Jump to content

Ducklingator

Diamond VIP
  • Posts

    2010
  • Joined

  • Last visited

Everything posted by Ducklingator

  1. Air Evocation Guide Lore Introduction Often seen as the most simple or basic form of voidal magic, elemental evocations are an ancient art that can be utilized in many different ways. Air evocation, as its name implies, focuses on creating air within the void and pulling it forth into the material plane for a variety of different uses. These uses vary from combat, to transportation, to mere household tasks. Casting In order to cast any sort of voidal magic, the mage must establish a connection with the void, creating a mana anchor. This allows them to draw wind out of the void, and use it. The process of connecting to the void typically takes one emote, though a less experienced mage might require more time. Once the mage has connected, they may begin to charge their spell. Different spells may take more or less time to cast, depending on their complexity and power. The guidelines to connection can be found here. Properties Of Air Despite not being real air, the element that an evocationist conjures is a perfect replica, and therefore has its exact properties. These are as follows: When conjured from the void, air is mostly translucent, except for a faint hue which matches its caster’s aura. 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 Air evocation offers a wide range of abilities which can assist a mage in many different ways. These are more limited in situations that involve combat, but outside of combat, an air evocationist may find numerous ways to utilize their craft. 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: 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. Mechanics: Example: Conjure Sound – Tier 3 With careful study and manipulation, 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. Mechanics: Example: Tier Progression Tier 1 The mage may struggle to cast even the most simple spells, and might find themselves having to rest for hours after creating a soft breeze. Outside of combat, their spells may affect an area of 5 square meters. Tier 2 The mage has plenty of practice with simple, straightforward spells and may begin casting slightly more complex spells. Outside of combat, their spells may affect an area of 10 square meters. Tier 3 The mage has mastered the more simple elements of their craft and may now begin learning intricate, subtle ways to manipulate the wind that they conjure. Outside of combat, their spells may affect an area of 15 square meters. Tier 4 The mage has incredible control over most aspects of the magic, and has a variety of different tools both in and out of combat. Their spellcraft is more refined and elegant. Outside of combat, their spells may affect an area of 20 square meters. Tier 5 The mage has absolute control over the air that they conjure. Their spellcasting often looks effortless, as they are able to seamlessly perform most simple spells. Outside of combat, their spells may affect an area of 25 square meters. General Advice While charging up a spell, try to emote the ways that it affects the area around it. For example, while casting a gust spell, try describing objects around the mage shifting and swaying. Spells that take longer to charge, like the compression spell, will be much more taxing than small and simple spells, like the redirection spell. Emote your exhaustion accordingly. Casting multiple spells consecutively, especially without emoting any fatigue, can be seen as powergaming. Be reasonable, and remember to emote fatigue when casting spells in combat. Try to avoid performing any complex maneuvers whilst casting. Concentrating on a spell requires a lot of one’s focus. General Redlines An air evocationist cannot, under any circumstances, manipulate real air from the material plane. They can only control what they conjure. The air that a mage conjures will always have a faint, translucent aura. This does not make it any more solid than it should be, and only exists for aesthetic purposes. A mage may not cast two spells at the same time. A mage may not run, attack, or perform any other complicated actions while actively casting.
  2. sick of u

    1. Zacho

      Zacho

      plz forgiv me

       

  3. gonna throw a temper tantrum about not having my auric oil anymore brb
  4. Does liquid mana still exist? I saw that the lore for it was shelved, but I definitely could be wrong. Otherwise, 10/10 lore change now to not idiot
  5. Why? An object doesn’t stop unless you exert additional force to make it do that. If an object was suddenly not affected by telekinesis, it would simply keep going the way it was going without floating. Again, why? Aside for forcing flavor, this only serves to give people another easy, no-brainer way to cripple mages. this gave me a chuckle Otherwise, the lore seems great!
  6. yeah i said ***** ***** you ***** ***** ******* *****
  7. are you telling me i can no longer say words like ****, *****, ******, **********, ****, ****, and *****?
  8. “my insufferable behavior causes people to eject me from their roleplay group so im going to take my anger out” im not involved in this situation but a very brief glance at it made me honestly disgusted don’t blame people for the way they treat you when your behavior is the cause of their attitude don’t bandwagon on another person’s problems to try and spark rage when you obviously don’t know the full story of what happened don’t be this gross to people, christ
  9. wasn’t this a thing that got removed
  10. Edited – this is no longer the case, each spell now has a separate ‘tier progression’ list if it needs one.
  11. we did it boys we achieved the funny
  12. 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!
  13. 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. When conjured from the void, air is mostly translucent, except for a faint hue which matches its caster’s aura. 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 With careful study and manipulation, 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.
  14. 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
  15. i support this idea. on an entirely unrelated note i am extremely angry at you
  16. Lilach squints, struggling to recognize this foreign symbol. “Ten mysterious glyphs for one tooth? That sounds like a good deal to me.”
  17. Lilach very carefully considers this notice. She then has a glass of wine, and some orange slices.
  18. i was like “oh 4 years is so long i wonder how much time ive been” so i checked i joined in 2015 what the **** anyways what’s your favorite starburst color
  19. i think ive had five separate, small anxiety attacks over the course of today

    1. Ragnio

      Ragnio

      Oh dear... *Hugs*

  20. Honestly why do you people care if we use magical AI? You don’t rp in arcadia so it shouldn’t matter. Go fix your lore then come back alright. Lore team lost all credibility till lore games are done.

    1. saint swag

      saint swag

      no context status updates make me mad because i’m out of the loop

      thank **** i am tbh

    2. Ducklingator

      Ducklingator

      i dont know what the context is either, i’m just bandwagoning for rep

  21. The druids never USED these items, though. They just held onto them. My character, being a voidal mage who is actually capable of utilizing those, approached Luci’s and asked to be given one of them, and was in fact given a stone. You can’t expect ET to just GIVE you stuff for no reason; be an active part of the event.
  22. The large group fights in world-scale events are horrendous. There’s a reason that 10+ people immediately leads to PvP; tons of emotes get lost, especially the ones made by people who aren’t ultrasuperpowerful mages, countering attacks is impossible because people just emote being hit regardless, and to me, it always feels like the result is forced. And this is coming from one of the protagonist-complex mages who always goes to these events; I can’t imagine how much it sucks to just bring a sword to these things and try to help. I think that, in this case, the playerbase is actually at fault for how common large scale events like those are. For the recent Athera-exploration event, specifically, I know that it was meant to be much smaller, and now it’s something anyone who wants can be a part of- which, I have to assume, is so that no players feel like they’ve been left out for the sake of a group-oriented event. That’s why the only smaller events, aimed at specific playerbases, are always ones with little to no real impact; it’s always just a generic big monster thing.
  23. Name: Lilach Everupt Nation: Sutica Why Do You Wish To Come?: Personal reasons. What Skills Can You Bring?: I make good tea. [MC Name: Ducklingator Discord: Ducklingator#0445]
×
×
  • Create New...