Jump to content

[Magic Lore] Earth Evocation


Recommended Posts

Earth Evocation


r7usJB1i0QW4ghZMPPBhIqMFedIXK9hnIluGGZHCbHZNdQKhSEzc0uX3DtBwE8fAUv-Ayk5RyfjNRcGaz3uPN58jevLNeOyIRmuNBsMw3ZuwZWOAVNlqW3ZvovOcdilBvqgn-kh0-8Df4gORgjVd8ms
 

”The world is mud-luscious and puddle-wonderful.”

- Elindor, Master Wizard and Archmage of old.

 

Origin

 

Across the fall of empires, the tragedies of the world and the fading of ages, rock and stone have remained callous and constant. If water is where memories lie then earth is antiquity’s unblinking witness. Many secrets of the world lie entombed in its depths where like the obscurities of history fact and fiction begin to blur; bones of forgotten Gods the likes of Dragur, ruins of condemned cities the likes of Geidleth, Drauchreim and so forth; regardless of stature or provenance earth remains their undiscriminating captor.


Earth has had a ubiquity and synonymy with the history of Descendants as it has been its one constant; fire fades, water flows, air flits. Throughout the ages wars have been waged upon and for soil as it has been the playground of terrestrial life - nurturing agriculture and providing the foundations of cities. Considering its resilient nature it is no surprise that Earth Evocation has been practiced by mortal mages since ancient times. In the descendant fold it is believed to have been introduced like its other 3 siblings by the Arcane Mage under the tutelage of the Wandering Wizard in the days of Aegis and the practice has flourished since.

 

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 earth evocation is no exception.
 

Explanation

 

Earth 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 earth, rock, sand, etc. - which is drawn into reality and gradually manifests as their desired spell. A common misconception regarding Earth Evocation is its limitation to only creating earth when in fact, it encompasses many more closely related but still distinct elements: sand, rock, earth itself, mud, and so forth. It is also for this reason that earth evocation, unlike other evocations, lacks elemental augmentations, as these are all disparate elements with their own properties separately manifested. A mages’ mastery of Earth Evocation hinges on two factors, their familiarity with these elements and their experience in harnessing them, 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 earth distinguishes itself with its balance of both offensive and defensive utility, though with a slight bias for the latter as you would expect from the solidarity of earth. More advanced earth evocationists gain the ability to shape their rock into finer forms and various utilities. As a Voidal magic Earth 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. 

 

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

Spoiler

Tier 1: A novice earth evocationist is only able to conjure grains of sand at this stage that can be increased to a fistful’s amount at best through some effort, capable of putting out feeble flames. Lasts 2 OOC weeks.

 

Spells unlocked: Sand Blast

 

Tier 2: An adept earth evocationist now practiced in manipulating sand is now able to directly manifest rocks as pebble-sized projectiles but nothing more. The mage may be able to perform minor feats like creating small miniatures made of rock outside of combat for show. 

 

Spells unlocked: Rock projectile: Blunt

 

Tier 3: An apprentice earth evocationist is now capable of manifesting their earth from the ground as iconic bulwarks that take the form of shields and domes and is also able to weave their sand to create small vortexes of sand to debilitate targets. Beyond combative uses the mage may be able to perform greater feats of aesthetic earth evocation like creating life-sized statues and intricately manipulating sand as flowing tapestries. 

 

Spells unlocked: Earthen Wall, Sandstorm

 

Tier 4: An expert earth evocationist has reached a level of mastery which allows them to augment the finer properties of earthen projectiles like appearance and sharpness, and also expel their sand as surging jets. At the fourth tier the earth evocationist is able to sculpt and carve anything mentally conceivable in non-combative scenarios, from prismatic mosaics of gaudy marble to cascading constructions of rock, imagination seems to be the only limit.

 

Spells unlocked: Rock projectile: Needle

 

Tier 5: Having weathered the erosion of time a master earth evocationist has seen every facet of earth and its encompassing elements and knows them inside out. Testament to their proficiency, they are able to fluidly shift from sand to earth to rock and entomb targets within stony confines. 

