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[✗] [Magic Lore] - Water Evocation


King_Kunuk
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Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.

 

Overview

Water Evocation, in simple terms, is the drawing of pure water from the Void and then distributing it in the form of projection, better known as ‘casting’. Water Evocation is very diverse, able to be used to create anything from a small puddle to play in, to a flurry of ice and snow to decimate one’s opponents. The only limit to such a power is the Mage’s own creativity.

 

  • Water Evocation takes up [1] magic slot.

  • Water Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered Water Evocationist with a valid [TA].

  • Water evocation requires a stable connection to the Void. 

 

Learning and Casting

Like any Voidal Evocation, summoning water takes years of repetitive study of its element, requiring the Mage to know the ins and outs of water—its movement, its texture, and its viscosity.  In order for one to cast water evocation, they must first establish a connection to the Void and form a Mana Anchor within their sight. Only then, may the Mage funnel their own Mana through their connection to draw their element in the realm. Yet, this “connection” is no simple feat for any scholar with a book to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal Connection.

  

Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then manifest it into the realm.

 


 

Properties of Conjured Water

Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a Mage may find themselves in. However, as water is often calm, collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south.

 

  • Water makes wet whatever it touches, and once it has soaked into a surface, it may no longer be manipulated. Once the Mage ceases their connection, water resting in soaked surfaces will disappear, leaving the material in question dry.

  • With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something.

  • Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster, and because organs will be unable to successfully absorb water in a way that allows for nutritional benefit.

  • A Mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water.

  • Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.

 


Upscaling Spells

As a Mage grows more proficient in Water Evocation, spells learnt at previous tiers may be scaled upwards in power according to the Mage’s current skill level. This comes with a cost proportionate to that of a spell of the Mage’s current tier. For example, while a regular water blast might not exhaust an expert Mageafter casting, a water blast upscaled to T4 would render them as exhausted as if they’d cast a T4 spell. 

 

The Powers of Water

Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before.

 

Abbreviation Key:

N - Non-Combat

C - Combat

 

Conjure Water - [T1] [N] 

A Water Evocationist can conjure water (and ice once they are more proficient) from the Void and manipulate it into any shape they wish. This can be used very diversely for any non-combat purpose- from the simple act of washing dishes to a great swirling storm of ice and snow.

 

 

Spoiler

Mechanics

  • This spell has no effect on combat and is intended to be freeform. Water may be shaped in a variety of ways as the Mage wishes it to be done so.

  • It is limited in the fact that it can not be used for destructive purposes.

  • A Mage must take at least [1] emote at minimum to call forth the water or ice, with more emotes being added on depending on how much they summon from the Void

 

T1: The Mage struggles to conjure water, but may turn the water into crude shapes.

 

T2: Conjuring water for aesthetic purposes, such as to clean dishes or put out small campfires becomes much easier. Smaller details become possible, though they lack true refinement

 

T3: The Mage has professionally grasped the conjuring of water from the void, and may now make such water into ice if they so choose. From this point on, ease and level of detail only increases until T5.

 

Redlines

  • Can not be used in a combative/destructive manner

  • The color of the water can not be changed.

  • Use common sense when casting. Large spells require more emotes.

 

Saturate Surface - [T2] [C]

One of the first feats of combat a Water Evocationist is capable of, water may be dispersed throughout a surface to make it more slippery and less reliable to quickly move on.

 

 

Spoiler

Mechanics

  • Water or ice may be conjured on a flat floor or surface, making it more slippery and making adversaries more susceptible to losing balance and possibly falling.

  • The surface in question may be more slippery depending on the material it’s made of. A marble floor would be more slippery than a dirt road.

  • As the Mage walks, they may choose to move the water/ice out of the way with each step, however, quick movement such as running or being pushed harshly does not apply to this.

 

T2: The Mage can saturate a surface up to 5 blocks around them. This may be maintained upwards of 6 emotes.

[1 connect + 1 charge + 1 cast]

 

T3: The Mage can saturate a surface up to 6 blocks around them. This may be maintained upwards of 6 emotes.

