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  1. Ducklingator

    Ranged Rolls

    wasn’t this a thing that got removed
  2. Edited – this is no longer the case, each spell now has a separate ‘tier progression’ list if it needs one.
  3. ”...That’s fun.” Lilach mused upon recieving these news, turning the page on some cheap elven poem whilst sipping from her (definitely oversized) glass of wine.
  4. “Hmm. ****.” Lilach aptly states.
  5. Upon hearing the news of her old friend’s passing, Lilach aptly retorts with a very professional expression of her current emotions. ”What the ****.”
  6. The ‘Tier Progression’ table shows the range for every spell that does any sort of knockback/pushing, as appropriate for the mage’s current tier! I’m glad this was brought up because it’s under a spoiler and people might not see it, so thank you for the question!
  7. Air Evocation The magical school of evocation is one often viewed as simple and basic, given its straightforward nature. An aspiring mage is advised to learn a simple elemental evocation, before they choose to delve further into the world of the arcane. Still, no magic is without its uses; the different elemental evocations offer the mage a variety of tools that might be expanded upon further, depending mostly upon their own knowledge, experience and creativity. Air is conjured into the world in a way no different than all other evocations; the mage must connect to the void, create the air inside of it, and then tug it into the material plane so that it might temporarily be suspended there until whatever will the mage has is enacted through it. Overview Air evocation is the practice of conjuring air in the void, then pulling it into the material plane, shaping it into one’s desired form, and then casting it off in a certain direction. The complexity of this can vary between spells, with some spells creating intricate waves of sound or powerful, mighty tornadoes. Air Evocation takes up [1] magic slot. Air Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered air evocationist with a valid [TA]. Air evocation requires a stable connection to the Void. Learning and Casting In order to cast, a mage must first connect themself to the void, creating a sort of mana anchor. Once this is established, the mage can then picture the air in their mind, which creates it inside of the void. Finally, the mage can pull the air out of the void, into reality. This requires a very accurate understanding of the various properties of air. A basic understanding is not nearly enough. Through rigorous, repetitive study, one must understand every single aspect of the element, so that the picture painted in their head successfully replicates the material plane’s version of it. Properties of Conjured Air Voidal air has a wide variety of different properties, most of which are fully derived from its natural counterpart. Air is invisible. When present in the material plane, only its creator knows exactly where it is. Evoked air can never stagnate. It always flows, and seeks to spread out as far as possible. The mage can attempt to suppress this effect by causing the air to flow in a circular motion, which effectively condenses the air. Even though air is a mostly intangible element, it can still influence things around it. It bears force, pushing things around it. Air becomes heavier when cooled down, and lighter when heated up. The amount of force that air bears depends on both its density and its speed. Abilities There may not be a lot of different ways to conjure air, but there are a lot of different ways to use it. A master of air has access to numerous powerful, versatile abilities that can be helpful both in and out of combat. Combat Abilities Gust - Tier 1 The mage releases a strong blast of air out in front of them, knocking back a flying projectile, a person, or any other object within range that isn’t fully grounded. Sweep – Tier 2 The mage causes air to swirl around them, before quickly discharging it in all directions. This causes any loose objects, projectiles, and people to be knocked back, though the effect is less powerful than that of a focused spell such as the gust spell. Redirection - Tier 2 The mage creates a small current of air which deftly streaks past them. This spell can be used by experienced and proficient casters to quickly evade a small projectile by knocking it to the side. It cannot be used to make a projectile move more than ~20 degrees away from them, and therefore can’t make a projectile fly toward its sender, or anyone not directly behind the caster. Air Wall - Tier 3 The mage creates a continuous current of wind which surges upwards. The current encompasses an area similar to a wall, and it can can be used to protect a certain area from projectiles such as arrows, rocks, crossbow bolts, and other similar objects. Sonic Blast - Tier 4 The mage channels the non-combat spell ‘Conjure Sound’ on a certain area, creating a high-pitched noise. The noise can be heard outside of the spells area of effect, but only affects creatures inside of it. This spell can be used to stun a target, or after continued use, temporarily deafen them. Launch - Tier 4 The mage sends a blast of air to an area beneath their target, directed upwards. This launches their target into the air, knocking them prone and dealing a varying amount of damage, depending on several factors such as the floor they land on, the height they reached, etc. Compression - Tier 5 A master of air evocation can compress a large amount of air into a vaguely spherical shape, and shunt it forth at an immense velocity. This is one of the most destructive abilities in an air evocationist’s arsenal, and it is quite volatile. When it reaches its target, the orb strikes with great concussive force, before then bursting- which releases a powerful gust of air in every direction. The concussive force in itself is capable of