Jump to content

Johann

Story
  • Posts

    188
  • Joined

  • Last visited

Posts posted by Johann

  1. [!] A faraway Uradir somehow catches wind of the election during his exile. Feeling particularly devious that day he decided to chip in.

     

    ((MC Name: Geidleth))

    Name: Muriel Uradir

     

    Vote 1: Anethra Uradir

    Vote 2: Anethra Uradir

     

    "Take me back to simpler times...", He lamented whilst looking at an old Uradir family photo conjured from memory.

     

     

  2. Air Evocation

     

    v yQm141n3kaPdRqaRr89DLVoSaX-S6_dOEAk3Waqtbk3nXq0Ljr6jRd1cLq-gHr9WLC7easagF4g8C_ClMpQhnLLwq2LclXbGJgXP66XPwcB2WxCIm-uclCPlhjYMJuNNZugYvYOLrehtDsnQnnEfri8
     

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

    - Blundermore Windraker,

    Former Ascended Sage and Archmage.

     

    Origin

     

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

     

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

     

    Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of air evocation is no exception.

     

    Explanation

     

    Like other evocations, Air Evocation makes use of the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor with the Void and shaping its magical potential into their desired form - in this case air - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  

     

    Overall, out of the evocations air distinguishes itself with its unique emphasis on utility albeit with a more offensive emphasis compared to water as you would expect from its fluid nature. More seasoned air evocationists are granted the ability to manifest air as sound or even storm. As a Voidal magic air evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. 

     

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

    Spoiler

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

     

    Spells unlocked: Gust

     

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

     

    Spells unlocked: Air Barrier, Redirect

     

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

     

    Spells unlocked: Weave

     

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

     

    Spells unlocked: Squall, Compression

     

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

     

    Spells unlocked: N/A

     

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

     

    Week 1: Surge, Tailwind

     

    Week 2: Sound Blast, Thunderclap,  Tempestuous Galeforce

     

    As a magical imitation, Voidal air has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every air spell in Air Evocation:

    Spoiler

    - Voidal air is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured air will otherwise return to Void. Consequently this means although air can be used to fan flames or knock over objects, it cannot be used as a substitute for real air for breathing as connection would be broken due to a lack of line-of-sight. Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. 

     

    - Like natural air Voidal air is free, flowy and mostly transparent, only tinged with rivulets of the mage’s aura. It looks and behaves in much the same way as natural air physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Paladinism, Auric oil, and so on as specified in their associated lorepieces. Like natural air, it is able to fan flames, dry objects, clear smoke, move things around, or even knock targets away with significant concussive force should it be compressed. 

     

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

     

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

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

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

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

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

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

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

    - The barriers of Air Barrier are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Air Evocation spells only.

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

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

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

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

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

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


     

    Abilities

     

    Spells are labeled by the tier in which they are unlocked and once unlocked a air evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.

     

    [+] denotes spells and modifiers available after nd slot investment.

     

    Conjure Air [T1]

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

    Spoiler

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

     

    Mechanics:

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

    - All non-combat spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their air  increase from [T1] being formless, to [T3] being more moderately distinct, to [T5] which is very refined, though cannot be razor thin.
     - Starting at [T4], the Air Evocationist may begin to conjure sounds carried by wind. From whispers, to clapping sounds, to booms. The strength of sounds conjured will increase progressively over the tier until the mage reaches mastery.

     

    Redlines:

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

     

     

    Gust [T1] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

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

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

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

     

    Redlines:

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

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

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

     

    Redirect [T2] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

     

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

     

    Redlines:

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

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

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

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

     

    Air Barrier [T2] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

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

     

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

     

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

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

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

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

     

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

     

    Redlines:

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

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

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

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

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

     

    Weave [T3] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

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


     

    Redlines:

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

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

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

     

     

    Compression [T3] 

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

    Spoiler

    Mechanics: 

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

     

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

     

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

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

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

     

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

     

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

     

    Redlines:

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

    - Compression will not ever instantly kill a target.

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

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

     

     

    Squall [T4] 

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

    Spoiler

    Mechanics: 

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

     

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

     

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

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

     

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

     

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

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

     

    Redlines:

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

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

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

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

     

     

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

     

    Surge [+] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

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

     

    Redlines:

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

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

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

    - This spell cannot be sustained.

