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Posts posted by Sorcerio
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I think I drowned... good effort, but not something we need.
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”An unfortunate state our good Empire is in.” a man commented sadly upon reading the letter.
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26 minutes ago, Demotheus said:
I'm just curious. How will anybody know the alphabet runes to start?
Likely taught from their teacher. Should this be accepted I’ll do my best to spread the information out to teachers who can then pass it onto their students. Books can also be written about the formula.0 -
Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.
Overview
Water Evocation, in simple terms, is the drawing of pure water from the Void and then distributing it in the form of projection, better known as ‘casting’. Water Evocation is very diverse, able to be used to create anything from a small puddle to play in, to a flurry of ice and snow to decimate one’s opponents. The only limit to such a power is the mage’s own creativity.
- Water Evocation takes up [1] magic slot.
- Water Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered water evocationist with a valid [TA].
- Water evocation requires a stable connection to the Void.
Learning and Casting
In order for one to cast water evocation, they must first establish a connection to the Void, known as a Mana Anchor, picture the water within the Void, then pull it into the material realm and cast it. Yet, this connecting is no simple feat for any admiring scholar with a tome to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal connection.
Like any Voidal Evocation, the art of water takes years of repetitive study of its element, requiring the mage to know everything from how water moves, to how it feels, to how it vanishes. Another thing of note is that the water evocationist must have a master to teach them in the ways of the Void and water, one who has mastered their art to the tee.
Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then summon it from the Void and project it.
Properties of Conjured Water
Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a mage may find themselves in. However, like water is often calmed and collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south.
- Water makes wet whatever it touches and may absorb into surfaces. However, should the Water Evocationist lose line of sight or disconnect, the remaining water found absorbed and on wet surfaces will vanish back into the Void.
- With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something.
- Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight.
- A mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water.
- Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.
Abilities of Water
Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before.
Abbreviation Key:
N - Non-Combat
C - Combat
Conjure Water / Ice [N] - 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.
Mechanics
Spoiler-
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.
- In the case of ice, which may not be conjured until the mage has reached [T3], their ice can only be crudely shaped when starting out, while at [T5] their ice can be incredibly smoother and more detailed, elbeit not razor thin.
- 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.
- 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
Spoiler- 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 [C] - By conjuring water and ejecting it in the form of a blast, a water evocationist can essentially send a jet or projectile of water directly towards an opponent, enough so to knock them back or cause them to topple over.
Mechanics
Spoiler- By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks on initial impact of Water Blast, and [1] block per sustained impact if unprepared, or even cause them to fall over.
- This spell can either appear as a ‘jet’ of water, or a sphere which may be cast towards an opponent. This may be modified aesthetically, though must remain in the general shape of a jet or globule of water.
- Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana.
Redlines
Spoiler- Has no solidarity in and of itself, but still possesses moderate force.
Water Shield [C] - A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires.
Mechanics
Spoiler- A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished.
- This spell requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles.
- For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.
Redlines
Spoiler- The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course.
- The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.
Water Whip [C] – A water evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the mage, following whatever movements the evocationist so wishes as long as their concentration is upon it.
Mechanics
Spoiler-
A water evocationist who has learned to conjure ice can form a whip of water with spiked ice on the end. While being a [T3] spell, the ice will be rather crude and blunt, likely causing a few bruises should it hit. However, upon reaching [T4], a water evocationist may opt to make the ice more sharp, causing cuts, slashes, and even lacerations rather than providing blunt force.
- Alternatively, a mage may create the whip out of pure water to lash at unprotected foes, leaving scratches and scrapes wherever it hit, as well as lashes.
- The spell requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The whip itself will not extend beyond eight blocks in length, the spikes on the end of it being no longer than four inches.
Redlines
Spoiler- Should the mage lose sight of the whip, it will vanish.
- While more effective against skin when sharp, the whip will shatter when hitting plate, making it near useless against heavily armored foes.
Ice Projectile [C] - Water Evocationist can create shards of ice which they may cast or project towards opponents. This ice can be as detailed or as crude as they wish, ranging from a small chunk of frozen water to a small and detailed dagger shape for aesthetic purposes.
Mechanics
Spoiler-
A water evocationist who can conjure ice may form shards of ice which can either be sharp or blunt - one or the other, you cannot mix the projectile types.
- The projectile/s themselves are typically baseball-sized. The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force.
- Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
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Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. Each projectile requires an additional emote to conjure, with no more than three able to be charged at once. Once a maximum of 3 projectiles have been summoned, no more can be summoned and the spell must be cast again. Projectiles can be held back for 3 emotes before they fizzle out.
- One projectile charged may be around the sharpness of your average ferrum blade.
- Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
- Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize.
Redlines
Spoiler- Can be no greater than the size of a baseball. Can be any shape for aesthetic purposes only.
- The shape of the projectile cannot change the effect of the spell, besides blunt or sharp.
- If multiple projectiles are fired at the same time, they must all be fired at the same direction.
Water Wave [C] - By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path.
Mechanics
Spoiler- A water evocationist can conjure a large wave of water which they may push towards their targets in an effort to send them backward. The spell itself is very destructive, pushing back both people and objects alike in a small area.
- The attack itself has a range of up to ten blocks, though can travel for up to fifteen once cast. The wave has a width of two blocks, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.
- Requires Four emotes to cast [1 Connect + 2 Charge + 1 Cast]. The wave can be maintained until it reaches its limit of fifteen blocks, though may disperse earlier if the mage’s concentration is disrupted.
- The spell itself, aesthetic wise, can be very creative. For example, one could make it appear as if there were a horse in the water running along with the wave.
Redlines
Spoiler- The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease.
Ice Spikes [C] - Water Evocationist can conjure force large spikes of ice which may act as an defensive offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control.
Mechanics
Spoiler- A water evocationist who can conjure ice may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to two meters in length, and up to three meters in height, the sized typically varying in a single attack.
- Ice Spike has a width of up to two, and a length of up to five blocks. has a ten black range.
- Requires Three emotes to cast [1 Connect + 1 Charge + 1 Cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.
Redlines
Spoiler- Ice Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage.
Ice Shield [C] - By conjuring a large amount of ice in front of them, water evocationist may create a shield or wall of ice which may be used as a barrier to protect against a variety of attacks, a testament to the versatility of an art such as water evocation.
Mechanics
Spoiler- A water evocationist may create a barrier of ice in front of them which may be no greater than [3] meters wide and [2]meters tall.This barrier may appear however the mage wishes for aesthetic purpose
- The barrier itself can take about four blunt hits at maximum. Sharp attacks will chip away at it over a longer course of time, though will hardly be as effective as blunt force. Direct flame or heat can melt the shield easily in two emotes.
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Requires three emotes to charge and cast [1 Connect + 1 Charge + 1 Cast]. The shield may be maintained for up to [4] emotes, though will shatter if sufficient blunt force - such as that provided by two-handed blunt tools, like Sledgehammers or strength enhancing metals such as boomsteel- is applied, and will dissipate if the mage loses concentration.
- Usable at [T3].
Redlines
Spoiler- So long as the shield is being sustained, the mage may not make sudden movements, only able to traverse half of what they could normally traverse in a single emote. Jumping out of the way or moving faster than at a light jogging pace will result in it vanishing.
- The shield must be gradually formed over the course of emotes, not something that instantaneously appears.
Ice Dome [C] - A greater feat of defensive water evocation which a water evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so chose.
Mechanics
Spoiler- A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three meter radius at maximum, with the mage being in the center.
- Requires four emotes to cast [1 Connect + 2 Charge + 1 Cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade.
- The dome may hold its own against only [3] harsh blunt strikes before it is shattered. Shattering the dome will also stun the mage who is casting it for a minimum of [1] emote, preventing them from casting for that duration. The mage will need 1 emote to recupurate if they choose to end the spell themselves.
Redlines
Spoiler- The mage must be at the center of the dome to cast it.
- Ice may be murky, though some movement can be seen from within the dome.
- The dome must be gradually formed, not instantly conjured.
- The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.
Hail Storm [C] - A most devastating and powerful attack of a water evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.
Mechanics
Spoiler- A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an option aesthetic though offers no benefit beyond chilled air. The storm has a maximum radius of five meters, able to be conjured with its edge up to ten meters away from the mage. Once cast, the mage may cause the storm to move [1] meter at the start of each of their turns, with no range restriction so long as they remain stationary and maintain eyesight on the storm. This spell may be cast normally indoors, though if the room is smaller than it's maximum radius, it will meld to the room's shape and loses the ability to be moved.
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It requires five emotes to cast [1 Connection + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the storm cloud. The maintenance of the spell may be increased to [8] emotes, though once the fifth has been achieved, the mage is considered to have used all of their mana for the purposes of casting other spells if they are interrupted/the spell ends.
- Hail and Fractals are small, each around the size of a grape with round and sharp edges respectively. As such, those within the storm are battered with painful bruises and cuts by staying in it. On the first emote of contact, cuts and bruises to a minor degree are left. By the second emote, they grow to a medium degree of severity. By the third emote, the cuts and bruises are quite large and will require medical aid, though not urgently. By the fourth, the storm leaves more severe wounds. Not enough to kill anyone outright, but they are considered heavily wounded and will require medical aid immediately on the conclusion of combat. The storm does not deal more damage beyond this.
