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[Magic Lore] Air Evocation


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Air Evocation

 

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Close your eyes and turn your face into the wind,
Feel it sweep along your skin in an invisible ocean of exultation.
Suddenly, you know you are alive.

- Blundermore Windraker,

Former Ascended Sage and Archmage.

 

Origin

 

The first breaths of life, the last sighs of death, the whispers of secrets, the winds of change - elusive yet pervading and calm yet temperamental, air is the element of contradictions and ephemeralities. Unlike the preservation of earth, air is fickle and forgetful, yet it carries with it the unchronicled accounts of histories lost, obscured or simply forgotten; from unsung tales of the descendants who have come and gone to murmurs of distant realms, the wind carries all. 

 

The fickleness of air has caused it to often be overlooked, and it is this characteristic that has distinguished it as a supposedly more passive force from the rest. Historically air has been seen as a harbinger of change, signaling the coming of storms, changing of seasons and turning of tides for civilization. Other times it shares the domain of storms with water, behaving more as a primal force of nature in the form of cyclones, hurricanes and tempests in stark contrast to its gentle zephyrs and summerly breezes. Given its fickle nature it is no surprise that air evocation is a subject of underestimation to the layman, however like the other evocations it has been diligently practiced by descendant mages since the days of Aegis with the likes of Elindor and Blundermore being its most prominent practitioners.

 

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 air evocation is no exception.

 

Explanation

 

Like other evocations, Air 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 air - 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 air distinguishes itself with its unique emphasis on utility albeit with a more offensive emphasis compared to water as you would expect from its fluid nature. More seasoned air evocationists are granted the ability to manifest air as sound or even storm. As a Voidal magic air 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 air evocationist’s mastery over the strength, refinement, size, scope and nature of their air scales proportionally with their current progression of tier:

Spoiler

Tier 1: A novice air evocationist is only able to conjure insignificant breezes of wind that may topple flowerpots or push around smaller objects at best. Lasts 2 OOC weeks.

 

Spells unlocked: Gust

 

Tier 2: An adept air evocationist is able to manipulate their eddies of air into swirling shields or swift currents for self defense.  The mage may be able to create and weave small streams of air for show and shape it into elementary shapes to no combative effect. Lasts 3 OOC weeks.

 

Spells unlocked: Air Barrier, Redirect

 

Tier 3: An apprentice air evocationist is capable of creating larger and more formidable draughts and gales of air capable of launching targets up and away. Outside of combat they have reached a level of finesse that allows them to weave finer tapestries of air for aesthetic effect. Lasts 5 OOC weeks.

 

Spells unlocked: Weave

 

Tier 4: An expert air evocationist having attained a deep understanding of air is now versed in compressing it into devastating projectiles and bursts for offensive utility. At the fourth tier the air evocationist is able to weave anything mentally conceivable in non-combative scenarios albeit never to the level of finesse required to create sharp edges or blades of air. Lasts 6 OOC weeks.

 

Spells unlocked: Squall, Compression

 

Tier 5: The air evocationist is intimately aware of the subtleties of wind and its whispers, epitomized by their ability to beckon harrowing storms and whirlwinds as the pinnacle of their craft. 

 

Spells unlocked: N/A

 

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

 

Week 1: Surge, Tailwind

 

Week 2: Sound Blast, Thunderclap,  Tempestuous Galeforce

 

As a magical imitation, Voidal air 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 air spell in Air Evocation:

Spoiler

- Voidal air 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 air will otherwise return to Void. Consequently this means although air can be used to fan flames or knock over objects, it cannot be used as a substitute for real air for breathing as connection would be broken due to a lack of line-of-sight. 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. 

 

- Like natural air Voidal air is free, flowy and mostly transparent, only tinged with rivulets of the mage’s aura. It looks and behaves in much the same way as natural air 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. Like natural air, it is able to fan flames, dry objects, clear smoke, move things around, or even knock targets away with significant concussive force should it be compressed. 

