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[✗] [Magic Lore] Fire Evocation


Johann
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Foreword (LT pls read):

Spoiler

The two-slotted nature of this lore has been cleanly divided into two modular sections for convenience of review, and the 2nd slot additions are meant to stand on their own two feet alongside as add-ons independent of the 1st slot and I request them to be treated that way when being evaluated. 2nd slot Fire Evocation is also open to future expansions and additions from spellforging or direct lore submissions.

 

When reviewing spells in this lore if in doubt PLEASE review these in context of their currently accepted counterparts. An effort has been made to balance around currently accepted precedent, with power levels appropriately gauged and the magic modernized to move Evocations past its dated loregames pieces. 

 

Previously accepted transfiguration enchantments rendered defunct by this rewrite (such as combustion no longer being enchantable), can retain their effects as “legacy‘ enchantments.

 

 

General Foreword:

Spoiler

Ever since the phasing out of loregames I feel these rewrites have been a long-time coming considering the inconsistent, redundant and dated nature of the current iteration of evocations. With basically every magic except Void magic receiving much better rewrites throughout the years, I feel Voidal magic in general has fallen behind and perpetually frozen in the antiquated loregames philosophies of gimped mechanics and over-redlined spells that felt more unfun than well-written. The only limiting factor was the sheer amount of work for producing a satisfying overhaul (not necessarily reimaging) for not one, but four magics as freeform as evocations. Thankfully I’ve managed to muster up the energy to finish this homework three years due.

 

On the topic of freeformity these rewrites have been written with the concept at its forefront. Despite Void magic’s notoriety and reputation as the “entry level noob magic”, I wholly believe it shouldn’t be bogged down and trivialized as a spellbook magic and instead deserves the love of being as freeform as allowable.

 

I recognize complete freeformity is frankly impossible and ridiculous on modern LotC, but I have done my best to capture the fantasy as closely as possible. Many previously redundant spells have been merged in favor of concise replacements that all have their own use-cases with tier scalability for flexibility. A master fire mage should realistically be able to cast a fireball at the fifth tier, A master water mage should be able to scale their grand vortexes down for lesser scenarios, etc. Well, now you can, and this is how evocations should have been working in the first place and it deserves no less.

 

As for the new stuff, power-levels for evocations have been shifted to be more backloaded and sensical. For example, fire mages start off being able to manipulate fire and augment its temperature by the end of slot 1 as you’d expect, and are only able to begin modifying and empowering it in different ways after slot 2 where the magic reaches its full glory. I’m aware of minor overlaps between the slot 2 spells for some evocations with the base-level spells of others and this is a decision I thought made sense given that you are sacrificing that slot to double down on your favorite evocation as opposed to just getting the full spellset of another. In this context it’s only natural an evocationist who has doubled down on, say, water evocation, would be able to conjure ice to make bludgeoning projectiles that are similar to (but still weaker) than earth evocation projectiles. 

 

Feedback is always welcome and appreciated from the Void magic community, so please feel free to make any suggestions or point out any inconsistencies or little things I may have missed. 



Fire Evocation

 

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“Akilith’s flames I invoke, 

Embers, ash and smoke;

 I spell the end of your road.” 

- Archmage Salamandra at the battle for Alstion, circa. 1300.

 

Origin

 

Fire as an element has been synonymous to the advancement of mortal life since times immemorial. As a Promethean force of nature it harbors many meanings: the ingenuity of innovation, the fervor of passions, the devastation of war. Among these notions there is one fact that remains universal and constant: “Fire Burns, and Fire Consumes.” From the black flames of the Thirty-Years War to the dying infernos of the traitor-God Gazardiael, fire has been by mortalkind’s side for its greatest triumphs and worst downfalls.

 

The origin of fire dates as far back as perhaps time itself. Many believe Creation’s advent was an eruption of fire like no other sparking the birth of the Veil and the remnant of which, the Sun, still shines radiantly at its center today. In the context of descendant history fire evocation has been practiced alongside its elemental peers for as long as mortals have walked the earth, often eclipsing its cousins with its relative gaudiness and enticing power. Brought into the fold by the elusive “Arcane Mage” as a student of the Wandering Wizard, numerous fire mages have come and gone since then like the ebb and flow of tides, though there are several examples that stand out. Archmages of the Aegisian Mages guild often wielded fire as their preferred element; the likes of Salamandra, Cataris, Bell and Hwaldar come to mind, who were all fire evocationists that performed grand exploits during the war against the Undead. 

 

Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of fire evocation is no exception.

 

Explanation

 

Like all evocations, Fire evocation uses the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor to the Void and shaping its magical potential, arcana, into their desired form - in this case fire - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage decades of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic. 

 

Generally speaking fire evocation distinguishes itself from other evocations with its risky albeit flashy and offensive nature oriented around setting targets aflame. Further along their progression fire evocationists are able to alter the nature of the fire they manifest in various ways such as increasing its temperature, infusing it with force and so forth. As a Voidal magic fire evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. 