- Targets wearing light or medium armor(leather, gambeson) are considered immune to the storm's damage for their first emote of being inside of it. Targets wearing medium armor(half plate, chain) are considered immune to the storm's damage for their first two emotes of being inside of it. Targets wearing heavy armor(plate armor or similar) are considered immune to the storm's damage for their first four emotes of being inside of it. After these emotes are met, they begin taking damage as though they just entered it for the first time.
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If the mage's concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null.
- Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the cloud where the storm originates from(or the caster themselves where applicable), not the individual fractals/hail/rain. For Wards, they would lose 1 point per emote of contact with the fractals/hail/rain, increased to 2 at the final emote for a total of 5. Other blocking effects can be used as well, such as a thanhic shield, would work similarly.
- Can be learned at [T5].
Redlines
Spoiler- The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
- This spell may only move a maximum of [1] meter/emote starting on the turn following its initial cast.
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If a 5th emote of maintaining the spell is reached, the casting mage is considered exhausted for the rest of the day. Being unable to cast any further spells beyond the completion of Hail Storm's 8 Emote Maximum.
- This applies even if the Mage is interrupted in their casting right after the 5th emote. No matter what, they are considered exhausted.
- Any fire in the spell's radius will be doused instantly. Extremely hot [blue] flames can persist, but will not leave lingering fire. This doesn't apply to malflame or other similar magical fires bar fire evocation.
- The storm by itself will never kill an unharmed opponent. But those who remain in it for extended periods of time while already holding injuries can die or fall unconscious, under a common sense ruling.
- The storm does not significantly effect visibility through it. Ranged attacks can pass through normally.
Tier Progression
T1 - Novice
The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few droplets of water before becoming exhausted. Lasts two [OOC] weeks.
SpoilerSpells – Conjure Water, Water Blast
Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of water at this stage is practically nonexistent, as they may only conjure a few droplets before becoming exhausted. This stage is typically used for studying water itself, rather than casting.
T2 - Apprentice
The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few bubbles and orbs of water before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.
SpoilerSpells – Conjure Water, Water Blast, Water Shield
Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of water at this stage is a bit more evident, albeit still crude. The evocationist may only conjure a bubbles or orbs of water and maintain them briefly before becoming exhausted.
T3 - Adept
The mage is has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure water more easily and fluidly when in combat. They also are able to form their water into more defined shapes as well as begin to conjure water, though most water shapes are still a bit liquidy and ice is very crude. Lasts five [OOC] weeks.
SpoilerSpells – Conjure Water, Water Blast, Water Shield, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Shield
Skill Level – All non-combat water spells may have a maximum size/radius of fifteen square meters at, while all non-combat ice spells have a maximum rsize/radius of five square meters. The detail level of water is much more refined. The evocationist can now summon forth more adept spells of water, as well as begin their studying of ice. Their ice at this stage is crude, unable to be sharp or refined.
T4 - Expert
The mage now has near mastered their fluidic element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Their ice capability has vastly improved as well, allowing them much more versatile attacks and more refined art. Lasts six [OOC] weeks.
SpoilerSpells – Conjure Water, Water Blast, Water Shield, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Shield, Ice Spike, Ice Dome
Skill Level – All non-combat water spells may have a maximum size/radius of twenty-five square meters, while all non-combat ice spells may have a maximum size/radius of fifteen square meters. The detail level of water is very refined, practically mastered. The evocationist can make much more detailed ice as well. now able to make it more sharp and distinct.=
T5 - Master
The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of water evocation, able to perform powerful feats of their art in both combat and non-combat.
SpoilerSpells – Conjure Water, Water Blast, Water Shield, Water Whip, Conjure Ice, Ice Projectile, Water Wave, Ice Shield, Ice Spike, Ice Dome, Hail Storm
Skill Level – All non-combat water spells may have a maximum size/radius of fifty square meters, while all non-combat ice spells may have a maximum size/radius of twenty-five square meters. The detail level of water is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist can now make very refined amounts of ice and in larger portions.Enchantments
Water evocation, being as diverse as it is, often yields powerful effects when used in conjunction with the art of transfiguration. Objects imbued with water evocation by an enchanter will sustain any of the aforementioned water spells in a non-creative enchantment, as well as hold the properties of regular water when used in a creative MArt. Of course, even when in a creative MArt, the enchantment still must apply to the most basic redlines of evocation in general, even if the artifact breaks a few of the lesser ones.
MechanicsSpoiler- All non-creative enchantments must use one of the spells listed above, holding all of its properties aside from not needing to be cast directly due to the fact that it’s an enchantment.
- Creative Enchantments, while more freeform, must adhere to most of the base redlines of Water Evocation, aside from any the MArt permits to be cast aside.
RedlinesSpoiler- Cannot enchant in the middle of combat, and one must practice transfiguration to enchant.
General Redlines of Water Evocation
- A water evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void.
- All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge.
- Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile comprised of water that appears in the shape of a bird.
- Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. Steam and boiled water are not possible to be conjured either. For aesthetic purpose alone, a water evocationist may make their water feel a bit warmer or colder than normal, though this cannot cause any harm on its own.
Purpose
The purpose of this lore was to, obviously, rewrite Water Evocation in a way that adhered to the requirements of Lore Games, while also allowing for more diversity and roleplay potential in its powers and rituals. Since nobody opted to rewrite Water Evocation within the Evocation Community, I chose to rewrite it myself to prevent it from being shelved.
Changelog
Spoiler- Removed steam and boiled water, though these may be an addition later on.
- Defined enchanting with water evocation
- Clarified tiers and abilities
Credits
Pundimonium – Author
SaltyOlog – Suggestions
Everyone in the Lore Games evocation channel for all feedback provided.
Former Authors
Fitermon
Citations
Spoiler12 -
We’re all Zythus alts deep down inside.
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”Why do you sell such enigmatic and mysterious objects, especially to strangers?” an old man would ask as he read the advertisement, scratching his head.
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Ever since the discovery of fire, descendants have strived to be able to control it, to harness its power and use it for there own purposes. Whether it be used to warm oneself at the fireside, to lighting an enemy camp aflame, fire was always a vital tool, playing a crucial role in descendant development. As magic was discovered, so was the use of flame in Voidal evocation, the very element which descendants strived to control now within their grasp.
Overview
Fire Evocation, in essence, is the pulling of fire directly from the Void and projecting or ‘casting’ it in a certain direction and shape. While most spells of fire evocation are quite simple, some of the higher tiered can be a bit more complex, anything from throwing a fireball to conjuring forth a storm of flames to rain down upon foes.
- Fire Evocation takes up [1] magic slot.
- Fire Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered fire evocationist with a valid [TA].
- Fire evocation requires a stable connection to the Void.
Learning and Casting
Firstly, in order to cast fire, a mage must establish a Mana Anchor, picture the flame they want to summon in their mind, and pull it out of the Void and into reality, like any Voidal Evocation. Such a skill, however, requires years of dedication and study of the Void and its powers. Even the quickest of learners will still require much time to fully master connecting to the Void.
As any Voidal magic, mastery of fire evocation is based on repetition and study over the course of many years. To even begin to consider the learning of fire evocation, one must understand the fundamentals of fire itself, knowing everything from how it acts to how it is snuffed out. One must also have an adequate teacher, one well versed in the use of Voidal Fire, a master of their craft.
Once one has learned to connect to the Void and studied flame itself, they will be able to draw fire from the Void. They must connect, picture the fire in the void, form it, then summon it from the Void and project it.Properties of Conjured Fire
Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting.
- Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact.
- Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it.
- Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive.
- Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable.
- Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed.
- Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over.
- While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut.
- Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly.
- Combat conjured fire will always hold a red or orange color, though the shades may vary, with the exception of Blue Flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire.
The Powers of Fire
The powers of fire evocation are dangerous and hard to control, especially when starting out. Even masters of this art have some trouble controlling their conjured fire. Yet over the course of years, mastery of fire has come a great way, allowing mages to manipulate their fire to a much finer degree than before, as well as the conjuring of different colors for aesthetic effects.
Abbreviation Key:
N - Non-Combat
C - Combat
Conjure Fire [N] - A fire evocationist has the power to conjure simple flames or smoke from the Void in order to manipulate it and form it into a certain shape. They may then use this fire to create many feats of magic, whether they be creating a simple butterfly of fire for a child’s entertainment, to creating fireworks for a marvelous display.
Mechanics
Spoiler- Fire in this form is very free and shapeless, unless formed into something more.
- Upon reaching [T3], a mage may manipulate the color of their flame, albeit no change in heat. For example, a fire evocationist may create purple flame for non-combative purposes. The only exception to this rule is blue and white flame. Smoke may also be conjured at this tier, with similar flexibility in hue.
- A fire evocationist can manipulate their fire in any way, shape, or form so long as it remains out of combat. At [T3] a mage can crudely shape their flames, but at [T5] a mage may have much greater control of their flame, able to make it almost smooth.
Redlines
Spoiler- White flame and black flame cannot be conjured at all, whether in or out of combat.