     

    Sound Blast [+] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

     

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

     

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


     

    Redlines:

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

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

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

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

     

    Tailwind [+] 

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

    Spoiler

    Mechanics: 

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

     

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

     

    Redlines:

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

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

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

     

    Thunderclap [+] 

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

    Spoiler

    Mechanics: 

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

     

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

     

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

     

    The tiers of this spell are as follows:

     

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


     

    Redlines:

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

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

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

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

     

    Tempestuous Galeforce [+] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

    T5: The air evocationist may amass a whirlwind of air that descends from the sky and has a 3 meter radius and moves 4 meters every emote in a single direction should it be directed by the mage. This spell has a range of 16 meters and requires 8 emotes to cast, requiring the mage to be stationary for the final 4. Can be sustained for 6 emotes max. 

     

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

     

    Redlines:

    - Tempestuous Galeforce is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. 

     

     

    Citations

     

    Pundimonium’s Air Evocation

    Elindor’s Comprehensive Guide to Voidal Magic


     

    Credits

     

    Johann (Author. im freeeed T_T)

     

  3. Earth Evocation


    r7usJB1i0QW4ghZMPPBhIqMFedIXK9hnIluGGZHCbHZNdQKhSEzc0uX3DtBwE8fAUv-Ayk5RyfjNRcGaz3uPN58jevLNeOyIRmuNBsMw3ZuwZWOAVNlqW3ZvovOcdilBvqgn-kh0-8Df4gORgjVd8ms
     

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

    - Elindor, Master Wizard and Archmage of old.

     

    Origin

     

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


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

     

    Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of earth evocation is no exception.
     

    Explanation

     

    Earth Evocation makes use of the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor with the Void and shaping its magical potential into their desired form - in this case earth, rock, sand, etc. - which is drawn into reality and gradually manifests as their desired spell. A common misconception regarding Earth Evocation is its limitation to only creating earth when in fact, it encompasses many more closely related but still distinct elements: sand, rock, earth itself, mud, and so forth. It is also for this reason that earth evocation, unlike other evocations, lacks elemental augmentations, as these are all disparate elements with their own properties separately manifested. A mages’ mastery of Earth Evocation hinges on two factors, their familiarity with these elements and their experience in harnessing them, requiring the average mage years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  

     

    Overall, out of the evocations earth distinguishes itself with its balance of both offensive and defensive utility, though with a slight bias for the latter as you would expect from the solidarity of earth. More advanced earth evocationists gain the ability to shape their rock into finer forms and various utilities. As a Voidal magic Earth Evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. 

     

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

    Spoiler

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

     

    Spells unlocked: Sand Blast

     

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

     

    Spells unlocked: Rock projectile: Blunt

     

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

     

    Spells unlocked: Earthen Wall, Sandstorm

     

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

     

    Spells unlocked: Rock projectile: Needle

     

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

     

    Spells unlocked: Entomb

     

    Upon reaching Tier 5, earth evocationists that dedicate themselves to the second slot of earth evocation gain access to a greater suite of spells. Expanded earth evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression over 2 OOC weeks:

     

    Week 1: Earthweaving, Earthen Barrage

     

    Week 2: Seismic Tremor, Geotic Field, Meteoric Befall

     

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

    Spoiler

    - Voidal earth is first and foremost artificial in all its forms, regardless of its physical and chemical makeup or nature they are magically contrived and are thus conditional on the mage’s connection to the Void and will disappear otherwise. Consequently this means effects directly caused by these elements, like suffocation due to sand and inhibition of movement due to mud will all cease to apply when they disappear.  Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted.

     

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

     

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

     

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

     

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

     

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

     

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

    - Voidal earth (which for the sake of brevity refers to Voidal earth AND all its derivatives) disappears as soon as a mage is disconnected and follows all currently accepted Voidal connection guidelines including line-of-sight.

    - The above redline also means targets that are suffocated due to the presence of Voidal sand, inhibited due to the Voidal mud, etc. will no longer be affected upon its disappearance. This does not reverse any effects caused by Voidal earth; fires already smothered by sand do not start again, fractured bones by Voidal rock do not unfracture, etc. 

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

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

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

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

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

    -  Earthen Pillars, Earthen Walls, Earthweaving walls are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Earth Evocation spells only.

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

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

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



    Abilities

     

    Spells are labeled by the tier in which they are unlocked and once unlocked an earth evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.

     

    [+] denotes spells and modifiers available after 2nd slot investment.

