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[Guide] Air Evocation


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Guide to Air Evocation

[LORE LINK]

 

 

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Summary

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. 

 

Casting Air Evocation

In order to cast air, one must first connect themselves to the Void, establishing a mana anchor from which they may spend mana and draw out the spell desired. This is typically done in [1] emote, though may take more depending on the stress of the situation and the level of the caster themselves. 

 

Once the mage has connected to the Void, they may begin the charging of the spell itself before casting, taking the adequate emotes to ensure the spell is prepped properly before discharging. Emotes for casting a spell vary depending on the spell in question. 

 

Mechanics:

Spoiler

 

- Connecting to the Void is a preliminary for any spell of Air Evocation, the basics for the connection process being found on this page. 

- If one’s connection remains unimpeded after they cast the first spell, they may cast another shortly after, assuming they have adequate mana and concentration. 

 

 

 

Properties of Air

While made as an imitation of real air, Voidally conjured air is not necessarily the same thing, holding a few traits and characteristics that differentiate it from a gust of wind or some seaside breeze. 

 

  • Air is a pushing force, used to move objects or people in various directions. It cannot be used to pull on its own, cannot be formed into a fine or sharp point, and may only be compressed in certain scenarios. 
  • Conjured air will always appear as faint streaks of wind, colored with the mage’s own aura if they wish; though aesthetic wise it will never be fully invisible. Wherever air is conjured, objects might be disturbed, hair might ripple and blow, air may suck in, etc. as a distinct tell.
  • Air may be warmer or colder for aesthetic, though cannot create fires on its own by being dry, and cold air would never induce frostbite or hypothermia. Air may be used to fan existing flames, though cannot create a flame if none exist.
  • 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.

 

Ability List

There are numerous abilities which an Air  Evocationist may perform in combat, though these have rather limited and specific mechanics to ensure that a spell is not being misused. In non-combat, however, a mage has the ability to cast however they desire, the only limit being their imagination.

 

Conjure Air [Non-Combat]

A simple spell that allows a mage to conjure air outside of combat and use it for artistic or other utilitarian purposes. 

 

Mechanics and Redlines:

Spoiler

- Air in this form is free and shapeless unless the mage grants it a more distinct form. Each tier the mage increases, the greater the amount of air they may conjure grows. 

- The level of detail in air, as well as its area of effect, can be found in the Tier Guide section. 

- Requires a minimum of [2] emotes; [1] connect, [2] cast. Scales upwards depending upon the scale of the spell in question. A gust of wind could be cast in [2] emotes, but a cyclone might require [10].

- Conjure Air may only be performed outside of combat. Should combat initiate while such a spell is being performed, the spell will disperse and the mage must reconnect.

- 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. 

 

Example:

Spoiler

[1] {Mage} stood before the stack of papers, their eyes taking on a blue glow. Small streaks of air began to swirl around their hand.

[2] {Mage} shoved their hands forward, the streaks rushing towards the papers as they were blown off the balcony with a rush of wind.


 

Gust [Combat]

A mage may conjure a small gust of wind to push an object or opponent.

 

Mechanics and Redlines:

Spoiler

- The mage sends a shapeless gust of wind which may be used to push people or objects. It may cause them to trip backwards, stumble, or fall depending upon its force and where it’s aimed. Aiming towards the chest would be more likely to cause them to stumble back, while the legs would trip them.

- Gust requires a minimum of three emotes regardless of tier; [1] connect, [1] charge, [1] cast.

- The spell only lasts for [1] emote after firing.

- The spell may only be aimed towards a single target.

 

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.

 

Example:

Spoiler

[1] {Mage} focused upon the bandit, their eyes taking on a light blue glow. Streaks of wind began to rush across their arm and lower wrist.

[2] The streaks of air whipped around the mage’s palm, growing in intensity.

[3] {Mage} thrust their hand forward, the gust of air rushing for the bandit’s legs to trip them.


 

Redirect [Combat]

A mage may conjure a small gust to redirect a projectile.

 

Mechanics and Redlines:

Spoiler

- The mage sends a harmless rush of wind towards a single projectile, redirecting it. This is only capable of redirecting projectiles moving at arrow speed or slower. It can aswell slow objects going faster (such as an Arbalest Bolt) which softens the impact. Small flames such as lit-arrows or fireballs would be put out with this spell in interception.

- This spell requires [2] emotes; [1] connect + charge, [1] cast.

-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.

 

Example:

Spoiler

[1] {Mage}’s eyes quickly began to glow; establishing their connection as the thief drew their bow. Small streaks of wind quickly built up around their palm.

[2] As the thief loosed the arrow, {Mage} thrusting their hand forward as a small gust brushed against the flying projectile, displacing its trajectory and casting it harmlessly to the side. 


 

Air Sweep [Combat]

A mage may conjure a sweeping gust of wind that expands around the caster.

 

Mechanics and Redlines:

Spoiler

- The mage sends a gust from around their feet which expands in a three-meter radius; causing everyone within to be sent stumbling or tripping backwards. When swept off their feet, they must take at least [1] emote to clamber back up afterwards. This includes allies.

- This spell requires [3] emotes; [1] connect, [1] charge, [1] cast.

- The mage cannot move more than a walking pace while casting this spell.

- This spell does not launch people, causing them to stumble or trip backwards. At most they may be bruised and dazed, though not have broken bones from this spell alone.

