Johann 2498 Popular Post Share Posted August 14, 2025 Fire Evocation “Akilith’s flames I invoke, Embers, ash and smoke; I spell the end of your road.” - Archmage Salamandra at the battle for Alstion, circa. 1320. Origin Fire as an element has been synonymous to the advancement of mortal life since times immemorial. As a Promethean force of nature it harbors many meanings: the ingenuity of innovation, the fervor of passions, the devastation of war. Among these notions there is one fact that remains universal and constant: “Fire Burns, and Fire Consumes.” From the black flames of the Thirty-Years War to the dying infernos of the traitor-God Gazardiael, fire has been by mortalkind’s side for its greatest triumphs and worst downfalls. The origin of fire dates as far back as perhaps time itself. Many believe Creation’s advent was an eruption of fire like no other sparking the birth of the Veil and the remnant of which, the Sun, still shines radiantly at its center today. In the context of descendant history fire evocation has been practiced alongside its elemental peers for as long as mortals have walked the earth, often eclipsing its cousins with its relative gaudiness and enticing power. Brought into the fold by the elusive “Arcane Mage” as a student of the Wandering Wizard, numerous fire mages have come and gone since then like the ebb and flow of tides, though there are several examples that stand out. Archmages of the Aegisian Mages guild often wielded fire as their preferred element; the likes of Salamandra, Cataris, Bell and Hwaldar come to mind, who were all fire evocationists that performed grand exploits during the war against the Undead. Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of fire evocation is no exception. Explanation Like all evocations, Fire evocation uses the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor to the Void and shaping its magical potential, arcana, into their desired form - in this case fire - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage decades of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic. Generally speaking fire evocation distinguishes itself from other evocations with its risky albeit flashy and offensive nature oriented around setting targets aflame. Further along their progression fire evocationists are able to alter the nature of the fire they manifest in various ways such as increasing its temperature, infusing it with force and so forth. As a Voidal magic fire evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. A fire evocationist’s mastery over the strength, refinement, size, scope and nature of their fire scales proportionally with their current progression of tier: Spoiler Tier 1: A novice fire evocationist is only able to conjure embers capable of barely starting fires and nothing more. Lasts 2 OOC weeks. Spells unlocked: Ignite Tier 2: An adept fire evocationist is able to shape their fire into spherical projectiles though has not reached the level of finesse to manipulate into other shapes. With some effort they may be able to control conjured plumes of flame and manipulate it however they please however to no combative effect. Lasts 3 OOC weeks. Spells unlocked: Fire Projectile, Enwreathe Tier 3: An apprentice fire evocationist is capable of creating large fireballs with some level of confidence and now delves into the creation and projection of flames at further range to construct walls and Pillars to be used against adversaries. Outside of combat their finesse is comparable to the artistry of a circus performer in performing tricks of fire like whirling eddies of flamelets for show. Lasts 5 OOC weeks. Spells unlocked: Flame Wall, Fire Pillar Tier 4: An expert fire evocationist has reached an intimate level of understanding with the nature of flames and gains the ability to cast flamethrower and firestorm for further offensive coverage. At the fourth tier the fire evocationist is able to weave anything mentally conceivable for show in non-combative scenarios, from firecracker displays to tapestries of dancing flames to unfold a story, imagination seems to be the only limit. Lasts 6 OOC weeks. Spells unlocked: Flamethrower, Firestorm Modifiers unlocked: Blue fire Tier 5: Through the fire and the flames the master fire evocationist has seen its every facet and knows it inside out, epitomized by their ability to augment the temperature of their fire to greater heights. Modifiers unlocked: Combustion Upon reaching Tier 5, fire evocationists that dedicate themselves to the second slot of fire evocation gain access to a greater suite of spells. Expanded fire evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression over 2 OOC weeks: Week 1: Flame Field, Flame Implement, Fumes Week 2: Solar Flare, Turnfire Mantle, Fulminating Blast, Superheat As a magical imitation, Voidal fire has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every spell in Fire Evocation: Spoiler - Voidal fire is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured fire will otherwise return to Void. Effects caused by cast spells are entirely beyond the control of the mage and will remain in the world, meaning physical consequences such as burns inflicted, natural fires started, explosions caused, will all remain as is; only fire directly manifested by the mage will fade upon disconnection. Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. - Secondly, like natural fire Voidal fire is hot to the touch and lacks any tangible solid texture beyond the presence of wispy flames and its associated heat. It looks and behaves in much the same way as natural fire physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Auric oil, and so on, as specified in their associated lorepieces. A mage may choose to weave visible but minute strands of their aura into conjured fire for aesthetic preferences albeit only to such an extent. - Thirdly and most importantly, fire burns, and this should be roleplayed sensibly by both the fire evocationist and those involved. For reference, upon contact with flesh fire instantly causes 1st to 2nd degree burns depending on the situation, and will quickly worsen to 3rd degree burns and more afterwards. Fire is a force to be reckoned with, and should not simply be “shrugged off” by targets who should clearly be affected by its heat, nor should the mage consider themselves “immune” to their own flames - they are not. Spells below tier 3 immediately inflict 1st degree burns upon exposed or lightly covered flesh while spells tier 3 and above immediately inflict 2nd degree burns. Limbs that have sustained 3rd degree burns in one spot are considered unusable. And vital areas that sustain burns any worse than this will incapacitate the target. Kento Nanami logic does not apply on Lord of the Craft. Armored targets are by no means impervious to fire evocation spells as they too are affected by its compounding heat, which must be roleplayed accordingly. Furthermore, flames are more than capable of reaching through gaps in armor-plating when directly striking a target, which may lead to searing of flesh or cloth and thus, pain. In the interest of fairness and quality of roleplay, it is the responsibility of the fire evocationist to clearly outline and communicate the effects of the fire spells they have cast to prevent any unnecessary ambiguities and disagreements between parties. Fire Evocation is a [1] slot voidal magic with an optional second slot allocation. Standardly, Voidal fire disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight. A mage is not immune to his own fire with the exception of when it is being channeled. The heat of a flamethrower can still be felt by the fire evocationist albeit to a bearable extent. Spells do not inflict significant burns until they are fully cast meaning you cannot use a half-manifested fireball to “protect” yourself or burn someone else. Any interruption during this channeling entails the spell being aborted. Effects and consequences of Voidal fire do not disappear with Voidal fire upon disconnection however. A house-fire sparked and spread using Voidal fire will not magically disappear when a mage disconnects, only the minute ember which started it. A mage has no control over the fire they have conjured after it makes contact with the world. Effects of their fire as outlined above are also beyond their control meaning “firebending” or anything of the sort is not allowed. A mage has no control over natural fire or any form of already-existing fire. All spell sizes in the lore can be considered upper limits of their specific tiers, meaning you could conjure a smaller Fire Wall or a Flame Field compared to the specified size if you wanted to, for the same cost as that tier unless explicitly stated otherwise. All spells are considered to be [40] blocks unless stated otherwise in spell mechanics. Spells like Fire Wall, Flame Field, Flame Implement and Enwreathe 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, though they will be locked to Fire Evocation spells only. Voidal fire looks and behaves in exactly the same way as real fire in most scenarios except those that interact with magic like Thanhium, anti-magics, other magics, and so on. In situations where a normal fire spreads, Voidal fire will also spread. In situations where a normal fire is put out, Voidal fire will also be put out. Etc. etc. Use common sense. The only exception to the appearance rule is for CAs with souls tainted by dark magic such as Wights, Inferi, Draugar and Liches, who may manifest black fire to no additional effect. The above redline also means that Voidal fire LOOKS exactly as mundane fire does when conjured combatively, and may NOT be fully recolored beyond hints of the mage's aura color within its flames. On the topic of common sense it will be reiterated that fire is not solid and fire projectiles do not come with any concussive force unless augmented. Concussive spells also never OHKOs a target unless they are completely unarmored and is directly hit by something like a T4 fireball. As per current moderation standards fires started for environmental effect in settlements and owned tiles require RO consent. No unsolicited arson rp. For reference, armored targets are considered those wearing anything greater than Medium Armor. Armor targets do NOT possess immunity to fire, let alone fire evocation spells. They will still take damage and feel pain from being directly strick by fire, as the flames are more than capable of inflicting searing damage through gaps in their constitution. The sweltering heat that mounts from prolonged exposure to flames must also not be underplayed. For further reference the emotes specified for spells in this lore follows a [Connection] > [Channeling] > [Cast] format as is standard where channeling often takes multiple emotes. All spells must be telegraphed accordingly as specified in their mechanics and redlines. Some leeway is provided as to how they are cast so long as they are identifiable according to these baselines. I.e. You could cast a flamethrower out of your eyes if you REALLY wanted as long as the fire swirls and concentrates the same way a flamethrower would on your palm. A mage may only upscale a spell until their maximum tier. All of the redlines above are applicable to every spell in fire evocation unless explicitly stated otherwise. Abilities Spells are labeled by the tier in which they are unlocked and once unlocked a fire evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast. [+] denotes spells and modifiers available after 2nd slot investment. Conjure Fire [T1] A fire evocationist may freely manipulate their coveted flames in noncombative or event scenarios for aesthetic or miscellaneous purposes, displaying their indisputable prowess over fire. Spoiler Mechanics: The fire evocationist is able to conjure flames and smoke for freeform use outside of combative scenarios and in event scenarios with ET oversight. The recommended emote scaling for this spell can be considered as [1] connect + [X] cast where [X] is the tier of the manipulation. The scale of their control over fire increases with tiers as follows: T1: Up to one block of fire T2: Up to five blocks of fire T3: Up to ten blocks of fire T4: Up to fifteen blocks of fire. T5: Up to twenty blocks of fire. Fire in this form is free and shapeless, unless formed into something more. Upon reaching [T3], a mage may manipulate the color of their flame, albeit no change in heat. For example, a fire evocationist may create purple flame for non-combative purposes. The only exception to this rule is blue and white flame. Smoke may also be conjured at this tier, with similar flexibility in hue. A fire evocationist can manipulate their fire in any way, shape, or form so long as it remains out of combat. At [T3] a mage can crudely shape their flames, but at [T5] a mage may have much greater control of their flame, able to make it almost smooth. Redlines: -White flame cannot be conjured freely whether in or out of combat. - This may not be used in a combative or destructive manner whatsoever. - Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual flame. 