 

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.

 

- Voidal air 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 that physical consequences caused by voidally conjured air are not reversed; fires that have been fuelled will not disappear, people pushed over will not be un-pushed, etc. 

- A mage only has control over the air they have conjured, and has no control over already-existing air. 

- Voidal air looks and behaves in exactly the same way as real air in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where normal air fuels a fire, Voidal air will do the same. In situations where normal air dries a surface, Voidal air will do the same, and so forth. Use common sense, it’s air.

- Voidal air is not completely invisible as it is appearance-wise laced with the caster's aura. That being said as it is still air it can be hard to spot and keep track of for targets beyond what is given away in spell telegraphs.

- Voidal air lacks any form of nutrition and may not be ingested to breathe underwater as it requires line of sight to sustain.

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

- The barriers of Air Barrier 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 Air Evocation spells only.

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

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

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

         - I.e. You could have your mage blow out a gust of wind if you really wanted to as long as the wind swirls and gathers in the same way as Gust normally would when cast from the palm.

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

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


 

Abilities

 

Spells are labeled by the tier in which they are unlocked and once unlocked a air 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 nd slot investment.

 

Conjure Air [T1]

By picturing their air in the Void and conjuring it forth into the material realm, an Air Evocationist may conjure forth nearly anything they desire albeit composed of wind. Whether they seek to create a small breeze to air out their home to conjuring a swirling tempest upon a city, the choice is ultimately theirs.

Spoiler

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

 

Mechanics:

- Air in this form is free and shapeless unless the mage grants it a more distinct form.
 - An Air Evocationist may manipulate their conjured air in any way, shape, or form so long as it remains out of combat. While at [T2] the shaping of air is rather lacking, being formless and freely swirling about, at [T4] the streaks of air may form much more distinct shapes, appearing almost perhaps like some form of transparent mist when used more distinctly.

- All non-combat 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 air  increase from [T1] being formless, to [T3] being more moderately distinct, to [T5] which is very refined, though cannot be razor thin.
 - Starting at [T4], the Air Evocationist may begin to conjure sounds carried by wind. From whispers, to clapping sounds, to booms. The strength of sounds conjured will increase progressively over the tier until the mage reaches mastery.

 

Redlines:

- Conjure Air may only be performed outside of combat.
- Sounds may imitate any other air-like sound which the mage has heard before, such as flatulence or an airy hush. However, all sounds will have an airy nature to them, such as bee’s buzz or a violin; meaning one could not imitate the sound of two swords clashing or a fireball being thrown.  
- Sounds in this state may not be used for purposes of stunning or causing harm. They may be used to cause deafening noises to conceal another sound.

 

 

Gust [T1] 

The most basic application of air is to push objects, and gust is a spell first learned by novice mages to do just that. Though unremarkable at the start this spell eventually becomes the bread-and-butter of an air evocationist to maintain their distance with adversaries.

Spoiler

Mechanics: 

The mage conjures a short-ranged and short-lived burst of wind to push nearby targets or objects away that are up to 3 meters in front of the mage. Its strength and manacost scales with the tier in which it is cast and the spell has a cast-time of 3 emotes for all tiers, and can be held back for 2 emotes max before it is considered wasted.

 

The tiers of this spell are as follows:

 

T1: Gust is a calm zephyr capable of ruffling papers or blowing out candles at best and carries no pushing force.

T2: Gust is a draft of air that can push heavier objects like books or small rocks away, and when blown on a target will cause them to slide back 1 meter at best.

T3: Gust is now a moderately strong current of air capable of pushing larger objects like light furniture, and small thrown options like potions. Targets struck by this current of air will stumble back 3 meters and trip over should gust be aimed towards their feet, potentially falling over.

T4: Gust is now a strong gale capable of pushing larger and heavier furniture like shelves and tables. Targets struck by this current of air will fly back 5 meters and fall over flat should gust be aimed towards their feet or above their center of mass, potentially resulting in bruises or even worse depending on the nature of the surface.