     

    Conjure Earth [T1]

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

    Spoiler

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

     

    Mechanics:

     

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

     

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

     

    T1: Up to one meters of earth.

    T2: Up to five meters of earth.

    T3: Up to ten meters of earth.

    T4: Up to fifteen meters of earth.

    T5: Up to twenty meters of earth.

     

    Redlines:

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

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

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

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

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

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

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

     

    Sand Blast [T1] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

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

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

     

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

     

    Redlines:

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

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

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

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

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

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

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

     

    Rock Projectile [T2] 

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

    Spoiler

    Mechanics: 

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

     

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

     

    The tiers of this spell are as follows:

     

    Blunt:

     

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

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

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

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

     

    Needle:

     

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

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

     

    Earth projectiles may be held back for 3 emotes before demanifesting. Multiple earth projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. 

     

    Redlines:

     

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

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

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

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

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

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

    - Multiple rock projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted.

     

    Earthen Wall [T3] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

    T4: Earthen Wall takes the form of a barrier of earth 6 meters wide and 4 meters tall which may not be moved. This shield can also be manifested as a protective dome of a 5 meter radius to the same effect. 4 emotes. Can be sustained for 6 emotes with every 6 afterwards costing the same as a new spellcast. Can withstand 7 blunt strikes or strong piercing attacks, and 3 anti-magic attacks.


     

    Redlines:

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

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

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

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

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

     

    Sandstorm [T3] 

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

    Spoiler

    Mechanics: 

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

     

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

     

    The tiers of this spell are as follows:

     

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

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

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


     

    Redlines:

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

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

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

     

    Earthen Pillar [T4] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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

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

     

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

     

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

     

    Redlines:

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

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

    - Earthen Pillar does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore.

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

     

    Entomb [T5] 

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

    Spoiler

    Mechanics: 

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

     

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

     

    The tiers of this spell are as follows:

     

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

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

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

     

    Redlines:

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

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

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

     

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

     

    Earthweaving [+] 

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

    Spoiler

    Mechanics: 

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

     

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

     

    The tiers of this spell are as follows:

     

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

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

     

    Redlines:

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

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

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

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

     

    Seismic Tremor [+] 

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

    Spoiler

    Mechanics: 

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

     

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

     

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

     

    The tiers of this spell are as follows:

     

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

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

     

    Redlines:

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

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

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

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

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

     

    Geotic Field [+]  

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

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


     

    Redlines:

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

    - Geotic Field is considered a deployable spell.

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

     

    Earthen Barrage [+] 

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

    Spoiler

    Mechanics:

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

     

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

     

    The tiers of this spell are as follows:

     

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

     

    Redlines:

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

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

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

     

    Meteoric Befall [+] 

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

    Spoiler

    Mechanics: 

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

     

    The tiers of this spell are as follows:

     

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

     

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

     

    Redlines:

    - Meteoric Befall is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. 

     

    Citations

     

    Pundimonium’s Earth Evocation

    Elindor’s Comprehensive Guide to Voidal Magic


    Credits

     

    Johann (Author)

    Squakhawk (Believing in me)

    FadedQuartz (A few nifty ideas)

  4. 1 hour ago, Apotolofo said:

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

     

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

     

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

     

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

     

    Great writing though!

     

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

  5. Water Evocation

     

    Jem0WhxaZAev94okOK5V1RdMh4BFCfMsvbsGQkLPY4NGtQ8JrmInmVc5JmlK_0I70zTnKFtXwVIBDKN-URyE5mSl7LkN710rE4sq-DfqReK0MuoM8G1kmdHE7WZ-6BYzMJMc7Cqxw3lDdJAEsRKT3xE


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

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

     

    Origin

     

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

     

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

     

    Like all Voidal magic, throughout the ages the strength and scope of evocations have waned to pale that of its predecessors. Whether it is due to the negligence or decadence of mages, or machinations of the Void itself, mortal mages still persist in their pursuit of arcane power to this day and the practice of water evocation is no exception.

     

    Explanation

     

    Like other evocations, Water Evocation makes use of the most fundamental and elementary concept of Voidal magic; the making of imagination into reality. Mages achieve this at the cost of mana by creating an anchor with the Void and shaping its magical potential into their desired form - in this case water - which is drawn into reality and gradually manifests as their desired spell. A mages’ mastery of this process hinges on two factors, their familiarity with the element itself and their experience in harnessing it. This road to mastery is more arduous than many give credit for, requiring the average mage years of study and a minimum of 4 OOC months before they are considered Tier 5 in the magic.  