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 pure fire rain upon a crop field, obviously it will take more than three emotes, likely closer to around six or seven. Ignite [T1] The most elementary yet useful spell in a fire evocationist’s arsenal, ignite is exactly as it reads. Its most common use-cases include firestarting and cauterizing small wounds. Spoiler Mechanics: Ignite requires [3] emotes to cast in all variations, where the fire evocationist conjures a small spark of flame at varying intensities and sizes depending on its tier. In all tiers this spell is limited to a [3] block radius around the evocationist and may only be cast on flammable surfaces and materials. Unless sustained by upcasting, the spark conjured by ignite only lasts the duration of the cast emote. The tiers of this spell are as follows: T1: The fire is only the size of a small ember equivalent in effect to a pocket lighter. Its potency is feeble and is only applicable on easily flammable materials like paper and oil. T2: The fire is the size of a golf ball at most and equivalent in effect to a campfire firestarter. It can alternatively be cast as a sustained T1 flame for 3 emotes. Has enough potency to ignite moderately flammable materials like creature hair and fabrics, and may ignite less flammable materials like wood after an emote of exposure. T3: The fire is the size of a palm at most and equivalent in effect to flint and steel. Has enough potency to ignite less flammable materials like wood but not leather. It can alternatively be cast as a sustained [T2] flame for [3] emotes. As it is “Ignite” at its full potential this Tier 3 variation may be augmented with Blue Fire Tiers 2 and above of Ignite may be used as a means of cauterizing open wounds like cuts that are no deeper than surface-level and this process requires 2 emotes of sustained exposure on the wound. After T3, the maximum targets for ignite increases by [1] until reaching [2] targets max once the mage reaches tier 4. A target that is directly grappled by the fire mage may also have Ignite directly cast upon them for the same emote count and potency, so long as the mage is not disconnected in the process of attempting such. Redlines: - Ignite is not potent enough to light descendant flesh (or any epidermal surface of any race/CA) and for the sake of balance may not be used to set descendant hair for fire unless explicitly given permission to do so. - Even when sustained, the spark that is created by ignite will disappear once it is put out, requiring the mage to cast this spell again. - Ignite will never immediately deal damage on the target and will initially manifest as a growing warmth that allows targets to react. - Ignite may alternatively be cast as a grapple spell, as this is within the [3] block range limit imposed on this spell. Enwreathe [T2] [Deployable] By swathing their own, or an ally’s weapon in flame, Fire Evocationists can make both offensive and supportive use of this spell, enabling the imbued weapon to bring searing heat to bear. Spoiler Mechanics: Enwreathe requires [2] emotes to cast, and creates a sheath of flame around the striking portion of a weapon held by the caster, or by another being. This imbuement lasts for 6 emotes, ending early if the caster wishes or if they are forcibly disconnected, or if the weapon leaves the caster’s line of sight. Attacks with the weapon can light flammable material on fire, and cause 2nd degree burns with each hit. Should the material Enwreathe is used on be particularly receptive to magic or heat - specifically Daemonsteel, Dracanium and Arcanium - the spell will last double duration beyond the usual 6 emotes (12 emotes), though can still be interrupted in the usual manner. Blue Fire: Attacks will instead cause 3rd degree burns, and will immediately cause Daemonsteel or particularly heat-retaining materials enwreathed to become red-hot. Imbuing Blue Fire adds 1 emote to the casting time, and 1 tier of manacost. The fire around the weapon turns blue. Combustion: The fire around the weapon seems to freeze and solidify - the first strike levied by the weapon will carry both the 2nd-degree burn capability and causes a curt explosion upon striking the target - expelling embers in a brief, harmless burst, and making the attack strike as if it were from a two-handed warhammer, dealing blunt damage rather than piercing or slashing if the weapon usually dealt such. After delivering this empowered blow, the spell would end prematurely and the mage is disconnected for an emote. Imbuing Combustion adds 1 emote to the casting time, and 1 tier of manacost. Redlines: - Enwreathe is exclusively a weapon-based enchantment spell, meaning it may NOT be used on any other form of object. - Enwreathe may be used on another target to enchant their weapon in a similar way. The cast range of this enchantment is equivalent to #rp range, in other words [20] blocks. - As enwreathe interacts with the weapon it is cast upon, flammable weapons such as those made of wood will suffer appropriate levels of damage which must be roleplayed accordingly. - Enwreathe is considered a deployable spell, meaning it remains on the weapon so long as the caster remains connected. - When cast or enchanted Enwreathe can be used in tandem with swinging the weapon it is applied to for the duration of the spell - this does not apply to the charge and cast emotes, which would still be interrupted if the weapon was swung. - Combustive Enwreathe causes the mage to be disconnected from their magic for [1] emote after the strike. Scions are not disconnected, but are instead simply placed on a [1] emote cooldown as their magic recovers. - In the scenario where a weapon equivalent to a "two-handed warhammer" is being used with Combustion Enwreathe, the modifier will inflict the same blunt damage as before, but carry with it a 1 block 'burst' of flame at the same of impact that inflicts first-degree burns upon nearby targets. Fire Projectile [T2] The bread-and-butter of a fire evocationist, then mage shapes their fire into the form of a projectile to be launched against adversaries. Spoiler Mechanics: By conjuring a small ember which is then fed Arcana, the mage is able to nurture the fire into a singular projectile which travels at arrow-speed in a straight-line trajectory. If multiple projectiles are being cast every individual projectile being added costs their tier. This spell is compatible with Blue Fire. The tiers of this spell are as follows: T2: The projectile is the size of a fist. 3 emotes. Every [2] additional projectiles requires 1 extra charge emote, capped at [3] max. Charging any further projectiles raises the manacost to [T3], capped at [7] total projectiles. T3: The projectile is 1 meter in diameter. 4 emotes. Every additional projectile requires 1 extra charge emote, capped at [3] max. Charging any further projectile raises the maancost to [T4], capped at [6] projectiles max. T4: The projectile is 2 meters in diameter. 5 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max. Charging any further projectiles raises the cost of this spell to [T5], capped at [6] projectiles max. T5: The projectile is 5 meters in diameter. 6 emotes. Manifested fire projectiles can be aesthetically shaped after T3 to roughly take up the same volume. Fire projectiles may be held back for 3 emotes before demanifesting. Multiple fire projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. Fire Evocationists may also use the Blue fire, Combustion and Fumes (with second slot) modifiers with this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Combustion: The projectile made tangible now carries concussive and explosive force that scales according to its tier. Fumes: The projectile now bursts into a cloud of warm smoke and ash in a 2 meter radius from the spell that obscures vision and causes minor suffocation to unprotected targets. This only works for volleys of [1] projectile, and cannot be applied to multiple fire projectiles simultaneously. Redlines: - Fire projectile is telegraphed by the mage conjuring an ember which is fed arcana and shaped into the form of a projectile. - Projectiles can be assumed to travel as far as #rp range, and as fast as an arrow. - The trajectory of fire projectile cannot be altered and it will continue traveling in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast. - Upon impact with a target fire projectile carries no concussive force as it is entirely composed of fire, and also carries no additional explosion which spreads the fire beyond its area of impact. - Multiple fire projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted. - Projectiles added cannot be cheesed as multiple spell-casts for Voidal Eminents. For instance conjuring 3 T3 projectiles for 6 emotes will be treated as a singular spell-cast in the same way as 1 T3 projectile for 4 emotes. - Adding additional projectiles costs additional mana equivalent to the tier of the projectile. Flame Wall [T3] [Deployable] A more niche use case of fire evocation, the mage projects their flame upwards from the ground as a wall to dissuade enemies or in some cases trap them within it entirely. Spoiler Mechanics: A mage gradually conjures a fire trail upon the ground that projects upwards when cast to form a thin wall of flame that burns targets caught in its path and traps those encircled by it. Notably, this trail of fire is telegraphed but cannot be put out while it is being channeled. The spell is compatible with Blue Fire. The tiers of this spell are as follows: T3: A wall 6 meters in length and 3 meters in height can be created and used to encircle a 1 meter radius. This spell may be sustained for 4 emotes. Every 3 emotes after that expends the same tier of mana cost. 4 emotes to cast. T4: A wall 8 meters in length and 5 meters in height can be created and used to encircle a 2 meter radius. This spell may be sustained for 4 emotes. Every 3 emotes after that expends the same tier of mana cost. 5 emotes to cast. Fire Evocationists may use the Combustion modifier on this spell for the following additional effects. Those with a second slot allocation may also use the Fumes modifier on this spell. Further detailed effects and redlines can be referenced in the modifier section: Fumes: The wall becomes a smokescreen 1 meter thick and obscures vision. Combustion: The final cast emote of flame wall carries with it a concussive explosion of fire as the wall bursts from the ground, inflicting blunt damage scaling with the spell's original tier. The wall itself is also 'tangible' and solid to the touch, albeit lacks durability. Redlines: - The fire wall is telegraphed as it is being cast in the form of a manifesting trail of embers that cannot be put out. It can be put out as usual after it is cast, i.e. disconnecting the mage or putting out the fire itself. - Be reasonable with the actual shape of the wall. Though some bending is allowed you cannot be creating loop-the-loops and squiggly line shaped fire walls. - The actual dimensions of the wall can be less than the specified maximum, without any reduction of mana cost. The wall itself is technically considered 0.5 meters thick. - Combustive Fire Wall does NOT knock up targets in any capacity whatsoever, it only inflicts blunt damage via an explosion where it manifests on the cast emote. - Despite being called a wall this spell is unable to stop any projectiles as it is a wall made of fire, and fire is not solid nor is it fast enough to deflect/negate projectiles. It is easily passable by most things though if it is flammable it will be lit aflame. Fire Pillar [T3] A more potent variation of flame wall, the fire mage concentrates the projection of their fire in a singular position for it to erupt as a pillar of flame. Spoiler Mechanics: This spell involves the fire evocationist creating a region of swirling embers on the ground which grows in intensity until the spell is cast, creating a pillar of flame that erupts from that spot during that emote. This spell is channeled at a particular region and cannot be moved once channeling begins. It should be noted that this spell does not instantly incinerate targets, but will most certainly ignite flammable materials and cause severe burns of at least the 2nd degree on exposed flesh for those caught by this spell. This spell is compatible with Blue Fire. The tiers of this spell are as follows: T3: A pillar 1 meters long and 1 meters wide can be projected from the ground up to a maximum height of 6 meters. 