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[Magic Lore] Water Evocation


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Water Evocation

 

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“Water can flow, or it can crash. Be water, my friend.”

- Archmage Doviculus of the Axios Mages' Guild, circa. 1630.

 

Origin

 

Water as an element has been synonymous with life itself for as long as descendants have walked the mortal plane. Fluid, malleable, fickle and hospitable yet uncertain water can also be considered reflective of the life it harbors; from Dresdrasilian floods wreaking callous devastation juxtaposed by benevolent springs cradling civilizations its pendulum swings are evident throughout various histories. 

 

The beginnings of mundane life can be sourced back to water and every form of terrestrial fauna has flourished and thrived in its presence. Wars have been fought over this coveted resource in ages past where oases in parched deserts and rivers enabling access to seas were considered strategic priorities, and still are. Its foundational nature to our existence makes it no surprise that descendant mages have coveted to uncover its mysteries ever since their beginnings. Introduced alongside its elemental peers water evocation has been a key part of descendant magic ever since the days of Availer and the Arcane Mage. Though the waters of recorded history have become murkied with the passage of time, a few notable water evocationists have walked amongst the descendant fold the likes of Doviculus, Elindor, Ambros, and so forth.

 

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 water evocation is no exception.

 

Explanation

 

Like other evocations, Water Evocation makes use of 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 with the Void and shaping its magical potential into their desired form - in this case water - 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 years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  

 

Overall, out of the evocations water distinguishes itself with its unique emphasis on utility, control and general flexibility relatively speaking as you would expect from its nature. More seasoned water evocationists are granted the ability to weave their water into finer forms and glimpse into its elementally adjacent neighbor ice evocation for further offensive utility. As a Voidal magic water 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 water evocationist’s mastery over the strength, refinement, size, scope and nature of their water scales proportionally with their current progression of tier:

Spoiler

Tier 1: A novice water evocationist is only able to conjure small orbs of water that are closer to glorified droplets barely capable of putting out flames. Lasts 2 OOC weeks.

 

Spells unlocked: Conjure Water, Water Blast

 

Tier 2: An adept water evocationist is able to manipulate the water they conjure into spherical projectiles and stationary shields at best. The mage may be able to create and weave small streams of water for show and shape it into elementary shapes to no combative effect. Lasts 3 OOC weeks.

 

Spells unlocked: Water Projectile, Vortex: Shield

 

Tier 3: An apprentice water evocationist is capable of creating larger projectiles and shields and now dabbles in the creation of swifter phenomena like whirlpools and geysers. Outside of combat they have reached a level of finesse that allows them to perform tricks like musical fairy fountains to impress. Lasts 5 OOC weeks.

 

Spells unlocked: Hydrospout, Vortex: Pool

 

Tier 4: An expert water evocationist having attained a deep understanding of water is now free to shape their projectiles however they please and expel water as formidable jets and streams. At the fourth tier the water evocationist is able to weave anything mentally conceivable in non-combative scenarios, from gracefully flowing effigies of water to more complex hydroforms, imagination seems to be the only limit. Lasts 6 OOC weeks.

 

Spells unlocked: Water Whip

 

Tier 5: Through watery depths and deluges the water evocationist has seen water’s every facet and knows it inside out, epitomized by their ability to beckon the wrath of the seas in the form of harrowing whirlpools and tsunamic waves.

 

Spells unlocked: Water Wave

 

Upon reaching Tier 5, water evocationists that dedicate themselves to the second slot of water evocation gain access to a greater suite of spells and modifiers that are applicable to select base level spells. Expanded water 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 over 2 OOC weeks:

 

Week 1: Frozen Field, Ice, Mist

 

Week 2: Glacial Armament, Glaciate, Grand Maelstrom

 

As a magical imitation, Voidal water 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 water spell in Water Evocation:

Spoiler

- Voidal water 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 water will otherwise return to Void. Consequently this means objects that have been waterlogged or wet in any form from a Water Evocationist’s will no longer remain so upon disconnection. As Voidal water only seeks to imitate water’s superficial fluidness and wetness it lacks any form of nutritional content in the form of hydration or minerals which makes ingestion pointless.  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 water Voidal water is at room temperature and is flowy, fluid and mostly transparent. It looks and behaves in much the same way as springwater 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. Regardless, water will always put out fire unless it is unnaturally hot such as Voidal Blue fire and Dragonflame which will cause it to evaporate as it normally would. Malflame, as specified in lore, will be put out after 1 emote of exposure. A mage may choose to weave visible but minute strands of their aura into conjured water for aesthetic preferences albeit only to such an extent. 