 

Spells unlocked: Entomb

 

Upon reaching Tier 5, earth evocationists that dedicate themselves to the second slot of earth evocation gain access to a greater suite of spells. Expanded earth 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: Earthweaving, Earthen Barrage

 

Week 2: Seismic Tremor, Geotic Field, Meteoric Befall

 

As mentioned earlier Earth Evocation encompasses a selection of earth-related elements that fall under its umbrella: Voidal earth, stone, sand, crystal and mud. All these elements have properties that distinguish them from and associate them to their natural counterparts, detailed as follows. These properties are applicable to spells involving that element in Earth Evocation: 

Spoiler

- Voidal earth is first and foremost artificial in all its forms, regardless of its physical and chemical makeup or nature they are magically contrived and are thus conditional on the mage’s connection to the Void and will disappear otherwise. Consequently this means effects directly caused by these elements, like suffocation due to sand and inhibition of movement due to mud will all cease to apply when they disappear.  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.

 

- As a general guideline manifested elements behave in much the same ways as their natural counterparts physically and chemically, except in situations where their magical nature may invoke interactions such as coming into contact with Thanhium, Paladinism, Auric oil, and so on as specified in their associated lorepieces.

 

- Earth and Stone: The primary elements of the earth evocationist, earth and rock are sturdy, resilient and inert, rarely if ever reacting with other forces of the world which makes them the favored element for defensive spells. Furthermore their sturdy nature makes them good options for offensive utility as well, carrying with them concussive force only matched by compressed air and combustive fire in the other evocations. Even pebbles when thrown hard enough are capable of dazing an individual and causing bruising when it strikes bare skin, and this should be roleplayed accordingly by parties involved when dealing with earth evocation. The aesthetics of earth evocation spells involving rock may be visually manifested as other forms of rock like marble, gneiss, slate, granite, and so forth for no extra benefit.

 

- Sand: Generally used for distraction in Earth Evocation, sand is composed of small and minute grains of rocks of granular texture and gritty consistency. It has little to no offensive utility beyond causing targets blindness or suffocation should it directly strike their face, and niche use-cases such as being able to smother fire and potentially erode materials when sustained as a stream but beyond this it is not very noteworthy. 

 

- Mud: An uncommon variation of earth in Earth Evocation which behaves like an intermediate state of sand and earth, mud is viscous, slippery and slows objects that traverse over it, its relative effectiveness increasing proportionally with the object’s weight. Heavier objects get stuck in mud easier compared to lighter targets, making its applications, like sand, niche. 

 

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

 

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

- Voidal earth (which for the sake of brevity refers to Voidal earth AND all its derivatives) 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 suffocated due to the presence of Voidal sand, inhibited due to the Voidal mud, etc. will no longer be affected upon its disappearance. This does not reverse any effects caused by Voidal earth; fires already smothered by sand do not start again, fractured bones by Voidal rock do not unfracture, etc. 

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

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

- Voidal earth looks and behaves in exactly the same way as real earth in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal sand smothers a fire, Voidal sand will do the same, and so forth. The basic rule of thumb is that earth generally doesn't really do much as its very inert.

- 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.

-  Earthen Pillars, Earthen Walls, Earthweaving walls 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 Earth 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.

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

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



Abilities

 

Spells are labeled by the tier in which they are unlocked and once unlocked an earth 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 Earth [T1]

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

Spoiler

[This spell is heavily lifted from and based off of Pundi's Earth Evocation write as it already does a fine job of describing out-of-combat Earth Evocation. That said I'll likely rewrite this to make it consistent with Conjure Fire/Water at some point.]

 

Mechanics:

 

The earth evocationist is able to conjure sand, earth, rocks, stone and various earth-adjacent elements for freeform use outside of combative scenarios and in event scenarios with ET oversight.

 

The scale of their control over earth increases with tiers as follows:

 

T1: Up to one meters of earth.

T2: Up to five meters of earth.

T3: Up to ten meters of earth.

T4: Up to fifteen meters of earth.

T5: Up to twenty meters of earth.

 

Redlines:

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

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

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

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

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

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

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

 

Sand Blast [T1] 

The first feat of earth evocation involves not the conjuration of whole rocks but their ground components as sand, typically favored by mages for distraction and escape.

Spoiler

Mechanics: 

The earth evocationist creates a mass of sand from arcana upon their palm which can be either thrown or expelled as a short jet to smother fires, disorient targets or obscure vision when used as a smokescreen. Sand spells that directly strike a target in the eyes or nose will disorient them for an emote as they will be blinded or suffocated respectively. 

