BakedPotato 334 Share Posted April 22 Properties of Conjured Fire Old Lore Spoiler Properties of Conjured Fire Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting. Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact. Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it. Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive. Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable. Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed. Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over. While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut. Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly. Combat conjured fire will always hold a red or orange color, though the shades may vary, with the exception of Blue Flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire. New Lore Spoiler Properties of Conjured Fire Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting. Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact. Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it. Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive. Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable. Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed. Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over. While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut. Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly. Combatively conjured fire can be any color the mage chooses with the exception of Blue Flame, white flame, and black flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire. Tier Progression Old Lore T2 - Apprentice Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin. T3 - Adept Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame. T4 - Expert Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat T5 - Master Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire, Combustion Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions. New Lore T2 - Apprentice Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin. T3 - Adept Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame. T4 - Expert Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen, Flamethrower, Blue Fire Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat. T5 - Master Spoiler Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen, Flamethrower, Blue Fire, Combustion, Flaming Tempest Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions. Reasoning: Colored fire is a completely non-combative effect that doesn't change the flame in any way besides color. Non-combative flames can already have this visual effect so it doesn't make sense for combative flames to not be able to as well. It is completely a flavor effect to enhance roleplay and make fire evocation more fun. As for the tier progression Enwreathe, Smokescreen, and Flaming Tempest aren't listed under spells for tier progression despite being learned at t2, t3, and t5 respectively. The tier they can be learned at is listed under the spell but that can be completely overlooked by newer players. Besides, it doesn't make sense for them to be excluded from the spell list. 7 Link to post Share on other sites More sharing options...
Evanuri 407 Share Posted April 22 +1 give the people pretty fire 6 Link to post Share on other sites More sharing options...
Rhettthecoldone 64 Share Posted April 25 Let my future self have awesome sauce flames!!! (honestly kinda thought this was already a thing-) +1 1 Link to post Share on other sites More sharing options...
Recommended Posts