3 emotes. T4: A pillar 2 meters long and 2 meters wide can be projected from the ground up to a maximum height of 6 meters. 4 emotes. Pillars may be held back for 3 emotes before the spell disappears and is considered wasted. Fire Evocationists may use the Combustion modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Combustion: The pillar now also carries the concussive force of T4 combustion, severely bruising and easily breaking the bones of targets and knocking up unarmored targets it collides with 6 blocks into the air and armored/heavier targets half of that. Redlines: - Fire pillar is telegraphed by a clearly visible swirling mass of embers and heat that only continues to grow in intensity throughout the spell’s channeling. - Fire pillar does not instantly incinerate targets directly caught by it, instead delivering burns all throughout their body and inflicting 2nd degree burns at least on exposed flesh. - Fire pillar does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore. - Fire pillars directly knocking targets up to ceilings does not OHKO the target, but will definitely lead to the fracturing of bones and other major injuries. - This spell cannot be sustained. Flamethrower [T4] The most devastating and iconic spell of fire evocation, the mage musters their embers into a mass of flames ejected as roaring jets and streams to wreak an inferno of fiery havoc. Spoiler Mechanics: The fire evocationist gathers up fire upon their palm to release it in the form of a jet or a stream when cast. Using their hand as a magical anchor the spell is able to be redirected while the cast is being sustained so long as Voidal connection is maintained. As per the nature of fire Flamethrower will instantly inflict 2nd degree burns upon contact with flesh, with the degree of burns only worsening with sustained contact. Flamethrower can be held back for 3 emotes before being released. This spell is compatible with Blue Fire. The tiers of this spell are as follows: T3: The flamethrower is released as a short puff of flame the diameter of a basketball with a range of 2 meters max. 3 emotes. This spell cannot be sustained. T4: The flamethrower is released as a jet of flame 1 meter in diameter with a range of 8 meters. 4 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again. T5: The flamethrower is released either as a stream of flame 2 meters wide and 1 meter tall with a range of 12 blocks. 5 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards cost the same as casting the spell again meaning this spell can be sustained for 8 emotes max. Fire Evocationists with a second slot allocation may use the Fumes modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Fumes: Smoke is released instead of flames which can be used to obscure a large area or disorient targets. Redlines: - Flamethrower is telegraphed by a concentrated mass of embers gathering upon the user’s palm that grows in intensity throughout channeling. - Flamethrower follows currently accepted movement reductions in Voidal Connection lore for while it is being cast. - The range of Flamethrower at T4 and T5 ALWAYS goes the full range and cannot be controlled. - The sustaining of Flamethrower is counted from the emote after it is cast meaning a flamethrower at T4 is active for 5 emotes before requiring the T4 manacost for the additional 4. Firestorm [T4] Balancing potency and coverage Firestorm is considered the best of both worlds with the offense and utility it provides. The fire evocationist weaves their flames into a storm to surround and incinerate targets Spoiler Mechanics: The fire mage weaves a stationary, swirling storm of embers that slowly grows into flames in a circular region. This vortex of fire behaves like a tornado that spits and erratically throws plumes of flames and embers at their targets within every emote, inflicting 1st degree burns. The tiers of this spell are as follows: T3: The firestorm is a vortex of fire 2 meters in radius and 6 meters tall which can be sustained for 2 emotes and no longer. 4 emotes. T4: The firestorm is a vortex of fire 4 meters in radius and 8 meters tall which can be sustained for 2 emotes, every 2 emote after this costs the same as casting the spell again. 5 emotes. T5: In event scenarios a mage can manifest firestorm in a more literal sense and grander scale where embers and flames numerously rain from a cloud of smoke and ash above a region 6 meters in radius to devastating effect which can be sustained for 4 emotes. 6 emotes. This region can either be sustained for an additional 4 or expanded further to 12 meters at the cost of 2 T5 spellcasts. Redlines: - Firestorm is telegraphed as swirling embers that instead of manifesting from the ground like fire pillar or wall manifests in the air around the target and encircles them at a vigorously growing pace and intensity. - The vortex of Firestorm has the same thickness as that of Fire Wall. - Firestorm cannot be repositioned or moved after initial channeling and cast. - Firestorm may NOT be cast around the mage as they will clearly be harmed within its radius and disconnected. The following abilities are unlocked upon dedicating a second slot to Fire Evocation and notably cannot be created as enchantments in transfiguration. Flame Field [+] [Deployable] Unrivaled in coverage at the cost of power, a fire evocationist may cause turbulent flames to spread across the ground to create a burning field capable of burning those who remain within. Spoiler Mechanics: The fire mage begins channeling this spell by setting their hands aflame and planting them on the ground, causing their aura and embers to visibly apparate at the area for the fire to eventually spread. Once the spell has been cast the fire spreads from the mage like a sweeping wave and rushes across the floor to set it ablaze. Targets caught within this field will immediately receive burns of the first degree from the knee-down should they be unprotected, with these burns only worsening over time should they remain in its region. Flame field can be sustained for longer provided the mage remains connected. At its base form this spell needs to spread from the mage, but this can be circumvented through the use of an arcane focus which allows the casting of this spell through an anchor of mana 6 meters away at max. The tiers of this spell are as follows: T3: Flame Field can cover a 3x3 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 4 emotes. T4: Flame Field can cover a 5x5 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 5 emotes. This spell is compatible with the Blue Fire modifier. Redlines: - Flame Field is telegraphed by the presence of the mage’s aura and embers in the region it is about to be cast in. The use of a focus for casting this spell means the mana anchor must also be clearly emoted, ex. an orb of the mage’s aura. - Flame Field is considered 1 meter tall from the ground and burns at the intensity of ordinary fire. - Flame Field must be cast on solid ground and may not be cast “mid air” obviously. - Unlike Fire Storm, Flame Field MAY be cast centered around a mage as they may exclude themselves from the area. Flame Implement [+] [Deployable] The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios. Spoiler Mechanics: Flame Implement involves the mage manifesting a tangible and fiery-hot weapon wrought of flames. While this spell is being cast and maintained the mage’s connection is still subject to Voidal Connection rules, however they may attack using Flame Implement, and as this spell is deployable they may use other fire evocation spells and do not require active focus for maintenance. Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will also disrupt this spell. This spell is incompatible with all modifiers. The tiers of this spell are as follows: T4: The fire evocationist may compose a one-handed melee weapon created entirely from dense arcane fire not dissimilar to Combustion. The conjured weapon lacks any form of sharpness but is fiery-hot to the touch and radiates the heat you would expect from a regular fire. Leaves a fiery after-trail when the weapon is swung that does NOT inflict direct damage but feels fiery-hot to the touch. 3 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again. Superheat: The spell now carries twice the heat and the weapon takes the form of a purple, red or pink plasma. Each strike of the Implement would do [1] emote of melting toward Superheat damage, or it may be held against an enemy to constitute continuous melting, assuming the wielder is not disconnected. Redlines: - Flame Implement can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has density comparable to its mundane counterpart (steel) but lacks any form of sharpness you may or may not expect from it, ex. A Flame Implement sword would lack a cutting edge. - Flame Implement is not white-hot or blue-hot and only has the same heat of standard Voidal fire. - Flame Implement is considered a deployable spell. - Flame Implement, as a weapon made of fire, will cause anything flammable it comes into contact with to immediately ignite with the exception of the mage’s grip on the weapon. - The length of weapons conjured by this spell is limited to [2] metres in total. Solar Flare [+] Originally a hubristic byproduct gone-wrong of Kharajyr Tōnatiuh-priests in Kharenwyr, a mage may glimpse flame’s radiance and herald it in the form of an incandescent orb. Spoiler Mechanics: Solar Flare involves the fire evocationist creating a stationary, smoldering and mundane ball of fire over [4] emotes, continuously growing larger in radius and greater in brightness until reaching its maximal extent when fully cast. Upon cast this spell sears all targets in its immediate radius to the first degree from its heat and fully illuminates a fixed radius with its radiance. This radius remains magically illuminated for [4] emotes so long as the mage retains their connection. The stationary orb manifested by Solar Flare is considered identical in damage to a fire projectile, meaning targets directly colliding with it take the same amount of damage you would expect. The tiers of this spell are as follows: T3: Solar Flare is a stationary orb considered [1] meter in diameter and illuminates a [4] meter radius. Sears targets [2] meters away from it to the first degree. 4 emotes. T4: Solar Flare is a stationary orb considered [2] meters in diameter and illuminates an [8] meter radius. Sears targets [3] meters away from it to the first degree. 4 emotes. Redlines - Targets wearing Heavy Armor are mostly unaffected by this spell’s searing range, merely feeling a sweltering heat and having flammable objects on their forms burn up. Standing inside the orb will of course yield burns, however. - Solar Flare is telegraphed by an orb of fire manifesting and slowly growing in size and brightness until its effects take effect upon the casting emote. - The heating effect of Solar Flare is considered ‘negligible’ prior to the cast emote, in the sense that although a growing heat can clearly be felt by targets near the spell it is not debilitating in any way. - Similarly, magical shielding is capable of negating the effects of his spell - though Ice and Water shields will vaporise after [1] emote of protection, and Air shields will bear no protective effects at all. Ward Shields will only function against this spell if the caster is fluent in Fire Evocation, per its redlines. - Solar Flare may NOT be relocated as it is being cast and its location upon being manifested is fully commital unless the spell is cancelled. Turnfire Mantle [+] A mage may weave a cloak of protective and resplendent flames which shrouds them in a blazing embrace, part-ways flair and part-ways function. Spoiler Mechanics: Over 3 emotes, a fire evocationist may construct a cloak entirely wrought of voidal flames around themselves that negates and absorbs ONE source of fire (and equivalents), lasting 3 emotes or 15 narrative minutes out of combat. The spell requires a degree of nuance only innate to the mage which exempts them from harm, but prevents them from casting this upon anyone else for the same reason. Should the spell successfully capture a source of flame from an offensive spell its duration immediately ends, magically empowering the mage and granting a mana-free cast of Ignite in any of its tiers. Continuous streams of flame such as flamethrowers are also only negated for one emote. Additionally, the user will be protected passively from mundane fire - they may walk unharmed through a burning building while the spell is maintained. The protection of this cloak is by no means absolute as it exclusively protects the target from only ONE source of flame, specifically Voidal Flame, Dragonsflame, and alchemically wrought fires. The fiery nature of Turnfire Mantle does not translate to automatic protection, and