 

The tiers of this spell are as follows:

 

T1: Sand Blast manifests a handful of sand which is not fired but manually thrown by the mage afterwards to surprise targets. 2 emotes.

T2: Sand Blast manifests as a short burst of sand the size of a fist with a range of 8 meters max. 2 emotes. Cannot be sustained.

T3: The previous tier of Sand Blast is now the size of an open palm and maintainable for 4 emotes to either disorient targets or create a temporary smokescreen of sand that disappears after 2 emotes or upon disconnection. This burst of sand carries very little knockback force comparable to a nudge. 3 emotes, with every 4 emotes after that costing the same as casting the spell again.

T4: Sand Blast is now a proper jet of sand 1 meter in diameter with a range of 12 meters max, carrying pushing force equivalent to a descendant-strength shove. Though the spell does not initially do damage, it begins ramping in effect upon its 2nd emote where it begins to feel like coarse sandpaper, scraping and damaging surfaces and leaving exposed skin abraded and bleeding. This abrasion effect eats away thinner surfaces like clothing by the 3rd emote, thicker surfaces like shields and gambesons by the 4th emote and leaving armor damaged by the 5th emote and broken by the 6th emote. 4 emotes. Can be sustained for 4 emotes, with every 4 afterwards costing the same as casting the spell again.

 

Sustained Sand Blasts (T3+) can be redirected like the flamethrowers and water blasts of other evocations.

 

Redlines:

- Sand Blast T2 and above is telegraphed by a swirling mass of sand and arcana upon the mage’s palm that only grows in intensity throughout channeling. T1 Sandblast can be telegraphed as the mage creating pocket sand in their hand. 

- The blindness and suffocation caused by Sand Blast does not cause any permanent physical damage in any form unless the target sustains 2 or more emotes of damage from T4 Sand Blast.

- Targets with goggles and eye-protection will be immune to the blinding effects of Sand Blast, or targets that explicitly emote covering their eyes before the Sand Blast is expelled. Obviously their vision may be obscured slightly should they be standing in its trajectory, but this is by no means blinding.

- Sand Blast of T2 and above can be held back for 2 emotes before being fired and the spell is wasted should it be held back for any longer.

- The abrasion effect of T4 Sand Blast is not fatal or even incapacitating in any form, only painful for those that come into direct contact with it.

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

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

 

Rock Projectile [T2] 

The bread-and-butter of an earth evocationist’s repertoire the mage may conjure pebbles, stones, boulders and even eventually monoliths to launch at targets. 

Spoiler

Mechanics: 

The earth evocationist shapes a projectile of rock through their arcana that takes form while channeling before being sent flying towards a target in a straight-line trajectory at arrow speed when cast. Rock projectile can be manifested in two forms: Blunt and Needle, with the latter becoming accessible as an augmentation of this spell upon reaching T4 for an extra emote and tier of manacost. The mage may also shape their projectiles to have different shapes but roughly equivalent volume and effect after T4. 

 

Blunt projectiles all deal concussive damage of varying degrees depending on their tier whereas Needle-augmented projectiles are the same size and move at the same arrow-speed as their blunt counterparts but sacrifice their concussive damage for piercing force. This augmentation is also only applicable to T3 Rock Projectile and above. 

 

The tiers of this spell are as follows:

 

Blunt:

 

T2: Rock Projectile is the size of a pebble which may be fired at a target to annoy and daze them at best upon a direct hit in the face. 2 emotes. Every additional emote of channeling manifests 2 more pebbles capped at 3 max, and every 2 pebbles after that requires T3, capped at 4 more max.

T3: Rock projectile is the size of a stone the size of an open palm and carries enough concussive force to cause bruise flesh and fracture bones when it directly strikes unarmored targets and dent the armor of armored targets. It doesn’t carry any significant knockback force, only capable of causing targets to stumble back a meter at most. 3 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and any more projectiles raises the cost to T4, capped at 3 more max.

T4: Rock projectile is the size of a large cobble 1 meter in diameter and carries enough concussive force to break the bones of unarmored targets and fracture those of armored targets. It carries some knockback force comparable to a shove which can cause targets to stumble back 2 meters at most. 4 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and any more projectile raises the cost to T5, capped at 3 more max.

T5: Rock projectile is now a formidable boulder 2 meters in diameter and carries enough concussive force to easily break the bones of armored and unarmored targets. It carries enough momentum to cause any targets in its trajectory to be pushed back along with it until it reaches a max range of 16 meters. Should the target be pinned to a wall by this boulder they will be left in a critical state from the impact. 5 emotes. 