 

- Thirdly and most importantly, water is wet, and this should be roleplayed appropriately by the water evocationist and those involved. Absorbent materials like clothes (especially those that are thicker), heavy armor with few gaps, and any materials or objects capable of holding water upon contact will be waterlogged should it be drenched in enough water and encumber the target. Though water is not necessarily capable of dealing any significant harm it should be respected as a hindering force, and water should not simply be emoted as “causing wetness” because although that is true there is much more to it than this.  In more technical terms:

 

         - Spells below tier 3 do not inflict any form of waterlogging beyond the usual wetness and knockback that may come with it.

 

         - Tier 3 spells will waterlog applicable targets on the 2nd emote of exposure and Tier 4 and above will do it after the 1st, where waterlogging causes their movement to be reduced by 1 meter. Waterlogging goes away naturally after either the mage disconnects or the target has not been struck with waterlogging spells for 4 emotes or longer.

               - Ex. A clothed target being struck by T3 Water Blast for an emote would not be waterlogged, however being struck by it again will as this constitutes a total of 2 emotes. Similarly being hosed by T4 Water Blast for an emote will also trigger this effect.

 

         - Being knocked down while waterlogged requires the target to spend 1 emote recovering.

 

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

 

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

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

- The above redline also means targets that are wet or waterlogged due to the presence of Voidal water will no longer be affected upon its disappearance. This does not reverse any effects caused by being wet or waterlogged; fires already put out do not start again, people that have slipped over water will not unslip, etc. 

- A mage has no control over the water they have conjured after it makes contact with the world.

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

- Voidal water looks and behaves in exactly the same way as real water in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal water puts out a fire, Voidal water will do the same. In situations where normal water worsens a fire (like oil fire), Voidal water will do the same, and so forth. Use common sense, it’s just water. 

- Voidal water lacks any form of nutrition and may not be ingested to hydrate yourself or other people. You technically could but there’s no point to it as it also requires line of sight to sustain.

- 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.

- Walls from Vortex: Shield (not Shields or Domes), Frozen Field and AoEs from “Mist‘ spells 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 Water Evocation spells only.

- 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 Pokemon hydropump water blast out of your mouth if you REALLY wanted as long as the water swirls and concentrates the same way a water blast would on your palm.

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

- All of the redlines above are applicable to every spell in water evocation unless explicitly stated otherwise.

 

Abilities

 

Spells are labeled by the tier in which they are unlocked and once unlocked a water 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.

 

Conjure Water / Ice [T1]
A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury.

Spoiler

[This spell is heavily lifted from and based off of Pundi's Water Evocation write as it already does a fine job of describing out-of-combat Water Evocation.]

 

Mechanics:

Water in this form is rather shapeless, dripping from its own form unless conjured at a higher tier and shaped.

 

A water evocationist may manipulate their water in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their water can be crudely shaped, albeit dripping a lot; at [T4] they can manipulate their water much more smoothly, hardly dripping; at [T5] they may manipulate their water extremely smoothly.

 

All non-combat water spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their water increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] which is very refined, though cannot be razor thin.

 

In the case of ice, which may not be conjured until the mage has allocated a second slot to Water Evocation, their ice can only be crudely shaped when starting out, while after Week 2 their ice can be incredibly smoother and more detailed, albeit never razor thin. In event scenarios spells like Glaciate, Frozen Field, Ice-augmented shields may also be used to create ice-bridges, freezing over walls/doors and so forth though once again, similar to freeform water evocation this has to be done reasonably.

 

All non-combat ice spells may have a maximum size of five square meters at [T3], fifteen square meters at [T4], and twenty-five square meters at [T5]. Each tier the mage progresses, the details they may use in their water increase from [T3] rather shapeless, to [T4] being more moderate, to [T5] which is very refined, though cannot be razor thin.


Redlines:

- Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual water. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a giant tidal wave, obviously it will take more than three emotes, likely closer to around six or seven.


Water Blast [T1] 

The simplest feat of water evocation yet one that eventually develops into a staple, the water evocationist releases a jet of water that begins as a harmless squirt-gun, scaling in strength with their experience.

Spoiler

Mechanics:

Through accumulating arcana upon their palm the mage is able to expel a stream of water in a straight-line trajectory to put out fires, water plants or encumber targets at later tiers. Using their hand as an anchor for arcana the mage is able to redirect this blast for applicable tiers while it is being sustained. 

 

The tiers of this spell are as follows:

 

T1: The jet of water is comparable to a squirt-gun, capable of putting out small fires or watering domestic flora albeit nothing more. 2 emotes.