     

    Overall, out of the evocations water distinguishes itself with its unique emphasis on utility, control and general flexibility relatively speaking as you would expect from its nature. More seasoned water evocationists are granted the ability to weave their water into finer forms and glimpse into its elementally adjacent neighbor ice evocation for further offensive utility. As a Voidal magic water evocation at a baseline requires one magic slot and being taught by a valid TA holder. The maintenance of spells and progression of tiers is subject to currently accepted standards for Voidal connection. 

     

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

    Spoiler

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

     

    Spells unlocked: Conjure Water, Water Blast

     

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

     

    Spells unlocked: Water Projectile, Vortex: Shield

     

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

     

    Spells unlocked: Hydrospout, Vortex: Pool

     

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

     

    Spells unlocked: Water Whip

     

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

     

    Spells unlocked: Water Wave

     

    Upon reaching Tier 5, water evocationists that dedicate themselves to the second slot of water evocation gain access to a greater suite of spells and modifiers that are applicable to select base level spells. Expanded water evocation spells come innately to the mage and are considered self-taught, not requiring the guidance of a teacher as they have already reached a level of experience to accommodate this. The spells are gained in the following progression over 2 OOC weeks:

     

    Week 1: Frozen Field, Ice, Mist

     

    Week 2: Glacial Armament, Glaciate, Grand Maelstrom

     

    As a magical imitation, Voidal water has a few key properties that distinguishes it from and associates it to its natural counterpart, detailed as follows. These properties are applicable to every water spell in Water Evocation:

    Spoiler

    - Voidal water is first and foremost artificial. Drawn from through the mage’s connection its existence is entirely conditional on this connection being sustained and all conjured water will otherwise return to Void. Consequently this means objects that have been waterlogged or wet in any form from a Water Evocationist’s will no longer remain so upon disconnection. As Voidal water only seeks to imitate water’s superficial fluidness and wetness it lacks any form of nutritional content in the form of hydration or minerals which makes ingestion pointless.  Spells do not come into full effect until cast and half-channeled spells will not deal any damage nor can they be used for any utility, and will simply be canceled or even harm the mage should they be interrupted. 

     

    - Secondly, like natural water Voidal water is at room temperature and is flowy, fluid and mostly transparent. It looks and behaves in much the same way as springwater physically and chemically, with the exception of situations where its magical origin may invoke interactions such as coming into contact with Thanhium, Paladinism, Auric oil, and so on as specified in their associated lorepieces. Regardless, water will always put out fire unless it is unnaturally hot such as Voidal Blue fire and Dragonflame which will cause it to evaporate as it normally would. Malflame, as specified in lore, will be put out after 1 emote of exposure. A mage may choose to weave visible but minute strands of their aura into conjured water for aesthetic preferences albeit only to such an extent. 

     

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

     

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

     

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

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

     

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

     

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

     

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

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

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

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

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

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

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

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

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

    - Walls from Vortex: Shield (not Shields or Domes), Frozen Field and AoEs from “Mist‘ spells are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to Water Evocation spells only.

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

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

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

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

     

    Abilities

     

    Spells are labeled by the tier in which they are unlocked and once unlocked a water evocationist is able to freely upscale and downscale the tier of its effects as specified in the mechanics, expending the mana cost of that tier. All emote counts specified are inclusive of connection and cast.

     

    [+] denotes spells and modifiers available after 2nd slot investment.

     

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

    Spoiler

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

     

    Mechanics:

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

     

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

     

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

     

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

     

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


    Redlines:

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


    Water Blast [T1] 

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

    Spoiler

    Mechanics:

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

     

    The tiers of this spell are as follows:

     

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

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

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

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

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

     

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

     

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

     

    Redlines:

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

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

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

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

     

    Water Projectile [T2] 

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

    Spoiler

     

    Qf24xO9uFIYAonPp8QO-pIfSvUdAaWJp2wpqjy5MlpNZaTxG1aD9m63JainDT8p2FtfoAzIDaSXAM8g1j0X0eLKWWd3Bqt_reu5B1NszjZCBJg57rrRWGwXR9WbCFO9k1k3vES2haAWL3TfAsf6INkY

     

    Mechanics:

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

     

    The tiers of this spell are as follows: 

     

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

    T3: The projectile is 1 meter in diameter and carries enough knockback force to shove targets back 5 meters with force equivalent to a strong descendant shove. 3 emotes. Every additional projectile requires 1 extra emote of channeling capped at 3 max and any more projectiles requires T4, capped at 3 more max.