- This may not be used in a combative or destructive manner whatsoever.
- Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual flame. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a storm of pure fire rain upon a crop field, obviously it will take more than three emotes, likely closer to around six or seven.
Cauterize [C] - When in a controlled and less stressful area, a fire evocationist may burn other’s own wounds in order to temporarily seal them shut. While this is a very crude and painful method of temporarily sealing wounds, it’s better than bleeding to death or risking infection.
Mechanics
Spoiler-
A fire evocationist may briefly seal the wounds of themselves or others by burning them shut. This method is excruciatingly painful, forming a dark red or even blackened scab around the wound itself.
- Two-inch deep wounds require three emotes to seal [1 Connect + 1 Charge + 1 Cast], three-inch deep wounds require four emotes to seal [1 Connect + 1 Charge + 2 Cast], taking two [2] active emotes of burning the wound to seal it. Anything larger cannot be sealed by Cauterize.
- The seal only remains for about one OOC hour and can easily be torn back open. Even after the seal fades, a burn will remain in the formerly sealed area.
Redlines
Spoiler- Cannot be used to treat fatal wounds.
- Pain must be emoted.
- A mage may use this on themselves, so long as they are standing still and there is very little distracting them, such as dodging or moving. They cannot cast anything else for up to [2] emotes after using Cauterize on themselves.
Flame Projectile [C] - Allows a fire evocationist to cast simple projectiles composed completely of flame. While former fire evocationists could only create crude fireballs, modern magi are gifted greater control over their element, able to morph it into more specific and exact shapes for aesthetic purposes.
Mechanics
Spoiler- A fire evocationist may create baseball-sized projectiles to cast towards their target/s. While the size is fairly limited, the shape and detail of the projectile may be more complex than a mere ball of flame. For example, one may choose to create a small knife made of flame rather than just a fireball.
- Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
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Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast]. Each projectile requires an additional emote to conjure, with no more than three able to be charged at once. Once a maximum of 3 projectiles have been summoned, no more can be summoned and the spell must be cast again. Projectiles can be held back for 3 emotes before they fizzle out.
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When firing multiple projectiles they may be fired in a single direction so long as said directions remain within the mage's line of sight. Multiple projectiles may be fired all at once or at different times, so long as the former is only in one direction at a time.
- Combustive Flame Projectiles often have the force of a hard baseball throw directly at you if made combustive, creating an explosion of flame no greater than one foot in radius around the point of impact. It will also have the regular effects added on. Still leaves small flames to eat away at flesh/cloth.
- Should any Flame Projectile make contact with any person or object, they will give them second degree burns upon touch. Should it be combustive, one will likely cause them to stumble back no more than a block, while two or three projectiles may cause them to be pushed back by up to three blocks should they all make contact.
Redlines
Spoiler- Can be no greater than the size of a baseball. Can be any shape for aesthetic purposes only.
- The shape of the projectile cannot change the effect of the spell. For example, a fire knife cannot be sharp.
- Fire projectiles are never solid unless combustion is added and will simply dissipate upon making contact, leaving several smaller ‘fires’ in the area which it touched.
- If multiple projectiles are fired at the same time, they must all be fired at the same direction.
Flame Trail [C] - Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.
Mechanics
Spoiler-
A fire evocationist may send a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind. It may either be directly shot out in front of the caster, around the caster, or around another target.
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Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.
- Flame Trail requires four emotes to cast [1 Connect + 2 Charge + 1 Cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach about a meter in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.
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The mage can actively maintain the fiery wall after it has been summoned for 3 additional emotes, consuming enough mana equal to a T3 spell. This wall will ether be 5 blocks long and one meter high, or around the caster/another target.
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The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.
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If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each.
Redlines
Spoiler-
The fire must always remain on the ground.
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Cannot use Flame Trail over wet surfaces.
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Cannot shrink flame if it is a ring.
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Can not maintain a fiery wall if the spell is made combustion.
- If made a firry wall, the spell can only be placed vertically or horizontally. The wall cannot be placed diagonally.
Enwreathe [C] - Allows for a fire evocationist to cover their weapon in a shroud in fire.
Mechanics:
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Spoiler
- A fire evocationist may enwreathe a potion of their own or an ally's weapon in flames provided that portion of the weapon cannot be damaged by fire.
- The flames from Enwreathe can be any colour permitted under 'Conjure Flame', with the exception of White or Black.
- The fire from Enwreathe causes 2nd degree burns on contact with skin, unless used with Blue Fire, in which case it will cause 3rd degree burns instead.
- Enwreathe requires two to three emotes to cast [ Connect -> Optional Charge -> Enwreathe ], with the optional charge emote being required for Blue Fire or Combustion.
- Once cast, Enwreathe can be maintained up to [6] emotes, provided the spell is focused on.
- If used with Combustion, Enwreathe will detonate when making contact with another object or person, ending the spell prematurely but likely knocking a single opponent back up to four blocks, possibly causing minor fractures should they be thrown into a solid surface.
- Can be learned at T2.
Redlines
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Spoiler
- Enwreathe cannot be used on weapons that can be damaged/burned by fire.
- Enwreathe cannot be cast on Thanhium, it'd just absorb the spell.
- Enwreathe cannot be cast on Ironwood, because Ironwood is resistant to fire, not immune to it.
- Enwreathed flames do not bypass or cause burns through armour. Regular clothing does not count as armour.
- If Enwreathe is cast on an ally's weapon it follows all of the same redlines.
- If Enwreathe is currently being focused on, the caster cannot cast any other spells.
- If your focus is broken, Enwreathe vanishes. It does not grant you the ability to maintain concentration greater than you normally could.
- Combustive Enwreathe has the force of being thrown back by a descendent-strength creature, meaning Golems, Ologs, and other similar (very large, very heavy) creatures may not be knocked back by its detonation, though might stumble from the blow.
- You cannot Enwreathe armour
Flame Blast [C] - While Flame Projectiles are used for a quick and simpler attack, Flame Blast is a more powerful and devastating attack of a fire evocationist. These projectiles are much larger and more potent than the lesser ones, becoming quite deadly when made combustive.
Mechanics
Spoiler- A fire evocationist may charge a beach-ball sized blast of fire to expel towards their target/s. While the size is fairly limited, the shape and detail of the projectile may be more complex than a mere sphere of flame. For example, one may opt to form a sword out of fire and propel it at their enemies.
- Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
- Requires four emotes to cast [1 Connect + 2 Charge + 1 Cast]. Only one may be charged and cast at a time.
- Combustive Flame Blasts often have the force of being thrown back by an orc-strength creature, creating an explosion of flame upon contact no greater than five-block radius in radius around the point of impact.
- Should any Flame Blast make contact with any person or object, they will give them second to third degree burns upon touch. Should it be combustive, one will likely cause them to be thrown back up to seven blocks, probably breaking a few bones should they be thrown into a solid surface.
Redlines
Spoiler- Can be no greater than the size of a beach-ball. Can be any shape for aesthetic purposes only.
- The shape of the projectile cannot change the effect of the spell. For example, a fire knife cannot be sharp.
- Fire blasts are never solid unless combustion is added.
Smokescreen [C] - By conjuring purley the smoke byproduct of fire, a mage may create a screen of smoke in front of or around them to obscure the vision of those around them, or even use it as a distraction of sorts.
Mechanics
Spoiler- A fire evocationist may create a cloud of smoke in front of or around them, the cloud itself able to be any hue of grey or black the mage wishes, the color not having any effect upon how hard it is to see through the smoke. When looking through smoke, one will be unable to see more than a meter in front of them very much, save maybe very faint shadows all about.
- Requires three emotes to cast [1 Connect + 1 Charge + 1 Cast], making it excellent for a quick distraction. It may also be held back for up to [3] additional emotes after its initial charging, before being released. If held for too long it will merely dissipate.
- Can be learned at [T3].
Redlines
Spoiler- A mage cannot see clearly through their own smoke.
- Smoke may be uncomfortably warm though cannot burn.
- Smoke cannot be used to suffocate, though may induce uncontrollable and uncomfortable coughing.
- Smokescreen may extend to 5x5x5 meters at the fullest extent.
Flamethrower [C] - By concentrating their into a small area, a fire evocationist can then effectively project their attack in front of them in the form of a jet of pure fire. Such an attack can be devastating if maintained upon a target for long enough, doing enough damage to near charr their flesh.
Mechanics
Spoiler- A fire evocationist can concentrate on forming their fire into a small space, creating a very volatile spell which shoots forth flames towards a target in the form of a jet or flamethrower. This is a very concentration taxing spell, making focus crucial to its formation.
- Upon contact with descendant flesh, Flamethrower will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. Like other attacks of fire evocation, it will leave several small flames in the area contacted which continue to slowly burn whatever they touch.
- The attack itself only has a maximum range of twelve blocks and a width of two. The shape of the spell itself may be a really vague jet of flames which gushes forth , though the mage may add detail to this if they wish, making the flamethrower appear different for aesthetic purposes.
- Requires four emotes to cast [1 Connect + 2 Charge + 1 Cast]. The flamethrower itself may be held back for up to two emotes before needing to be fired lest it explode. The attack can be sustained for up to four emotes assuming the mage has adequate concentration and mana.