T2: The jet of water is released in a short burst comparable to a garden sprayer or bidet with a range of 4 meters max. Has enough velocity to disorient targets when directly struck in the eyes and has pushing force comparable to a strong descendant-strength shove that knocks back targets by 3 meters. 2 emotes. Cannot be sustained.

T3: The jet of water is released as a gushing stream with a range of 8 meters. Has an initial knockback force of 5 meters which may topple the target should they be struck above their center of mass. This spell continuously pushes the target back by 1 meter until max range after the initial cast should it be sustained. 3 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again.

T4: The jet of water is released as a surging, high pressure current with a range of 12 meters and 1 meter diameter max. Has an initial knockback force of 6 meters easily capable of hosing down targets and causing them to topple over and even become bruised. Should it be sustained, this spell continuously bruises and pushes the target back by 2 meters with strength comparable to an orc-strength shove. 4 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again.

T5: The jet of water is released as a torrential and turbulent beam with a range of 16 meters and 3 meter diameter max. Has an initial knockback force of 10 meters that will instantly knock over any target caught in its path and even cause fractures and break bones for unarmored targets. Should it be sustained, this spell continuously bludgeons and pushes the target back by 4 meters with strength comparable to an orc-strength shove. 6 emotes. Can be sustained for 4 emotes.

 

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

 

Mist: A jet of moist and gaseous mist is fired instead that obscures the vision of all those within the cloud and acts as a persistent smokescreen which lasts for 4 emotes after it is cast. 

 

Redlines:

- Water blast is telegraphed by a swirling mass of water and arcana upon the mage’s palm that only grows in size and intensity throughout channeling.

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

- The range of Water Blast after T2 cannot be controlled.

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

 

Water Projectile [T2] 

By shaping water into spherical orbs the mage may launch them at targets like a dense water-balloon to disorient them, with limited offensive utility.

Spoiler

 

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Mechanics:

This spell involves the mage weaving their water in a spherical fashion to form a dense projectile which is fired in a singular trajectory at arrow-speed when cast. It lacks any form of bruising capability due to its watery nature but makes up for it with its ability to send targets stumbling back and daze them when fired at the eyes. This spell may also interrupt attacks being wound up should it strike the target where it is being wound up. 

 

The tiers of this spell are as follows: 

 

T2: The projectile is the size of a closed fist and carries enough knockback force to shove targets back 3 meters with force equivalent to a descendant shove. 2 emotes. Has a 1 emote cooldown after being cast.

T3: The projectile is 1 meter in diameter and carries enough knockback force to shove targets back 5 meters with force equivalent to a strong descendant shove. 3 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 and carries enough knockback force to shove targets back 8 meters with force equivalent to an orc-strength shove. This projectile may deal bludgeoning damage to targets capable of bruising unarmored targets. 4 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max and any more projectiles requires T5, capped at a total of 3 more max.

T5: The projectile is 5 meters in diameter and carries enough knockback force to push targets 12 meters away with force easily able to topple even the likes of Ologs. As the projectile is so large it carries significant bludgeoning force that will cause fractured bones and major bruises should it directly hit. 6 emotes. 

 

Water projectiles may be held back for 3 emotes before demanifesting. Multiple water 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. 

 

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

 

Ice: The projectile manifests as a solid projectile of ice instead which can be shaped freely to be blunt or pointed. The concussive force of blunt ice and the sharpness of pointed projectiles can be referenced in the ice modifier section, and overrides all effects of water entirely. 

 

Redlines:

- The trajectory of water 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.

- As a general rule-of-thumb projectiles can be held back for a maximum of 3 emotes before it disappears and the spell is considered wasted.

- Multiple water 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.

 

Vortex [T2] 

A spell requiring a greater level of restraint and control, the water evocationist may use the turbulent flow of water for protection against projectiles from targets and disrupting their footing. 

Spoiler

Mechanics:

The mage creates a mass of water akin to swirling, high speed rapids for defensive or crowd-control purposes. This spell may be cast in two forms, “shield” and “pool.”

 

Shield entails the mage forming a shield of gyrating water and though it is hopeless against direct explosions and melee strikes, it is especially effective against small projectiles up to crossbow speed such as arrows, bolts, potions without explosive effects and so forth (splash effect potions are still blocked). For instance, this means the shield is immediately broken by blasting potions but is still effective against tanglefoot. Vortex, unlike air-shield, is also particularly effective against stream-type attacks like Flamethrowers and Smokestreams, capable of nullifying their effect so long as the shield is kept up.