[1 connect + 2 charge + 1 cast]

 

T4: The Mage can saturate a surface up to 8 blocks around them. This may be maintained upwards of 6 emotes.

[1 connect + 3 charge + 1 cast]

 

Ice: The water may be frozen over the the size of the surface in question, making it incredibly difficult for adversaries to navigate safely. Additionally, walls and ceilings within the radius may be frozen if the Mage chooses to.

 

Redlines

  • The material in question will dictate how slippery the surface is—not all surfaces will have the same level of slipperiness.

  • The Mage may choose for the wet/frozen surface to move around their feet when they walk, but this will not work if they are harshly shoved or choose to run, assuming they don’t already lose concentration of the spell.

Water Blast - [T2] [C] 

By conjuring forth water and ejecting it as a projectile, a Water Evocationist can subject an opponent to enough force to knock them back

 

 

Spoiler

Mechanics:
 

  • By conjuring forth a congregation of water, a Water Evocationist may evoke a projectile of water to blast opponents backwards. Although not completely physical, the force of the water blast is enough to push a descendent with moderate force, with upscaling the spell causing the force impact of the blast to be stronger and have a larger area of effect.

  • The spell can commonly appear as a sphere of water, though aesthetic purposes can be taken when determining the shape and form of the water.

 

T2: The sphere of water is roughly the size of a baseball that has the force equal in power to that of a push coming from a descendant knight, and is capable of sending a descendant sized creature back up to 2 blocks and causes minor bruising.

[1 connect + 1 charge + 1 cast]

 

T3: The sphere of water is the size of a beach ball. The force of impact from this blast is equal to that of an Uruk, capable of knocking the average descendant sized creature up to 3 blocks away, and most likely knocking them prone. The blast can also cause a great deal of bruising with a small chance to break a bone.

[1 connect + 2 charge +  1 cast]

 

T4: The projectile is now about a meter in diameter. The force of impact of the blast carries much more force behind it, being able to push a descendent 5 blocks away. Bones have a greater chance to break if the opponent is close in proximity to the center of the blast with the outer area of the blast being more akin to the damage suffered at T3, and will always knock a creature the size of an Olog or smaller prone.

[1 connect + 3 charge + 1 cast]

 

T5: The projectile is now about two meters in diameter,  and the force of impact from the blast is now almost the degree on which one could expect from an Olog striking one with a weapon, being able to knock a decedent sized creature back up to 8 blocks, as well as cause the breaking of several bones with the possibility of rupturing an organ depending on the proximity to the center of the blast

[1 connect + 4 charge + 1 cast]

 

Redlines

  • Can be any shape for aesthetic purposes only

  • The blast radius of the water blast is equal in size of the diameter of the sphere it is contained in.

  • The projectiles themselves lose their blunt-pushing power in exchange for a piercing ability or blunt strike when made into ice.

  • No matter what form the projectile takes, it always travels at the speed of an arrow unless slowed by the Mage.

Water Shield - [T2] [C]

A Water Evocationist may conour forth a shield of water which swirls in front of the caster, creating a barrier which can deflect lesser projectiles and as well other conventional purposes such as putting out fires.

 

 

Spoiler

Mechanics

 

  • A Water Evocationist may create a disc, wave, shield, or some other aesthetically pleasing figure which can deflect some projectiles, such as arrows, and can also extinguish flame projectiles.

  • The shield does not need to be summoned before the Mage, and can be called forth in front of an ally within close proximity with the range being roughly 10 blocks.

  • The shield can not offer protection against melee attacks, lacking a physical substance in which it can impede the attack.


 

T2: The water shield swirls and moves at a slow pace, able to deflect incoming attacks equal in speed to an arrow. The shield though is relatively weak, with magical projectiles and non-magic attacks with the speed of a crossbow or higher being able to pass through it with ease. Lasts for 5 emotes

[1 connect + 1 cast]

 

T3: The water shield now has a faster speed to its movement, able to now deflect and cause attacks equal in speed to a crossbow to be steered off course. The spell also now has enough strength to deflect incoming magical projectiles, provided they are no bigger than roughly the size of a baseball or arrow. Lasts for 5 emotes.