    T4: The projectile is 2 meters in diameter and carries enough knockback force to shove targets back 8 meters with force equivalent to an orc-strength shove. This projectile may deal bludgeoning damage to targets capable of bruising unarmored targets. 4 emotes. Every additional projectile requires 2 emotes of channeling, capped at 3 max and any more projectiles requires T5, capped at a total of 3 more max.

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

     

    Water projectiles may be held back for 3 emotes before demanifesting. Multiple water projectiles can be fired at different times however this must be done so within 3 emotes after they are fully manifested and the remaining count has to be emoted. Being disconnected during this period means wasting the spell. 

     

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

     

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

     

    Redlines:

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

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

    - Multiple water projectiles can either be launched at the same time or in a staggered fashion so long as it is done within 3 emotes. If the latter method is used the remaining projectile count HAS to be emoted.

     

    Vortex [T2] 

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

    Spoiler

    Mechanics:

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

     

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

     

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

     

    The tiers of the spells are as follows:

     

    Shield:

     

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

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

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

     

    Pool: 

     

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

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

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

     

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

     

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

     

    Redlines:

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

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

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

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

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

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

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

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

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

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

     

    Hydrospout [T3] 

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

    Spoiler

    Mechanics:

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

     

    The tiers of this spell are as follows:

     

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

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

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

     

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

     

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

     

    Redlines:

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

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

    - Hydrospout does not automatically target enemies and the channeling for a particular spot is committal, similar to “Launch” (now called “Surge”) in Air Evocation lore.

    - This spell cannot be sustained.

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

     

    Water Whip [T4] 

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

    Spoiler

    Mechanics:

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

     

    The tiers of this spell are as follows:

     

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

     

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

     

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

     

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

     

    Redlines:

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

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

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

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

     

    Water Wave [T5] 

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

    Spoiler

    Mechanics:

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

     

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

     

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

     

    The tiers of this spell are as follows:

     

    Surging:

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

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

     

    Breaking:

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

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


    Illustrative pictures I conveniently found on wikipedia:

     

    Surging:

    FzL_TYANzPy6f4Kuh6g_8Ki5fJCrxlp7bFt1Lq6atA_JbsJlUQQq9MO5rJsQC7FAJeWIOv83rA7owI4U2qRvg5wzx-ikhDzN08UzWLMFtjMZkCc3Bka24AdGb3Gbg6PW6Eir_Pw6buH_axkFi9ugWVc

     

    Breaking:

    BudcU_NPcBZGFFRlhuvQyYyLY8Vjgv0gkjbPW3cDm_VCNwq0ZaJjhBA7DGxPVTzZCQGwS2S9gZBn82fgJNITIz7q8_XaOEfbRN2sck7LHUqwDchhD6uqlkmx-9atqJOvK632fKpeSVIKRCo0fl82O2c
     

    Redlines:

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

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

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

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

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

    - The size requirements for both spells are fixed.


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

     

    Frozen Field [+] 

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

    Spoiler

    Mechanics:

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

     

    The tiers of this spell are as follows: 

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

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

     

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

     

    Redlines:

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

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

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

    - Frozen Field does not inflict waterlogging. 

     

    Glaciate [+] 

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

    Spoiler

    Mechanics:

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

     

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

     

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

     

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

     

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

     

    The tiers of this spell are as follows:

     

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

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

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

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

     

    Redlines:

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

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

    - The range of Glaciate after T3 cannot be controlled.

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

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

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

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

     

    Glacial Armament [+] 

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

    Spoiler

    Mechanics:

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

     

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

     

    The tiers of this spell are as follows:

     

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

     

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

     

    Redlines:

    - Glacial Armament can only be used to create standard weapons such as swords, daggers, scimitars, axes, whips, and so forth. It must be something you would be able to use normally without the magic. The weapon manifested has density comparable to its mundane counterpart but lacks any sharpness  you may or may not expect from it, ex. A Glacial Armament sword would lack a cutting edge. 

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

     

    Grand Maelstrom [+] 

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

    Spoiler

    Mechanics:

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

     

    The tiers of this spell are as follows:

     

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

     

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

     

    Redlines:

    - Grand Maelstrom is, once again, an event only spell that requires ET consent. You cannot cast this in ordinary scenarios nor is it practical to given its conditional nature. 