 

Pool involves the mage creating a whirlpool of water at a location at knee-height (slightly below 1 meter tall) which easily slips targets and causes them to stumble over and carries varying degrees of pushing power that scales with the tier in which it is cast. All tiers of vortex have a max cast range of 16 meters.

 

The tiers of the spells are as follows:

 

Shield:

 

T2: Shield takes the form of a barrier of swirling water 3 meters wide and 4 meters tall which can be freely moved while it is being sustained. 3 emotes. Can be sustained for 4 emotes with every 4 emotes afterwards costing the same as a new spellcast.

T3: Shield takes the form of a barrier of swirling water 6 meters wide and 4 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 3 meter radius to the same effect. 4 emotes. Can be sustained for 4 emotes with every 4 afterwards costing the same as a new spellcast.

T4: Shield takes the form of a barrier of swirling water 8 meters wide and 5 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 5 meter radius to the same effect. 5 emotes. Can be sustained for 4 emotes with every 4 afterwards costing the same as a new spellcast.

 

Pool: 

 

T3: Pool is cast as a whirlpool of water of a 2 meter radius with pushing power equivalent to a strong descendant shove persistently trying to drag the target along. This spell slows the movement of targets within it by 1 unit and causes them to stumble over once after 1 emote. 4 emotes. Can be sustained for 4 emotes and no further.

T4: Pool is cast as a cascading vortex of water of a 4 meter radius with pushing power equivalent to an orc strength shove persistently trying to drag the target along. This spell slows the movement of targets within it by 2 units and causes them to stumble over once after 1 emote. 5 emotes. Can be sustained for 4 emotes and no further

T5: Pool is cast as a torrential tempest of water of a 6 meter radius with pushing power carrying enough force to topple larger targets like Ologs with relative ease and devastate groups of smaller targets. This spell slows the movement of targets within it by 3 units and causes humanoid targets to instantly stumble over, while larger targets like Ologs follow suit after 1 emote. 6 emotes. Can be sustained for 4 emotes and no further.

 

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

 

Ice: Vortex Shield manifests as a solid translucent shield of ice inferior in durability to earth but leagues above water. This shield overrides the projectile repelling effects of water with flat defense which can sustain 2 blunt strikes from a heavy hammer, strong sharp strikes like pickaxes or direct explosions. Normal temperature fire thaws this shield in 4 emotes however dragonfire and blue fire does this in 2 emotes. This modifier has no effect on Vortex Pool.

 

Redlines:

- Shield must be telegraphed by water beginning to swirl in front of the mage and gradually form a barrier that grows in density throughout channeling until fully cast. 

- Shield is ineffective against direct melee strikes which may be slightly cushioned but will still pass through the barrier.

- Shield cannot be used to deflect projectiles back at targets and only negates them by either flinging them elsewhere or cushioning it.

- Shield is considered a deployable spell if it is cast as a barrier, as dome requires the mage to actively maintain the spell. 

- Should Vortex:Shield be broken in any of its forms while the mage is still sustaining it they will be dazed for an emote.

- Pool must be telegraphed by water beginning to circulate like a current about the designated radius which grows in velocity and volume until fully cast. 

- For balance’s sake the movement reduction effect of being waterlogged does NOT stack with the slowing effect specified in Pool, the major action requirement after being stumbled does. 

- Pool only guarantees a stumble ONCE as specified in its respective tiers, and will only slow the movement of targets afterwards. 

- Pool does not instantly drown targets that are below 1 meter in height and will have the same effect as a normal descendant.

- Pool is considered a deployable spell in all its forms.

 

Hydrospout [T3] 

The premium long-range offensive option for water evocationists, the mage raises geysers of water that burst forth from the ground and devastate targets from below.

Spoiler

Mechanics:

The mage creates a region of swirling water that gradually amasses at its center until it is cast after which it vertically discharges a roaring spout of water which knocks up and deals concussive damage to normal targets and is capable of destabilizing larger targets at higher tiers. 

 

The tiers of this spell are as follows:

 

T3: A pillar up to 2 meters long and 2 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force of a descendant-strength punch that knocks up targets to a height of 4 meters from the initial point of impact which may result in sprained ankles and bruising. 4 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.

T4: A pillar up to 3 meters long and 3 meters wide surges out from the ground up to a maximum height of 4 meters. This pillar carries the force of an orc-strength punch that knocks up targets to a height of 6 meters from the initial point of impact and may result in fractured bones and sprained ankles from the fall damage. 5 emotes. Adding additional pillars requires an additional emote of channeling and is capped at 3 total at max.