[1 connect + 1 charge + 1 cast]

 

T4: The Mage is now able to form a perfect water shield with enough Mana and effort, with the shield being able to deflect attacks coming in at the speed of a heavy crossbow’s bolt, and can deflect incoming magical projectiles that are roughly the size of a beach ball. Lasts 5 emotes.

[1 connect, + 2 charge + 1 cast]

 

Ice: Causing the water shield to become based upon ice inverses it’s intended effects, with the shield being able to absorb incoming melee attacks instead of ranged projectiles. However, due to which the speed of ranged attacks come in, they are able to pierce through the shield unimpeded much like how melee strikes can cleave through the water shield without being stopped, and fire attacks simply melt through the shield as though it was a hot knife through butter. The general rule is that at T2, the shield can deflect 2-3 strikes from a creature with human knight strength without being destroyed, T3, the shield can deflect 2-3 strikes form a creature with Uruk strength, and at T4, the shield can deflect 2 strikes with Olog strength

 

Redlines

  • The water shield lacks solidarity and only deflects attacks from ranged strikes. Only at higher tiers can it successfully deflect magical projectiles provided they are of the relative size needed for deflection.

  • The deflection does not cause the projectile to shatter or be destroyed. It more so often or not verses it off course in a harmless manner in a random direction away from the Mage.

  • The Mage must dedicate their concentration to the shield, not able to cast other spells or commit to any straining actions (such as using a sword) while keeping the barrier up.

Ice - [T3] [C]

Once a Water Evocationist becomes more adept at their art, they gain the ability to begin to make the water they summon into ice, allowing them to augment their spells in unique ways

 

 

Spoiler

Mechanics:

  • Making a spell ice-based does not affect its emote count, but its Mana cost will be increased by a tier.

  • Ice projectiles are more ‘sharp’ than water, generally exchanging the blunt power of water for a more piercing or slashing effect.

  • Those wearing armour will more then likely not suffer greatly from the ice as it shatters upon contact with their plate, however those who are not wearing armor can find themselves in greater danger of harm.

 

Redlines:

  • Ice is an augment of most water based spells, with their difference written into the spells and is considered a tier above what the spell normally would be (IE: a T2 water spell made into ice is considered T3).

    • Applying Ice to a T5 spell would make its cost equivalent to two T5 spells, exhausting mostly all of the Mage’s usable Mana.

  • All spells are able to have an ice form unless stated otherwise.

  • A proper tell must be given when emoting an ice spell.

Water Wave - [T3] [C]

By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path.

 

 

Spoiler

Mechanics:

  • A water evocation may conjure a large wave of water which they may push towards their targets in an effort to send them backwards. The spell is highly destructive, being able to push both people and objects, as well as possibly destroy structures if they are not properly built (for example, a tree may be knocked over by the spell).

  • The attack itself has a range and size that is determined by the tier it is casted on but is always about 2 and a half blocks tall.

  • The spell has much aesthetic freedom, with the wave having the ability to appear as the Mage wishes. This does not override however the mechanical function of how the spell operates.

 

T3: The wave is 1 block in length, and 4 blocks wide. It travels forward from the Mage for about 8 blocks, moving 4 blocks per emote. The force of the wave is equal in force to an human knight constantly shoving someone forward, thusly can cause minor bruising.

[1 connect + 2 charge + 1 cast]

 

T4: The wave is now 2 blocks in length and 5 blocks wide, being able to better hold and maintain contact on an individual. The wave now travels forward approximately 10 blocks, moving 5 blocks per emote. The force of the wave is now greater in strength, having the force as though the target was being shoved by an Uruk warrior, and thus can cause a greater deal of bruising, as well as possibly fracture a bone.

[1 connect + 3 charge + 1 cast]

 

T5: The length of the wave is still 2 blocks in length, though the width is now 7 blocks wide. The wave travels forward now for about 12 blocks, and moves 6 blocks per emote. The force of the wave is immense, equal to that of a horse trampling an individual in a full gallop. Being hit by the spell will most certainly cause several bones to be fractured or even break.