 

A fire evocationist’s mastery over the strength, refinement, size, scope and nature of their fire scales proportionally with their current progression of tier: 

Spoiler

Tier 1: A novice fire evocationist is only able to conjure embers capable of barely starting fires and nothing more.  Lasts 2 OOC weeks.

 

Spells unlocked: Ignite

 

Tier 2: An adept fire evocationist is able to shape their fire into spherical projectiles though has not reached the level of finesse to manipulate into other shapes. With some effort they may be able to control conjured plumes of flame and manipulate it however they please however to no combative effect. Lasts 3 OOC weeks.

 

Spells unlocked: Fire Projectile

 

Tier 3: An apprentice fire evocationist is capable of creating large fireballs with some level of confidence and now delves into the creation and projection of flames at further range to construct walls and pillars to be used against adversaries. Outside of combat their finesse is comparable to the artistry of a circus performer in performing tricks of fire like whirling eddies of flamelets for show.  Lasts 5 OOC weeks.

 

Spells unlocked: Flame Wall, Flame Pillar 

 

Tier 4: An expert fire evocationist has reached an intimate level of understanding with the nature of flames and gains the ability to cast flamethrower and firestorm for further offensive coverage. At the fourth tier the fire evocationist is able to weave anything mentally conceivable for show in non-combative scenarios, from firecracker displays to tapestries of dancing flames to unfold a story, imagination seems to be the only limit. Lasts 6 OOC weeks.

 

Spells unlocked: Flamethrower, Firestorm

 

Tier 5: Through the fire and the flames the master fire evocationist has seen its every facet and knows it inside out, epitomized by their ability to augment the temperature of their fire to greater heights. 

 

Modifiers unlocked: Blue fire

 

Upon reaching Tier 5, fire evocationists that dedicate themselves to the second slot of fire evocation gain access to a greater suite of spells and modifiers that are applicable to select base level spells. Expanded fire evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression:

 

Week 1: Flame Field, Fumes, Enduring

 

Week 2: Fulminating Blast, Combustion

 

 

As a magical imitation, Voidal fire has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every spell in Fire Evocation: 

Spoiler

- Voidal fire is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured fire will otherwise return to Void. Effects caused by cast spells are entirely beyond the control of the mage and will remain in the world, meaning physical consequences such as burns inflicted, natural fires started, explosions caused, will all remain as is; only fire directly manifested by the mage will fade upon disconnection.  Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. 

 

- Secondly, like natural fire Voidal fire is hot to the touch and lacks any tangible solid texture beyond the presence of wispy flames and its associated heat. It looks and behaves in much the same way as natural fire physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Paladinism, Auric oil, and so on, as specified in their associated lorepieces. A mage may choose to weave visible but minute strands of their aura into conjured fire for aesthetic preferences albeit only to such an extent. 

 

- Thirdly and most importantly, fire burns, and this should be roleplayed sensibly by both the fire evocationist and those involved. For reference, upon contact with flesh fire instantly causes 1st to 2nd degree burns depending on the situation and will quickly worsen to 3rd degree burns and more afterwards. Fire is a force to be reckoned with and should not simply be “shrugged off” by targets who should clearly be affected by its heat, nor should the mage consider themselves “immune” to their own flames - they are not. In technical terms:

 

         - Spells below tier 3 immediately inflict 1st degree burns upon exposed or lightly covered flesh while spells tier 3 and above immediately inflict 2nd degree burns instead.

 

         - Sustained exposure to fire will raise the degree of burns by one after every emote.

 

         - Limbs that have sustained 3rd degree burns are considered unusable. And vital areas that sustain burns any worse than this will incapacitate the target. Kento Nanami logic does not apply on Lord of the Craft.

 

In the interest of fairness and quality of roleplay, it is the responsibility of the fire evocationist to clearly outline and communicate the effects of the fire spells they have cast to prevent any unnecessary ambiguities and disagreements between parties.

 

- Fire Evocation is a 1 slotted Voidal Magic with an optional 2nd slot allocation. 

- Standardly, Voidal fire disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.

- A mage is not immune to his own fire with the exception of when it is being channeled. The heat of a flamethrower can still be felt by the fire evocationist albeit to a bearable extent. 

- Spells do not inflict significant burns until they are fully cast meaning you cannot use a half-manifested fireball to “protect” yourself or burn someone else. Any interruption during this channeling entails the spell being aborted.

- Effects and consequences of Voidal fire do not disappear with Voidal fire upon disconnection however. A house-fire sparked and spread using Voidal fire will not magically disappear when a mage disconnects, only the minute ember which started it.

- A mage has no control over the fire they have conjured after it makes contact with the world. Effects of their fire as outlined above are also beyond their control meaning “firebending” or anything of the sort is not allowed. 

- A mage has no control over natural fire or any form of already-existing fire.

- All spell sizes in the lore can be considered upper limits of their specific tiers, meaning you could conjure a smaller Fire Wall or a Flame Field compared to the specified size if you wanted to, for the same cost as that tier unless explicitly stated otherwise. 

- Fire Wall, Flame Field, and fire AoEs from "enduring flames" and "smoke" are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Fire Evocation spells only.