shattering bones and denting armor, whilst the air itself is often enough to knock most people a few feet back. Tornado - Tier 5 A feat of magical prowess which requires not one, but two mages, the tornado is surely the most destructive creation an air evocationist can hope to conjure. To form a tornado, two air evocationists must create two separate currents of wind, creating a circle where the two currents flow in opposite directions. This effectively conjures a vortex of air which displaces most objects around it, leaving ruin in its path. Non-Combat Abilities Conjure Air - Tier 1 This spell creates a current of air that the mage may use in order to perform a variety of tasks that they choose. These can be anything between creating a cool breeze on a hot day, and performing for a crowd of people by juggling several objects through the air. The spell can, at tier one, affect a 5x5x5 area. This area grows by 5x5x5 for each tier. Change Temperature - Tier 2 At tier 2, the mage is able to change the temperature of the air that they conjure. This is not a spell in its own right, but rather a way to alter one’s other spells. This effect is harmless, only useful for cooling off on a hot day or fending off the cold. Featherfall - Tier 3 By creating a continuous stream of air that flows upwards, the mage can create a force that opposes that of gravity, allowing them to descent at a much slower rate when moving down from a high place. Conjure Sound - Tier 3 Using the rite of sound, a mage can cause air to flow around a certain area before then causing this air to vibrate in a very specific resonance, creating sound. This sound is heard across the entire area, but not outside of it. The sound conjured by this spell cannot harm a person in any way, and it cannot break a mage’s concentration. The sound produced by this can be any sort of consistent, drawn-out noise, such as the music of a violin or the buzz of a bee. Tier Progression Tier Guidelines/Spells Available T1: 0 Days – Two Weeks Assuming this is their first magic, the mage will find it difficult to retain a proper connection for more than a few minutes at a time. Usually, they will fall unconscious or become extremely exhausted after casting. All noncombat spells have a maximum size/radius of 1 square meter. T2: Two Weeks – Five Weeks At this tier, the mage is able to maintain their connection for much longer. They also find themselves being able to last longer when casting, and having slightly more control over their air. All noncombat spells have a maximum size/radius of 5 square meters. T3: Five Weeks – Ten Weeks The mage now has little to no issues with their connection to the void. Additionally, they are capable of manipulating their air in more complex ways, having a larger degree of control over things such as its temperature, density, and speed. They are now able to create sound, though it is very uncontrolled. All noncombat spells have a maximum size/radius of 10 square meters. T4: Ten Weeks – Sixteen Weeks The mage has nearly mastered their control over air. They are able to cast simple, noncombat spells with very little exhaustion, and have a great degree of control over their air, being able to manipulate subtle elements of it. Their casting is refined and controlled. Their ability to create sound is more refined, now, and they are able to begin mimicing simple noises. All noncombat spells have a maximum size/radius of 15 square meters. T5: Sixteen Weeks and up The mage has fully mastered the art of air evocation. To them, casting a spell outside of combat is as simple as walking. Their control over the air that they conjure is absolute, and they are able to create refined, complex shapes with it. Their ability to create sound is similarly mastered, and they now possess great control over the noises that they create, being able to create a lovely melody or a terrifying, painful screech. All noncombat spells have a maximum size/radius of 20 square meters. General Guidelines: Casting All spells require the mage to have a complete understanding of the area they’re affecting. This means that the mage either needs to cast their magic on a place they have line of sight to, or on the surface of their own skin. An air evocationist conjures a completely new sort of air which does not, by any means, intertwine with the existing air on the material plane. Air evocationists can't control real air. A mage must properly emote exhaustion as a result of casting, follow the restrictions on minimal emote counts, and follow the tier table for their spell’s force. An air evocationist may change the color of their air to be any sort of translucent hue, but cannot use this to block someone’s view, or distract them in any sort of way. Things that are not pure air, such as fog or any elements that air is made up of, can’t be created by an air evocationist. Air is not solid, and cannot be used to choke people, or form ‘bubbles’ that prevent them from breathing. Air evocationists can’t use their magic to fly. Credits: @Jenny_Bobbs, @Sorcerio, @ThaCaesarMan, and @Luminaire’s evocation lore format – Especially Pun, for proofreading it all. @Devdog ’s great contribution to the lore, and their idea of sound evocation That’s all, folks.
  8. if you do not immediately PM me saying that this was not a joker reference i will fall into an entire nervous breakdown at the idea of some1 like you actually existing
  9. i support this idea. on an entirely unrelated note i am extremely angry at you
  10. Lilach Everupt, a long-time practitioner of these habits, nods in approval. ”Good for them.”
  11. Lilach squints, struggling to recognize this foreign symbol. “Ten mysterious glyphs for one tooth? That sounds like a good deal to me.”
  12. Lilach’s brow rose at the missive. “...I call dibs on Mystery’s mansion.” The woman declared, to nobody in particular.
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