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Johann

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About Johann

  • Birthday December 6

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    Johann#9574
  • Minecraft Username
    Geidleth

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    Male

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  • Character Name
    Muriel Uradir, Gaelunduyn Ephoth
  • Character Race
    Elf

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  1. News of the fugitive Yokai-at-large quickly reaches Nichijin. The presiding knight Gael passes the missive over to his trusty quartermaster during one of their morning strolls. "Yare yare Richard... looks like we've got free target practice for our boys. Double our patrols in the Norowareta Mori..." @SacredSource
  2. Within a Rael'uvuliran meadery an idling Tarem pours through the deputy clerk's accounts of the eclectic yet venerated clan and their exotic doctrines.
  3. OOC ((MC Name: Geidleth)) ((Discord: Geidleth)) ((Timezone: GMT)) IN-CHARACTER What is your name? May Why seek membership to the Mages Guild? Pursuit of power for stewardship of the world, and a yearning to understand its messages and meanings. God's an enigmatic absolute and I'd like to do better. What arts, if any, do you currently practice? Non. What position do you desire to attain upon acceptance? Apprentice-equivalent, whatever that's called. When should you be contacted for an interview? Whenever.
  4. Somewhere within Nichijin Temple Gaelunduyn Ephoth quarters supplies and drafts weaponries for the coming war with his motley crew of old paladins. Even after decades of service they still had a job to do.
  5. WE'RE THRIVING BABY LETS ******* GOOOOOOOOOOOOOOOOO
  6. [!] 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.
  7. im freed..

    1. Islamadon

      Islamadon

      All you’ve done is enslave me to compile endlessly 💀

    2. Nozgoth

      Nozgoth

      johann...

      why did u rewrite all the evocations bro go back to touching grass!!!!!!!!

      ily bro

    3. Johann

      Johann

      ily too @Nozgothmy goat :')

  8. Air Evocation v ”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: 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: - 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. 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. 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. 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. 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. 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. Squall [T4] A greater variation of gust, the air evocationist expels air in a spiraling torrent or roiling wave to keep adversaries at bay. 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. Sound Blast [+] By crudely manipulating the vibrations of air the air evocationist may induce spheres of localized sound for disruptive effect. 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. 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. 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. Citations Pundimonium’s Air Evocation Elindor’s Comprehensive Guide to Voidal Magic Credits Johann (Author. im freeeed T_T)
  9. Earth Evocation ”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: 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: - 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. 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. 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. Earthen Wall [T3] The prime defensive spell for earth evocationists, earth is manifested as a sturdy bulwark to shield against adversaries and other forces. Sandstorm [T3] A more refined manipulation of sand the mage weaves it into the form of a swirling dune to keep adversaries at bay. 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. 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. 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. 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. 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. 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. 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. Citations Pundimonium’s Earth Evocation Elindor’s Comprehensive Guide to Voidal Magic Credits Johann (Author) Squakhawk (Believing in me) FadedQuartz (A few nifty ideas)
  10. 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.
  11. Water Evocation “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: 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: - 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. 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. 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. 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. 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. 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. 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. 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. 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. Glacial Armament [+] The water evocationist may invoke a tangible weapon composed of ice for precarious close-quarters scenarios. 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. The following augmentations are unlocked upon dedicating a second slot to Water Evocation and are notably inapplicable for enchantments in transfiguration. Modifiers 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! :)
  12. Foreword (LT pls read): General Foreword: Fire Evocation “Akilith’s flames I invoke, Embers, ash and smoke; I spell the end of your road.” - Archmage Salamandra at the battle for Alstion, circa. 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: 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: - 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. 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. 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. 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. 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. Flame Implement [T4] The fire evocationist may invoke a tangible weapon entirely made of flames for precarious close-quarters scenarios. 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. 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. 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. Modifiers - 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)
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