requires explicit intent and action from the mage. This spell is considered T3 in manacost. Redlines - Turnfire Mantle is telegraphed by a swirling mantle of embers and flames that surround and cloak the mage when cast. - Turnfire Mantle’s protection against flame may be modified by ET in event scenarios, i.e when facing a dragon or similar threat. - Using Turnfire Mantle to absorb a source of flame requires [1] emote dedicated to the action. It is NOT a passive effect. - Turnfire Mantle may absorb VOIDAL, DRAGONSFLAME, and ALCHEMICAL fire, but may NOT absorb any form "derivative energy fire" such as Abyssfire, Malflame, Templar Flame, etc. as they are not fire in essence, but rather energy in the form of fire. - This spell may not be cast on another person. Fulminating Blast [+] Considered the grandest possible feat of modern fire evocation, a second slotted fire evocationist may harness the culmination of their decades-long road to mastery and call upon a devastating fiery explosion. Spoiler Mechanics: Fulminating Blast is effectively an event only artillery spell where a fire evocationist channels a ray or beam of supercharged combustive fire to blast a large stationary target. This spell has concussive force equivalent to that of a moderately large explosion of blackpowder, easily capable of incapacitating opponents the size of Ologs and significantly damaging those of a larger size. This spell is not compatible with any modifiers and may only be cast with ET consent. The tiers of this spell are as follows: T5: The fire evocationist may charge up a devastating ray or beam of incredibly combustive fire to cast on a target. The ray covers a 3 meter radius while the beam covers a 2 meter radius, and are both expelled as a surge of roiling flames that explodes upon contact with the primary target. This spell has #s (shout) range and requires 7 emotes to cast, requiring the mage to be stationary for the last 3. Any interruptions means the spell prematurely detonates on the spot and can severely injure or even incapacitate those caught in its immediate radius, especially during the final 3 emotes. Redlines: - Fulminating Blast is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. Modifiers Blue Fire [T4] Spoiler Mechanics: The fire evocationist may spend 1 extra emote and a raised tier of manacost charging up a spell in order to increase its temperature so that the evoked flames are blue, allowing it to burn objects with twice the intensity and therefore twice the speed. This effect must be telegraphed upon the second emote of channeling where the mage’s fire clearly changes from orange to blue. Compatible spells: Ignite, Fire Projectile, Fire Wall, Flamethrower, Firestorm, Flame Field, Enwreathe Redlines: - Blue fire does not instantly incinerate people nor is it capable of instantly melting armor. Steel armor will only begin showing signs of damage should this fire be sustained for longer than 2 emotes on the target. - Blue fire has double the intensity of normal fire and consequently takes half the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state using normal fire, Blue fire does this in 2, and so forth. - Fire-resistant materials such as athins only partially negate the heat of Blue fire and only lowers the intensity of this flame to regular Voidal fire. - Further effects of blue fire can be referred to in the spell that it is augmenting. - As Blue Fire adds an emote and a tier cost to spells it cannot be used on T5 spells. Combustion [T5] Spoiler Mechanics: The fire evocationist may spend 1 extra emote and a raised tier of manacost to infuse additional arcana into their spell to render it tangible and therefore grant it concussive force. Combustive projectiles explode in a fiery inferno that spreads embers and flames in its immediate vicinity. This effect must be telegraphed upon the second emote of channeling where the projectile is visibly being infused with arcana by the mage. The additional concussive force added by combustion scales proportionally with the tier of the spell it augments as follows: T1: The spell has the concussive force of falling hail or a fast-moving pebble, causing targets to stumble back at most though a barrage of these projectiles will knock them backwards. Can cause bruises T2: The spell has the concussive force of a descendant-strength punch but carries no additional explosion or knockback. Being directly struck by this spell is capable of heavy bruising upon unarmored targets and light bruising upon armored targets and will cause them to stumble backwards, though being hit by a barrage of these projectiles will lead to knockback. T3: The spell has the concussive force of being struck by a blunt weapon at human-strength and explodes in a 1 meter radius from the spell itself. Being caught in its direct radius is capable of easily causing fractures upon unarmored targets and severely bruising armored targets. Unarmored targets are knocked back by 2 meters and armored targets are knocked back half this distance. T4: The spell has the concussive force of being struck by a blunt weapon at orc-strength and explodes in a 3 meter radius from the spell itself. Being caught in its direct radius is capable of easily breaking bones for unarmored targets and fracturing the bones of armored targets. Unarmored targets are knocked back by 4 meters and armored targets are knocked back half this distance. Compatible spells: Fire Projectile, Fire Pillar, Enwreathe Redlines: - Combustive fire will never OHKO a target. They will at best be put into critical condition should they be directly struck in the head or a vital region by its T4 augment. - As Combustive fire adds an emote and a tier cost to spells it cannot be used on T5 spells. - Combustive fire does not increase the heat of its augmented spell in any way, only adding physical blunt force that scales with its respective tier. White Fire [T6/PK] Spoiler Mechanics: Discovered in a spur of desperation by a now unnamed elf in the Asulon city of Salvus, the manifestation of White fire entails the mage harnessing arcana beyond the capacity of their soul to make it white-hot at twice the intensity of Blue fire and capable of instantly inflicting burns of the 3rd degree upon targets directly struck. This spell requires 2 extra emotes for its first cast, causing all spells cast [8] emotes following this initial cast to automatically become White Fire without extra emote cost. Throughout this [8] emote duration, the entirety of the mage's mana is consumed, and more, irrevocably PKing them upon its conclusion. Spells cast with this modifier cannot be held back or sustained for any longer than 3 emotes, including flamethrowers. Compatible spells: Fire Projectile, Fire Pillar, Flamethrower, Firestorm, Flame Field, Enwreathe Redlines: - White fire does not instantly incinerate people nor is it capable of instantly melting armor, however this spell will most certainly put a target in critical condition should it directly come into contact. - White fire can be considered to have quadruple the intensity of normal fire and consequently takes a quarter of the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state, White fire does this instantly. - The intensity of this fire causes even fire-resistant materials to instantly combust as if it were not there. - White fire is just fire and does not have any other magical effects other than its incredible heat. The following augmentations are unlocked upon dedicating a second slot to Fire Evocation and are notably inapplicable for enchantments in transfiguration. Fumes [+] Spoiler Mechanics: A more unconventional manifestation of fire in the form of warm cinderous smoke, Fumes allows the fire evocationist to freely alter the makeup of certain spells without additional cost for more underhanded purposes like disruption or escape. This effect must be telegraphed upon the first emote of channeling where fumes manifest instead of fire. Fumes spells manifest as a cloud of stuffy smoke cinders and ash instead of fire that obscures vision and removes line-of-sight of targets on either side. Unprotected targets that are directly struck in the face by these fumes will find it suffocating for an emote. Those that remain in the cloud of fumes will begin finding it stuffy and hard to breathe after 2 emotes albeit never enough to actually put them out wind. The cloud of smoke created after casting a Fumes spell lasts 4 emotes before disappearing unless the mage is disconnected, limiting the vision of targets within to arm's reach. Compatible spells: Fire Projectile, Fire Wall, Flamethrower Redlines: - The cloud of smoke will immediately disappear should the mage be disconnected while the smoke remains. - Fumes spells cannot completely choke out targets and will obviously only affect those that breathe. The obscuring of vision is applicable to all those without the ability to see through magical smoke. - Fumes spells are not fiery-hot by any means and will not cause flammable materials to combust or explosive objects to explode. Superheat [+] Spoiler Mechanics: Once forged in a deluded epiphany by the master pyromancer Lanre Cerusil in the lands of Aevos, this technique has since entered the lineage of modern users of the magic. The use of the spell entails pushing the heat of the flame to its limits whilst restraining any mana spent on its flammability, causing the flame to change into a superheated plasma. The fire evocationist may spend 1 extra emote and a raised tier of manacost charging up a spell in order to superheat the spell. This effect must be telegraphed upon the second emote of channeling where the mage’s fire clearly changes from orange to a gaseous purple, red, or pink. Spells modified in this way would be unable to ignite the target or spread any flames, but would instead inflict burns at the same rate as Blue Fire, whilst melting through materials at an accelerated rate. Superheated fire takes [2] emotes of exposure to melt through materials of leather or weaker durability, and [4] emotes of exposure to melt through materials of steel or similar durability. Excessively weak or flammable materials may be instantly burnt through, but this will never apply to things wielded or worn by a player unless explicitly approved by the target. Compatible spells: Ignite, Fire Projectile, Fire Wall, Flamethrower, Firestorm, Flame Field, Enwreathe, Flame Implement Redlines: - Superheated fire does not instantly incinerate people nor is it capable of instantly melting armor. Leather, cloth, or similar would be melted through within [2] emotes, whereas metal would be melted through within [4] emotes. - Individual strikes by Superheated spells, i.e. not continuous streams, count as [1] emote of melting toward the above. Each maintained emote of a continuous spell such as flamethrower likewise counts as [1] emote of melting. - Superheated fire has double the intensity of normal fire and consequently takes half the time to inflict damage on targets. Where it may take [4] emotes upon a vital region to put a target in critical state using normal fire, Superheated fire does this in [2], and so forth. -Superheated spells can melt through a humanoid’s worth of material within the stated durations. That is to say that stacking armor wouldn’t protect against it in addition, and wearing cloth or leather under metal would not provide additional protection. This also means [4] emotes would be sufficient to melt through the chest of a metal construct, for instance, though notably golems and similar creatures would be immune. This does NOT mean that it can ever melt anything quicker than the stated durations. -Targets would feel a heavy heat and discomfort whilst their armor is melted, but Superheat would not do any direct damage unless striking bare flesh or if armor had been fully melted in a previous emote. -Melted apparel becomes a blackened soot upon the body. This spell does not produce nudity. - Fire-resistant materials such as athins would not prevent the melting effect of Superheat, but would significantly reduce the strain felt by the target during the melting process. Materials which cannot be melted by fire or materials with a significantly higher melting point than steel, such as carbarum, cannot be damaged by Superheated fire. - Other than the damage guidelines stated in this section, Superheat abides by the behaviors described by blue fire in each spell, aside from any involving ignition. - In any way not specified, Superheat will behave like Blue Fire as default. - As Superheat adds an emote and a tier cost to spells, it cannot be used on T5 spells. Citations Pundimonium’s Fire Evocation Elindor’s Comprehensive Guide to Voidal Magic Credits Johann (Author) meowmaxer (Feedback) Stingyparrot (Feedback) 38 Link to post Share on other sites More sharing options...
