of the two.

- Projectiles will not fly faster than a thrown baseball (rock) or an arrow (spike), both able to be dodged with sufficient distance, timing, and awareness of the target. 

- All projectiles, if fired simultaneously, must be fired in the same general direction. 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. Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize. 

 

 

Boulders - A larger variant of rock projectiles, employed by more adept or even expert Earth Evocationists, its size making it an incredibly damaging spell to both its targets and the surrounding environment, able to knock over individuals or even crush them totally, smashing whatever they may come into contact with. Boulders may be conjured over the span of [5] emotes [1 connect + 3 charge + 1 cast], spanning up to two meters in diameter, making it relatively larger. Despite its apparent destructive nature, it is a much slower attack, not moving faster than the speed of an arrow at the very most. May move five blocks per emote, saving for itself in the beginning cast.

 

Spoiler

- The damage boulders may cause to an individual would be enough to knock the wind out of them upon direct hit, causing them to topple over should there be nothing behind them. Should the boulder make contact with an individual up against a hard enough wall, it would surely crush nearly every bone in their body, likely killing them instantly if not leaving them on the brink of death. It would have enough force to create a crater in concrete, and perhaps even smash through materials as wood. 

- In order to cast this spell, the Earth Evocationist must dedicate an incredible amount of concentration, unable to move more than a walking pace while conjuring, sudden movements or dodges causing the spell to falter, as they must dedicate all their attention upon the boulder while casting it.

- The boulder will travel up to fifteen meters before vanishing, unless the mage continuously maintains their focus upon it, allowing it to move for up to twenty-five meters. Should this be the case, they cannot move while doing this, nor can they change its direction once fired. 

- The boulder will never move faster than an arrow. 

 

 

Earthen Cyclone - The epitome of the Earth Evocationist’s power, summoning forth a furious storm of earthen spikes which rain down upon their foes, decimating them. Such requires, at the very minimum, [7] emotes to perform, [1 connect + 5 charge + 1 cast], as well as an incredible amount of focus and mana. The storm will span in a diameter of ten meters, raining down sharp stalactites and rocks upon those within. These stalactites are only slightly smaller than that of an arrow, able to pierce unarmored or exposed flesh right through, causing terrible dents and bruises upon armored foes, though not piercing these inherently. Such may be maintained for up to [4] emotes after with adequate focus.

 

Spoiler

- The storm requires an incredible amount of mana and focus to cast. As such, while casting this spell, the mage will be completely unable to move in any way whatsoever, requiring that they focus their attention solely upon the storm. After the storm is conjured, they must maintain their focus upon it so long as they wish it to be sustained, able to do such for up to [4] emotes before becoming exhausted. Should they be disrupted in any way, even slightly, the spell may very well fail due to the amount of concentration required.

- The formation of the storm is incredibly noticeable, being seen as a gathering mass of earthen material above the designated area. Such must be performed in [#rp] chat at the very least. Additionally, the mage must emote their character’s locked focus upon the area explicitly, as this two is noticeable. 

- The storm may be conjured up to twenty meters away from the mage.

- The storm cannot be moved while the mage casts or even after it is conjured.

- Once the storm is fully conjured, regardless of how long they sustain it, they will be unable to cast for the rest of the encounter, brought to such great exhaustion that they may even faint.

 


 


 

Tier Progression

 

Tier 1 - Novice

The mage has just learned to connect, assuming they haven’t learned such already. Should they be able to establish and maintain said connection, they will be able to conjure perhaps a few grains of sand before becoming exhausted, thought towards the end of the tier, things as pebbles may be conjured. This stage is often used for study of Voidal Connection and the earthen elements as opposed to casting. Lasts two [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Pebble

 

Skill Level: All non-combative capabilities have a maximum size/radius of one meter at the very maximum, though typically they will only be able to conjure a few pebbles or granules of sand, after which they will suffer from great exhaustion. Their connection will often falter in combat, unable to maintain connection through loud noises or damage so much as a light scratch or push.