- Voidal fire looks and behaves in exactly the same way as real fire in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where a normal fire spreads, Voidal fire will also spread. In situations where a normal fire is put out, Voidal fire will also be put out. Etc. etc. Use common sense.

- The only exception to the appearance rule is for CAs with souls tainted by dark magic like Wights, Draugar and Liches, who may manifest black fire to no additional effect.

- On the topic of common sense, it will be reiterated that fire is not solid and fire projectiles do not come with any concussive force unless augmented. Concussive spells also never OHKOs a target unless they are completely unarmored and is directly hit by something like a T4 fireball.

- As per current moderation standards fires started for environmental effect in settlements and owned tiles require RO consent. No unsolicited arson rp.

- For reference, armored targets are considered those wearing anything greater than half-plate.

- For further reference the emotes specified for spells in this lore follows a [Connection] > [Channeling] > [Cast] format as is standard where channeling often takes multiple emotes.

- All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. 

         - I.e. You could cast a flamethrower out of your eyes if you REALLY wanted as long as the fire swirls and concentrates the same way a flamethrower would on your palm.

- A mage may only upscale a spell until their maximum tier. 

- All of the redlines above are intrinsic to Voidal Fire and are therefore applicable to every spell in fire evocation unless explicitly stated otherwise.

 

Abilities

 

Spells are labeled by the tier in which they are unlocked and once unlocked a fire evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.

 

[+] denotes spells and modifiers available after 2nd slot investment.

 

Ignite [T1]

The most elementary yet useful spell in a fire evocationist’s arsenal, ignite is exactly as it reads. Its most common use-cases include firestarting and cauterizing small wounds.

Spoiler

Mechanics:

Ignite involves the fire evocationist conjures a small spark of flame at varying intensities and sizes depending on its tier. In all tiers this spell is limited to a [3] block radius around the evocationist and may only be cast on flammable surfaces and materials. Unless sustained by upcasting, the spark conjured by ignite only lasts the duration of the cast emote.

 

Ignite requires 3 emotes to cast in all variations. 

 

The tiers of this spell are as follows: 

 

T1: The fire is only the size of a small ember equivalent in effect to a pocket lighter. Its potency is feeble and is only applicable on easily flammable materials like paper and oil.

T2: The fire is the size of a golf ball at most and equivalent in effect to a campfire firestarter. It can alternatively be cast as a sustained T1 flame for 3 emotes. Has enough potency to ignite moderately flammable materials like creature hair and fabrics, and may ignite less flammable materials like wood after an emote of exposure.

T3: The fire is the size of a palm at most and equivalent in effect to flint and steel. Has enough potency to ignite less flammable materials like wood and leather. It can alternatively be cast as a sustained T2 flame for 3 emotes. 

       

“Ignite” at Tier 2 may be augmented with Blue Fire and can be used to enwreathe weapons for 6 emotes provided the mage maintains their connection. 

 

Tiers 2 and above of Ignite may be used as a means of cauterizing open wounds like cuts that are no deeper than 4 inches and this process requires 2 emotes of sustained exposure on the wound. 

 

The maximum targets for ignite increases to 2 targets at tier 4, and 3 targets max once the mage reaches tier 5.

 

Once the mage reaches tier 4, the emote count of ignite is reduced by 1.  

 

Arcane Scions have access to the emote reduction for Ignite as well, and are able to enwreathe their weapons in 2 emotes.

 

Redlines:

- Ignite is not potent enough to light descendant flesh and for the sake of balance may not be used to set descendant hair for fire unless explicitly given permission to do so.

- Ignite can only be cast on flammable surfaces unless it is being used for enwreathing a weapon in which case this redline is waived. 

- Even when sustained, the spark that is created by ignite will disappear once it is put out, requiring the mage to cast this spell again.

- Ignite will never immediately deal damage on the target and will initially manifest as a growing warmth that allows targets to react. 

 

Fire Projectile [T2] 

The bread-and-butter of a fire evocationist, then mage shapes their fire into the form of a projectile to be launched against adversaries.

Spoiler

Mechanics:

By conjuring a small ember which is then fed Arcana, the mage is able to nurture the fire into a singular projectile which travels at arrow-speed in a straight-line trajectory. If multiple projectiles are being cast every individual projectile being added costs their tier. This spell is compatible with Blue Fire.

 

The tiers of this spell are as follows:

 

T2: The projectile is the size of a fist. 3 emotes. Every 2 additional projectiles requires 1 extra emote of channeling capped at 4 max and any more projectiles requires T3, capped at 4 more max.

T3: The projectile is 1 meter in diameter. 4 emotes. Every additional projectile requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T4, capped at 3 more max. 

T4: The projectile is 2 meters in diameter. 5 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max and any more projectiles requires T5, capped at 3 more max.

T5: The projectile is 5 meters in diameter. 6 emotes.

 

Manifested fire projectiles can be aesthetically shaped after T3 to roughly take up the same volume.

 

Fire projectiles may be held back for 3 emotes before demanifesting. Multiple fire projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. 