Random 1697 Share Posted August 14, 2025 I hecking love fire magic Johann is high on the two accepted writes, Zhulik better watch out 5 Link to post Share on other sites More sharing options...
Venomous_Pup 2978 Share Posted August 14, 2025 Why does Johann not name themselves Fireann? This post is HOT. He was COOKING with this post. Absolutely FIRE formatting. People are gonna be feeling the BURN with this one. So many mages will be STOKED with this one. Johann really LIGHTS it up. Truly un-FIRE-gettable. Hopefully Johann never gets BURNT out. 6 Link to post Share on other sites More sharing options...
Keening 1264 Share Posted August 14, 2025 1 minute ago, Venomous_Pup said: . what's wrong with you 5 Link to post Share on other sites More sharing options...
greisn 366 Share Posted August 14, 2025 write more 2 Link to post Share on other sites More sharing options...
Johann 2498 Author Share Posted August 14, 2025 19 minutes ago, Dr Random K. said: I hecking love fire magic Johann is high on the two accepted writes, Zhulik better watch out bro amplificares just got veto'ed 🥀 15 minutes ago, Venomous_Pup said: Why does Johann not name themselves Fireann? This post is HOT. He was COOKING with this post. Absolutely FIRE formatting. People are gonna be feeling the BURN with this one. So many mages will be STOKED with this one. Johann really LIGHTS it up. Truly un-FIRE-gettable. Hopefully Johann never gets BURNT out. dude i had a stroke reading this 4 Link to post Share on other sites More sharing options...
wowj 9760 Share Posted August 14, 2025 This is the only evocation I have, why isn't it 3 slots? 6 Link to post Share on other sites More sharing options...
PrimnyaQuorum 4003 Share Posted August 14, 2025 we 2 slotting fire with this one 2 Link to post Share on other sites More sharing options...
PrimnyaQuorum 4003 Share Posted August 14, 2025 2 hours ago, Johann said: Enwreathe [T2] By swathing their own, or an ally’s weapon in flame, Fire Evocationists can make both offensive and supportive use of this spell, enabling the imbued weapon to bring searing heat to bear. Hide contents Mechanics: Enwreathe requires [2] emotes to cast, and creates a sheath of flame - that can be any color save for black, white, and blue - around the striking portion of a weapon held by the caster, or by another being. This imbuement lasts for 6 emotes, ending early if the caster wishes or if they are forcibly disconnected, or if the weapon leaves the caster’s line of sight. Attacks with the weapon can light flammable material on fire, and cause 2nd degree burns with each hit. Should the material Enwreathe is used on be particularly receptive to magic or heat - such as Daemonsteel or Arcanium - the spell will last indefinitely beyond the usual 6 emotes, though can still be interrupted in the usual manner. Blue Fire: Attacks will instead cause 3rd degree burns, and will immediately cause Daemonsteel or particularly heat-retaining materials enwreathed to become red-hot. Imbuing Blue Fire adds 1 emote to the casting time, and 1 tier of manacost. The fire around the weapon turns blue. Combustion: The fire around the weapon seems to freeze and solidify - the first strike levied by the weapon will carry both the 2nd-degree burn capability and causes a curt explosion upon striking the target - expelling embers in a brief, harmless burst, and making the attack strike as if it were from a two-handed warhammer, dealing blunt damage rather than piercing or slashing if the weapon usually dealt such. After delivering this empowered blow, the spell would end prematurely. Imbuing Combustion adds 1 emote to the casting time, and 1 tier of manacost. Redlines: - Enwreathe is exclusively a weapon-based enchantment spell, meaning it may NOT be used on any other form of object. - Enwreathe may be used on another target to enchant their weapon in a similar way. The cast range of this enchantment is equivalent to #rp range, in other words [20] blocks. - As enwreathe interacts with the weapon it is cast upon, flammable weapons such as those made of wood will suffer appropriate levels of damage which must be roleplayed accordingly. - Enwreathe is considered a deployable spell, meaning it remains on the weapon so long as the caster remains connected. Personal opinion but why is this spell always limited to T2/T3 Level casting on one target??? For all this evo would permit this feels like a really odd line in the sand. 2 hours ago, Johann said: Limbs that have sustained 3rd degree burns are considered unusable. And vital areas that sustain burns any worse than this will incapacitate the target. Kento Nanami logic does not apply on Lord of the Craft. What does this mechanically mean? If I 3rd degree someone's legs are they just not able to walk? If I burn their arms are they just forced to emote *is there for the remainder of the encounter? or is this more meant to mean they cannot be used combatively but could still be used to move/flee with? 2 hours ago, Johann said: For reference, armored targets are considered those wearing anything greater than half-plate. Half Plate is quickly becoming something not standardized but unique to every lore page with voidal weakness [See: Half-Plate Naz vs Half-Plate Scion]. This should probably just be Heavy Armor. 2 hours ago, Johann said: Fire Projectile [T2] The bread-and-butter of a fire evocationist, then mage shapes their fire into the form of a projectile to be launched against adversaries. Hide contents Mechanics: By conjuring a small ember which is then fed Arcana, the mage is able to nurture the fire into a singular projectile which travels at arrow-speed in a straight-line trajectory. If multiple projectiles are being cast every individual projectile being added costs their tier. This spell is compatible with Blue Fire. The tiers of this spell are as follows: T2: The projectile is the size of a fist. 3 emotes. Every 2 additional projectiles requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T3, capped at 4 more max. T3: The projectile is 1 meter in diameter. 4 emotes. Every additional projectile requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T4, capped at 3 more max. T4: The projectile is 2 meters in diameter. 5 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max and any more projectiles requires T5, capped at 3 more max. T5: The projectile is 5 meters in diameter. 6 emotes. Manifested fire projectiles can be aesthetically shaped after T3 to roughly take up the same volume. Fire projectiles may be held back for 3 emotes before demanifesting. Multiple fire projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. Fire Evocationists may also use the Blue fire, Combustion and Fumes (with second slot) modifiers with this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Combustion: The projectile made tangible now carries concussive and explosive force that scales according to its tier. Fumes: The projectile now bursts into a cloud of warm smoke and ash in a 2 meter radius from the spell that obscures vision and causes minor suffocation to unprotected targets. Redlines: - Fire projectile is telegraphed by the mage conjuring an ember which is fed arcana and shaped into the form of a projectile. - Projectiles can be assumed to travel as far as #rp range, and as fast as an arrow. - The trajectory of fire projectile cannot be altered and it will continue traveling in the same direction it was launched until contact. This trajectory cannot be altered or controlled after it is cast. - Upon impact with a target fire projectile carries no concussive force as it is entirely composed of fire, and also carries no additional explosion which spreads the fire beyond its area of impact. - Multiple fire projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted. - Projectiles added cannot be cheesed as multiple spell-casts for Voidal Eminents. For instance conjuring 3 T3 projectiles for 6 emotes will be treated as a singular spell-cast in the same way as 1 T3 projectile for 4 emotes. - Adding additional projectiles costs additional mana equivalent to the tier of the projectile. Voidal Projectiles across all Evos [and some other magics like life evo with projectiles] has a range of LoS, not a fixed distance. What encouraged the swap to fixed distances for a voidal magic? Equally, and I'm unsure if I've missed this or it'll be covered later; how many emotes are required to Blue Fire/Combust/Fume a bulk of projectiles? Is it 1 extra emote PER Projectile, or 1 extra emote PER Cast, regardless of how many projectiles are summoned? 2 hours ago, Johann said: Flame Wall [T3] A more niche use case of fire evocation, the mage projects their flame upwards from the ground as a wall to dissuade enemies or in some cases trap them within it entirely. Hide contents Mechanics: A mage gradually conjures a fire trail upon the ground that projects upwards when cast to form a thin wall of flame that burns targets caught in its path and traps those encircled by it. Notably, this trail of fire is telegraphed but cannot be put out while it is being channeled. The spell is compatible with Blue Fire. The tiers of this spell are as follows: T3: A wall 6 meters in length and 3 meters in height can be created and used to encircle a 1 meter radius. This spell may be sustained for 4 emotes. Every 3 emotes after that expends the same tier of mana cost. 4 emotes to cast. T4: A wall 8 meters in length and 5 meters in height can be created and used to encircle a 2 meter radius. This spell may be sustained for 4 emotes. Every 3 emotes after that expends the same tier of mana cost. 5 emotes to cast. Fire Evocationists with a second slot allocation may use the Fumes modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Fumes: The wall becomes a smokescreen 1 meter thick and obscures vision. Redlines: - The fire wall is telegraphed as it is being cast in the form of a manifesting trail of embers that cannot be put out. It can be put out as usual after it is cast, i.e. disconnecting the mage or putting out the fire itself. - Be reasonable with the actual shape of the wall. Though some bending is allowed you cannot be creating loop-the-loops and squiggly line shaped fire walls. - The actual dimensions of the wall can be less than the specified maximum, without any reduction of mana cost. The wall itself is technically considered 0.5 meters thick. - Despite being called a wall this spell is unable to stop any projectiles as it is a wall made of fire, and fire is not solid nor is it fast enough to deflect/negate projectiles. It is easily passable by most things though if it is flammable it will be lit aflame. Is there a maximum range to casting this or is it a self-range always? 