 

Needle:

 

T4: T3 rock projectiles are augmented at this tier to have a piercing effect comparable to an arrow and are capable of easily piercing exposed flesh to the bone, damaging gambesons enough to cause serious bruising, and denting armor. 4 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and any more projectile raises the cost to T5, capped at 3 more max.

T5: T4 rock projectiles are augmented at this tier have a piercing effect comparable to a crossbow bolt and are easily capable of easily piercing exposed flesh through bone, penetrating gambesons and the flesh underneath it to bone, and breaking through armor. 5 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max. 

 

Earth projectiles may be held back for 3 emotes before demanifesting. Multiple earth 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. 

 

Redlines:

 

- Rock projectile is telegraphed by the mage shaping their rock into a projectile be it spiked or blunt. The nature of the projectile must be emoted from the start of channeling. 

- The mage may only conjure multiple blunt or spiked projectiles, and cannot conjure a mix of the two.

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

- T3+ blunt rock projectiles will never instantly kill someone unless they are being struck by a boulder against a wall, and will at best knock them out should it directly hit them in the head.

- Needle rock projectiles will never completely pierce through someone and will be lodged within them at best should they be directly hit, except if the projectile strikes their head directly in which case it very much will (like any arrow or crossbow bolt).

- 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 rock 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.

 

Earthen Wall [T3] 

The prime defensive spell for earth evocationists, earth is manifested as a sturdy bulwark to shield against adversaries and other forces.

Spoiler

Mechanics: 

The earth evocationist shapes hard earth into the form of a shield or a dome in later tiers for defensive purposes. Leveraging the resilient and inert properties of earth shields created by this spell are particularly sturdy, unreactive against most forces other than antimagic and virtually immune to slashing and weak piercing attacks. Their primary weaknesses are blunt strikes from heavy hammers and direct explosions, strong piercing attacks like the swings of a pickaxe or the strikes of a spear, and antimagic like thanhium and auric oil. All tiers of Earthen Wall have a max cast range of 16 meters and are considered 1 meter thick.

 

The tiers of this spell are as follows:

 

T3: Earthen Wall takes the form of a wall of earth 3 meters wide and 4 meters tall which can be placed down or freely moved while it is being sustained and has a cast range of 12 meters. 3 emotes. Can be sustained for 6 emotes with every 6 emotes afterwards costing the same as a new spellcast. Can withstand 6 blunt strikes or strong piercing attacks, and 2 anti-magic attacks.

T4: Earthen Wall takes the form of a barrier of earth 6 meters wide and 4 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. 4 emotes. Can be sustained for 6 emotes with every 6 afterwards costing the same as a new spellcast. Can withstand 7 blunt strikes or strong piercing attacks, and 3 anti-magic attacks.


 

Redlines:

- Earthen Wall is telegraphed a mass of earth being shaped into a wall or a dome from the outset depending on the tier at which it is cast. 

- The specified dimensions of the walls can be considered as the maximum, meaning walls that are slightly smaller may be conjured for the same emote counts.

- T3 Earthen Wall follows currently accepted movement reductions in Voidal Connection lore for while it is being moved while cast.

- Should Earthen Wall be broken while the mage is still sustaining it they will be dazed for an emote.

- Earthen Wall is considered a deployable spell when it is cast as a wall and the above redlines are still applicable should it be broken while deployed.

 

Sandstorm [T3] 

A more refined manipulation of sand the mage weaves it into the form of a swirling dune to keep adversaries at bay.

Spoiler

Mechanics: 

Sandstorm involves the mage conjuring a swirling storm of sand in a particular location that grows into a vigorous storm upon cast and envelopes targets within its confines. The primary function of this spell is to obscure vision of targets and notably lacks the abrasive damage of T4 Sand Blast. 

 

Targets caught within Sandstorm without eye protection are compelled to close their eyes within it in fear of being blinded, and those with eye protection will only be able to see an arm’s reach within the sandstorm. All tiers of this spell have a max cast range of 16 meters and height of 4 meters.

 

The tiers of this spell are as follows:

 

T3: Sandstorm spans a 4 meter radius max and does not slow the movement of targets within it and only obscures their vision. 3 emotes. Can be sustained for 4 emotes with every additional 4 costing the same as casting the spell again.