 

Fire Evocationists with a second slot allocation may also use the Combustion, Fumes and Enduring modifiers with this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:

 

Combustion: The projectile made tangible now carries concussive and explosive force that scales according to its tier.

Fumes: The projectile now bursts into a cloud of warm smoke and ash in a 2 meter radius from the spell that obscures vision and causes minor suffocation to unprotected targets. 

Enduring: The projectile is persistent and behaves like a projectile of viscous and burning oil that bursts upon contact, remaining manifested for 3 emotes even after it has been cast. The size of the puddle of fire formed by Enduring is considered double its size, i.e. a T2 fireball will explode into a puddle the size of a spread out palm, a T3 fireball will explode into a puddle 2 meters in diameter, etc. 

 

Redlines:

- Fire projectile is telegraphed by the mage conjuring an ember which is fed arcana and shaped into the form of a projectile. 

- Projectiles can be assumed to travel as far as #rp range. 

- The trajectory of fire projectile cannot be altered and it will continue traveling in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast.

- Upon impact with a target fire projectile carries no concussive force as it is entirely composed of fire, and also carries no additional explosion which spreads the fire beyond its area of impact.

- Multiple fire projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted.

 

Fire Wall [T3]

A more niche use case of fire evocation, the mage projects their flame upwards from the ground as a wall to dissuade enemies or in some cases trap them within it entirely.

Spoiler

Mechanics:

A mage gradually conjures a fire trail upon the ground that projects upwards when cast to form a thin wall of flame that burns targets caught in its path and traps those encircled by it. Notably, this trail of fire is telegraphed but cannot be put out while it is being channeled. The spell is compatible with Blue Fire. 

 

The tiers of this spell are as follows:

 

T3: A wall 6 meters in length and 3 meters in height can be created and sustained for 4 emotes. Every 4 emotes after that expends the same tier of mana cost. 4 emotes to cast.

T4: A wall 10 meters in length and 5 meters in height can be created and sustained for 4 emotes. Every 4 emotes after that expends the same tier of mana cost. 5 emotes to cast.

 

Fire Evocationists with a second slot allocation may use the Fumes modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:

 

Fumes: The wall becomes a smokescreen 1 meter thick and obscures vision.

 

Redlines:

- The fire wall is telegraphed as it is being cast in the form of a manifesting trail of embers that cannot be put out. It can be put out as usual after it is cast, i.e. disconnecting the mage or putting out the fire itself.

- Be reasonable with the actual shape of the wall. Though some bending is allowed you cannot be creating loop-the-loops and squiggly line shaped fire walls.

- The actual dimensions of the wall can be less than the specified maximum, without any reduction of mana cost. The wall itself is technically considered 0.5 meters thick.

- Despite being called a wall this spell is unable to stop any projectiles as it is a wall made of fire, and fire is not solid nor is it fast enough to deflect/negate projectiles. It is easily passable by most things though if it is flammable it will be lit aflame.

 

Fire Pillar [T4] 

A more potent variation of flame wall, the fire mage concentrates the projection of their fire in a singular position for it to erupt as a pillar of flame. 

Spoiler

Mechanics:

This spell involves the fire evocationist creating a region of swirling embers on the ground which grows in intensity until the spell is cast, creating a pillar of flame that erupts from that spot during that emote. This spell is channeled at a particular region and cannot be moved once channeling begins. 

 

It should be noted that this spell does not instantly incinerate targets, but will most certainly ignite flammable materials and cause severe burns of at least the 2nd degree on exposed flesh for those caught by this spell. This spell is compatible with Blue Fire.

 

The tiers of this spell are as follows:

 

T4: A pillar 2 meters long and 2 meters wide can be projected from the ground up to a maximum height of 6 meters. Every additional pillar adds 1 extra emote of channeling, capped at 2 max and any more raises the spell to T5 manacost, capped at 4 max. 4 emotes.

 

T5: A pillar 4 meters long and 4 meters wide can be projected from the ground up to a maximum height of 6 meters. 5 emotes. 

 

Multiple fire pillars erupt simultaneously and cannot be staggered due to its volatile nature. Pillars may be held back for 3 emotes before the spell disappears and is considered wasted. 

 

Fire Evocationists with a second slot allocation may use the Combustion modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:

 

Combustion: The pillar now also carries the concussive force of T4 combustion, severely bruising and easily breaking the bones of targets and knocking up unarmored targets it collides with 6 blocks into the air and armored/heavier targets half of that.

 

Redlines:

- Fire pillar is telegraphed by a clearly visible swirling mass of embers and heat that only continues to grow in intensity throughout the spell’s channeling.

- Fire pillar does not instantly incinerate targets directly caught by it, instead delivering burns all throughout their body and inflicting 2nd degree burns at least on exposed flesh.

- Fire pillar does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore.

- This spell cannot be sustained.

 

Flamethrower [T4] 

The most devastating and iconic spell of fire evocation, the mage musters their embers into a mass of flames ejected as roaring jets and streams to wreak an inferno of fiery havoc. 