[1 connect + 4 charge + 1 cast].

 

Redlines

  • The wave requires a constant line of sight to be held. If the Mage is blinded for even a single emote, the spell will end as they can no longer focus their attention on it.

  • Casting the wave spell at T4 and T5 requires immense concentration, with the Mage only being able to move about 2 blocks per emote when charging the spell up.

  • Can not be made into Ice

Ice Projectile - [T3] [C]

Through the fashioning of ice into a projectile, the Water Evocationist may launch sharp, or hard-hitting blunt projectiles at their adversaries.

 

 

Spoiler

Mechanics:

  • A Water Evocationist who can conjure ice may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles. The more projectiles fired at a time, the more exhausting it is for the Mage.

    • Evoking additional projectiles requires one emote each.

    • Multiple projectiles at a time may either be all fired in the same direction in one emote, or each may be fired in a different direction one emote at a time.

  • These shards may be either blunt or sharp.

    • Sharp shards are equivalent to the average blade in sharpness. They will break upon contact with blunt force, such as plate armor, and will only dent the protection, leaving a bruise.

    • Blunt shards hit with the force of a baseball travelling at arrow speed, leaving harsh bruises and sometimes breaking bones if protection is not present. They are less susceptible to shatter upon contact with blunt force.

 

T3: Up to three Ice Shards can be cast at a time, regardless of being blunt or sharp.

[1 connect + 1-3 charge + 1 cast]

 

T4: Up to four Ice Shards can be cast at a time, regardless of being blunt or sharp.

[1 connect + 1-4 charge + 1-4 cast]

Alternatively, a single, basketball-sized projectile, sharp or blunt, may be shot off, hitting with greater impact/piercing power and capable of severely denting plate, as well as carrying a few blocks of knockback depending on the sharpness.

[1 connect + 2 charge + 1 cast]

 

T5: Up to five Ice Shards can be cast at a time, regardless of being blunt or sharp.

[1 connect + 1-5 charge + 1-5 cast]

 

Redlines

  • Spell may take on any aesthetic shape, but it will not affect the mechanics of the spell.

  • Travel at arrow speed, unless purposefully slowed by the Mage.

  • Ice Projectiles fired in multitude may only be shot in the same direction in one emote, or each projectile may be shot off in a different direction one emote at a time.

Ice Spike - [T3] [C]

Water Evocationist can conjure large spikes of ice which may act as an defensive/offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control.

 

 

Spoiler

Mechanics:

  • A Water Evocationist may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to 2 meters in length, and up to three meters in height. The size of which varies in a single attack.

  • The spikes can be summoned forth anywhere within 10 blocks of the Mage.Ice spikes may be jagged along the edges and come to a fine point at the end, piercing skin and possibly causing severe bleeding. Conjuring one beneath someone has the potential to deeply pierce flesh and in more uncommon cases, impale if adequate protection is not used (very thick hides/plate armor).

  •  
  • The spikes take 1 emote to grow out of the ground, giving opponents time to avoid being cut or harmed from it. The area in which the spike will appear must be emoted properly.

  • The amount of spikes made depends on the tier of the spell.

 

T3: The Water Evocationist creates up to 3 ice spikes within the allocated range of 10 blocks. Spikes may be sustained up t 

[1 connect + 2 charge + 1 cast]

 

T4: The Water Evocationist has improved the amount of ice they can call forth, and can create up to 4 spikes of ice within the allocated range of 10 blocks

[1 connect + 3 charge + 1 cast]

 

T5: The Water Evocationist drains a large sum of their Mana to call forth an immense amount of ice spikes in the allocated range of 10 blocks, being able to create a total of 5 spikes.

[1 connect + 4 charge + 1 cast]

 

Redlines

  • Ice spikes are not an instant trap. They take roughly 1 emote to emerge from the ground and emerge at the speed of a baseball being thrown.

  • The area(s) where the spikes are emerging from must be properly emoted. Such as the ground beginning to freeze over, or the dirt beginning to gently vibrate as though something was to come out.

  • Each spike must be at least 1 block apart from where they come out of the ground. However they can cross over each other when they emerge.