T4: Sandstorm spans a 6 meter radius max and also slows the movement of targets within it by 1 meter. 4 emotes. Can be sustained for 4 emotes with every additional 4 costing the same as casting the spell again.

T5: Sandstorm spans an 8 meter radius max and also slows the movement of targets within it by 2 meters. 5 emotes. Can be sustained for 6 emotes.


 

Redlines:

- Sandstorm is telegraphed by sand swirling around the region in which it is about to be cast in where it would begin to amass and grow in intensity throughout channeling. 

- Like Sand Blast, targets wearing eye-protection like goggles will be unaffected by the blinding effect but unable to see further than an arm’s reach

- A mage may cast this spell around themselves should they have eye-protection to maintain line-of-sight.

 

Earthen Pillar [T4] 

Used primarily as a means of inflicting decisive blows in premeditated situations, the mage may cause a mighty pillar of earth to manifest and burst forth from the ground.

Spoiler

Mechanics: 

The earth evocationist creates an earthen region on the ground which begins stirring and permeating with arcana as it is being channeled and causing a pillar of loose earth to surge forth when cast, carrying with it varying degrees of knockback force depending on the tier.

 

The tiers of this spell are as follows:

 

T3: A pillar 2 meters long and 2 meters wide surges forth from the ground to a max height of 4 meters into the air, knocking back a target another 2 meters in that direction and deal minor concussive damage capable of bruising unarmored targets. 3 emotes.

T4: A pillar 3 meters long and 3 meters wide surges forth from the ground to a max height of 6 meters into the air, knocking back the target another 3 meters in that direction and carrying concussive force equivalent to an orc-strength punch that may fracture the bones of unarmored targets and severely bruise armored targets. 4 emotes.

T5:  A pillar 4 meters long and 4 meters wide surges forth from the ground to a max height of 8 meters into the air, knocking back the target another 4 meters in that direction and carries with it concussive force equivalent to an orc-strength hammer that may easily break the bones of unarmored targets and fracture the bones of armored targets. 5 emotes.

 

Earthen pillar is considered a deployable spell after cast; it can be used as a shield similar to Earthen Wall with identical durability as their same-tiered counterpart from that spell. All tiers of Earth Pillar have a cast range of 16 meters, and may be cast from any place so long as the mage has line-of-sight.

 

Furthermore Earthen Pillar may also be cast without its knockback force for the same cost to be used as a means of creating bridges to connect treacherous gaps, lifting (not launching) targets to scale high-up places, and so forth.

 

Redlines:

- Earthen Pillar is telegraphed by the ground upon which it is about to be cast, rumbling and charging up with arcane energy, forming earth upon its surface which surges out when cast. 

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

- Earthen 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.

- Earthen Pillar is considered a deployable spell and has the same durability as an Earthen Wall of the same tier when cast and follows the same redlines when used in this way.

 

Entomb [T5] 

Epitomizing a master earth evocationist’s mastery of their element, Entomb is a complex spell which involves the transmutation of sand to mud for debilitating heftier targets.

Spoiler

Mechanics: 

The mage manifests an earthy mass of sand of roughly knee-height which rises from the ground and adheres to targets caught within its region like viscous mud, reducing their movement by 1 meter. Targets of orc-weight or heavier will suffer a greater slowing effect of 2 meters.

 

Within this field, the target will be inhibited from quick movements such as dashes, but will not be kept stuck in place or helplessly indefensible and only slowed. Furthermore falling over in this field will also require the target 1 emote to recover and stumble back up.

 

The tiers of this spell are as follows:

 

T3: Entomb manifests as a baseball sized projectile of viscous quicksand which has the same effects as its higher tier variations though instead of being a field it is a projectile that creates a patch of quicksand on the target which covers a forearm’s length at most. This variation has a special utility where should the mage remain walking pace and concentrate on the projectile after it hits, it undergoes a hardening process which causes the mud to turn into hard earth after 2 emotes, potentially inhibiting movement depending on where the mud mardens. 3 emotes to cast.

T4: The field manifested covers a 6 meter radius and has a maximum cast range of 8 meters. 4 emotes. Can be maintained for 5 emotes.

T5: The field manifested covers a 10 meter radius and has a maximum cast range of 8 meters. 5 emotes. Can be maintained for 5 emotes.