Spoiler

Mechanics:

The fire evocationist gathers up fire upon their palm to release it in the form of a jet or a stream when cast. Using their hand as a magical anchor the spell is able to be redirected while the cast is being sustained so long as Voidal connection is maintained. As per the nature of fire Flamethrower will instantly inflict 1st to 2nd degree burns upon contact with flesh, with the degree of burns only worsening with sustained contact. Flamethrower can be held back for 3 emotes before being released. This spell is compatible with Blue Fire.

 

The tiers of this spell are as follows:

 

T3: The flamethrower is released as a short puff of flame the diameter of a basketball with a range of 2 meters max. This spell cannot be sustained. 3 emotes.

T4: The flamethrower is released as a jet of flame 1 meter in diameter with a range of 8 meters.  Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again. 4 emotes.

T5: The flamethrower is released either as a stream of flame 2 meters wide and 1 meter tall with a range of 12 blocks, or two jets of fire 1 meter in diameter in the same general direction. Can be sustained for 4 emotes. Every 4 emotes afterwards cost the same as casting the spell again meaning this spell can be sustained for 8 emotes max. 5 emotes.

 

Fire Evocationists with a second slot allocation may use the Fumes and Enduring modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:

 

Fumes: Smoke is released instead of flames which can be used to obscure a large area or disorient targets.

Enduring: The flame that is released is viscous and behaves like burning oil that can be spread out across a large area, remaining manifested for 3 emotes after the initial cast. 

 

Redlines:

- Flamethrower is telegraphed by a concentrated mass of embers gathering upon the user’s palm that grows in intensity throughout channeling.

- Flamethrower follows currently accepted movement reductions in Voidal Connection lore for while it is being cast. 

- If T5 Flamethrower is being cast as two separate jets, these jets must be fired in the same general direction as per line-of-sight.

- The range of Flamethrower after T3 cannot be controlled.

- The sustaining of Flamethrower is counted from the emote after it is cast meaning a flamethrower at T4 is active for 5 emotes before requiring the T4 manacost for the additional 4.

 

Flame Implement [T4] 

The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios.

Spoiler

Mechanics:

Flame Implement involves the mage manifesting a tangible and fiery-hot weapon wrought of flames, which may be used for close-quarters combat as long as the mage the able to maintain their connection. This spell is not compatible with any modifiers.

 

Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will disrupt and cancel this spell. 

 

The tiers of this spell are as follows:

 

T4: The fire evocationist may compose a one-handed melee weapon created entirely from dense arcane fire not dissimilar to Combustion. The conjured weapon lacks any form of sharpness but is fiery-hot to the touch and radiates the heat you would expect from a regular fire. Leaves a fiery after-trail when the weapon is swung. 2 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again.

 

Redlines:

- Flame Implement can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has - density comparable to its mundane counterpart but lacks any form of sharpness you may or may not expect from it, ex. A Flame Implement sword would lack a cutting edge. 

- Flame Implement is not white-hot or blue-hot and only has the same heat of standard Voidal fire. 

- Flame Implement, as a weapon made of fire, will cause anything flammable it comes into contact with to immediately ignite with the exception of the mage’s grip on the weapon.

 

Firestorm [T5]

Balancing potency and coverage Firestorm is considered the best of both worlds with the offense and utility it provides. The master fire evocationist weaves his flames into a storm to surround and incinerate targets.

Spoiler

Mechanics:

The fire mage weaves a stationary, swirling storm of embers that slowly grows into flames in a circular region. This vortex of fire behaves like a tornado that spits and erratically throws plumes of flames and embers at their targets within every 2 emotes, inflicting 1st to 2nd degree burns. 

 

The tiers of this spell are as follows:

 

T3: The firestorm is a vortex of fire 2 meters in radius and 6 meters tall which can be sustained for 2 emotes and no longer. 4 emotes.

T4: The firestorm is a vortex of fire 4 meters in radius and 8 meters tall which can be sustained for 2 emotes, every 2 emote after this costs the same as casting the spell again. 5 emotes.

T5: In event scenarios a mage can manifest firestorm in a more literal sense and grander scale where embers and flames numerously rain from a cloud of smoke and ash above a region 6 meters in radius to devastating effect which can be sustained for 4 emotes. This region can either be sustained for an additional 4 or expanded further to 12 meters at the cost of 2 T5 spellcasts. 6 emotes.

 

Redlines:

Firestorm is telegraphed as swirling embers that instead of manifesting from the ground like fire pillar or wall manifests in the air around the target and encircles them at a vigorously growing pace and intensity. 

The vortex of Firestorm has the same thickness as that of Fire Wall.

Firestorm cannot be repositioned or moved after initial channeling and cast. 



The following abilities are unlocked upon dedicating a second slot to Fire Evocation and notably cannot be created as enchantments in transfiguration.

 

Flame Field [+] 

Unrivaled in coverage at the cost of power, a fire evocationist may cause turbulent flames to spread across the ground to create a burning field capable of burning those who remain within.