Redlines
Spoiler- Cannot be made combustive.
- Requires line of sight and cannot exceed stated range.
Blue Fire [C] - By infusing a greater amount of mana into their spell, a mage may create a new type of flame which is twice as hot as regular fire, though twice as costly, applying it to their spells and casts. Such flame is much more potent than average, causing devastating damage to descendant flesh and flammable objects alike.
Mechanics
Spoiler-
Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied. This means that it takes roughly 2 emotes of exposure to leave a person in a critical condition, rather than 4 emotes as detailed within Properties of Fire.
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Blue fire can be applied to any spell by adding [1] additional emotes to the beginning of the spell. Whether or not the spell is blue must be pointed out upon the second emote of charging. Examples of such a tell may be the fire beginning to change shade from orange to blue.
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For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.
Redlines
Spoiler-
Does not change the effects of a spell beyond the level of heat and damage it can cause.
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A proper tell that the fire is blueflame must be shown on the second emote of charging (when the blue flame is applied). This can be shown as the flame visibly becoming the color blue, its hue slowly changing shape, the air around the fire becoming warped due to intense heat).
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Cannot be applied in conjunction with combustion, such as draining too much mana from the mage and causing them to collapse.
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Blue Fire counts as a Tier 4 spell. Whatever it is added to is thus equivalent to a Tier 4 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Blue Fire would require a [Tier 4] Grand Enchantment.
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Blueflame adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.
Combustion [C] - Should a mage so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.
Mechanics
Spoiler-
Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.
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Combustion adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.
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Combustion counts as a Tier 5 spell. Whatever it is added to is thusly equivalent to a Tier 5 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Combustion would require a [Tier 5] Grand Enchantment.
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Combustion adds one emote of charge onto a spell.
Redlines
Spoiler-
Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.
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Combustion adds only [1] Tiers worth of mana consumption onto a spell. If the spell is already Tier 5, it does not increase the cost.
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Combustion counts as a Tier 5 spell. Whatever it is added to is thusly equivalent to a Tier 5 spell in reference to requirements of a certain tier of effectiveness. Aswell, any enchantment including Combustion would require a [Tier 5] Grand Enchantment.
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Cannot be applied in conjunction with blue fire, such draining to much mana from the mage and causing them to collapse.
Flaming Tempest [C] - By concentrating all of their knowledge and power into a single spell, a fire evocationist may create a devastating storm of flame and smoke which may inflict great ruin upon the battlefield and one’s opponents.
Mechanics
Spoiler- A fire evocationist who has mastered fire evocation may conjure a storm of fire which falls from the sky in a terrible cloud of smoke and ash. The storm has a maximum radius of five blocks. This may be cast with its central point within 12 blocks of the casting mage, and up to ten blocks from the floor itself.
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Requires six emotes to cast [1 Connect + 4 Charge + 1 Release], and can be maintained for [4] Emotes, raining small embers, flames, and ashes onto all below the ashen cloud.
- Flames are no larger than the size of a coin at most, able to light anything flammable upon touch. This fire will grant second degree burns upon exposed flesh, though this can get progressively worse if one remains within the storm. It will burn flesh like any other flame, and will char surrounding fauna such as grass, leaving the landscape ashen and burnt, with RO Consent.
- If RO consent is not given, the storm will have the same effects upon opponents, though will not scorch the land.
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If the mage’s concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise, if they are unable to see the storm, the spell will be rendered null.
- Abjurations and other abjuration-type effects can destroy this spell as normal if they make contact with the cloud of ash and smoke where the flame originates from(or the caster themselves where applicable), not the individual coin-sized fire droplets. For Wards, they would lose 1 point per emote of contact with the storm, increased to 2 at the final emote for a total of 5. Other blocking effects can be used as well, such as a thanhic shield, would work similarly.
- Can be learned at [T5]
Redlines
Spoiler- The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
- You may not make the storm out of blue fire.
- The storm cannot be moved once it is cast
- If you add combustion to Flaming Tempest, it gains the physical force of medium hail behind the raining fire. Additionally, the cost of the spell doubles - taking all of one’s mana pool by default by the end of it for the encounter, unless bolstered by an outside force.
Tier Progression
As any sort of skill or art requires practice and dedication, so too does the art of fire evocation requires time, effort, and study in order to be mastered. While some mages may seem to master their magic faster than others, there is a bare minimum requirement for how long it takes for the mage to reach each tier. They are listed below.
T1 - Novice
The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few small sparks before becoming exhausted. Lasts two [OOC] weeks.
SpoilerSpells – Conjure Fire, Cauterize
Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of fire at this stage is very crude, practically nonexistent as they can only conjure up to a few sparks before becoming exhausted. This stage is typically used for studying fire itself, rather than casting.
T2 - Apprentice
The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few candle-sized flames before becoming exhausted. They can mold simple shapes, though nothing complex or large. Lasts three [OOC] weeks.
SpoilerSpells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe
Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin.
T3 - Adept
The mage is has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure fire when in combat. They also are able to form their fire into more defined shapes, albeit a bit crude. Lasts five [OOC] weeks.
SpoilerSpells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen
Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame.
T4 - Expert
The mage now has near mastered their fiery element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Lasts six [OOC] weeks.
SpoilerSpells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen, Flamethrower, Blue Fire
Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat.
T5 - Master
The mage has completely mastered their Voidal art, able to manipulate their fire to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of fire evocation, as well as have the opportunity to make their fire combustive if they so wish.
SpoilerSpells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Enwreathe, Flame Blast, Smokescreen, Flamethrower, Blue Fire, Combustion, Flaming Tempest
Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions.
Enchantments
When used in conjunction with transfiguration, an enchanter can imbue the effects of fire evocation into their enchantment, whether that be in the form of a tool, weapon, or other miscellaneous object. The general effects of a fire evocation enchantment are to produce flame and project it in some way, shape, or form. In non-creative enchantments, most of the enchantment is limited to producing one of the typical spells of fire evocation. However, in the form of creative enchantments, fire evocation can be used in much more inventive ways, which can break the limits of the typical caster.
Mechanics
Spoiler- All non-creative enchantments must use one of the spells listed above, holding all of its properties aside from not needing to be cast directly due to the fact that it’s an enchantment.
- Creative Enchantments, while more freeform, must adhere to most of the base redlines of Fire Evocation, aside from any the MArt permits to be cast aside.
RedlinesSpoiler- Cannot enchant in the middle of combat, and one must practice transfiguration to enchant.
General Redlines of Fire Evocation
- A fire evocationist cannot control real flame, only flame conjured from the Void, as well as voidal flame that makes contact with the real world. For example, if a fire evocationist sets a house on fire, they cannot simply will the fire away.
- All spells have a range merely requiring line of sight unless otherwise specified.
- All spells require line of sight. Should this crucial factor be taken away from the mage, they cannot cast.
- Any aesthetic of any spell cannot change its mechanical function. For example, one could make small birds out of fire evocation as projectiles only, though not as primordial conjurations but rather just projectiles that appear like birds.
- White fire is never possible, attempting to conjure either will result in a PK of the mage due to the mana cost and heat intensity. Black fire may only be used in conjunction with a magic that permits it (i.e. shade), though still possesses the same temperature as regular flame.
Purpose
The primary purpose of this lore was to allow fire evocation more diversity in terms of aesthetic and roleplay, as well as adhere to Flamboyant’s wishes for the direction of evocation in general. However, fire evocation is by far one of my favorite arcane magics, having contributed a lot to my character’s development, hence why I also wanted to rewrite it.
Changelog
Spoiler- Gave more aesthetic potential for spells.
- Defined enchanting with fire evocation
- Clarified tiers and abilities
Credits
Pundimonium - Author
Everyone in the Lore Games evocation channel for all feedback provided.
Former Authors
Gladuos, Toxcat
Citations
SpoilerFlam’s Evocation Post: https://docs.google.com/document/d/139Cy8m1KupeQYvpjambz4hgREJzAUAIP0zaImlO3B7w/edit?usp=sharing
Zythus’s Fire Evocation Rewrite: https://www.lordofthecraft.net/forums/topic/186344-magic-lore-–-fire-evocation/
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Spectacular work Alex!
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9 hours ago, Tha_Mystery_Man said:
A - In making a magic idiot proof, Consumption was redline’d in order to stop some spazzoid from going about and trying to completely cut down a house with magic without PRO permission. (There are already magics that could do ALOT more damage to surroundings and structures than something like Consumption)
I feel targeted. But good lore! I look forward to seeing how this plays out!0 -
Alfius laments the death of the Atronach that saved him, though is determined not to forget.
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Does that mean I get to accept it? ?
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Accept ur own app bruh
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@argonian can I request harassment?
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8 hours ago, _Hexe_ said:On 12/15/2019 at 5:44 PM, Olroxx said:
Atronachs may hold particularly special relationships with mages who practice the same magic as their element as well, seeing them as allies or even best friends. To be betrayed by one of those corresponding mages is like being betrayed by family and is especially heartbreaking for an Atronach - despite them not knowing exactly what sadness is. They may also have a particular dislike of mage’s wielding their opposing element, though not always, especially in the case of it being their master.