T5: Gust is now a vigorous burst of wind that carries the strength of an orc-strength shove, capable of easily pushing over heavy furniture and even negating smaller objects moving at crossbow-speeds. Targets struck by this current of air will fall over and be thrown back 7 meters, potentially leading to concussions or fractures should they be knocked into a wall.

 

Redlines:

- Gust is telegraphed by swirling eddies of wind vigorously manifesting upon the mage’s palm before it is cast as a burst. 

- Gust will not directly knock out targets or even cause any form of concussion in any way, it is just a pushing force. 

- Gust only lasts for the emote it is cast as an immediate effect, and no longer.

 

Redirect [T2] 

A more specialized variation of gust, redirect involves the air evocationist conjuring a current of wind to influence the trajectory of incoming projectiles.

Spoiler

Mechanics: 

The mage conjures a swift current of wind against an incoming projectile towards them or someone else to shift its trajectory for defensive purposes, never deflecting it fully. The strength of this current depends on the tier in which the spell is cast. This spell has a cast range of 8 meters at all tiers. Flaming projectiles deflected by this spell will also be put out. 

 

The tiers of this spell are as follows:

 

T2: Redirect can be used to cast off projectiles traveling at the speed of an arrow and weighs the same as a potion at most. This spell can also be used to slightly cushion crossbow-speed projectiles, reducing its piercing power to surface-level injuries and preventing it from impaling to the bone. 2 emotes.

T3: Redirect can be used to cast off larger and heavier projectiles still at arrow speed but weighing the same as a spear at most. This spell can also be used to cushion crossbow-speed projectiles, reducing its piercing power to only bruise the mage but not break skin. 2 emotes. 

 

In cases where redirect is used on magical projectiles like fire evocation fireballs, redirect will be effective against those of its tier or less. I.e. T2 redirect can be used on T2 spells, T3 redirect can be used on T3 spells, etc. T4 and greater would require Air Barrier. 

 

Redlines:

- Redirect can only be used on projectiles as a reactive spell and may only be used defensively.

- Redirect cannot be used to directly deflect projectiles back to its origin or towards other targets. The rushed nature of this spell means the mage lacks any fine control of where its trajectory will end up other than a general direction NOT towards them. 

- Redirect can only be used for projectiles, and cannot be used to redirect constant streams like flamethrowers.

- In event scenarios this spell may be scaled further for larger projectiles.

 

Air Barrier [T2] 

The air evocationist may create a swirling barrier of air as a specialized means of protection against projectiles, flamethrowers and other non-melee attacks.

Spoiler

Mechanics: 

The mage conjures forth either a shield, barrier or dome of air to be used as projectile defense depending on the tier it is cast in. Unlike other spells of air evocation the strength of these defenses scale with the mage’s tier as detailed below. This spell is useless against melee attacks which will simply phase through it with some resistance, but has the capability to stop attacks in the form of streams like flamethrowers and encroaching smoke, as well as cushion explosive force as long as it is not directly on the shield in which case it breaks.  

 

The tiers of this spell are as follows:

 

T2 (Shield): Air barrier manifests as a movable shield 2 meters wide and 4 meters tall. 2 emotes. This spell can be sustained for 4 emotes, with every 4 emotes afterwards costing the same as a new spellcast.

T3 (Barrier): Air barrier manifests as a vertical wall 6 meters long and 4 meters tall at max. 3 emotes. This spell can be sustained for 4 emotes, with every 4 emotes afterwards costing the same as a new spellcast.

T4 (Dome): Air barrier manifests as a dome of a 4 meter radius at max. 4 emotes. This spell can be sustained for 4 emotes, with every 4 emotes afterwards costing the same as a new spellcast.