 

Redlines:

- T4+ Entomb is telegraphed by a sandy surface manifesting over the region it is about to be cast in which begins to take up a sludge-like consistency before being cast. T3 Entomb is telegraphed as a dense and dark orb of sand being manifested by the mage.

- Like any projectile T3 Entomb can be held back for 3 emotes maximum before it disappears and the spell is wasted.

- T3 Entomb could theoretically be used to patch wounds temporarily in desperate scenarios though like any other Voidal spell will disappear after the mage disconnects. This does not mean you can use it to suffocate targets or blind them whatsoever, as it can easily be brushed off by the target upon initial impact or chipped off after hardening.

 

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

 

Earthweaving [+] 

A showcase of a master earth evocationist’s finesse in manipulating earth, Earthweaving allows the mage to continuously cause pillars of earth to surge from the ground in a cascading wave to cause disruption and wreak havoc in battle.

Spoiler

Mechanics: 

Earthweaving can, in a way, be considered as the earth evocation analogue to “water wave” in water evocation, where the earth evocationist conjures rocky pillars like basalt columns to burst from the earth and sends it surging as a cascading wave in a certain direction. These columns deal significant concussive damage to whoever is caught within its path equivalent to being struck by a descendant’s heavy hammer, capable of knocking targets up a distance of 4 meters and causing fractures at the very least. Has a cast range of 12 meters. This wave can be manipulated during its cast time to alter its trajectory, albeit only to the extent of a slight bend. Across all tiers the wave can be made up to 2 meters tall.

 

This pillar can be deployed and kept in place after it is cast and acts as a barrier similar to Earthen Wall, with identical durability as their same-tiered counterpart from that spell.

 

The tiers of this spell are as follows:

 

T4: Earthweaving is a wave of cascading rocky pillars 2 blocks wide and 4 blocks long with a max range of 16 meters. 4 emotes.

T5: Earthweaving is a wave of cascading rocky pillars 4 blocks wide and 6 blocks long with a max range of 16 meters. 5 emotes.

 

Redlines:

- Earthweaving is telegraphed by rocky pillars manifesting from the area it is about to be cast, pointing in the direction it is about to be cast in. 

- The trajectory of Earthweaving does not necessarily have to be straight and can be bent or arced to a degree, with the maximum degree of bending being a semi-circle. Weird scribbly/zigzag earthweaves are not allowed.

- Earthweaving may only be cast on the ground and cannot be cast from walls or ceilings.

- Earthweaving when deployed after cast is considered a deployable spell.

 

Seismic Tremor [+] 

A more direct imposition of an Earth Evocationist’s control over earthen forces, the mage may cause the ground to rumble and burst into rocky explosions from a distance.

Spoiler

Mechanics: 

Seismic Tremor involves the mage infusing the ground with their arcana and causing it to rumble and eventually burst into a fissure of seismic shockwaves capable of devastating targets in its path. The initial rumbling is only a telegraph during channeling that lacks any combative utility other than potentially causing targets directly on it to stumble (but not lose their footing). This spell can be held back for 2 emotes max before it goes beyond the mage’s control and automatically casts. 

 

The shockwave that follows when cast carries explosive force is initially equivalent to that of being struck by a blunt weapon, capable of causing targets on top of it to lose their footing and be thrown on their back, potentially dazed. 

 

An additional emote of channeling strengthens this explosion to have force equivalent to that of being struck by a heavy hammer, capable of causing targets on top of it to be outright knocked up or away a distance of 3 meters which may lead to more severe bruises and sprains.  

 

The tiers of this spell are as follows:

 

T4: Seismic Tremor can either be a line of bursting fissures 2 meters wide and 4 meters long or a circular field of a 2 meter radius. 4 emotes. 

T5: Seismic Tremor can either be a line of bursting fissures 3 meters wide and 6 meters long or a circular field of a 4 meter radius. 5 emotes.

 

Redlines:

- Seismic Tremor is telegraphed by the area in which it is about to be cast in beginning to rumble and become infused with the mage’s aura. 

- Seismic Tremor cannot be used on vertical surfaces like walls or ceilings and may only be cast on the ground. An exception to this rule can be made during noncombat scenarios with RO consent, or event scenarios with ET consent where the spell may be usable for damaging or even collapsing natural earthen structures like caverns and caves.

- Seismic Tremor cannot be used to force targets to explode as, once again, it can only be cast on the ground. 