Personally I thought this made them more interesting, giving them relationships with those they know beyond just servitude.8 hours ago, _Hexe_ said:again, for what reason. theres so much to this lore that i just can’t see a reason for being.
If you have any suggestions please feel free to comment them or discuss them in discord. Arcane Atronachs are made vulnerable when casting because they are neither just liquid or solid, so they can cast but also have decent durability.8 hours ago, ScreamingDingo said:hot take -
lore for servant emotionless characters that are aligned to a single person with no actual personal development are boring filler characters that aren’t too necessary for lotc. Should be used for NPCs and environmental pieces instead of having them as fleshed out CA’s
If you read the lore, I did my best to try and make it so that way Atronachs would interact more positively with other people and can develop some character. In my rewrite, Atronachs are not 100% bound to the will of their creator though rather feel a natural compulsion to satisfy the needs of their creator.1 -
Atronach Limbs
Atronach forgers do not always have to create the whole atronach, but rather only parts of them. They may use these parts of atronachs to replace parts of a descendant if needed, allowing them new feats that they could not have performed before. Such extensions are recharged like any regular enchantment.
Creation of Atronach Limbs
While a typical atronach requires conjuration in order to grant them sentience from their core, atronach limbs are not so. As the wearer of an atronach limb already has sentience and animation, only the evocation of choice and transfiguration are required to make a limb in a freeform process. This process cannot be done in combat, even with the necessary materials on hand.
Atronach Arms/Hands
Arms can be forged from fire, water, ice, air, and earth elements. The limbs themselves hold very little magical potential, only able to perform weak magical art. The strength of the limbs themselves is typically around that of a typical descendant. Partial limbs may also be made, be it from the elbow down, or just a hand. Notably however, minute details such as individual digits cannot be crafted on their own.
Abilities of Atronach Arms/Hands
As Atronachs hold the properties and abilities of their designated element, Atronach Limbs are similar in that sense. While they may only hold minor and harmless versions of the true powers of an Atronach, they can still allow for some degree of uniqueness and artistic ability for the welder.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for the weirder of an Atronach Limb to create passive art using their evocation. This art, however, is often crude and simple as they are only a small portion of the element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T3 Evocationist.
- This ability is identical to the non-combat Conjure Element ability of each respective evocation, as used at T3, and follows all relevant limitations.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
- Requires line of sight.
- Telekinesis Limbs cannot use this ability.
Telekinetic Affinity [Non-Combat] - While telekinetic atronach’s cousins are fluent in a particular evocated element, the telekinesis atronach possess vast strength. This subdued trait carries on to atronach limbs forged from the powers of telekinesis, granting the wearer strength to manipulate objects as if they moved on their own.
Mechanics
Spoiler- Telekinetic Affinity allows for the wielder of an Atronach Limb to manipulate objects within a [3] block radius; be that to make items float, move heavy debris out of the way, open doors on their own, etc. This cannot be used combatively.
- The wielder cannot manipulate objects larger than themself. While smaller animals can be moved, players cannot. Again, this cannot be used combatively.
- The heavier an object, the slower it travels and more difficult it is to move.
- Objects traveling at high speeds (anything faster than a thrown ball) cannot be suddenly stopped.
- Multiple objects can be moved at once, but their combined weight cannot exceed the user's racial strength.
- A Telekinesis Atronach Limb has strength equal to a voidal mage's base limb strength.
Atronach Legs/Feet
Lower limbs can also be forged from any element. They do not perform any elemental abilities on their own but can allow the wearer to hover passively off the ground akin to familiars themselves. The hovering cannot exceed one meter off the ground and provides no mechanical advantage. Speed and agility are also unaffected by the legs, though if they are damaged enough then the hovering effect fades. Partial limbs may also be made, be it from the knee down, or just a foot. Notably however, minute details such as individual digits cannot be crafted on their own.
Abilities of Atronach Legs/Feet
Like Atronachs, those gifted with Atronach legs are once more able to walk like they once could – assuming they had lost the ability. With their gift of movement also comes the boon of floating, which allows the welder of an Atronach leg the ability to float off the ground passively for aesthetic purposes.
Float [Non-Combat] - Akin to how familiars can float, so too do atronach limbs allow their wearer to perform such a feat. Should anyone use atronach legs they will be able to hover no more than half a meter off the ground.
Mechanics
Spoiler- Allows one who wears Atronach Legs to hover half a meter in the air for aesthetic purposes only. It does not effect speed or agility and requires one emote to transition to hovering and one emote to transition out.
- Should the legs be damaged or destroyed, the effect fades.
Redlines
Spoiler- Float grants no roleplay or mechanical advantage, simply aesthetic.
Enchantment of Atronach Limbs
All Atronach Limbs are capable of receiving Voidal enchantments in the same fashion as anything else. All relevant limitations apply, and in the case of Grand Enchantments, the limb must be primarily constructed from Arcanium, as magegold lacks sufficient structural integrity. They are unreceptive to any other means of enchantment, be it deific, dark, or miscellaneous.
OOC Purpose
Formerly, Atronach Limbs did not hold much clarification in what could/could not be done. With my rewrite, I chose to grant a more aesthetic based approach for such objects, allowing their users to perform non-combat abilities with the exception of the Telekinetic Limbs.
Credit for this Lore
SpoilerPundimonium – Author
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Electric Atronach - Liquid
One of the most feared Arcane Constructs, and most powerful. Able to send deadly jolts of electricity, the Electric Atronach is one of the most destructive of all the Atronach types, besides fire. Despite its formidable attacks, the electric Atronach is fairly frail and can only sustain a few blows to their core before being rendered defeated.
An example of an Electric Atronach
Creating an Electric Atronach
In order to create an Electric Atronach, one requires transfiguration, electric evocation, conjuration, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. They must then follow the creation process, which is listed here.
Abilities of an Electric Atronach
Lightning is a powerful element, able to perform devastating feats on the battlefield. The electric atronachs, while having little strength and constitution, make up for it in their powerful attacks of pure electrical energy which they may send flying towards foes.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for an Arcane Atronach to create passive art using arcanism evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T5 Arcanist.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
- Requires line of sight and must be formed directly from the Atronach’s own body.
Jolt [Non-CombatCombat] - An Electric Atronach has the distinct ability to send small jolts through objects or people, lightly burning tissue at the touched area. While this is not enough to kill someone, it is enough to put them through an incredibly distracting amount of pain.
Mechanics
Spoiler- Jolt allows for an Electric Atronach to send brief and faint jolts of electricity through an object or a person. This can either be used to give a metallic object an electrical current, or distract someone with a fair amount of pain. The area touched will be burned if it is descendant flesh, though it is not severe and is mild enough to be soothed by water.
- Jolt requires two emotes worth of charging and can only be administered by touch, the pain from the touch only lasting about an emote. It can do no more than this.
Redlines
Spoiler- Requires touch to administer and cannot cause severe damage or paralysis, merely distracting pain.
Electric Beam [Combat] - A powerful and more deadly attack of an electric atronach, allowing them to discharge an incredible amount of electricity from their core and send it towards opponents. Such an attack often yields severe burning if not death.
Mechanics
Spoiler- Electric Beam allows for an Electric Atronach to send a small beam of pure electrical energy directly towards a target. The effects of the attack are often third degree burns, if not being shocked to death.
- The ‘beam’ itself is more like a single strand of lightning which projects itself towards its target. It can only aim for one target at once, unless the target is directly touching another person/object, in which case the shock will spread.
- Electric Beam requires five emotes to charge and has a range of up to ten blocks. The beam only has a radius of about one meter.
Redlines
Spoiler- Electric Beam, can only be an expulsion of the atronach’s form and cannot come from another location, say the sky.
- Death is not guaranteed or instantaneous, though is quite likely if the victim is left unadministered to.
Contingency [Combat] - When an electric atronach’s core is damaged, the core releases an incredible amount of mana which sends an EMP-like blast outwards from the form of the atronach. This ability can cause weapons and armor to flow with searing electrical energy and cook foes inside.
Mechanics
Spoiler- Should an Electric Atronach opt to use their Contingency, their core will expel all the remaining mana left within it to send a large expanding sphere of electric energy outwards from the Atronach almost like an EMP blast.
- The radius of the attack is only five blocks, the Atronach being the center. This attack is often in the shape of a dome.
- The electricity administered by the attack is enough to give living tissues second degree burns, though not likely death. It also has the chance to briefly paralize targets should they roll below a 10 when hit, though this effect only lasts for three emotes.
- Contingency requires an 18+ roll in order to perform, lest the Atronach simply die quietly, as well as four emotes of charging.
Redlines
Spoiler- This attack can only be used when the Atronach is at one hit, lest this attack simply kill them and they die quietly.
- An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
Atronach Weaknesses
As Electric Atronachs are quite weak physically, blunt force is key in defeated one as their armor will likely deflect sharp attacks. They charge quite slowly, making them an easy target if all alone. Electric Atronachs are also weak to water and ice, as causes their lightning to overload and their core to freeze.
Overall Redlines and Guidelines
Spoiler- An ice atronach has around the strength and constitution of a novice mage (T3). Their core can sustain three hits before they are incapacitated.