  • Can not be made into water.

Water Whip - [T3] [C]

A Water Evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the Mage, following whatever movements the evocationist so wishes as long as their concentration is upon it.

 

 

Spoiler

Mechanics

  • A Water Evocationist can conjure a whip of pure water to lash out a foes that deals scratches and scrapes depending on the tier of the spell it was casted at,

  • The whip when summoned can take on several forms, either in the Mage’s hand, or as a form of water surrounding the Mage. Regardless, the whip must be summoned and stays within at least one block of the Mage.

 

T3: The whip lashes out as though used by a human knight. It can cause minor scratches and scrapes, as well as minor bleeding and can easily rip through regular clothing articles. The whip has a range of 4 blocks and lasts for 6 emotes.

[1 connect + 1 charge + 1 cast]

 

T4: More water can be channeled into the whip, as well as increasing the speed and force it lashes out at targets. The whip now lashes out as though swung by an Uruk, being able to cause more painful scrapes and cuts and scaring as well being able to rip apart leather. The whip now has a range of 6 blocks and lasts for 6 emotes.

[1 connect + 2 charge + 1 cast]

T5: The master evocationist has conjured forth the perfect whip, being able to have it lash out at high speeds and with great strength. The whip can cause more severe cuts now, leading to bleeding, as well as easily dent weak metal-based armours (such as bronze and aurum, but not metals such as steel and iron). The whip has a range of 8 blocks, and lasts for 6 emotes.

[1 connect + 3 charge + 1 cast]

 

Ice: When the whip is made into ice, shards of the frigid material form along and around the end of the whip and within its main structure. The whip now becomes a much more lethal weapon, being able to regularly cut through flesh and leave deep lacerations depending on how the Water Evocationist chose to have the ice be conjured onto the whip.

 

Redlines

  • Should the Mage lose sight of the whip, it will vanish back into the void.

  • While highly effective against foes without armour or very, very weak armour, if used against heavily armoured foes wearing the proper equipment, the whip will be unable to break through the material and breaks apart, ending the spell.

  • Making the spell ice does not increase it’s striking power. Merely making the whip sharper/have a higher bludgeoning potential.

Water Stream - [T4] [C]

By focusing their water into a small area, a Water Evocationist is able to forcibly expel the water in a violent force to push and expel opponents who are directly before them. Such an attack can be devastating if maintained long enough as it causes bones to break and organs to rupture after prolonged exposure from the pure bludgeoned forge of the spell.

 

 

Spoiler

Mechanics

-A continuous stream of water jets out from the magi in a direction they chose, causing immediate, severe bruising and a painful amount of trauma to the area of contact. Prolonged exposure from being subjected to the blast can cause bones to break from the sheer force.

-When hit by the spell, a creature is forced backwards by 1 block, and their movement is greatly reduced to about half as the water overwhelms them.

-The spell is concentration heavy, and the magi would be unable to move while concentrating on the spell, though may at most shuffle forward 1 block per emote.

 

T4: The stream of water is 4 blocks long and one block wide. It can be sustained for 6 emotes.

[1 connect + 2 charge + 1 cast]

 

T5: The stream of water is now 6 blocks long and two blocks wide. It can be sustained for 6 emotes.

[1 connect + 3 charge + 1 cast]

 

Redlines

  • Can not be made into ice

  • Bones can begin to break on the 2nd or 3rd remote of exposure depending on how physically strong/armoured the target is.

  • Requires line of sight

Storm - [T4] [C]

By putting all of their skills into use, a Water Evocationist may conjure forth a storm of water upon an area of their choosing, devastating a point with a furious stream of heavy rain, with the spell intensifying if more Mana is infused into it.

 

 

Spoiler

Mechanics

  • A Water Evocationist may conjure forth a furry of rain which may fall upon their foes. The storm has a maximum diameter of ten blocks, able to be conjured up to ten blocks away from the Mage, the very end of the spell radius being the maximum point of distance where it can be conjured.