T5: A pillar up to 4 meters long and 4 meters wide surges out from the ground up to a maximum height of 6 meters. This pillar carries the force of an orc-strength punch that knocks up targets to a height of 6 meters from the ground and can easily destabilize and stun creatures like Ologs. 6 emotes. 

 

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

 

Ice: Hydrospout is cast as an icy spike that similarly shoots out from the ground and deals piercing damage to targets. The piercing power of this spell can be referenced in “Modifier: Ice”, and is equivalent to an ordinary ferrum sword. This spell is easily capable of impaling targets directly struck by it should they be standing in its path. 

 

Redlines:

- Hydrospout is telegraphed by a region of swirling water that gradually amasses at its center until bursting vertically upwards upon being cast.

- The minimum size for Hydrospout is 1 meters long and 1 meters wide, with the specified sizes for each tier being the upper limit.

- Hydrospout 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.

- Ice: Hydrospout is not capable of fully impaling someone right through, but an unarmored target standing in its area will most definitely be put in critical state.

 

Water Whip [T4] 

Considered the most complex spell in water evocation by virtue of its finesse, this spell leverages fluidity to its fullest by enabling the mage to lash at targets close and far.

Spoiler

Mechanics:

The water evocationist creates an anchor of arcana used to channel and sustain this spell upon their palm to form a whip or any fluid, lash-like weapon composed of water when cast. This weapon deals concussive damage upon targets it strikes with the same force as a descendant strength punch at max and results in severe bruising for unarmored targets and knocks them back 2 meters at most. Armored targets also experience significant blunt force as the whip may inflict the same knockback or even cause concussions should it strike them in the chest and above. 

 

The tiers of this spell are as follows:

 

T4: Water whip may be used to conjure any “lash-like” weapon 4 meters in total length which weighs the same as its mundane counterpart. 3 emotes. Can be sustained for 6 emotes.

 

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

 

Ice: Water whip has a special synergy with ice wherein the whip may become partially frozen and become coated in icy spikes like a barbed whip to easily inflict lacerations and further blunt damage which can fracture bones of unarmored targets upon a direct hit and knock them back 3 meters at most. Armored targets may suffer bruises or even dented armor should they be struck by Ice-augmented Water Whip. Water Whip augmented with ice lacks the waterlogging effect it usually comes with.

 

         - This effect may be activated preemptively or mid-swing for no difference in effect beyond the element of surprise, though the latter must be telegraphed by icy mists forming upon the whip after it is cast after which the ice solidifies when the whip is swung and the whip remains icy. 

 

Redlines:

- Water whip is telegraphed by a stream of water being shaped into the form of a whip as it is being channeled before cast. 

- Water whip in its base form inflicts significant bruising which may even daze armored targets should it directly strike them, and its effects should not simply be shrugged off. 

- Ice-augmented Water Whip does NOT inflict any form of waterlogging. 

- Ice-augmented Water Whip does not instantly break bones and will only fracture them at best should it directly strike bare skin.

 

Water Wave [T5] 

The apotheosis of a water evocationist’s mastery over their element, the mage gains the ability to emulate and call forth a gushing and towering wave to unleash upon adversaries.

Spoiler

Mechanics:

Water wave is a spell at the pinnacle of water evocation as it seeks to capture and recreate the behavior of nautical waves, divided into two forms: Breaking and Surging.

 

Surging: The more crowd-control oriented usage of water wave, the mage constructs and forms a tidal wave of water on the ground which is sent roiling and raging in a certain trajectory upon cast until it is no longer being sustained. Emulating its natural counterpart the wave is nigh unstoppable in its path and continuously pushes targets back with the strength of an orc. At all tiers this wave can be considered 2 meters tall. Has a cast range of 12 meters.

 

Breaking: The offensive counterpart, breaking water waves are torrential and temperamental in nature and carries with it the force to match. This variation differs from Surging waves such that the mage constructs a crest-bearing wave towering above the ground which is sent crashing down an area upon cast. This crashing force blows all targets 8 meters away and carries concussive force equivalent to being struck by an orc-strength hammer. Has a cast range of 12 meters. Targets caught within its trajectory are only pushed through it with descendant strength force that will only waterlog and potentially cause them to stumble over.

 

The tiers of this spell are as follows:

 

Surging:

T4: The wave is 4 meters wide and 4 meters long with a max range of 16 meters from where it is cast. 4 emotes.

T5: The wave is 6 meters wide and 4 meters long with a max range of 16 meters from where it is cast. 5 emotes.

 

Breaking:

T4: The wave is able to crash upon a 3x3 area. The wave manifests with the same dimensions and has a height of 6 meters. 4 emotes.