2 hours ago, Johann said: Fire Pillar [T3] A more potent variation of flame wall, the fire mage concentrates the projection of their fire in a singular position for it to erupt as a pillar of flame. Hide contents Mechanics: This spell involves the fire evocationist creating a region of swirling embers on the ground which grows in intensity until the spell is cast, creating a pillar of flame that erupts from that spot during that emote. This spell is channeled at a particular region and cannot be moved once channeling begins. It should be noted that this spell does not instantly incinerate targets, but will most certainly ignite flammable materials and cause severe burns of at least the 2nd degree on exposed flesh for those caught by this spell. This spell is compatible with Blue Fire. The tiers of this spell are as follows: T3: A pillar 2 meters long and 2 meters wide can be projected from the ground up to a maximum height of 6 meters. 4 emotes. Every additional pillar adds 1 extra emote of channeling, capped at 2 max and any more raises the spell to T5 manacost, capped at 4 max. T4: A pillar 4 meters long and 4 meters wide can be projected from the ground up to a maximum height of 6 meters. 5 emotes. Multiple fire pillars erupt simultaneously and cannot be staggered due to its volatile nature. Pillars may be held back for 3 emotes before the spell disappears and is considered wasted. Fire Evocationists may use the Combustion modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Combustion: The pillar now also carries the concussive force of T4 combustion, severely bruising and easily breaking the bones of targets and knocking up unarmored targets it collides with 6 blocks into the air and armored/heavier targets half of that. Redlines: - Fire pillar is telegraphed by a clearly visible swirling mass of embers and heat that only continues to grow in intensity throughout the spell’s channeling. - Fire pillar does not instantly incinerate targets directly caught by it, instead delivering burns all throughout their body and inflicting 2nd degree burns at least on exposed flesh. - Fire pillar does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore. - This spell cannot be sustained. idk if im overreading but the T3 one reads both like T3 cost is either 2 max or the original and 2 extras, and likewise for the T5 version. I think personally only being able to target the ground to produce these pillars and then having them be 4-5 emotes kills any non-event functionality because anyone with a brain will notice the obviously smoldering ground and just move. 2 hours ago, Johann said: Flamethrower [T4] The most devastating and iconic spell of fire evocation, the mage musters their embers into a mass of flames ejected as roaring jets and streams to wreak an inferno of fiery havoc. Hide contents Mechanics: The fire evocationist gathers up fire upon their palm to release it in the form of a jet or a stream when cast. Using their hand as a magical anchor the spell is able to be redirected while the cast is being sustained so long as Voidal connection is maintained. As per the nature of fire Flamethrower will instantly inflict 1st to 2nd degree burns upon contact with flesh, with the degree of burns only worsening with sustained contact. Flamethrower can be held back for 3 emotes before being released. This spell is compatible with Blue Fire. The tiers of this spell are as follows: T3: The flamethrower is released as a short puff of flame the diameter of a basketball with a range of 2 meters max. 3 emotes. This spell cannot be sustained. T4: The flamethrower is released as a jet of flame 1 meter in diameter with a range of 8 meters. 4 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again. T5: The flamethrower is released either as a stream of flame 2 meters wide and 1 meter tall with a range of 12 blocks, or two jets of fire 1 meter in diameter in the same general direction. 5 emotes. Can be sustained for 4 emotes. Every 4 emotes afterwards cost the same as casting the spell again meaning this spell can be sustained for 8 emotes max. Fire Evocationists with a second slot allocation may use the Fumes modifier on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section: Fumes: Smoke is released instead of flames which can be used to obscure a large area or disorient targets. Redlines: - Flamethrower is telegraphed by a concentrated mass of embers gathering upon the user’s palm that grows in intensity throughout channeling. - Flamethrower follows currently accepted movement reductions in Voidal Connection lore for while it is being cast. - If T5 Flamethrower is being cast as two separate jets, these jets must be fired in the same general direction as per line-of-sight. - The range of Flamethrower after T3 cannot be controlled. - The sustaining of Flamethrower is counted from the emote after it is cast meaning a flamethrower at T4 is active for 5 emotes before requiring the T4 manacost for the additional 4. I wish the T5 functionality was common practice across all flamethrower-type spells its so cool man. I am curious about nerfing the range that much; naz has a T3 flamethrower that is both cheaper-ish to cast and reaches 10ms away. The T4 Version takes the same time to cast but for more relative manacost [if you go by the unspoken system], and has a shorter reach. 2 hours ago, Johann said: Firestorm [T4] Balancing potency and coverage Firestorm is considered the best of both worlds with the offense and utility it provides. The fire evocationist weaves their flames into a storm to surround and incinerate targets Hide contents Mechanics: The fire mage weaves a stationary, swirling storm of embers that slowly grows into flames in a circular region. This vortex of fire behaves like a tornado that spits and erratically throws plumes of flames and embers at their targets within every 2 emotes, inflicting 1st to 2nd degree burns. The tiers of this spell are as follows: T3: The firestorm is a vortex of fire 2 meters in radius and 6 meters tall which can be sustained for 2 emotes and no longer. 4 emotes. T4: The firestorm is a vortex of fire 4 meters in radius and 8 meters tall which can be sustained for 2 emotes, every 2 emote after this costs the same as casting the spell again. 5 emotes. T5: In event scenarios a mage can manifest firestorm in a more literal sense and grander scale where embers and flames numerously rain from a cloud of smoke and ash above a region 6 meters in radius to devastating effect which can be sustained for 4 emotes. 6 emotes. This region can either be sustained for an additional 4 or expanded further to 12 meters at the cost of 2 T5 spellcasts. Redlines: - Firestorm is telegraphed as swirling embers that instead of manifesting from the ground like fire pillar or wall manifests in the air around the target and encircles them at a vigorously growing pace and intensity. - The vortex of Firestorm has the same thickness as that of Fire Wall. - Firestorm cannot be repositioned or moved after initial channeling and cast. This spell feels more like a reflavored/sustainable Flame Pillar, given the fact it can't move. I'd rather have this spell function like Air Evo sweep can [a storm that can be sent moving at a fixed pace in a single direction that cannot be altered after cast] then another stationary fire spell, especially since both non-event variants would require an eminent or a lot of luck to actually cast AND sustain 2 hours ago, Johann said: Flame Field [+] Unrivaled in coverage at the cost of power, a fire evocationist may cause turbulent flames to spread across the ground to create a burning field capable of burning those who remain within. Hide contents Mechanics: The fire mage begins channeling this spell by setting their hands aflame and planting them on the ground, causing their aura and embers to visibly apparate at the area for the fire to eventually spread. Once the spell has been cast the fire spreads from the mage like a sweeping wave and rushes across the floor to set it ablaze. Targets caught within this field will immediately receive burns of the first degree from the knee-down should they be unprotected, with these burns only worsening over time should they remain in its region. Flame field can be sustained for longer provided the mage remains connected. At its base form this spell needs to spread from the mage, but this can be circumvented through the use of an arcane focus which allows the casting of this spell through an anchor of mana 6 meters away at max. The tiers of this spell are as follows: T3: Flame Field can cover a 4x4 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 4 emotes. T4: Flame Field can cover a 6x6 area at max and can be sustained for 5 emotes. Every 5 emotes after that costs the same as casting the spell again. 5 emotes. This spell is compatible with the Blue Fire modifier. Redlines: - Flame Field is telegraphed by the presence of the mage’s aura and embers in the region it is about to be cast in. The use of a focus for casting this spell means the mana anchor must also be clearly emoted, ex. an orb of the mage’s aura. - Flame Field is considered 1 meter tall from the ground and burns at the intensity of ordinary fire. - Flame Field must be cast on solid ground and may not be cast “mid air” obviously. I'm unsure if this was intended, but the T4 Variant with an arcane focus would overlap with where the mage stands; in effect the spell would be cast, hit the mage, and then cease to be as the mage gets DC'd. Equally unlike something like Air Sweep, there is no "Eye of the Storm" clarification for where the spell originates from; would a mage casting this also be burnt at the center of this field or is the center [either the mage or a space similar in size if casting away with a focus] not be flame field'ed? 2 hours ago, Johann said: Flame Implement [+] The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios. Hide contents Mechanics: Flame Implement involves the mage manifesting a tangible and fiery-hot weapon wrought of flames. While this spell is being cast and maintained the mage’s connection may only be broken should they suffer wounds or damage of equal or greater severity to being stabbed, being hit by a direct concussive blow, being subject to deafening sounds, and so forth. Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will also disrupt this spell. This spell is incompatible with all modifiers. The tiers of this spell are as follows: T4: The fire evocationist may compose a one-handed melee weapon created entirely from dense arcane fire not dissimilar to Combustion. The conjured weapon lacks any form of sharpness but is fiery-hot to the touch and radiates the heat you would expect from a regular fire. Leaves a fiery after-trail when the weapon is swung. 