Spoiler

Mechanics: 

The fire mage begins channeling this spell by setting their hands aflame and planting them on the ground, causing their aura and embers to visibly apparate at the area for the fire to eventually spread. Once the spell has been cast the fire spreads from the mage like a sweeping wave and rushes across the floor to set it ablaze. Targets caught within this field will immediately receive burns of the first degree from the knee-down should they be unprotected, with these burns only worsening over time should they remain in its region. Flame field can be sustained for longer provided the mage remains connected.

 

At its base form this spell needs to spread from the mage, but this can be circumvented through the use of an arcane focus which allows the casting of this spell through an anchor of mana 6 meters away at max. 

 

The tiers of this spell are as follows:

 

T3: Flame Field can cover a 6x6 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 4 emotes.

T4: Flame Field can cover a 8x8 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 5 emotes.

 

This spell is compatible with the Blue Fire and Enduring modifiers on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:

 

Enduring: The fire which spreads from Flame Field is viscous and behaves like burning oil, easily adhering to flammable surfaces and remaining manifested for 3 emotes after the initial cast. 


 

Redlines:

- Flame Field is telegraphed by the presence of the mage’s aura and embers in the region it is about to be cast in. The use of a focus for casting this spell means the mana anchor must also be clearly emoted, ex. an orb of the mage’s aura. 

- Flame Field is considered 1 meter tall from the ground and burns at the intensity of ordinary fire. 

- Flame Field must be cast on a surface and may not be cast “mid air”, obviously.

 

 

Fulminating Blast [+] 

Considered the grandest possible feat of modern fire evocation, a second slotted fire evocationist may harness the culmination of their decades-long road to mastery and call upon a devastating fiery explosion.

Spoiler

 

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Mechanics:

Fulminating Blast is effectively an event only artillery spell where a fire evocationist channels a ray or beam of supercharged combustive fire to blast a large stationary target. This spell has concussive force equivalent to that of a moderately large explosion of gunpowder, easily capable of incapacitating opponents the size of Ologs and significantly damaging those of a larger size. This spell is not compatible with any modifiers and may only be cast with ET consent. 

 

The tiers of this spell are as follows: 

 

T5: The fire evocationist may charge up a devastating ray or beam of incredibly combustive fire to cast on a target. The ray covers a 3 meter radius while the beam covers a 2 meter radius, and are both expelled as a surge of roiling flames that explodes upon contact with the primary target. This spell has a range of 16 meters and requires 8 emotes to cast, requiring the mage to be stationary for the last 4. 

 

Any interruptions means the spell prematurely detonates on the spot and can severely injure or even incapacitate those caught in its immediate radius, especially during the final 4 emotes. 

 

Redlines:

- Fulminating Blast is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. 


 

Modifiers

 

Spoiler

Blue Fire [T5]

 

Mechanics:

The fire evocationist may spend 1 extra emote and a raised tier of manacost charging up a spell in order to increase its temperature so that the evoked flames are blue, allowing it to burn objects with twice the intensity and therefore twice the speed. This effect must be telegraphed upon the second emote of channeling where the mage’s fire clearly changes from orange to blue.

 

Compatible spells: Ignite, Fire Projectile, Fire Wall, Flamethrower, Firestorm, Flame Field

 

Redlines:

- Blue fire does not instantly incinerate people nor is it capable of instantly melting armor. Steel armor will only begin showing signs of damage should this fire be sustained for longer than 2 emotes on the target. 

- Blue fire has double the intensity of normal fire and consequently takes half the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state using normal fire, Blue fire does this in 2, and so forth. 

- Fire-resistant materials such as athins only partially negate the heat of Blue fire and only lowers the intensity of this flame to regular Voidal fire. 

- As Blue Fire adds an emote and a tier cost to spells it cannot be used on T5 spells.
 

White fire [T6/PK] 

 

Mechanics:

Discovered in a spur of desperation by a now unnamed elf in the Asulon city of Salvus, the manifestation of White fire entails the mage harnessing arcana beyond the capacity of their soul to make it white-hot at twice the intensity of Blue Fire and capable of instantly inflicting burns of the 3rd degree upon targets directly struck. This spell requires 2 extra emotes and consumes all of the mage’s mana and more, irrevocably PKing them after it is cast. Spells cast with this modifier cannot be held back or sustained for any longer than 3 emotes, including flamethrowers. 

 

Compatible spells: Fire Projectile, Fire Pillar, Flamethrower, Firestorm, Flame Field

 

Redlines:

White fire does not instantly incinerate people nor is it capable of instantly melting armor, however this spell will most certainly put a target in critical condition should it directly come into contact. 

White fire can be considered to have quadruple the intensity of normal fire and consequently takes a quarter of the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state, White fire does this instantly. 

The intensity of this fire causes even fire-resistant materials to instantly combust as if it were not there. 

White fire is just fire and does not have any other magical effects other than its incredible heat. 


 

The following augmentations are unlocked upon dedicating a second slot to Fire Evocation and are notably inapplicable for enchantments in transfiguration.

 

Combustion [+] 

 

Mechanics:

The fire evocationist may spend 1 extra emote and a raised tier of manacost to infuse additional arcana into their spell to render it tangible and therefore grant it concussive force. Combustive projectiles explode in a fiery inferno that spreads embers and flames in its immediate vicinity. This effect must be telegraphed upon the second emote of channeling where the projectile is visibly being infused with arcana by the mage. 