T5: The wave is able to crash upon a 6x6 area. The wave manifests with the same dimensions and has a height of 6 meters. 5 emotes.


Illustrative pictures I conveniently found on wikipedia:

 

Surging:

FzL_TYANzPy6f4Kuh6g_8Ki5fJCrxlp7bFt1Lq6atA_JbsJlUQQq9MO5rJsQC7FAJeWIOv83rA7owI4U2qRvg5wzx-ikhDzN08UzWLMFtjMZkCc3Bka24AdGb3Gbg6PW6Eir_Pw6buH_axkFi9ugWVc

 

Breaking:

BudcU_NPcBZGFFRlhuvQyYyLY8Vjgv0gkjbPW3cDm_VCNwq0ZaJjhBA7DGxPVTzZCQGwS2S9gZBn82fgJNITIz7q8_XaOEfbRN2sck7LHUqwDchhD6uqlkmx-9atqJOvK632fKpeSVIKRCo0fl82O2c
 

Redlines:

- Water Wave: Surging is telegraphed by manifesting as a stationary tidal wave pointing in the direction it is about to travel and then cast.

- Though there is some leeway with the trajectory of Surging Waves as they can be manifested as either straight lines or slight bends (quarter-circle bends at max), the trajectory cannot be changed after the wave is cast.

- Water Wave: Breaking is telegraphed by manifesting as a stationary but towering crest-bearing wave where it is initially channeled and then cast. 

- Water Wave: Breaking can be sent crashing in any direction within line of sight so long as it is within the cast range. Once sent crashing the direction cannot be changed in any way. 

- Breaking Waves only deal their full extent of damage on the area it crashes on. 

- The size requirements for both spells are fixed.


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

 

Frozen Field [+] 

A showcase of the water evocationist’s domain over water and ice, Frozen Field leverages their mutual link and allows the mage to create a pool of water which freezes into jagged ice.

Spoiler

Mechanics:

The mage initially channels and creates a field of frigid water of up to leg-height that gradually spreads from a certain point to cover a designated area and freezes over upon cast. Targets caught by this initial freezing will be immobilized until they free themselves from the ice by investing an emote breaking free. The field created by this spell is slippery and jagged in nature akin to walking on legos, causing targets without a proper grip of the surface to slip over should they attempt to run (not walk), being struck by any force like a descendant-shove will also cause them to slip and fall over.

 

The tiers of this spell are as follows: 

T3: The field covers up to a 4x4 area and has a maximum cast range of 8 meters. 4 emotes. Lasts for 4 emotes.

T4: The field covers up to a 8x8 area and has a maximum cast range of 8 meters. 4 emotes. Lasts for 4 emotes.

 

In more uncommon situations this spell may also be used to create ice-bridges across existing bodies of water should they be narrow enough to be connected end-to-end, or in event scenarios create a layer of ice over walls/doors to fortify them superficially.

 

Redlines:

- Frozen Field is clearly telegraphed by a frigid pool of water forming on the area it is about to be cast in before it instantly freezes over upon cast. 

- Frozen Field is considered a deployable spell and has to be at least 2 meters long and 2 meters wide when cast. 

- Once a target has broken free Frozen Field cannot be used to freeze them over again. 

- Frozen Field does not inflict waterlogging. 

 

Glaciate [+] 

A bread-and-butter spell for ice evocationists Glaciate leverages the cooling properties of evoked ice to manifest it as a wintry mist that chills targets superficially. 

Spoiler

Mechanics:

The mage evokes a cloud of icy mist which is fired in a short burst or a jet depending on its tier of scaling. Ice is frigid and cooling by nature and this spell causes frostbites upon targets that grow more severe with extended exposure. 

 

At the 1st emote of exposure Glaciate causes a nipping frostbite that causes skin to turn red and have the sensation of extreme cold. 

 

By the 2nd emote superficial frostbite begins its onset and causes a layer of ice to form on pale skin now swollen and agonizing, which slows the target’s next action and makes it more reactable.

 

By the 3rd emote the area outright freezes over and is subject to deep frostbite, inhibiting movement in that region and requiring serious medical attention as it is completely deprived of sensation. This inhibition of movement prevents them from taking any actions with the frozen limb/part of their body.

 

The slowing and freezing effects of Glaciate are still applicable on armored targets though medical effects like numbing or swelling of skin are not. Furthermore these effects persist even after the mage is disconnected similar to how burns caused by Voidal fire remain, and the target naturally thaws out a few narrative hours after the combative encounter.