- Electric atronachs can only wield light weapons though may wield light enchantments.
- Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise.
- Requires electric evocation, transfiguration, conjuration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.
OOC Purpose
The overall explanation for such is posted on the primary Atronach Forging lore, found here. I made this particular type of Atronach a separate post due to that fact that Electric Evo may not be staying after Lore Games and I didn’t want my whole lore to be denied because of this Atronach.Credits for this Lore
SpoilerPundimonoum – Author
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Atronach Forging
The Void bestows great power upon those who truly seek it, granting mages incredible abilities beyond that of any normal man. Many magi scour through texts and books, seeking true power within the arcane. Yet in their hungered searches for broad power, many overlook the simpler and more potent gifts of the Void. Such an example of this is the creation of the arcane familiars known as Atronachs.
A familiar, in simple terms, is an elemental construct given sentience and persistence. The creation of such a construct requires two fundamental arcane magics; evocation and transfiguration, the atronach’s appearance and abilities dependant on the evocation used in its creation.
Magic Explanation
Atronach forging is the art of creating elemental construct and bestowing upon them sentience. While primordial conjuration is no longer possible within the modern day, the art of binding an element to a sentient core. This allows for atronach forgers to create sentient, long-term elemental constructs that do not actively rely upon the mana pool of the caster.
Learning the Magic
In order to learn atronach forging, one must seek out a teacher. As there is no tier system for the feat, it is up to the teacher on how and what they shall teach their student. The learning of such power cannot be done in one lesson, but likely several over the span of a few OOC weeks.
Explanation and Guidelines:
Spoiler- Atronach forging is a feat, taking up no magic slots. It requires a valid MA to be able to perform and one may learn atronach forging from a player with a valid TA in the magic.
- In order to practice atronach forging must one be able to maintain a voidal connection.
- Atronach forging is Voidal in origin.
Creation of Atronachs
The creation of an atronach is a lengthy process, requiring much time and effort. One must gather the materials for the plates, the materials for the core, and all the magic types required present in order to create the atronach. The process of this project is quite freeform though, like mentioned prior, consumes a large portion of time. The creation of an atronach must take place in a calm and collected environment, and definitely cannot be performed in the midst of a combat situation.
Atronach Cores
To forge an Atronach, a mage with Atronach Forging must be proficient in transfiguration, and the evocation of choice. Alternatively, they may work alongside other magi who have the necessary magics, so long as the leading mage - which is the atronach forger - is able to maintain a stable voidal connection.
The process of creating an atronach is not too unlike that of a golem, requiring a magical core to aid the series of complex enchantments that permit the Atronach sentience and motion. The core consists of a large mana gem which is encased in arcanum, then infused with grand enchantment in order to grant it the sentience required for an atronach to function. Finally, the core must be enchanted with a spell which binds the target evocation to the core via transfiguration - therefore determining the properties of the atronach. The cores themselves are typically spherical in shape, holding a large mana crystal in the center which contains the mana fuel to sustain the atronach. The core then produces the element of the atronach passively until it runs out.
Core Sustenance
An atronach’s body requires an incredible amount of mana to maintain, which means that an atronach must be recharged periodically lest its mana depletes. However, with the progression of time, Atronachs Forgers were able to perfect their creations, allowing them to last longer on limited amounts of mana before they must return to a pillar.
In order to be recharged, the atronach core must be linked with the obelisk via a mana wire or a mage redirecting the mana from the pillar to the atronach. This process often takes quite some time to perform, as the amount of mana an atronach contains is no small amount. Alternatively, a mage may refuel an atronach without a pillar so long as they are able to provide the necessary amount of mana and understand the complexity of the atronach core. Typically manual recharging is done by an atronach forger, though any advanced transfigurationist may also recharge an atronach.
Should the atronach run out of mana, the element will dissipate back into the void, leaving the atronach plating and core to fall to the ground.
Refuelling Mechanics
Spoiler- In order to manually refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist.
- Should an Atronach not replenish their mana within a designated time frame their element will vanish and will be lifeless until their core is recharged manually.
- Refuelling from a mana obelisk typically takes one OOC hour. Refuelling manually takes the same amount of time - assuming the mage has the necessary amount of mana.
- All Atronach cores must be story-signed and given the Significant Lore Item tag.
- Upon the destruction of an Atronach Core, the Atronach completely loses of all personality and memory if it was rebuilt. This does not require a new Creature Application.
The Atronach BodyMost atronachs possess a humanoid form, though animal-like forms are also possible as well, and atronachs featuring extra limbs will find their strength evenly distributed. Along with the core to maintain an atronach’s form, various plates may be used to define their shape. These plates can be used to protect certain parts of the creation’s body, though not needing to cover it entirely. They are particularly crucial for maintaining the form of liquid atronachs, as solid atronachs can maintain their own form with their element.
The plates may be forged from any material, though it should be noted that the substances used should not contradict the element of the construct. For example, wood plates would be an unwise choice for a fire atronach as they would simply burn up.
When atronach liquid atronach’s plate is damaged enough, they will slowly begin to bleed their element out from their forms. Should a liquid atronachs plating be completely destroyed, they will be unable to maintain their form, reducing themselves to a mere puddle of their element. Solid atronachs, however, will begin to bleed somewhat gaseous mana from inside the construct with they are damaged, as their form is not as dependant on plating as much as liquid atronachs.
Creation Mechanics
Spoiler- The creation of an atronach is a long, though freeform, process that takes several OOC days of preparation to perform. An atronach forger must collect the core materials, the plate materials, and have a mana obelisk ready for use - though the last step is optional, it is highly recommended.
- In order to create the core one must take a mana gem and encase it within arcaurum and then have the evocation bound to it with transfiguration and Atronach Forging.
- Extra limbs will result in a proportionate loss of strength. Adding 2 extra arms results in all 4 of them being 1/2 as strong as normal, and so on.
- The plates can be made of any metal that does not contradict the atronach’s element.
Atronach Behavior and Psychology
Atronachs are gifted their own sentience and mind, bound by only the will and command of their creator. They may learn, think, and apply prior knowledge and experience to their actions. However, despite their lack of total freedom, Atronachs are incredibly intelligent and learn very quickly. They can perform nearly any task and with a master’s skill within days of learning - so long as their physical state permits them to perform said task.
These constructs do not possess emotion in their voices but are able to talk similarly to a descendant. They can initially communicate in common, and any other language they can learn and comprehend after their creation, so long as that language is able to be replicated by the average descendant.
Atronachs are also very eager to experience certain emotions or feelings, almost craving feelings such as rolling in a field of flowers, or feeling ‘happiness’. While emotional experiences are foreign and impossible for an Atronach to feel completely, they can fabricate such feelings to the best of their ability. Such fabricated emotions are not real, only external replications that an atronach thinks are real. This applies to morals as well.
Additionally, Atronachs are completely subservient to their creator, obeying every command and wish regardless of their held morals. An Atronach will also not harm their master nor will they try to seek out loopholes in a master’s command, seeing their masters as their very reason for existence, and thus opt to devout servitude. The only way an Atronach may be broken free of their binding is if the master should die (PK). They may then choose to simply die or find another ‘master’ to sustain them.
Weaknesses of Atronachs
Overall, atronachs are physically weaker than golems and more fragile, generally taking only a few hits in the right place to destroy the familiar. While a single descendant may have a more difficult time destroying an atronach, it is not impossible if one knows the right methods or are in large numbers. The constructs are weak to Fi, alteration, and warding/abjuration, as well as their opposing elements. For example, a fire atronach would be weak to water or frost.
Fire Atronach - Liquid
Fire Atronachs are the product of an Atronach imbued with the powers of Voidal Fire. They are the most volatile and dangerous form of arcane construct, using voidal flame to create devastating attacks. They are the most adept of expelling their forms, much more so than other liquid constructs. This does however, leave them quite vulnerable due to their casting prowess.
An example of a Fire Atronach
Creating a Fire Atronach
In order to create a Fire Atronach, one requires transfiguration, fire evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics.
Abilities of a Fire Atronach
These constructs are composed near completely of flame, having little physical form outside of their exterior plating. This allows them to flow more freely than their solid cousins. Fire atronachs are also excellent casters due to their lack of physical form, granting them powerful and devastating attacks.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for a Fire Atronach to create passive art using fire evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Fire Atronachs can conjure their element to the level of precision of a T5 Fire Evocationist.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
Expel Fire [Combat] - By expelling fire from their forms, a Fire Atronach are able to expel bouts of flame from their bodies towards their targets. Such an ability is often distributed in the vague form of a sphere or ball, and sometimes even in multiple projectiles.
Mechanics
Spoiler-
Expel Fire sends one or multiple flaming projectiles towards a target. The projectiles themselves typically do not exceed the size of a soccer ball, though are typically no smaller than a baseball either.
- A Fire Atronach can expel one flaming projectile the size of a baseball with two emotes. They may form additional flaming projectiles with one additional emote per projectile. They can have up to three at once.
- A fire Atronach may expel one flaming projectile the size of a soccer ball with three emotes. They may only form up to one at a time.
- All projectiles can be made combustive with an additional remote added.
- Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
- Combustive flame projectiles often have the force of a hard baseball throw directly at you if made combustive, creating an explosion of flame no greater than three feet in radius around the point of impact, breaking bones on impact. It will also have the regular effects added on. Still leaves small flames to eat away at flesh/cloth.
- Should any Expelled Flame make contact with any person or object, they will give them second degree burns upon touch. Should it be combustive, one will likely cause them to stumble back no more than a block, while two or three projectiles may cause them to be pushed back by up to three blocks should they all make contact.
- Expel Fire has no particular range, though once it is fired, it is out of the Atronach’s control.
Redlines
Spoiler- Fire projectiles are never solid unless combustion is added and will simply dissipate upon making contact, leaving several smaller ‘fires’ in the area which it touched.
- All spells are non-combustive unless an additional emote is added.
- Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
- Requires line of sight to project.
Expel Flame [Combat] - A Fire Atronach has the ability to expel a stream of pure flame directly from their forms towards targets. While this type of flame cannot be made combustive, it makes for excellent crowd control and works well for keeping opponents at a distance. Whether it be in the form of a ring or a jet of flame which gushes forth, it is up to the Atronach.
Mechanics
Spoiler-
Expel Flame allows for the Atronach to send either a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind or create a ring of flames which may be used to surround a target.
- Not unlike fiery projectiles, Expel Flame will leave several smaller flames upon any surface that attempts to pass through it or make contact with it, quickly eating away and burning cloth, flesh, and other flammable materials, especially if contact is prolonged.
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To create a trail or ‘wall’ requires three emotes of charging regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach two meters in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.
- The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.
- If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few bones, and char skin, each being about a block radius each.
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A Fire Atronach can concentrate on forming their fire into a small space, creating a very volatile spell which shoots forth flames towards a target in the form of a jet or flamethrower. Requires four emotes to cast [1 connect + 3 cast]. The flamethrower itself may held back for up to two emotes before needing to be fired lest it explode. The attack can be sustained for up to four emotes assuming the mage has adequate concentration and mana.
- Upon contact with flesh, the flamethrower will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. Like other attacks of fire evocation, it will leave several small flames in the area contacted which continue to slowly burn whatever they touch.
- The attack itself only has a maximum range of seven blocks and a radius of one. The shape of the spell itself may be a really vague jet of flames which gushes forth , though the mage may add detail to this if they wish, making the flamethrower appear different for aesthetic purposes.
Redlines
Spoiler- Walls/Trails may be made concussive, though flamethrowers may not.
- Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
- Requires line of sight.
Overheat [Combat] - By drawing a greater amount of mana into a spell a Fire Atronach may shift their form to be completely composed of blue flame for a short duration, allowing them much more devastating attacks yet at the cost of a large amount of mana.
Mechanics
Spoiler- Overheat allows for a Fire Atronach to temporary turn all of their fire blue, making them twice as hot yet also twice as costly, rendering the Atronach slowed for a short duration after this is performed. In order to perform overheat, a Fire Atronach must remain still for three emotes. Once this is completed, their fire will turn blue and all of their spells will be blue for the next five emotes. Should the Atronach be disrupted while charing this, they will fail and have to begin again.
- Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied.
- For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.
Redlines
Spoiler- Does not change the effects of a spell beyond the level of heat and damage it can cause.
- Can be used in conjunction with a combustive spell, though will take longer to charge.
- Once Overheat has been performed, the Atronach will be unable to cast for up to five emotes.
Combustion [Combat] - Should an Atronach so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.
Mechanics
Spoiler- Combustion allows for a Fire Atronach to give their fire force, typically in the form of a projectile, in order to deal concussive damage to an area or target. Specifics for the effects of combustion on each spell are listed in the mechanics of said spell.
- Requires one to add an additional emote to the spell they wish to make combustive. Whether or not the spell is combustive must be pointed out upon the second emote of charing. Examples of such a tell may be air sucked into the spell as it’s charging.
Redlines
Spoiler- Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.
Contingency [Combat] - When a fire atronach is destroyed, unless extinguished, it will explode in a concussive fury of flames, sending those caught within its radius flying back if not charred to a crisp. This is the Fire Atronach’s most devastating attack.
Mechanics
Spoiler- Contingency causes a Fire Atronach to explode in a sphere of concussive flame when their core is destroyed. The blast has enough force to send fully armored enemies flying back as well as charring the unprotected to a crisp.
- The blast radius expands in a seven block radius with the Atronach being the center.
- The force of the blast should be enough to send fully armored opponents flying back at most five blocks should they be closer towards the Atronach within the blast radius.
- Anyone within the blast radius will receive 2nd - 3rd degree burns should they make contact with the fire. It may also char flesh and kill those within a two-meter radius.
- Will always occur when an Atronach dies and cannot be used of their own will. However, it requires three emotes to charge before performing, allowing those around it a chance to escape.
Redlines
Spoiler- This attack can only be used when the Atronach is about to die or their core is severely damaged.
- An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
- Can be used in conjunction with Overheat if it is performed prior to initiating the contingency.
Atronach Weaknesses
Fire Atronachs hold themselves a particular weakness to ice and water, making this the most effective way to defeat them. Should they be made wet in a particular area, that area will have trouble reproducing flame until the water evaporates or is dried away. Should the fire be completely doused in water, the Fire Atronach will be rendered incapacitated. They also hold all of the general Atronach weaknesses such as Fi and warding/abjuration.
Overall Redlines and Guidelines
Spoiler- Fire Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated.
- All Fire Atronach abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Fire Atronachs cannot create any form of smoke or heat on their own, but only as a byproduct of their flame.
- The fire given off by Fire Atronachs can easily grant 2nd degree burns upon touch, though more direct contact may yield even 3rd degree burns.
- Requires fire evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.
Water Atronach - Liquid
Similar to the fire atronach in terms of fluidity, albeit slightly more stable. As it is a liquid, a water atronach is easily able to expel liquid towards its enemies. They lack form more so than other forms of arcane construct, though this makes them excellent casters. Due to its fluidity, however, water atronachs depend upon their plates to maintain their shape. Should the plates be severely damaged or destroyed, their form will vanish, leaving the core on its own and a puddle of water where the atronach once stood.
An example of a Water Atronach
Creating a Water Atronach
In order to create a Water Atronach, one requires transfiguration, water evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics.
Abilities of a Water Atronach
Water atronachs are primarily made of water, their form sustained by their plates and core. While this allows them to move more freely, it also reduces their physical manipulation of the world around them. For example, they may be able to push away a light object with a shove of their hand, but they can hardly wield weapons. Their primary attacks come from their ability to cast powerful expulsions of their forms.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for a Water Atronach to create passive art using Water Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Water Atronachs can conjure their element to the level of precision of a T5 Water Evocationist.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
- Requires line of sight and must be formed directly from the Atronach’s own body.
Boil [Combat] - By heating up the water that their core produces, a water atronach can effectively boil their forms so that when they expel water it becomes scalding hot. This is one of the most devastating attacks of the Water Atronach and should be well avoided lest the victim be burned.
Mechanics
Spoiler- Boil allows a water atronach to bring itself to a boiling point, making its watery form become scalding hot. The water is so hot that it can administer 2nd degree burns upon touch, if not 3rd degree burns with extended exposure. This requires three emotes to perform and the Atronach must be completely motionless while performing this. Should they be disrupted, they will fail and must restart. Once it is charged, they may proceed to move.
- Boil itself is not an attack, but rather makes attacks of a water Atronach boil for the next six emotes. It requires three emotes of charge and can only affect the Atronach’s own body until used in an attack.
Redlines
Spoiler- Once charged, Boil is passive for sixemotes and no longer - though an Atronach can chose to return to normal temperature any time before six emotes.
- When an Atronach is boiled, there will be immediate signs, such as steam rising from them or noticeable bubbles in their form.
- Once Overheat has been performed, the Atronach will be unable to cast for up to five emotes.
- Must be fully charged before an attack is performed. Boil cannot be charged while another attack is charging.
Expel Water [Combat] - A simple, though quite versatile, ability of a Water Atronach, allowing them to do anything from extinguishing a flame, to producing a wave of water directly towards a target. When combined with Boil, it truly becomes a devastating attack.
Mechanics
Spoiler- Expel Water allows Water Atronachs to expel water from themselves in the form of jetstreams to waves. While on their own, the attacks do little more than send opponents flying back. However, when combined with Boil, it can be deadly.
- In order to expel water in the form of bubbles, an atronach must charge for two emotes and then expel it directly from their form towards a target. This attack has little to no effect on targets, even if boil is used. Rather it works as a distraction which can surround the Atronach in a five block radius.
- When expelling water in the form of a jetstream a Water Atronach must charge for three emotes. They may then expel their attack as a stream of water, which will likely knock back their opponent a few blocks, able to be maintained for no longer than three emotes.
- Finally, a Water Atronach may expel its water in the form of a wave. Such an attack can cause devastating effects even without boil, pushing targets back several meters with great force. It requires four emotes of charging, before it can be distributed as a five by two block wave of water. The wave itself has the speed and force of a horse running directly at you.
- Expel Water has a range of up to ten blocks regardless of the form used, though Areas of Effect may vary. Boiling can be stacked on top of these attacks so long as it is charged beforehand.