- Seismic Tremor bursts from the ground meaning it will never instantly kill or knock out standing targets and only knock them up or disrupt their footing.

- Seismic Tremor cast as a circular field can be centered on the mage, with the mage themselves consequently exempt from the blast. 

 

Geotic Field [+]  

A trap-oriented use-case of Earth Evocation, Geotic Field allows the mage to create a defensive region of primed rocky explosives embedded into the ground as a means of dissuading aggressive adversaries. 

Spoiler

Mechanics: 

The mage creates a field of unnaturally smooth rocks embedded into the ground which behave like pressure plates when stepped upon, activating a rocky explosion which will likely cause the target to lose their footing or more. The severity of the trap scales with the tier in which it is cast, and it should be noted that the trap will activate upon enough pressure being applied upon it regardless of the source, meaning it could be activated by a thrown rock the size of a foot, or any other projectile of a similar or greater weight. 

 

The tiers of this spell are as follows:

 

T3: The trap is a field of smooth cobbles that cover a 4x4 area, triggering as small explosions sufficient to trip targets over easily albeit with no additional physical damage. 3 emotes. 

T4: The trap is a field of stony and jagged cobbles that cover up to a 6x6 area, triggering as blunt rocky spikes that jut out of the ground with force more than enough to trip someone over and even cause sprains or bruises. Targets that fall over flat in this field will suffer fractures at the very least as rocks jut out at close proximity to inflict direct hits.  4 emotes. 


 

Redlines:

- Geotic Field is telegraphed by a field of smooth or jagged rocks slowly emerging from the ground as it is being channeled.

- Geotic Field is considered a deployable spell.

- Geotic Field is triggered by any form of pressure equivalent to or greater than what a foot exerts when stepping on ground.

 

Earthen Barrage [+] 

A variation of rock projectile where quantity is prioritized over projectile power, the earth evocationist charges up earthen mass which is released as an unrelenting barrage of rocks.

Spoiler

Mechanics:

Earthen barrage is a more specialized form of rock projectile that involves the mage charging up earthen energy and releasing it in the form of a redirectable barrage of rocks that devastate targets in its path. The strength of these rocks is comparable to being struck by pebbles at arrow-speed, and although individually a single pebble may not inflict much harm, a barrage of pebbles is capable of inflicting significant damage should the target remain in its trajectory for long. 

 

The damage it inflicts scales up over the course of 3 emotes: Upon initial impact on the target, Earthen Barrage may cause severe bruising upon exposed skin and mildly bruise those armored. By the next emote Earthen Barrage may fracture bones of unarmored targets and heavily bruise armored targets and by the emote after that Earthen Barrage may break bones entirely for unarmored targets and fracture those of armored targets.

 

The tiers of this spell are as follows:

 

T4: Earthen Barrage manifests as a streaming blast of pebbles 1 meter in diameter with a range of 12 meters max. 4 emotes. This spell can be sustained for 4 emotes and every 4 emotes afterwards costs the same as casting the spell again.

 

Redlines:

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

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

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

 

Meteoric Befall [+] 

The prime culmination of an Earth Evocationist’s power manifested as the grandest possible display, Meteoric Befall enables the mage to call upon colossal meteorites from the skies to descend upon the earth.

Spoiler

Mechanics: 

Meteoric Befall is an event only spell where the earth evocationist channels a thundering cloud of swirling earthen material in the sky that rains meteorites composed of hard earth upon the affected region. These meteors are roughly 1 meter in diameter and descend with enough concussive force to easily destroy armor and flatten unarmored targets, their barraging nature even capable of severely wounding or stunning enemies the size of Ologs and greater. 

 

The tiers of this spell are as follows:

 

T5: The earth evocationist may muster a thundering cloud of earthen material that rains down meteors 1 meter in diameter over a 3 meter radius region and the storm may be moved up to 4 meters per emote sustained. This spell has a range of 16 meters and requires 8 emotes to cast, requiring the mage to be stationary for the last 4. Can be sustained for 6 emotes max. 

 

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

 

Redlines:

- Meteoric Befall 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. 

 

Citations

 

Pundimonium’s Earth Evocation

Elindor’s Comprehensive Guide to Voidal Magic


Credits

 

Johann (Author)

Squakhawk (Believing in me)

FadedQuartz (A few nifty ideas)

Link to post
Share on other sites

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...