 

The tiers of this spell are as follows:

 

T2: A relatively benign form of Glaciate the spell manifests as a small but sustained puff of glacial mists used for mundane purposes such as chilling drinks and preserving reagents.

T3: The spell manifests as a short but concentrated burst the size of a palm with a maximum range of 3 meters. 3 emotes. Immediately inflicts the 2nd emote effects of Glaciate albeit cannot be sustained. 

T4: The spell manifests as a jet of glacial mists 1 meter in diameter with a range of 8 meters. 4 emotes. Can be sustained for 4 emotes after cast with every 4 additional emotes costing the same as casting the spell again.

T5: The spell manifests as a stream of glacial mists 2 meters in diameter with a range of 8 meters. 5 emotes. Can be sustained for 4 emotes.

 

Redlines:

- Glaciate is telegraphed by a cloud of wintry mists manifesting and swirling as the spell is being channeled. 

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

- The range of Glaciate after T3 cannot be controlled.

- Glaciate cannot outright kill anyone and will only put them in critical condition at best should a vital region be subject to its effects for 3 emotes or longer.

- Glaciate does not bypass cold-resistant materials in any way even when sustained, and will only cause their surface to freeze over at most.

- Should T4 Glaciate or higher be sustained for 2 emotes or longer on a target at the legs the 2nd emote effect can be considered as halving their movement speed, while the 3rd emote will fully immobilize them. 

- The sustaining of Glaciate 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.

 

Glacial Armament [+] 

The water evocationist may invoke a tangible weapon composed of ice for precarious close-quarters scenarios.

Spoiler

Mechanics:

Ice Implement involves the mage manifesting a tangible and wintry-cold weapon wrought of ice, which may be used for close-quarters combat as long as the mage is able to maintain their connection.

 

Having Glacial Armament be struck by sources of antimagic and losing grip will disrupt and cancel this spell. 

 

The tiers of this spell are as follows:

 

T4: Glacial Armament manifests as a one-handed weapon made entirely of dense and jagged ice capable of dealing bludgeoning damage comparable to a baton and inflict a frostbite effect on the struck region similar to the 2nd emote effects of Glaciate. 2 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again.

 

Two-handed weapons may be conjured at the cost of double the manacost and double the upkeep (two T4 spells).

 

Redlines:

- Glacial Armament 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 sharpness  you may or may not expect from it, ex. A Glacial Armament sword would lack a cutting edge. 

- Glacial Armament inflicts the 2nd emote effects of Glaciate meaning regions struck by it will instantly freeze over and form a thin layer of ice that will inhibit movement in that region for an emote afterwards. 

 

Grand Maelstrom [+] 

Considered the most devastating possible feat of modern water evocation, a second slotted water evocationist may call upon a raging waterspout from the skies to severely disrupt and lay waste upon targets. 

Spoiler

Mechanics:

Grand Maelstrom is an event only spell where the water evocationist channels a whirling watery tempest that descends from a stormcloud for devastating AoE effect. Though this has nowhere near the destructive power as fire it makes up for it with its flexible nature in that it can be redirected twice during its cast, spitting out shards of hail and ice and knocking away targets it collides with force equivalent to an orc-strength hammer-blow. 

 

The tiers of this spell are as follows:

 

T5: The water evocationist may amass a grand tempest of water and ice that descends from the sky and has a 3 meter radius and moves 4 meters every emote. This spell has a range of 16 meters and requires 8 emotes to cast, requiring the mage to be stationary for the final 4. Can be sustained for 6 emotes max. 

 

Any interruption to this spell means the ramping stormcloud disappears and the spell is wasted. 

 

Redlines:

- Grand Maelstrom 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. 


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

 

Modifiers

Spoiler

Ice [+]

 

Mechanics:

The water evocationist may draw upon their intimate knowledge and mastery of water to directly have it manifest in the world as ice. An element considered adjacent to water ice carries with it the frigidity and rigidity that water lacks, making it a favorable means for water evocationists to harness their magic for more offensive capabilities. In this regard ice still remains inferior in most cases to the toughness of an earth evocationist’s rocks or the concussive force of an air evocationist’s air, and is a substitute at best.

 

In all its augmentations ice is manifested in one of two forms: blunt and spiked, and carries a chill in both capable of cooling objects albeit not to the extent of “Glaciate”, inflicting a numbing sensation at most.

 

Blunt ice lacks the sheer knockback power of water though possesses concussive force that scales accordingly with the tier of spell :

 

T2: The spell has the concussive force of a hailstone or a pebble and may cause a target to flinch at best should it strike their face.