 

Example:

Spoiler

[1] {Mage}’s eyes assumed their blue aura, wind beginning to swirl at the mage’s feet; the bandits slowly moving forward to apprehend her.

[2] The wind swirled and swirled, howling as beads of sweat formed upon {Mage}’s brow.

[3] The wind swept from the elfess’s in a rush, leaving the bandits to stumble back.

 

 

Air Shield [Combat]

A mage may conjure a shield of air which swirls around them, deflecting projectiles.

 

Mechanics and Redlines:

Spoiler

- The mage creates a bubble of air in front of or around them; deflecting projectiles depending upon the proficiency of the caster (see Tier Progression). 

- Walls may be conjured in [2] emotes; [1] connect + charge, [2] cast. The wall is two meters tall and three meters long. Walls may last for up to [4] emotes.

- Domes may be conjured in [3] emotes; [1] connect, [1] charge, [1] cast. The dome sustains itself in a three meter radius. Domes may last for up to [5] emotes. 

- The shield may not be moved once conjured.

- The wall does not prevent people from moving through it, and is useless against melee attacks.

- The evocationist may not move at more than a walking pace while casting a wall. 

- The evocationist may not move or perform other tasks when maintaining a dome.

 

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. 

 

Example:

Spoiler

[1] {Mage}’s eyes flicker blue as they connect; swirls of wind forming around their palm.

[2] The swirl of wind expands, howling around them as a dome of air slowly grows.

[3] The dome of wind swirls around {Mage}, offering protection from projectiles.


 

Air Blast [Combat]

A mage may compress a small sphere of air to project towards the target.

 

Mechanics and Redlines:

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 [3] emotes (connect, charge, cast) and up to three may be charged at one given time, each additional projectile costing an additional [1] emote to conjure. These must all be fired in the same direction if all fired at once.

- This spell would be akin to a regular punch, creating a few bruises if not minor fractures at most.

- 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. 

 

Example:

Spoiler

[1] {Mage}’s eyes assume their blue glow as wind begins to swirl around their hand.

[2] The wind slowly collects in the elf’s hand, assuming the vague form of a sphere.

[3] The wind compresses to a full sphere, {Mage} sending it forward towards the bandit.


 

Sound Blast [Combat]

A mage may create a burst of sound to daze opponents.

 

Mechanics and Redlines:

Spoiler

- An Air Evocationist may conjure a bubble of sound which may 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 [4] emotes to perform (connect, charge, cast) and the mage may not move while casting this spell.

- 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. 

 

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.

 

Example:

Spoiler

[1] {Mage}’s eyes flare up with a blue aura as wind condenses around them.

[2] The wind continues to swirl and howl as it forms an orb in the mage’s hands.

[3] The wind orb fully forms.

[4] {Mage} casts the orb towards the target, bursting in a wave of dazing sound.


 

Compression [Combat]

The mage may compress a larger sphere of air to deal massive concussive damage.

 

Mechanics and Redlines:

Spoiler

- A mage may create a sphere of compressed air around the size of your average beach ball, requiring [5] emotes to cast (casting on fifth) 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 conjuring 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.

- 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. 

- This spell is incredibly exhausting to perform.

 

Example:

Spoiler

 

[1] {Mage}’s eyes assume their typical blue aura.

[2] Wind begins to gradually swirl en masse around the mage’s hands.

[3] The amount of rushing wind grows as it begins to compress into a beach ball-sized sphere.

[4] Beads of sweat form upon the mage’s brow as the sphere becomes more and more defined.

[5] {Mage} launches the sphere forward with a great cry; swirling then bursting as it rushes towards the guard.

 


 

Whirlwind [Combat]

The mage may conjure an immense whirlwind by applying all they know of air evocation into a spell.

 

Mechanics and Redlines:

Spoiler

- A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes (casting on the sixth) 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. 

- 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.

 

Example:

Spoiler

[1] {Mage}’s eyes erupt in a furious blue glow.

[2] Wind howls as it swirls around before them; gaze locked upon the square.

[3] {Mage}’s arms outstretched as the wind slowly pooled in a slow spiral.

[4] The wind continues to collect, rushing faster.

[5] The wind continues to collect, rushing faster.

[6] The wind continues to collect, rushing faster.

[7] The wind continues to collect, rushing faster.

[8] The wind has now spiraled into a great funnel, sending all those about the square whipping about.


 

Tier Progression

 

Tier One - 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 air itself, rather than actual casting.

 

Tier Two - 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.

 

Tier Three - 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. 

 

Tier Four - 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 air 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. 

 

Tier Five - Master 

The mage has completely mastered their Voidal art, able to manipulate their air  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.

 

 

Tips and Tricks

The following are various tips and tricks one can use when emoting their casting of Air Evocation.

 

 

  • The longer something is charged or sustained, the more one will be fatigued afterwards. While a mage who sustains an air shield for two emotes will feel mildly tired, yet one who sustains it for its maximum duration will be more fatigued.
  • The more one casts, the more one will feel exhausted from spells cast afterwards. If you cast an a compression spells, for example, you will feel increasingly more exhausted for other spells you cast afterwards as well.
  • Sweat, obvious twitching, sluggish movement, and ragged breaths are all recommended tells of exhaustion from a void mage. 
  • While there is not always a specific limit to the amount of spells one can cast in combat, be reasonable. Don't expect to cast four T5 gust spells in quick succession without being drained afterwards.

 

 

Redlines

 

  • 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 the breathing of an individual directly through air evocation. 
  • 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. 
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