 

Tier 2 - Apprentice

The mage has increased their proficiency in connecting to the Void, able to conjure more tangible manifestations of Earth evocation and Sustain them for a longer period of time. Vague shapes may be formed, though no more than crude geometric shapings. Lasts three [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes

 

Skill Level: All non-combative capabilities have a maximum size/radius of five meters at the very maximum, able to conjure more firm, geometric shapes, albeit still rather crude, before becoming exhausted. Their connection in combat is still rather weak, unable to sustain it through loud noises or while moving faster than a very slow walking pace, nor through receiving injuries as light scratches or bruises. 

 

Tier 3 - Adept

The mage has mastered their connection proficiency, now capable of refining their shapes to be more precise and detailed, allowing them much more artistic capability and freedom. It is at this stage where they may also employ their magical abilities more confidently in combat encounters. Lasts five [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier

 

Skill Level: All non-combative capabilities have a maximum size/radius of ten meters at the very maximum, able to conjure more firm and refined shapes from their earth. Their connection in combat could be sustained through moving at a walking pace, unless said spell requires that they dedicate more, though loud noises may still hinder their connection and receiving a wound would also cause the spell to fail.

 

Tier 4 - Expert

The mage has reached near-mastery of the earthen elements, possessing much more fluidity in their conjuring both in and out of combat. Their capability to conjure more versatile attacks has also improved as well. It is at this stage where they may begin to progress on their own, no longer requiring the aid of a mentor. Lasts six [OOC] weeks.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier, Earthen Dome, Boulders

 

Skill Level: All non-combative capabilities have a maximum size/radius of fifteen meters at the very maximum,  able to refine their earth at mastery and now begin to conjure more complex materials such as gems, or glowstone, assuming they have studied such adequately. They can sustain their connection at a light jogging pace, though wounds and sudden movements will still damage their focus.

 

Tier 5 - Mastery

The mage has mastered every aspect of Earth Evocation, capable of showing masterful affluence in the art both in and out of combat encounters. They have access to all spells of Earth Evocation, now truly mastered, in which they may begin to teach other individuals should they so wish.

 

Spoiler

Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier, Earthen Dome, Boulders, Earthen Cyclone

 

Skill Level: All non-combative capabilities have a maximum size/radius of twenty meters at the very maximum, able to refine any conjured earth at mastery, including gems, and things as glowstone.  They can sustain their connection at a light jogging pace, though wounds and sudden movements will still damage their focus. They may also apply for a [TA] to teach others. 

 


 

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.
  • Earth evocation may not be used to lift things or support weight (i.e. conjuring stairs).
  • Once spells are fired, they may not be redirected.
  • 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 have different levels of solidarity for flavor purposes, though in combat, all rock will have the same consistency as regular stone.
  • Gems and other conjured minerals will not serve any function besides aesthetic. They are brittle and cannot be forged, and will simply vanish the second the mage’s focus is placed elsewhere. While things as glowstone would still glow for a flavorful light, gold ore conjured would have no effect upon any dark or undead beings, for example.
  • Refined materials may not be conjured, such as iron. Ores may not be conjured either.

 


 

OOC Purpose

The former Earth Evocation rewrite was done in a rushed manner, lacking quality and definition, as well as having numerous errors which made it quite confusing to understand. It was then that I decided to amend the lore and give clarifications to the abilities, as well as remove those that seemed useless or unused. It was also with this rewrite that I had decided to lower some of the capabilities, while also boosting others, to allow for more opportunity for those who wisely position themselves, though the general purpose of this write was to allow greater clarification and correct errors. Please don’t have this **** go through admin voting, I’d literally have a stroke. 

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roks aha yes

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15 hours ago, Evonpire said:

roks aha yes

Took the words right out of my mouth. ^ Go roks yes +1

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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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