 

The strength of this spell scales with the tier of the mage, and offers protection based off the object's relative weight:

 

T2: Air shield may stop thrown/baseball-speed projectiles like potions and rocks.

T3: Air barrier may stop arrow-speed projectiles no heavier than a baseball sized rock. Air shield may stop thrown projectiles.

T4: Air shield may stop crossbow-speed projectiles and cause them to either be directed off course or negated entirely. Air barrier and dome may stop arrow-speed projectiles.

T5: All forms of air barrier may stop crossbow-speed projectiles no heavier than a 1m diameter rock.

 

In cases where Air Barrier comes into contact with magical projectiles it will be able to protect the mage against projectiles within its physical limits, and Air Barrier itself will be considered equivalent tier in strength as the mage’s current tier. For instance should a mage be tier 4, Air Barrier is considered T4 in strength, and would be able to counter Naztherak malflame which is put out by T3 air evocation and above. 

 

Redlines:

- Air Shield and Air Barrier allow the mage to move around while it is being sustained though the latter limits them to walking pace. 

- Air Barrier is not a forcefield and is therefore entirely useless against melee attacks.

- Air Barrier will be instantly dispelled should it be directly struck by an explosive like a blasting potion, putting the mage on a 1 emote cooldown before the spell is castable again.

- Air Barrier is considered a deployable spell when cast as a barrier.

- Air Barrier is ineffective against melee attacks which will phase through it with some resistance, where Air Barriers cast as a barrier or a dome will require 1 emote before the weapon passes through.

 

Weave [T3] 

Leveraging the fluidity of air the mage may weave it in the form of sweeping currents of wind in their vicinity as a means of tripping targets and more.

Spoiler

Mechanics: 

The mage creates strong gusts of wind centered around a certain area to cause all targets in the area to lose their footing or more, with the strength and scale of these gales scaling with the tier at which the spell is cast. All spells have a cast range of 16 meters.

 

The tiers of this spell are as follows:

 

T3: Weave creates a rush of air below knee level of all targets within a 3 meter radius of the mage which may cause them to trip or even stumble over. After T3 the mage may cast this rush of air elsewhere not centered on themselves. 3 emotes.

T4: T3 Weave may be scaled up so that it is a 6 meter radius instead, or the mage may summon a vigorous storm of the same size and 4 meters in height, centered on the area. This storm picks up smaller and lighter objects like arrows, shortswords, potions and so forth that are flung around the area with the potential of cutting or bruising targets depending on their nature. All targets caught within this storm are still able to see, though have their movement inhibited by 3 meters within the storm like moving against an upstream current. The spell may be directed in a single direction to slowly continue moving in that direction at a pace of 4 blocks per emote so long as the mage maintains concentration. 4 emotes for both uses. The storm can be sustained for 4 emotes.

T5: Weave now summons a whirlwind of 8 meter radius and 6 meters in height, capable of picking up objects no heavier than a standard longsword or a wooden shield that are flung around with the potential of cutting or bruising targets depending on their nature. All other effects of the previous tier apply, except for the fact that targets have their movement inhibited by 4 meters, instead of three within the storm. 5 emotes. Can be sustained for 4 emotes. 


 

Redlines:

- Weave is telegraphed by currents of wind beginning to vigorously swirl about the region where the storm is being channeled by the mage. 

- The mage is considered the “eye of the storm” for this spell meaning the only region unaffected by this spell is where they are standing. Should they cast this spell centered elsewhere, that point will be similarly untouched. 

- Objects and debris thrown around by T4+ Weave will never outright kill or even severely injure targets, at best resulting in targets leaving the storm battered and bruised should it be debris-ridden.

 

 

Compression [T3] 

By corralling air into the form of a high pressure sphere an air evocationist may create projectiles to glimpse the offensive capabilities of their element.

Spoiler

Mechanics: 

The air evocationist may create projectiles of compressed air which are sent in a single trajectory at arrow-speed in two forms: a heavy-hitting but single target projectile (Slam), or an explosive orb which pushes targets away with significant force (Burst).