3 emotes and can be sustained for 6 emotes. Every 6 emotes afterwards costs the same as casting the spell again. Redlines: - Flame Implement can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has density comparable to its mundane counterpart but lacks any form of sharpness you may or may not expect from it, ex. A Flame Implement sword would lack a cutting edge. - Flame Implement is not white-hot or blue-hot and only has the same heat of standard Voidal fire. - Flame Implement, as a weapon made of fire, will cause anything flammable it comes into contact with to immediately ignite with the exception of the mage’s grip on the weapon. - The length of weapons conjured by this spell is limited to [2] metres in total. I am vastly surprised that this is not a deployable spell. Equally, does conjuring this weapon overcome the subpar agility/mobility the voidal connection hints at? I don't think it would be fair if it overcame voidal weakness as well, but unless this would permit a mage to move/be as agile as a normal person a mage casting this spell is basically doomed. IMO, this could function better as any one-handed item, such as buckler/round shields [not tower bleh], with an option to produce two-handed weapons. That said, this being 3 emotes to cast also would likely kill any use of it, as while your john flaming your fire sord you will probably get stabbed twice. 2 hours ago, Johann said: Emblaze [+] The absolute form of Ignite, Emblaze enables fire evocationists to cast an enduring wreath of flames upon any indiscriminate surface Hide contents Mechanics: A fire evocationist may channel and manifest an arcane anchor upon an object or a limb for 4 emotes, maintaining complete focus and limited to walking-pace to directly create a bandage of flames upon cast. This blanket of flames is magically sustained and thus manifests irrespective of the object’s flammability, immediately inflicting first degree burns. As this spell requires line-of-sight, any targets affected by this spell may easily avert this threat through obscuring the mage’s vision of the target by moving it out of sight, or covering it with wraps or another surface. Maintaining Emblaze beyond its initial cast requires the mage to be stationary which allows for the bandage of flames to endure for another [2] emotes after cast. This spell may be sustained for [4] emotes total, and sustaining it for another [2] incurs the same manacost as casting the spell again. This spell is considered T4 in manacost. Redlines - Emblaze must be clearly telegraphed by the mage manifesting an arcane anchor upon the target as it is being past, gradually seething with embers until it bursts as a bandage of flames upon cast. - With each emote this spell is maintained, flesh affected by it will suffer increasingly severe burns, going from first, to second, then to third degree burns at maximum. - This spell will affect armored targets equally to those unarmored. Additionally, naturally flame-resistant treating such as Athins will be woefully ineffective against this spell, failing to defend their wearer against the fire. If this spell is T4 in mana cost, then by your own mechanics burns should start at 2nd Degree and progress to 3rd on the same emote. I see why its 1st, 2nd, then 3rd for balancing reasons, but then I equally question why its a T4 spell asking for a exception to the general rules. Equally, how would this interact with, say, a Rokodra Chestplate or a Dracanium Shield? Would the fires persists even through the respective fire-immunity [and fire absording, in the case of drac] so long as the mage focuses on it and its not specifically covered as outlined? Equally, and again, its odd this spell has a LoS range, but something more basic like flame projectile and enwreathe are fixed to RP range. 2 hours ago, Johann said: Solar Flare [+] Originally a hubristic byproduct gone-wrong of Kharajyr Tōnatiuh-priests in Kharenwyr, a mage may glimpse flame’s radiance and herald it in the form of an incandescent orb. Hide contents Mechanics: Solar Flare involves the fire evocationist creating a stationary, smoldering and mundane ball of fire over [4] emotes, continuously growing larger in radius and greater in brightness until reaching its maximal extent when fully cast. Upon cast this spell sears all targets in its immediate radius to the first degree from its heat and fully illuminates a fixed radius with its radiance. This radius remains magically illuminated for [4] emotes so long as the mage retains their connection. The stationary orb manifested by Solar Flare is considered identical in damage to a fire projectile, meaning targets directly colliding with it take the same amount of damage you would expect. The tiers of this spell are as follows: T3: Solar Flare is a stationary orb considered [1] meter in diameter and illuminates a [4] meter radius. Sears targets [2] meters away from it to the first degree. 4 emotes. T4: Solar Flare is a stationary orb considered [2] meters in diameter and illuminates an [8] meter radius. Sears targets [3] meters away from it to the first degree. 4 emotes. Redlines - Targets wearing Heavy Armor are mostly unaffected by this spell’s searing range, merely feeling a sweltering heat and having flammable objects on their forms burn up. Standing inside the orb will of course yield burns, however. - Solar Flare is telegraphed by an orb of fire manifesting and slowly growing in size and brightness until its effects take effect upon the casting emote. - The heating effect of Solar Flare is considered ‘negligible’ prior to the cast emote, in the sense that although a growing heat can clearly be felt by targets near the spell it is not debilitating in any way. - Similarly, magical shielding is capable of negating the effects of his spell - though Ice and Water shields will vaporise after [1] emote of protection, and Air shields will bear no protective effects at all. Ward Shields will only function against this spell if the caster is fluent in Fire Evocation, per its redlines. kha machine kha machine This spell is missing a casting range, which makes me think its another LoS Spell [see above for my concerns on this trend, though I'd rather most fire spells of a detached/projectile nature be LoS ranged then a fixed range, following the rest of void]. I think the searing range should follow the [x2] jump in the T3 -> T4 Casting level and be [4] Meters; equally, what happens if the mage casts this sphere above themselves? With the shielding I disagree; I think a Water Shield [being a liquid barrier] should be able to tank a T3 Solar flare and melt an ice Barrier over [2] emotes, while T4 melts both over 1 emote. Also, Ward Shields are weird atm because you can abjure/ward something if you knew it for a set period of time, not just by being T3+ in it. 2 hours ago, Johann said: Turnfire Mantle [+] A mage may weave a cloak of protective and resplendent flames which shrouds them in a blazing embrace, part-ways flair and part-ways function. Hide contents Mechanics: Over 3 emotes, a fire evocationist may construct a cloak entirely wrought of voidal flames around themselves that negates and absorbs ONE source of fire (and equivalents), lasting 3 emotes or 15 narrative minutes out of combat. The spell requires a degree of nuance only innate to the mage which exempts them from harm, but prevents them from casting this upon anyone else for the same reason. Should the spell successfully capture a source of flame from an offensive spell its duration immediately ends, magically empowering the mage and granting a mana-free cast of Ignite in any of its tiers. Continuous streams of flame such as flamethrowers are also only negated for one emote. Additionally, the user will be protected passively from mundane fire - they may walk unharmed through a burning building while the spell is maintained. The protection of this cloak is by no means absolute as it exclusively protects the target from only ONE source of flame, and the fiery nature of Turnfire Mantle does not translate to automatic protection, and requires explicit intent and action from the mage. This spell is considered T3 in manacost. Redlines - Turnfire Mantle is telegraphed by a swirling mantle of embers and flames that surround and cloak the mage when cast. - Turnfire Mantle’s protection against flame may be modified by ET in event scenarios, i.e when facing a dragon or similar threat. - Using Turnfire Mantle to absorb a source of flame requires [1] emote dedicated to the action. It is NOT a passive effect. - This spell may not be cast on another person. While incredibly cool in theory, you probably need to define exactly what's absorbed. Abyssflame, despite being a flame, isnt actually fire and the same goes for malflame, despite inflicting burns and damage like real fire when it catches to soul-bearing material. The drazi cabal, equally, will probably have something to say about this cloak absorbing Dflame. IMO, this ability should be able to absorb any "fire" [including abyssflame, malflame, and dflame] as the spell describes. Equally, you may want to outline how this protection works; I.E if im hit with a combustive flameblast, does this cloak absorb EVERYTHING [combustion effect too?] or JUST the fire? Does my mana free cast of ignite persist through disconnection? Can it be stockpiled? Equally, I think a mana-free cast of ignite is kinda meh. I would go for a mana-free cast of a unmodified Fire Projectile that scales with the tier of fire spell/flame it absorbed. Finally, this spell probably needs some kind of CD to prevent spam eating firespells. 2 hours ago, Johann said: Fulminating Blast [+] Considered the grandest possible feat of modern fire evocation, a second slotted fire evocationist may harness the culmination of their decades-long road to mastery and call upon a devastating fiery explosion. Hide contents Mechanics: Fulminating Blast is effectively an event only artillery spell where a fire evocationist channels a ray or beam of supercharged combustive fire to blast a large stationary target. This spell has concussive force equivalent to that of a moderately large explosion of blackpowder, easily capable of incapacitating opponents the size of Ologs and significantly damaging those of a larger size. This spell is not compatible with any modifiers and may only be cast with ET consent. The tiers of this spell are as follows: T5: The fire evocationist may charge up a devastating ray or beam of incredibly combustive fire to cast on a target. The ray covers a 3 meter radius while the beam covers a 2 meter radius, and are both expelled as a surge of roiling flames that explodes upon contact with the primary target. This spell has a range of 16 meters and requires 7 emotes to cast, requiring the mage to be stationary for the last 3. Any interruptions means the spell prematurely detonates on the spot and can severely injure or even incapacitate those caught in its immediate radius, especially during the final 3 emotes. Redlines: - Fulminating Blast is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. explosion :D I don't agree with the explosion, however, if interrupted. This is an event spell; more likely then not a ET will see the small twink in the corner start to glow and explode and send some trollage their way that cannot be blocked/dodged/parried in any meaningful way. 2 hours ago, Johann said: Blue fire [T4] Hide contents Mechanics: The fire evocationist may spend 1 extra emote and a raised tier of manacost charging up a spell in order to increase its temperature so that the evoked flames are blue, allowing it to burn objects with twice the intensity and therefore twice the speed. This effect must be telegraphed upon the second emote of channeling where the mage’s fire clearly changes from orange to blue. Compatible spells: Ignite, Fire Projectile, Fire Wall, Flamethrower, Firestorm, Flame Field, Enwreathe Redlines: - Blue fire does not instantly incinerate people nor is it capable of instantly melting armor. Steel armor will only begin showing signs of damage should this fire be sustained for longer than 2 emotes on the target. - Blue fire has double the intensity of normal fire and consequently takes half the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state using normal fire, Blue fire does this in 2, and so forth. - Fire-resistant materials such as athins only partially negate the heat of Blue fire and only lowers the intensity of this flame to regular Voidal fire. - As Blue Fire adds an emote and a tier cost to spells it cannot be used on T5 spells. Combustion [T5] Hide contents Mechanics: The fire evocationist may spend 1 extra emote and a raised tier of manacost to infuse additional arcana into their spell to render it tangible and therefore grant it concussive force. Combustive projectiles explode in a fiery inferno that spreads embers and flames in its immediate vicinity. This effect must be telegraphed upon the second emote of channeling where the projectile is visibly being infused with arcana by the mage. The additional concussive force added by combustion scales proportionally with the tier it augments as follows: T1: The spell has the concussive force of falling hail or a fast-moving pebble, causing targets to stumble back at most though a barrage of these projectiles will knock them backwards. Can cause bruises T2: The spell has the concussive force of a descendant-strength punch but carries no additional explosion or knockback. Being directly struck by this spell is capable of heavy bruising upon unarmored targets and light bruising upon armored targets and will cause them to stumble backwards, though being hit by a barrage of these projectiles will lead to knockback. T3: The spell has the concussive force of being struck by a blunt weapon at human-strength and explodes in a 1 meter radius from the spell itself. Being caught in its direct radius is capable of easily causing fractures upon unarmored targets and severely bruising armored targets. Unarmored targets are knocked back by 3 meters and armored targets are knocked back half this distance. T4: The spell has the concussive force of being struck by a blunt weapon at orc-strength and explodes in a 3 meter radius from the spell itself. Being caught in its direct radius is capable of easily breaking bones for unarmored targets and fracturing the bones of armored targets. Unarmored targets are knocked back by 5 meters and armored targets are knocked back half this distance. Compatible spells: Fire Projectile, Fire Pillar, Enwreathe Redlines: - Combustive fire will never OHKO a target. It will incapacitate a target at best should they be directly struck in the head or a vital region by its T4 augment. - As Combustive fire adds an emote and a tier cost to spells it cannot be used on T5 spells. - Combustive fire does not increase the heat of its augmented spell in any way, only adding physical blunt force that scales with its respective tier. I can't see why the T5 Variant of spells can't be modified, given it still adds 1 extra emote to their cast and cannot benefit from things like Incanter's Flow. Regardless its not a deal breaker and I've never seen anyone do that with current fire evo, except the rare case one time in a event I spent 6 emotes casting a combustive flaming tempest. Equally, for the love of GOD, Athins/Materials that are not Fire Immune should not have any bearing on Blue Fire or Fire Evocation. Fire Resistant means its harder to start on fire; being directly blasted with a concentrated, sustained burst of fire is probably undoing some fuckass herb treatment. I have strong opinions on this. Otherwise, I think blue fire is fine; I'm not entirely sure how it adds into the burn system with a flat doubling. For combustion, please dont ask a LoTCer to apply half of 5 - some people will say 3m knockback, some will say 2m. It should be stated if it rounds up or down. 2 hours ago, Johann said: White Fire [T6/PK] Hide contents Mechanics: Discovered in a spur of desperation by a now unnamed elf in the Asulon city of Salvus, the manifestation of White fire entails the mage harnessing arcana beyond the capacity of their soul to make it white-hot at twice the intensity of Blue fire and capable of instantly inflicting burns of the 3rd degree upon targets directly struck. This spell requires 2 extra emotes and consumes all of the mage’s mana and more, irrevocably PKing them after it is cast. Spells cast with this modifier cannot be held back or sustained for any longer than 3 emotes, including flamethrowers. Compatible spells: Fire Projectile, Fire Pillar, Flamethrower, Firestorm, Flame Field Redlines: - White fire does not instantly incinerate people nor is it capable of instantly melting armor, however this spell will most certainly put a target in critical condition should it directly come into contact. - White fire can be considered to have quadruple the intensity of normal fire and consequently takes a quarter of the time to inflict damage on targets. Where it may take 4 emotes upon a vital region to put a target in critical state, White fire does this instantly. - The intensity of this fire causes even fire-resistant materials to instantly combust as if it were not there. - White fire is just fire and does not have any other magical effects other than its incredible heat. I really cannot see why a PK spell has limits on what it can be applied to. You may want to clarify what happens on a interrupted cast, if it bypasses fire-immune materials such as rokodra and drac, and what happens to non-monk reviving CAs that utilize White Flame. 2 hours ago, Johann said: Fumes [+] Hide contents Mechanics: A more unconventional manifestation of fire in the form of warm cinderous smoke, Fumes allows the fire evocationist to freely alter the makeup of certain spells without additional cost for more underhanded purposes like disruption or escape. This effect must be telegraphed upon the first emote of channeling where fumes manifest instead of fire. Fumes spells manifest as a cloud of stuffy smoke cinders and ash instead of fire that obscures vision and removes line-of-sight of targets on either side. Unprotected targets that are directly struck in the face by these fumes will find it suffocating and become minorly disoriented for an emote, affecting the accuracy of actions they attempt though not hindering them from doing so. Those that remain in the cloud of fumes will begin finding it stuffy and hard to breathe after 2 emotes albeit never enough to actually put them out wind. The cloud of smoke created after casting a Fumes spell lasts 4 emotes before disappearing unless the mage is disconnected. Compatible spells: Fire Projectile, Fire Wall, Flamethrower Redlines: - The cloud of smoke will immediately disappear should the mage be disconnected while the smoke remains. - Fumes spells cannot completely choke out targets and will obviously only affect those that breathe. The obscuring of vision is applicable to all those without the ability to see through magical smoke. - Fumes spells are not fiery-hot by any means and will not cause flammable materials to combust or explosive objects to explode. This is cool, however I think it does need some baked in protection for the casting mage; I.E one cannot, while being Fumed "accidently" or "by chance" target the mage through the fumes, or "follow" the fumes. If they're blind and disorientated, then they're more likely to get turned around and hit anyone by chance then specifically the mage, otherwise I fear we'll see with fumes the current *walks through the fire gritting his teeth and swings at the mage emotes we're all so fond of. Otherwise this write is awesome and worth 1 rokodra towershield out of 5 norlanders. If I see anything else I'll mention it 4 Link to post Share on other sites More sharing options...
Pearlescent 585 Share Posted August 14, 2025 can we not 2 slot voidal magics 2 Link to post Share on other sites More sharing options...
Luxury 1083 Share Posted August 14, 2025 Fire is UP. I love the legacy inclusion of White Flames. My singular inconsequential nitpick, and unpopular opinion, is that Fire Evocation ought to mimic the natural Element. I.e. it should remain within the reds, oranges, and blues. My reasoning is that Fire color is not coincidental and understanding the reason fire is colored the way it is should be part and parcel to understanding the evocation, therefore allowing its conjuring. Its a sciency take and only relevant for teachers trying to teach a certain way - which is a fading practice. —— Earth evocation also suffered a similar lapse in rewrites since mechanically, a wall of quartz and a wall of obsidian need to abide by the same durability mechanisms in combat. 5 Link to post Share on other sites More sharing options...
Baccaaa 490 Share Posted August 14, 2025 This is fire 2 Link to post Share on other sites More sharing options...
Johann 2498 Author Share Posted August 14, 2025 1 hour ago, wowj said: This is the only evocation I have, why isn't it 3 slots? that's bc we'll be cooking 5 slot evotar 42 minutes ago, Pearlescent said: can we not 2 slot voidal magics i would like to reward people for making interesting and focused characters with fewer magics rather than jack-of-all-trade "mages" (which you still aren't punished for being btw). It makes sense that someone who invests MORE into practicing a particular magic is given access to MORE capabilities vs. someone who's equally specced into everything. With that said, I've taken a lot of care to not take away anything from the existing first slot (the only spell that's been moved to 2 slot is buffed smoke), so I'm not sure what the concern is here beyond reduced minmax potential 47 minutes ago, Luxury said: My singular inconsequential nitpick, and unpopular opinion, is that Fire Evocation ought to mimic the natural Element. I.e. it should remain within the reds, oranges, and blues. will consider this, thank you for the comment! 7 Link to post Share on other sites More sharing options...
sam33497 7356 Share Posted August 14, 2025 new best pk method dropped BTW, add ENWREATHE to white fire plz 3 Link to post Share on other sites More sharing options...
StingyParrot 1595 Share Posted August 14, 2025 fire post 2 Link to post Share on other sites More sharing options...
Recommended Posts