T3: The spell has the concussive force of a descendant-strength punch which may cause major bruising upon unarmored targets and minor bruising upon armored targets.

T4: The spell has the concussive force of an orc-strength punch which may cause fractures upon unarmored targets and major bruising and denting of armor upon armored targets.

T5: The spell has the concussive force of an orc-strength hammer slam capable of breaking the bones of unarmored targets and fractures even upon armored targets. 

 

Spiked ice lacks the concussive force of its blunt counterpart though, notably, possesses the same piercing power across all tiers that is equivalent to a mundane iron sword easily capable of impaling those unarmored and denting armor. The finesse required for this augmentation requires the spell to be at least T3.

 

Compatible spells: Water projectile, Hydrospout, Vortex: Shield, Water Whip

 

Redlines:

- Ice requires the same emote counts and same manacost as their water counterparts, with the only difference being how it is manifested. Ice spells are clearly telegraphed by ice being manifested instead of water by the mage.

- Ice spells entirely replace the knockback effects of their water counterparts with the effects of blunt/spiked ice as specified above.

- Ice spells do not inflict any significant frostbite in any form like “Glaciate”, and only carry with it a chilling sensation which may cause swollen wounds at best should a spiked ice project remain impaled in skin. 

- All ice spells lack the waterlogging effect of water spells.

 

Mist [+] 

 

Mechanics:

The conjuring of mist is a more recent innovation of water evocation which takes a page out of the well-established smokescreens of fire evocation. This augmentation involves the mage directly manifesting water as cloudy, moist mist which obscures vision and inhibits fires from being started as it deprives it of the heat required. Ordinary fires within mist are put out upon the 2nd emote of exposure, whereas fires any hotter like Blue fire remain burning. Targets within mist are only able to see an arm’s length and walls of mist appear translucent to remove line-of-sight for targets on either side. 

 

Compatible spells: Frozen Field, Water Blast

 

Redlines:

- Mist requires the same emote counts and same manacost as its water counterpart, with the only difference being how it is manifested. Mist spells are clearly telegraphed by mist being manifested instead of water by the mage. 

- Mist spells will not stun or suffocate targets in any way. 

- Mist spells behave like ordinary mists meaning they can easily be cleared by gusts of air. 

 

Citations

 

Pundimonium’s Water Evocation

Elindor’s Comprehensive Guide to Voidal Magic

 

Credits

 

Johann (Author)

Squakhawk (Feedback and motivation thank u king)

 

...and any nerdposters in comments willing to chip in once this is posted! :)

 

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if this passes i can't wait to see mfers faces drop when i rock up with zamor ice storm

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Water evocation is already a weak magic imo, compared to other evos at least. 

 

This rewrite debuffs it even further, unless you take on the second slot. 

 

But then, with the second slot, it feels overpowered. 

 

It's a really cool idea, and I think the new spells would be dope. But the two slot thing isn't really working for me.

 

Great writing though!

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1 hour ago, Apotolofo said:

Water evocation is already a weak magic imo, compared to other evos at least. 

 

This rewrite debuffs it even further, unless you take on the second slot. 

 

But then, with the second slot, it feels overpowered. 

 

It's a really cool idea, and I think the new spells would be dope. But the two slot thing isn't really working for me.

 

Great writing though!

 

Appreciate the feedback, could you tell me how exactly the first slot feels weaker compared to the current write? I've made sure the writes are balanced around the current write so the powerlevels should be roughly the same with more flexibility.

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8 hours ago, Apotolofo said:

Water evocation is already a weak magic imo, compared to other evos at least. 

 

This rewrite debuffs it even further, unless you take on the second slot. 

 

But then, with the second slot, it feels overpowered. 

 

I don't know, while old Water Blast T1 is equal to new T3, it gains the T2, T4 and T5 variant, each of them bringing something to the table.

Ice Projectile is kinda Water Projectile with the ice modifer, which again kinda equal in it's T3 variant but upscaling makes it able to deal with things water currently can't.

Yeah Ice Wall gets nerfed durability but is by default 1 tier lower now, while water shield can now stop crossbow bolts.

Hydrospout as a fun artilery spell.

Water whip is actually useful now and doesn't break on hitting an object and has a duration!!!

Water Wave is now more expensive, but gets slightly more range and applies that water slow.

Water wave attack variant is new and again something which Water Evo lacks.

As for the ice weapons, idk seems bad to me-
The Frost Thrower spell seems like a worse Flame Thrower, which I don't mind. Funnily enough I think the T3 variant is stronger than the T4/5 variant of the spell. #Casting Time

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