 

The additional concussive force added by combustion scales proportionally with the tier it augments as follows:

 

T1: The spell has the concussive force of falling hail or a fast-moving pebble, causing targets to stumble back at most though a barrage of these projectiles will knock them backwards. Can cause bruises 

T2: The spell has the concussive force of a descendant-strength punch but carries no additional explosion or knockback. Being directly struck by this spell is capable of heavy bruising upon unarmored targets and light bruising upon armored targets and will cause them to stumble backwards, though being hit by a barrage of these projectiles will lead to knockback.

T3: The spell has the concussive force of being struck by a blunt weapon at descendant-strength and explodes in a 1 meter radius from the spell itself. Being caught in its direct radius is capable of easily causing fractures upon unarmored targets and severely bruising armored targets. Unarmored targets are knocked back by 4 meters and armored targets are knocked back half this distance.

T4: The spell has the concussive force of being struck by a blunt weapon at orc-strength and explodes in a 3 meter radius from the spell itself. Being caught in its direct radius is capable of easily breaking bones for unarmored targets and fracturing the bones of armored targets. Unarmored targets are knocked back by 6 meters and armored targets are knocked back half this distance.

 

Compatible spells: Fire Projectile, Fire Pillar

 

Redlines:

- Combustive fire will never insta-kill a target. It will incapacitate a target and put them in critical condition at best should they be directly struck in the head or a vital region by its T4 augment. 

- As Combustive fire adds an emote and a tier cost to spells it cannot be used on T5 spells.

- Combustive fire does not increase the heat of its augmented spell in any way, only adding physical blunt force that scales with its respective tier. 

 

Fumes [+]

 

Mechanics:

A more unconventional manifestation of fire in the form of warm cinderous smoke, Fumes allows the fire evocationist to freely alter the makeup of certain spells without additional cost for more underhanded purposes like disruption or escape. This effect must be telegraphed upon the first emote of channeling where fumes manifest instead of fire. 

 

Fumes spells manifest as a cloud of stuffy smoke cinders and ash instead of fire that obscures vision and removes line-of-sight of targets on either side. Unprotected targets that are directly struck in the face by these fumes will find it suffocating and become minorly disoriented for an emote, affecting the accuracy of actions they attempt though not hindering them from doing so. Those that remain in the cloud of fumes will begin finding it stuffy and hard to breathe after 2 emotes albeit never enough to actually put them out wind. The cloud of smoke created after casting a Fumes spell lasts 4 emotes before disappearing unless the mage is disconnected. 

 

Compatible spells: Fire Projectile, Fire Wall, Flamethrower

 

Redlines:

- The cloud of smoke will immediately disappear should the mage be disconnected while the smoke remains. 

- Fumes spells cannot completely choke out targets and will obviously only affect those that breathe. The obscuring of vision is applicable to all those without the ability to see through magical smoke. 

- Fumes spells are not fiery-hot by any means and will not cause flammable materials to combust or explosive objects to explode.

 

Enduring [+]

 

Mechanics:

Enduring fire is a more modern introduction to the Fire Evocation from mages inspired by alchemical potions like Will o’ Bottle and seeking to emulate its effects in their craft. The fire evocationist is able to spend an additional emote and extra tier of cost to infuse more fluid arcana similar to liquid mana into their spells. This effect must be telegraphed by the second emote of channeling where the fire begins swirling in a fluid fashion and becomes infused with the mage’s arcana. 

 

Unlike Combustive or Regular Voidal fire which possess solid and gaseous textures respectively Enduring fire behaves like liquid napalm, burning oil that adheres easily to flammable surfaces only. Spells augmented by Enduring Fire will splash upon impact and spread out into a puddle of fire that persists for 3 emotes even after the spell is no longer being cast or maintained. 

 

Compatible spells: Fire Projectile, Flamethrower, Flame Field

 

Redlines:

- Enduring fire does NOT adhere to non-flammable surfaces and is not literal oil-fire, meaning it can easily be put out like ordinary Voidal fire i.e. water, smothering, etc.

- Enduring fire is only viscous and adheres to flammable surfaces, meaning it is not “sticky” by any means in most scenarios. 

- Enduring fire is not any hotter than ordinary fire by any means. 

 

- Modifiers cannot be stacked. 
 

Citations

 

Pundimonium’s Fire Evocation

Elindor’s Comprehensive Guide to Voidal Magic

 

 

Credits

 

Johann (Author)

Squakhawk (Feedback and motivation thank u king)

Sam33497 (Original brainstorming + Draft)

PrimaQuorum (Nerdposting)

Lord_Of_losers (Feedback)

FadedQuartz (Feedback)

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man and I just started to remember all spells by heart...

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These new spells are too tempting ༼ つ ◕_◕ ༽つ

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my beautiful blue fire Enwreathe… no longer accessible to scions… woe…

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While I think some of the new stuff could work, I'm not really sure what about fire evocation needs a rewrite so badly. The current lore is formatted much more clearly than this one, so why not just make an ammendment?