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

     

    Modifiers

    Spoiler

    Ice [+]

     

    Mechanics:

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

     

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

     

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

     

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

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

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

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

     

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

     

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

     

    Redlines:

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

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

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

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

     

    Mist [+] 

     

    Mechanics:

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

     

    Compatible spells: Frozen Field, Water Blast

     

    Redlines:

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

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

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

     

    Citations

     

    Pundimonium’s Water Evocation

    Elindor’s Comprehensive Guide to Voidal Magic

     

    Credits

     

    Johann (Author)

    Squakhawk (Feedback and motivation thank u king)

     

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

     

  6. Foreword (LT pls read):

    Spoiler

    The two-slotted nature of this lore has been cleanly divided into two modular sections for convenience of review, and the 2nd slot additions are meant to stand on their own two feet alongside as add-ons independent of the 1st slot and I request them to be treated that way when being evaluated. 2nd slot Fire Evocation is also open to future expansions and additions from spellforging or direct lore submissions.

     

    When reviewing spells in this lore if in doubt PLEASE review these in context of their currently accepted counterparts. An effort has been made to balance around currently accepted precedent, with power levels appropriately gauged and the magic modernized to move Evocations past its dated loregames pieces. 

     

    Previously accepted transfiguration enchantments rendered defunct by this rewrite (such as combustion no longer being enchantable), can retain their effects as “legacy‘ enchantments.

     

     

    General Foreword:

    Spoiler

    Ever since the phasing out of loregames I feel these rewrites have been a long-time coming considering the inconsistent, redundant and dated nature of the current iteration of evocations. With basically every magic except Void magic receiving much better rewrites throughout the years, I feel Voidal magic in general has fallen behind and perpetually frozen in the antiquated loregames philosophies of gimped mechanics and over-redlined spells that felt more unfun than well-written. The only limiting factor was the sheer amount of work for producing a satisfying overhaul (not necessarily reimaging) for not one, but four magics as freeform as evocations. Thankfully I’ve managed to muster up the energy to finish this homework three years due.

     

    On the topic of freeformity these rewrites have been written with the concept at its forefront. Despite Void magic’s notoriety and reputation as the “entry level noob magic”, I wholly believe it shouldn’t be bogged down and trivialized as a spellbook magic and instead deserves the love of being as freeform as allowable.

     

    I recognize complete freeformity is frankly impossible and ridiculous on modern LotC, but I have done my best to capture the fantasy as closely as possible. Many previously redundant spells have been merged in favor of concise replacements that all have their own use-cases with tier scalability for flexibility. A master fire mage should realistically be able to cast a fireball at the fifth tier, A master water mage should be able to scale their grand vortexes down for lesser scenarios, etc. Well, now you can, and this is how evocations should have been working in the first place and it deserves no less.

     

    As for the new stuff, power-levels for evocations have been shifted to be more backloaded and sensical. For example, fire mages start off being able to manipulate fire and augment its temperature by the end of slot 1 as you’d expect, and are only able to begin modifying and empowering it in different ways after slot 2 where the magic reaches its full glory. I’m aware of minor overlaps between the slot 2 spells for some evocations with the base-level spells of others and this is a decision I thought made sense given that you are sacrificing that slot to double down on your favorite evocation as opposed to just getting the full spellset of another. In this context it’s only natural an evocationist who has doubled down on, say, water evocation, would be able to conjure ice to make bludgeoning projectiles that are similar to (but still weaker) than earth evocation projectiles. 

     

    Feedback is always welcome and appreciated from the Void magic community, so please feel free to make any suggestions or point out any inconsistencies or little things I may have missed. 



    Fire Evocation

     

    A689fmJBXGnDgmT800wdbdfw-2aBZ4xim_om-bBtFbYpLFe7YrANFO1URZTxA-1x9bgl70NUrms8TWB7bmOhAOM6lyr-7kCLi5TV7cXeFb0J8NxrHOl8laG2Uwmtj50X-Mp5f9oziWTzzz2deTC9Tfg

     

    “Akilith’s flames I invoke, 

    Embers, ash and smoke;

     I spell the end of your road.” 

    - Archmage Salamandra at the battle for Alstion, circa. 1300.