 

The blunt force carried by Compression: Slam scales with the tier in which it is cast, as follows:

 

T3: Compression is a baseball sized projectile that has the force of an “air punch”, or in other words equivalent to being struck by a blunt weapon at descendant strength, capable of bruising and potentially causing fractures for unarmored targets and dent the armor of armored targets. This projectile also causes the target to be knocked back 2 meters. 3 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and anymore projectiles raises the cost of this spell to T4, capped at 3 more max.

T4: Compression is a basketball sized projectile which carries enough concussive force to be able to easily fracture or even break the bones of unarmored targets should it directly strike, and severely bruise armored targets.  This projectile also causes the target to be knocked back 3 meters. 4 emotes. Every additional emote of channeling manifests an additional projectile capped at 3 max, and anymore projectiles raises the cost of this spell to T4, capped at 3 more max.

T5: Compression is a beachball sized projectile which carries enough concussive force to be able to break the bones of unarmored targets upon direct impact and fracture those of armored targets, putting them in critical condition should they be hit in a vital region. This projectile also causes the target to be thrown back 5 meters. 5 emotes. 

 

Should Compression be cast as “Blast”, the concussive force of the projectile for the same emotecount will be replaced by the knockback force of Gust for its respective tier, manifesting as a burst of air of a 3 meter radius.

 

Channelling Compression cast at T4 or higher cannot be canceled after 2 emotes (including connection) and should the mage attempt to do so or be disrupted the manifesting projectile will burst prematurely and severely concuss the mage. Projectiles can be held back for 3 emotes max before it explodes and also concusses the mage.

 

Redlines:

- Compression is clearly telegraphed by a swirling mass of wind manifesting as the projectile is being channeled and is by no means invisible and is in fact more visible than other forms of Voidal air.

- Compression will not ever instantly kill a target.

- The trajectory of Compression 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 explodes nd the spell is considered wasted.

 

 

Squall [T4] 

A greater variation of gust, the air evocationist expels air in a spiraling torrent or roiling wave to keep adversaries at bay.

Spoiler

Mechanics: 

Squall can be cast in two forms and is effectively the AoE variation of Gust that is sustained in two forms: “Wave‘ or “Tempest”, both of which with the primary effect of pushing targets and projectiles in its path away with great force. 

 

Wave: The more crowd-control oriented variation of Squall, Wave manifests as a persistent torrent of air that continuously blows outwards in an area in front of the mage, reducing the movement of targets traveling against it by 4 meters and causing them to slide back and even stumble over. Small projectiles weighing roughly the same as small rocks or arrows traveling at arrow-speed will also be blown away in this current of air. 

 

T4: Wave is a torrent of vigorous air stretching up to 4 meters wide and 8 meters long. 5 emotes. Can be sustained for 6 emotes, with every 6 emotes afterwards costing the same as casting the spell again.

T5: Wave is a torrent of vigorous air stretching up to 6 meters wide and 12 meters long. 6 emotes. Can be sustained for 6 emotes. 

 

Tempest: Closer to the flamethrowers and water-blasts of other evocations, tempest is the more single-targeted variation of Squall where the mage fires a turbulent tempest of air that vigorously pushes back targets to significantly inhibit their movement to 2 meters at max and knocking them back 4 meters upon initial impact. It must be noted that though this spell pushes back targets, it carries no concussive force and will not directly inflict any bruises on its own. Medium-sized projectiles traveling up to crossbow-speed that are caught in this tempest will also be negated entirely or even pushed back in the opposite direction. The scale of this spell can be increased as follows:

 

T4: Tempest is a cone of 2 meters in diameter and 12 meters long. 4 emotes. Can be sustained for 6 emotes, with every 6 emotes afterwards costing the same as casting the spell again.

T5: Tempest is a cone of 4 meters in diameter and 16 meters long. 5 emotes. Can be sustained for 6 emotes. 