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I am not really sure if Fire Evocation really needs a rewrite, even less to become a 2 slotted magic

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i love this guy 

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8 minutes ago, ECS1999 said:

I am not really sure if Fire Evocation really needs a rewrite, even less to become a 2 slotted magic

Thats what I think as well. Comparing it to other multislot spells makes it feel a bit underpowered from my point of view. Though it is also a bit strong doe a 1-slot, so it is in a bit of an odd space.

 

The spells themselves seem wellwritten though, and I like some of the ideas

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The spells are cool - but - I don't think anyone is dying for a Fire Evo mass rewrite. Perhaps some small amendments, but, in my opinion, this is one of the last magics in need of a rewrite right now. 

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-gates things normal 1 slot fire evocationists currently have access to behind a 2nd slot like smokescreens or combustion or enwreathe

-is less freeform and more combative due to the removal of conjure fire

 

fire evo is honestly fine as it is. I rlly haven't seen any significant complaints about it- it's solid, balanced, accessible lore

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I'm ambivalent on the idea of fire evocation becoming a two slot magic. This seems like a well-written rewrite, but I'm not sure why fire evocation needs a rewrite in the first place. It looks like one of the biggest issues with the old lore, the Flamethrower spell, hasn't been addressed in this one, either - where an eminent with Incanter's Flow up can cast Flamethrower within two emotes if connected.

The level of power Flamethrower offers with Incanter's Flow seems a little high given the emote count, since it's almost always a fight-ending spell against a standard combatant (given the pain and burns will disorient someone enough to prevent them from effectively avoiding the continuous flames), and since Incanter's Flow can be reached almost immediately after a fight begins with the following steps:

 

Spoiler

Start a fight with Summon Weapon (which also connects you) for 1 spellcast, Sand Blast or other one emote spell for 2 spellcasts, Sand Blast or one other emote spell to reach Incanter's Flow two emotes after connection. From this point on you can Flamethrower in two emotes, casting on the second.


Given your emote counts for this lore, the same would still be possible under the new lore - I'd advise potentially changing the T4 variant of Flamethrower to T5 but keeping the same emote count (so that Incanter's Flow won't interact with it) or specifically specifying that Incanter's Flow won't work on Flamethrower.(Edit: This will be much less of an issue if sam's Incanter's Flow amendment passes, so this doesn't necessarily need to be changed.)

Also, I'm a bit confused by Flame Implement - Enwreathe can be cast on an ally's weapon, can the Flame Implement be handed off, or does that count as 'losing grip'? Also, if it maintains the current connection guidelines that Enwreathe has, then it would mostly only be usable by Eminents (once Incanter's Flow is up) and Scions. However, since it's T4, Scions wouldn't have access to it - Is this intended to be an Eminent-only spell?

All that being said, I do like the new modifiers, and they look pretty interesting. 

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Kill the magi

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I'm going to just bandwagon off of what everyone else has said here. I really, really like the addition of these new spells! They are very cool! They give a lot more flavor, variety, and power to fire evocation. I was actually considering writing up some new spells after I relearned voidal magic, so thanks for beating me to it haha!

It has been my personal opinion that, over the years, the general mood about voidal magic has been to gimp it into oblivion. After all, it is very accessible, and fairly common even to noobs. Hence why I am in favor of buffs like this which do not make the magic insanely overpowered, but give it a needed refresh and slight boost in power with appropriate costs associated (2 magic slots). 


A big part of me finds the addition of an optional 2nd slot very cool and immersive. I like the idea of magical specialization. Feels like being one of the masters at the College of Winterhold in Skyrim, one of the reasons I even got into magic in the first place. Specializing in a certain magic is something that simply doesn't mean anything on LotC. Sure, you can call yourself a master of fire evocation once you reach T5, but aside from saying "I am a master of fire evocation," there aren't any special abilities, or tangible benefits from focusing on only that magic that which would set you apart from any other T5 fire evo dude. Under this lore, considering yourself a master of fire evocation actually means something, and comes with special abilities too. For that, I give my lil ol' +1. 

However. That being said, my only concern is that the additional abilities being locked behind a second slot don't really have the weight and power associated with an entire magic slot being taken up, in my humble opinion. They breach into almost like, a half slot of magic being taken up? They are powerful, but not powerful enough to take up an entire magic slot I think. Instead of having a few additional abilities, I could have an entirely different magic to cast, which, to me, doesn't feel appropriately weighted. If there were additional abilities that truly made it bear the same weight as something like transfiguration's 2 slots, I would be more in favor of the optional 2 slot. Sorry to point out a problem I have in mind and not give a suggestion on how to amend the problem, but the area of creativity is generally not my forte 😔

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Voidal magic really needs re-writes with how many people powergame and abuse its mechanics.

 

 

I have been told by Story-Team member Sam33497 that he will approve my moderated message (this message here) If I make it more Sam33497 friendly, so with that I will say "Wow, Voidal Magic totally isn't abused by players to powergame! It is totally fine the way it is and totally doesn't need rewrites or nerfs!!!" I was also told to add a Lector reference, so, lector.

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