     

    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

     

    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, Flame 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

     

    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: Blue fire

     

    Upon reaching Tier 5, fire evocationists that dedicate themselves to the second slot of fire evocation gain access to a greater suite of spells and modifiers that are applicable to select base level 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:

     

    Week 1: Flame Field, Fumes, Enduring

     

    Week 2: Fulminating Blast, Combustion

     

     

    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, Paladinism, 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. In technical terms:

     

             - 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 instead.

     

             - Sustained exposure to fire will raise the degree of burns by one after every emote.

     

             - 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.

     

    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 slotted Voidal Magic with an optional 2nd 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. 

    - Fire Wall, Flame Field, and fire AoEs from "enduring flames" and "smoke" are considered “deployable” and a mage may only have 1 deployable spell up at a time. This means after the spell is cast the mage may cast another spell and it will still remain manifest as long as they remain connected, though they will be locked to 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 like Wights, Draugar and Liches, who may manifest black fire to no additional effect.

    - 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 half-plate.

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

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

             - I.e. You could 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 intrinsic to Voidal Fire and are therefore 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.

     

    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 involves 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.

     

    Ignite requires 3 emotes to cast in all variations. 

     

    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 and leather. It can alternatively be cast as a sustained T2 flame for 3 emotes. 

           

    “Ignite” at Tier 2 may be augmented with Blue Fire and can be used to enwreathe weapons for 6 emotes provided the mage maintains their connection. 

     

    Tiers 2 and above of Ignite may be used as a means of cauterizing open wounds like cuts that are no deeper than 4 inches and this process requires 2 emotes of sustained exposure on the wound. 

     

    The maximum targets for ignite increases to 2 targets at tier 4, and 3 targets max once the mage reaches tier 5.

     

    Once the mage reaches tier 4, the emote count of ignite is reduced by 1.  

     

    Arcane Scions have access to the emote reduction for Ignite as well, and are able to enwreathe their weapons in 2 emotes.

     

    Redlines:

    - Ignite is not potent enough to light descendant flesh and for the sake of balance may not be used to set descendant hair for fire unless explicitly given permission to do so.

    - Ignite can only be cast on flammable surfaces unless it is being used for enwreathing a weapon in which case this redline is waived. 

    - 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. 

     

    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 emote of channeling capped at 4 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 with a second slot allocation may also use the Combustion, Fumes and Enduring 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. 

    Enduring: The projectile is persistent and behaves like a projectile of viscous and burning oil that bursts upon contact, remaining manifested for 3 emotes even after it has been cast. The size of the puddle of fire formed by Enduring is considered double its size, i.e. a T2 fireball will explode into a puddle the size of a spread out palm, a T3 fireball will explode into a puddle 2 meters in diameter, etc. 

     

    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. 

    - 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.

     

    Fire 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.

    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 sustained for 4 emotes. Every 4 emotes after that expends the same tier of mana cost. 4 emotes to cast.

    T4: A wall 10 meters in length and 5 meters in height can be created and sustained for 4 emotes. Every 4 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.

     

    Fire Pillar [T4] 

    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:

     

    T4: A pillar 2 meters long and 2 meters wide can be projected from the ground up to a maximum height of 6 meters. 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. 4 emotes.

     

    T5: 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 with a second slot allocation 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.

     

    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 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. This spell cannot be sustained. 3 emotes.

    T4: The flamethrower is released as a jet of flame 1 meter in diameter with a range of 8 meters.  Can be sustained for 4 emotes. Every 4 emotes afterwards costs the same as casting the spell again. 4 emotes.

    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. 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. 5 emotes.

     

    Fire Evocationists with a second slot allocation may use the Fumes and Enduring 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.

    Enduring: The flame that is released is viscous and behaves like burning oil that can be spread out across a large area, remaining manifested for 3 emotes after the initial cast. 

     

    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.

     

    Flame Implement [T4] 

    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, which may be used for close-quarters combat as long as the mage the able to maintain their connection. This spell is not compatible with any modifiers.

     

    Having their Flame Implement struck by sources of antimagic and losing grip of Flame Implement will disrupt and cancel this spell. 

     

    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. 2 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.

     

    Firestorm [T5]

    Balancing potency and coverage Firestorm is considered the best of both worlds with the offense and utility it provides. The master fire evocationist weaves his 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 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. This region can either be sustained for an additional 4 or expanded further to 12 meters at the cost of 2 T5 spellcasts. 6 emotes.

     

    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. 



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

     

    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.