  • If the Mage’s concentration of the spell is broken while they are charging or maintaining the spell, the storm will dissipate. After they have conjured and maintained the storm, their Mana will have been heavily depleted depending on what tier and how they cast it.

 

T4: The storm is rather violent. Water globules are roughly the size of tennis balls and hit with formidable force, bruising and halting movement for brief bouts of time.

[1 connect + 2 charge + 1 cast]

 

T5: The water falling from the storm is much larger and much more violent, akin to being pelted by several T2 water blasts. Greater bruising can occur with the occasional broken bone, and the movement of individuals in the storm is greatly hindered.

[1 connect + 2 charge + 1 cast]

 

Ice: when the spell is made with ice, both water and ice will fall upon the area of effect. At tier 4, the ice will come down as small shards of hail, having greater bruising potential and the possibility to cause slight bleeding, though never lethal. At T5, the ice comes down sharper and more refined, being able to effectively cut cloth and harm an individual with the ice piercing deeper into the skin, leading to more severe bleeding.

 

Redlines

  • The Mage must be able to see where they are casting, as well as the storm itself.

  • The storm can not be moved once it is casted.

  • The spell will never outright kill someone stuck within it unless they were wounded or exhausted before the spell began.

  • Once the spell is casted (T5 only/with ice), the Mage will be heavily drained of their Mana and will be unable to cast most if not any spell for the rest of the encounter.

Ice Dome - [T5] [C]

A greater feat of defensive water evocation which a Water Evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so choose.

 

 

Spoiler

Mechanics

  • A Water Evocationist may create a large dome of ice around them and other people/objects, capable of warding off attacks, blunt and sharp, for a limited amount of time.

  • Blunt force and heat will daMagethe dome.

  • If the dome is forcefully broken, it will stun the Mage for one emote after it is broken.

 

T5: A dome of ice, up to three meters in radius, may be evoked around the Mage. The dome is roughly four inches thick all around, with armaments such as blades barely scratching the barrier. The dome can withstand up to [5] hits with a blunt weapon, such as a warhammer or mace. The dome will last for up to 7 emotes before fading away.

 

Redlines

  • Ice may be murky, though some movement can be seen from within the dome. 

  • The dome must be gradually formed, not instantly conjured.

  • If the dome is forcefully broken, the Mage will be stunned for an emote afterwards.

  • The Mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.


 

Enchantments

When used in conjunction with transfiguration, an enchanter can imbue the effects of water evocation into their enchantment, whether that be in the form of a tool, weapon, or other miscellaneous object. The general effects of a water evocation enchantment are to produce water or ice and project it in some way, shape, or form. In non-creative enchantments, most of the enchantment is limited to producing one of the typical spells of water evocation. However, in the form of creative enchantments, water evocation can be used in much more inventive ways, which can break the limits of the typical caster.

 

 

Spoiler

Mechanics

  • All non-creative enchantments must use one of the spells listed above, holding all of its properties aside from not needing to be cast directly due to the fact that it’s an enchantment.

  • Creative Enchantments, while more freeform, must adhere to most of the base redlines of Water Evocation, aside from any the MArt permits to be cast aside.

 

Redlines

  • Cannot enchant in the middle of combat, and one must practice transfiguration to enchant.

Enchantment Spells

Unique spells may be done with enchantments that cannot be performed by the Mage alone.

 

Enwreathe Object - [T3] [C] 

A minor spell wrought of water conjuration, through which a Mage may imbue an object such as a blade with the ability to cover the object in water or ice. 

 

 

Spoiler

Mechanics

  • Water/Ice may be focused upon a specific part of an object or weapon to keep it coated in the watery element, giving it a deadly edge in combat. 

  • The effects of the enchantment may last up to [6] emotes on the weapon in question, and takes 2 emotes to activate [1 activate + 1 cast].

 

Redlines

  • The form the enchantment will take (be it ice/water), but be stated on the enchantment. The form of water enchanted onto an object can not be changed once it is enchanted. (IE: if a knife is given the ability to be coated in ice, it can not also suddenly be coated in water).

  • As a clarification, an enchantment like this does not follow the traditional rules of enchantments in the regard that the charge and effect of the enchantment will not be disrupted through blunt force.