 

Redlines:

- Squall: Wave is telegraphed by vigorous gusts of wind manifesting in front of the mage as it is being channeled, while Squall: Tempest is telegraphed by a rapidly swirling tempest of wind manifesting upon the mage’s palm. 

- Squall: Wave does not increase in strength in any fashion while it is being casted and acts solely as a persistent pushing force that may cause targets to lose footing should they be stumbled.

- The sustaining of Squall is counted after the emote it is cast meaning it can initially be sustained for 5 emotes before requiring that tier's worth of mana for the next 4.

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

 

 

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

 

Surge [+] 

A long-ranged application of compression, Surge involves the air evocationist accumulating their air from a distance to send targets flying up and away with a bursting updraft. 

Spoiler

Mechanics: 

The air evocationist amasses a compressed pocket of air beneath a target which bursts vertically when cast. The direction of this knockback can be controlled by the mage to tilt in a certain upwards direction should they wish. 

 

The tiers of this spell are as follows:

 

T3: The updraft of air covers a 1 meter radius area beneath a target, capable of sending them flying 2 meters into the air and resulting in a sprained ankle or even bruising. 3 emotes. Every additional Surge adds 1 extra emote of channeling, capped at 2 max and any more raises the cost to T4, capped at 4 max.

T4: The updraft of air covers up to a 3 meter radius area beneath a target or multiple targets, capable of sending them flying 4 meters into the air and resulting in a sprained ankle, fractured bones and potentially more. 4 emotes. Every additional Surge adds 1 extra emote of channeling, capped at 2 max and any more raises the cost to T5, capped at 4 max.

T5: The updraft of air covers up to a 5 meter radius area beneath a target or multiple targets, capable of sending them flying 6 meters into the air and resulting in fractured or even broken bones in worst cases. Olog-sized targets or larger will likely be dazed or even lose their footing as they are knocked up a few feet into the air as well. 5 emotes. 

 

Redlines:

- Surge is telegraphed by a swirling pocket of air manifesting at the area it is about to be cast in as it is being channeled.

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

- Surge does not automatically target enemies and the channeling for a particular spot is committal.

- This spell cannot be sustained.

 

Sound Blast [+] 

By crudely manipulating the vibrations of air the air evocationist may induce spheres of localized sound for disruptive effect.

Spoiler

Mechanics: 

The mage creates a sphere of air the size of an open palm which is then manipulated so that the air within begins to vibrate vigorously, sent as a translucent sphere of sound which expands as a bubble in a certain area to varying degrees of disruptive effect, though no physical harm. This spell may either be cast as a projectile or centered around the mage. 

 

The tiers of this spell are as follows:

 

T4: Sound blast expands as a bubble of ringing, high intensity sound of constantly fluctuating pitch that expands in a 3 meter radius. The nature of this sound makes it physically jarring and stuns all targets within this area for 1 emote, furthermore inhibiting targets from performing major actions for that emote. All magic-casters caught in this area also have their concentrations broken, including those with strengthened connections like Arcane Scions. The unstable nature of this sound may also cause glass and other fragile materials susceptible to resonance to break, and constructs like animatii and atronaches to malfunction. 3 emotes.

 

T5: Sound blast expands as a bubble of crackling, cacophonous and grating sound that expands in a 3 meter radius. The nature of this sound makes it physically painful to hear and stuns all targets within this area for 1 emote, furthermore inhibiting targets from performing major actions for 1 emotes as it induces temporary deafness and lightheadedness. All magic-casters caught in this area also have their connections broken and find themselves unable to connect for 2 emotes, including those with strengthened connections like Arcane Scions. The unstable nature of this sound may also cause glass and other fragile materials susceptible to resonance to break, and constructs like animatii and atronaches to malfunction. 4 emotes.

 

As you would expect, targets that are unable to hear sound are immune to the effects of this spell. 