    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 6x6 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 8x8 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 and Enduring modifiers on this spell for the following additional effects. Further detailed effects and redlines can be referenced in the modifier section:

     

    Enduring: The fire which spreads from Flame Field is viscous and behaves like burning oil, easily adhering to flammable surfaces and remaining manifested for 3 emotes after the initial cast. 


     

    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 a surface and may not be cast “mid air”, obviously.

     

     

    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

     

    fOCcgrUXgJgYZ2_LkGO1yG4AGR_6x46sKmOGUronZgds-c2ukRqRXKVcVOvDwsvlvcqH78ruZuIpNJ_nDs6aem8yiUjczlxPqwDYNRb5q3ss7OJIRhFZSo47UBsVFqVva6xN-Vfu9jj0P2LhlmRe0QQ

     

    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 gunpowder, 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 8 emotes to cast, requiring the mage to be stationary for the last 4. 

     

    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 4 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

     

    Spoiler

    Blue Fire [T5]

     

    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

     

    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.
     

    White fire [T6/PK] 

     

    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. 


     

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

     

    Combustion [+] 

     

    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 descendant-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 4 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 6 meters and armored targets are knocked back half this distance.

     

    Compatible spells: Fire Projectile, Fire Pillar

     

    Redlines:

    - Combustive fire will never insta-kill a target. It will incapacitate a target and put them in critical condition 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. 

     

    Fumes [+]

     

    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.

     

    Enduring [+]

     

    Mechanics:

    Enduring fire is a more modern introduction to the Fire Evocation from mages inspired by alchemical potions like Will o’ Bottle and seeking to emulate its effects in their craft. The fire evocationist is able to spend an additional emote and extra tier of cost to infuse more fluid arcana similar to liquid mana into their spells. This effect must be telegraphed by the second emote of channeling where the fire begins swirling in a fluid fashion and becomes infused with the mage’s arcana. 

     

    Unlike Combustive or Regular Voidal fire which possess solid and gaseous textures respectively Enduring fire behaves like liquid napalm, burning oil that adheres easily to flammable surfaces only. Spells augmented by Enduring Fire will splash upon impact and spread out into a puddle of fire that persists for 3 emotes even after the spell is no longer being cast or maintained. 

     

    Compatible spells: Fire Projectile, Flamethrower, Flame Field

     

    Redlines:

    - Enduring fire does NOT adhere to non-flammable surfaces and is not literal oil-fire, meaning it can easily be put out like ordinary Voidal fire i.e. water, smothering, etc.

    - Enduring fire is only viscous and adheres to flammable surfaces, meaning it is not “sticky” by any means in most scenarios. 

    - Enduring fire is not any hotter than ordinary fire by any means. 

     

    - Modifiers cannot be stacked. 
     

    Citations

     

    Pundimonium’s Fire Evocation

    Elindor’s Comprehensive Guide to Voidal Magic

     

     

    Credits

     

    Johann (Author)

    Squakhawk (Feedback and motivation thank u king)

    Sam33497 (Original brainstorming + Draft)

    PrimaQuorum (Nerdposting)

    Lord_Of_losers (Feedback)

    FadedQuartz (Feedback)

  7. [!] Amidst the hustlings and bustlings of the Sakuragakure town square, a parchment is delicately stuck to a noticeboard at the town square, bearing strangely neat handwriting contrary to its worn and forgettable state.  It reads as follows, with the occasional botched attempts at spelling out kanji:

     

    "To whomever it may concern,

     

    Through word of mouth, I have heard many things fascinating of Oyashiman spiritualism and Budo and, motivated by a desire for self-improvement, I now seek an experienced practitioner to be under the tutelage of.

     

    I have little worldly possessions to my name beyond my sword and unwavering faith in the lord (or kami, as I believe is colloquial here) of the Sun. Services I could provide include swordsmanship, a willingness to eradicate evil spirits, and a dry sense of humor. I am a Gaijin and an elf from lost Aegisian lands.

     

    Should you be a magnanimous benefactor in either fulfilling this request or tricking me into capture, do let me know. Letters can be directed to Hirano Masao, who is an acquaintance willing to pass on the message to me.

     

    Signed,

    Sen."

  8. An estranged Uradir perused the Sythaerin "Taliame", seeking one "Saevel Sythaerin", who seemed to be absent from the records.

     

    "...Excised you now, have they, old friend?" 

     

    A reminiscing, heavy sigh followed, of bygone memories pleasant and terrible.

×
×
  • Create New...