 

Tier Progression

As any sort of skill or art requires practice and dedication, so too does the art of water evocation requires time, effort, and study in order to be mastered. While some Mages may seem to master their magic faster than others, there is a bare minimum requirement for how long it takes for the Mage to reach each tier. They are listed below.

 

* Marks Enchantment-unique spells

 

T1 - Novice

The Mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few small droplets before becoming exhausted. Lasts two [OOC] weeks.

 

Spoiler

Spells – Conjure Water

 

Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of water at this stage is very crude, practically nonexistent  as they can only conjure up to a few water droplets before becoming exhausted. This stage is typically used for studying water itself, rather than casting.


 

T2 - Apprentice

The Mage has gained better experience in connecting and near mastered it, as well as being able to use conjured water in combat to a limited extent. They can mold simple shapes, though nothing complex or large. Lasts three [OOC] weeks.

 

Spoiler

Spells – Conjure Water, Saturate Surface, Water Projectile, Water Shield

 

Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of water at this stage is still rather crude, though the Mage is able to conjure water with moderate success. This is the stage where the first lessons of real combative casting typically begin.


 

T3 - Adept 

The Mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure much more threatening spells. They also are able to form their earth into more defined shapes, albeit a bit crude. Lasts five [OOC] weeks.

 

Spoiler

Spells –  Conjure Water, Saturate Surface, Water Projectile, Water Shield, Ice, Ice Projectile, Water Wave, Water Whip, Ice Spikes, *Enwreathe Object

 

Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of water at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their water more effectively in combat as well as begin to conjure ice.


 

T4 - Expert

The Mage now has nearly mastered the water element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Lasts six [OOC] weeks.

 

Spoiler

Spells – Conjure Water, Saturate Surface, Water Projectile, Water Shield, Ice, Ice Projectile, Water Wave, Water Whip, Ice Spikes, Water Stream, Storm, *Enwreathe Object

 

Skill Level – All non-combat spells may have a maximum size/radius of twenty-five square meters [T4]. The detail level of water at this stage is much more precise, able to have more refined details in their water, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and is able to use their water diversely in combat.

 

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. 

 

Spoiler

 

Spells – Conjure Water, Saturate Surface, Water Projectile, Water Shield, Ice, Ice Projectile, Water Wave, Water Whip, Ice Spikes, Water Stream, Storm, *Enwreathe Object, Ice Dome

 

 

 


 

General Redlines of Water Evocation

  • A Water Evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void.

  • All spells are only limited by line of sight, with any spell being cast outside a radius of [20] meters requiring an additional emote for every [5] meters unless a hard range is specified in a spell.

  • All spells require line of sight. Should this crucial factor be taken away from the Mage, they cannot cast.

  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile composed of water that appears in the shape of a bird.

  • Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. Steam and boiled water are impossible to conjure. 

  • For aesthetic purposes alone, a Water Evocationist may make their water feel a bit warmer or colder than normal, though this cannot cause any harm on its own.

 


 

Credits

Pundimonium - Author of previous Water Evocation write, format + borrowed a lot of descriptions from.

Kunuk - Rewrote and clarified most spells and mechanics found within this lore.

Isaac - Editing/clarification and revision after Kunuk.

Johann, Isaac and SquakHawk - Gave new ideas for spells and assisted with writing.

Fitermon - Original Authors

 

Citations

 

Pundi’s Water Evocation Lore: 

https://www.lordofthecraft.net/forums/topic/188045-%E2%9C%93-magic-lore-water-evocation/

 

This rewrite and all other evocation rewrites go out in honour of Pundimonium. You have, and always will be the greatest source of inspiration for me and whatever lore I plan on writing! I hope you come back someday!

- Kunuk

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kunuk is the avatar

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Kunuk, please give me an autograph. I want to meet the first ever Avatar in LOTC

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As long as I get to keep using my Ice-Water Whip, I don't really care. 

+1

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water? pog. writting? lovely.

 

i like water mhm mhm. hydrate kids

 

Spoiler

fancy font at the top very nice

 

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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