 

Redlines:

- Sound blast is telegraphed by an uncannily smooth and translucent sphere of sound being conjured by the mage. 

- Sound Blast does not cause any form of lasting physical harm and its deafening effects are all temporary.

- Sound Blast can be blocked by a shield and doing so will cause it to prematurely burst upon impact, protecting those behind the shield from its effects. Targets wearing earplugs may also dampen its effects to prevent themselves from being stunned though this must be explicitly emoted.

- The stunning or dazing effects of Sound Blast are obviously inapplicable upon those incapable of hearing.

 

Tailwind [+] 

By conjuring a trailing gust of wind an air evocationist may enhance the speed and flow of their movement and embrace its freedom and fickleness.

Spoiler

Mechanics: 

The mage may create a continuous, trailing current of wind to enhance their movement for the next 3 emotes, increasing their speed by 4 meters during its duration. This spell may also be used to break a fall of 12 meters maximum or glide down the same distance and doing so uses up the buff entirely. In non-combative or event scenarios Tailwind may be used as a means of scaling platforms of a similar height. During the duration of the buff the mage may not cast any other spells as their concentration is already spent on maintaining the buff. 2 emotes. This spell is considered T4 in mana cost.

 

This spell may be cast on another target for the same emote count albeit the buff is diluted in duration from the distance, only lasting for 1 emote instead of 3. 

 

Redlines:

- Tailwind can only be active on one target at a time and has a 1 emote cooldown after it expires. 

- Using Tailwind to cushion falls any greater than 12 meters will result in injuries of increasing severity starting at severely fractured limbs and ending at death. 

- Tailwind does not buff the mage’s reflexes or finer movements in any way and does not allow them to dodge or react to attacks faster. 

 

Thunderclap [+] 

The most potent spell of air evocation which allows the mage to glimpse the lost powers of lightning, they weave their air into a rumbling cloud of crackling static lightning to devastate a target.

Spoiler

Mechanics: 

The air evocationist may charge up a cloud of air which gradually escalates in speed and ferocity to begin crackling with lightning, released as a devastating arrow-speed projectile 1 meter across to cause a boom of thunder and lightning. 

 

The lightning of this spell is not strong enough to stun targets by any means, though it is capable of singeing and electrocuting those caught within its immediate 1 meter radius to result in a numbing sensation and second degree burns, or worse should they be unarmored. The thunder of this spell is similar in nature to T4 Sound Blast, and causes targets within a 2 meter radius to be dazed (not stunned) for 2 emotes and incapable of performing major actions. 

 

Beyond this the spell does not carry much concussive effect beyond potentially causing targets to stumble over within this same radius. The electrical nature of this spell makes it particularly effective against metallic or armored targets, who will be left stunned for an emote should they directly be struck by Thunderclap.

 

The tiers of this spell are as follows:

 

T5: The thundercloud manifested is 1 meter across in size and causes an explosion of thunder and lightning of a 2 meter radius, with the effects of thunder applicable to its entire radius, and lightning to its immediate 1 meter radius. 6 emotes. 


 

Redlines:

- Thunderclap is clearly telegraphed as a rumbling stormcloud beginning to manifest by the 3rd emote. 

- Thunderclap will never instantly kill a target unless they are directly struck in a vital region, in which case they may be put in critical condition. 

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

- The trajectory of thunderclap 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.

 

Tempestuous Galeforce [+] 

The grandest culmination of all the air evocationist’s capabilities, Tempestuous Galeforce epitomizes the heart of stormy tempests and vigorous hurricanes and allows the mage to call forth a gyrating tornado to let loose upon the world. 

Spoiler

Mechanics: 

Tempestuous Galeforce is an event only spell where the air evocationist channels a rumbling stormcloud above a certain region to eventually call upon a tempest to descend. This whirlwind covers a 3 meter radius and swirls at violent hurricane speeds, capable of destroying objects of wooden durability or below and rendering it into swirling debris. Objects below average descendant weight will be picked up by the storm as debris, and humanoid targets caught within this storm will find it incredibly difficult to move, potentially even be picked up a few meters should they attempt to loose their footing. The airy nature of this tempest allows it to be infused with other elements with the collaboration of other evocationists. 

 

The tiers of this spell are as follows:

 

T5: The air evocationist may amass a whirlwind of air that descends from the sky and has a 3 meter radius and moves 4 meters every emote in a single direction should it be directed by the mage. 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:

- Tempestuous Galeforce 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 Air Evocation

Elindor’s Comprehensive Guide to Voidal Magic


 

Credits

 

Johann (Author. im freeeed T_T)

 

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The new spells spells are cool don't get me wrong, but why are we adding another slot requirement? Why are we locking spells off from transfiguration enchantments, when enchantments are already SO debuffed, and transfiguration takes 2 slots to have anyways. Some of this could be cool sure, but I feel like maybe these rewrites could (instead of locking off T5 spells) be applied like jing in life evocation, where the abilities are accessbile with extra time after T5. Requiring another dedicated slot makes evocations feel so much weaker than they already are. Add progression, not hard aggressive limits and debuffs. It doesn't feel balanced at all. 

It's mostly the slot addition I find frustrating. That's a big commitment for a very small addition of power. I don't know why we're rewriting a good thing. Maybe lore addition these spells to the existing evo page? Follow the jing progression thing? idk. It feels like this will make a lot of people just sad too, I'll be honest, esp already fully built mages who would lose access to spells they might enjoy. It feels like rp-wise it would be an implementing mess. No hate, just genuinely, I don't think this will feel right on the server.

-1 man, I don't like this. Please reconsider.

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Why the second slot? Because this is incredibly powerful.

 

Voidal Magic is pretty much the most powerful magic on the server, perhaps not individually, but it allows a single character to have 5 different magics that are all very powerful on their own already, to the point the physical weakness matters little and a T5 multislot mage may take on various enemies solo and still teleport 32 or so blocks away with translo if they start losing.

 

Add this on top of spellforging,  the voidal feat dlcs (mainly eminence and voidstalker), and potential Jing Summons.

 

If anything, restricting this by making people choose between investing 2 slots on an individual magic for maximum power with it, or more flexibility/variety of spells by getting more MAs, is a great way to tone mages down a little.

 

Not like the 1 slot abilities are weak, not even close.

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I have grown fond of Air Evocation since I picked it up, and began exploring the ways I could supplement my roleplay with it.

 

Losing a combat spell should hopefully not greatly inhibit anyone's character identity. I like the optional 2nd-slot, regardless of the level of strength it gives my character in CRP, because I've always felt that commitment to a school of magic should allow someone to access more tools to hone the Evoker niche.

 

I'd have loved to have seen more Aesthetics woven in upon taking the 2nd slot though. Optional alterations to the way a characters magic and appearance is displayed, greater feats of non-combat Air evocation, maybe inherent enchantment abilities not requiring Tfig, etc etc

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my friend... you clearly know how to make well-written and well-thoughtout lore, but, please. we do not need to rewrite fire evo, air evo, and earth evo. we need new cool magics. pretty please.

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It'd be really cool to see the second-slot as an addition or a continuation of T5, rather than locking spells for T4 behind it. (sound blast, new launch). Focus on giving rather than taking. I don't think air evocation is in a need of a rewrite. A lot of these spells feel overcomplicated, or just like reiterations of gust, where the current spells are almost self explanatory. Redline telegraphs/tells for casting feels like an easy method for metagaming, and cuts away the ability to be creative for no real reason. Half the fun of magic is coming up with how your character shows off their mana/casting for flavor. In some cases it makes sense, like when a specified target needs to be chosen. Air is meant to be freeform, it makes no sense to write in redlines how a spell is meant to be emoted/cast. 

-1 

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