RedlinesSpoiler- Requires line of sight and must be formed directly from the Atronach’s own body.
Water Shield [Combat] - A Water Atronach may conjure a shield of water which swirls in front of them, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires.
Mechanics
Spoiler- An Atronach may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished.
- This spell requires three emotes to cast. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to four emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles.
- For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.
Redlines
Spoiler- The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course.
Contingency [Combat] - When near core death, a Water Atronach can expel their entire form in one large wave which expands in every direction. Such an attack is devastating in and of itself, pushing both people and objects back alike. It is even more dangerous when boiled.
Mechanics
Spoiler- When a Water Atronach actively chooses to use their contingency, their entire form will expand outwards in the form of a large wave which heads in every direction away from where the Atronach once stood. The force of such is great in magnitude, pushing both objects and people back a fair distance. Should the water be boiled, it will be devastating.
- The wave of water expands in every direction in a seven block radius, where the Atronach once stood being the center of the wave. The force of such a wave is akin to that of a horse running directly at you, enough to push even a fully armored foe back a fair distance. If used in conjunction with boil, it will scald skin and near cook those in armor alive if exposure is prolonged.
Redlines
Spoiler- This attack can only be used when the Atronach is about to die or is at critical core damage.
- An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
- Can be used in conjunction with Boil if Boil is performed prior to initiating the contingency.
Atronach Weaknesses
Water Atronachs are comprised primarily of water, making it weak to most of the elements that oppose water. Such weaknesses include extreme heat, which may cause the water to begin to evaporate, as well as frost which may cause the Atronach to slow down and possibly freeze over. Due to their liquid nature, their core constitution is not very high either, only requiring three hits to be rendered defeated.
Overall Redlines and Guidelines
Spoiler- Water atronachs have the strength and constitution of a master mage (T5). Their core can sustain three hits before they are incapacitated.
- Water Atronachs have little physical prowess, meaning that they can hardly wield weapons or move objects directly.
- Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Water Atronachs cannot create any form of ice or steam on their own, the latter only being possible as a byproduct of boiled water.
- Requires water evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.
Ice Atronachs - Solid
Forged from water evocation and the subtype ice, Ice Atronachs weaker solid variant of Atronach, displaying the diversity of water in its creation. They are quite similar to earth atronachs in terms of function, though they lack the constitution of their other solid atronach cousins. Typically, they do not require as much plating as their liquid cousins due to the fact that their ice maintains most of their shape. However, the ice itself can chip from sharp attacks, and blunt force has the potential to shatter an ice atronach quite easily.
An example of an Ice Atronach
Creating an Ice Atronach
In order to create an Ice Atronach, one requires transfiguration, water evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics.
Abilities of an Ice Atronach
Ice atronachs are frailer forms of the earth atronachs due to their superior casting ability in comparison to their earthen cousins. While not as capable as fluid atronachs, ice atronachs are still able to cast basic projectiles in order to defend themselves or their master.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for an Ice Atronach to create passive art using Ice (Water) Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Ice Atronachs can conjure their element to the level of precision of a T5 Ice Evocationist. This includes snow.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
Expel Ice [Combat] - By expelling ice from their forms, an Ice Atronach are able to expel icy projectiles towards their targets. Such an ability is often distributed in the form of a shard or stalactite-like object. While it is not razor sharp, the ice definitely has the potential to pierce skin and thin material.
Mechanics
Spoiler-
An Ice Atronach may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.
- The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force.
- Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
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Requires two emotes to cast. Additional projectiles require an additional emote to conjure two, no more than five able to be charged at once.
- One projectile charged may be around the sharpness of your average ferrum blade, while three or more may simply be rigid spheres of ice, unable to draw much blood, though creating terrible bruises if made a direct hit.
- Ice spikes will easily be able to pierce unarmored foes, and may dent plate (if blunt) or puncture it (if sharp).
Redlines
Spoiler- The speed of ice projectiles does not exceed that of a crossbow bolt at top speeds.
- Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
- Projectiles may be melted.
- Requires line of sight.
Ice Dome [Combat] - By expelling a large amount of ice outwards around them, an Ice Atronach may create a thick barrier of ice around them which they may maintain either to protect themselves or their allies.
Mechanics
Spoiler- An Ice Atronach may create a large dome of ice around them and other people/objects. The dome itself has a five meter radius at maximum, with the Atronach being in the center.
- Requires three emotes to cast , and can be maintained for up to eight emotes, assuming that it is not shattered by blunt force or melted by hot flame. If the Atronach is moved or disrupted, the spell will fade and the shield will crumble.
- The dome may hold its own against around six harsh blunt strikes before it is shattered. Shattering the dome will also stun the Atronach who is casting it for a minimum of two emotes, preventing them from casting for that duration.
Redlines
Spoiler- The Atronach must be at the center of the dome to cast it.
- Ice may be murky, though some movement can be seen from within the dome.
- The dome must be gradually formed, not instantly conjured.
- The Atronach must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.
Blizzard [Non-Combat/Combat] - A most violent and terrible ability within the arsenal of an Ice Atronachs, utilizing all their capacity for ice and first to conjure forth a great storm of frozen wrath which can engulf their opponents.
Mechanics
Spoiler- An Ice Atronachs may conjure a blizzard of snow and ice crystals which completely surround them, cutting and lashing at foes whilst also rendering their vision near obsolete. The storm itself is conjured in a five block radius around the Atronachs with the construct being in the center.
- This ability requires four emotes to cast and may be maintained for up to eight emotes so long as the Atronachs remains motionless. The storm will send hail, ice, and snow flying all about the Atronachs, able to cut, scrape, bruise, and even minority puncture unprotected flesh. The snow which this spell produces is also enough to prevent anyone within it from seeing more than two blocks in front of themselves.
- Once this has been performed, the Atronachs will be unable to cast for at least four emotes.
Redlines
Spoiler- The Atronachs must remain in the center of the storm and cannot move once they have begun conjuring the storm.
Contingency [Non-Combat/Combat] - When an ice atronach core is heavily damaged and near destruction, its core will melt down, expelling a large amount of mana from its form. This shoots many tiny shards of ice outwards at everyone around them, creating a devastated last attack.
Mechanics
Spoiler- Contingency causes hundreds of small icy shards to explode outwards from the Ice Atronachs form, piercing anything it comes into contact with assuming it can be pierced.
- The projectiles themselves can be anywhere from the size of two inches to four inches in length and usually around two inches in width. They will imbed themselves in the skin and cause terrible bleeding and perhaps bruises/scars.
- The projectiles are sharp though not razor sharp and fly up to the speed of a crossbow bolt.
- Contingency has a radius of up to seven blocks and will vanish once it has successfully hit its target or missed and shattered.
- Dodging such an attack is unlikely if one is too close to an Atronach.
Redlines
Spoiler- This attack can only be used when the Atronach is at critical core level or is about to perish.
- An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
Atronach Weaknesses
Ice Atronachs, being solid, hold an incredible weakness to blunt force due to the nature and frailty of their element. They are also quite weakened by flame and heat, which will melt away the ice and render the core vulnerable to attack. Should an Ice Atronach be completely shattered, they will be incapacitated otherwise it will take four hits to their core in order to be gauranteed incapacitation.
Overall Redlines and Guidelines
Spoiler- An ice atronach has around the strength and constitution of an adept mage (T3). Their core can sustain four hits before they are incapacitated.
- Ice atronachs can wield simple weapons like swords, shields, and spears, but not more complex weapons. Heavy weapons may also cause them to crack.
- Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Ice Atronachs cannot create any form of water or steam on their own.
- Requires water (ice) evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.
Earth Atronach - Solid & [Sand Atronach - Liquid] Below.
Earth Atronachs are very similar to golems in appearance, though do not possess the same state of durability and endurance. These atronachs are typically seen wielding blunt and heavy weapons such as hammers or clubs - focusing more on physical attacks rather than ranged projectiles. Constructs of this variety hold more solidarity and constancy than their cousins, second in strength only to the telekinesis atronachs. Essentially, they are weaker golems with less intelligence. They are of the solid variety, holding a moderate physical prowess.An example of an Earth Atronach
Creating an Earth Atronach
In order to create an Earth Atronach, one requires transfiguration, earth evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics.
Abilities of an Earth Atronach
Earth atronachs are comprised of earth evocation, allowing them to perform feats and abilities of earth due to their primary composition. These constructs are able to use the stone in their forms to defend themselves and attack, hardening themselves against attacks easily.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for an Earth Atronach to create passive art using earth evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Arcane Atronachs can conjure their element to the level of precision of a T5 Arcanist.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
- Requires line of sight and must be formed directly from the Atronach’s own body.
Re-hardening [Passive] - The Earth Atronach can slowly regenerate lost stone in any spot they may have been struck. This makes haste a key factor in defeating an Earth Atronach, as leaving them too much time may allow them to regenerate their forms.
Mechanics
Spoiler- Rehardening allows an Earth Atronach to passively regenerate their own lost stone over the course of time. While such regeneration is not instantaneous, it can make them quite formidable opponents if left unattended in combat.
- Should an Earth Atronach be chipped or lose something small such as a ligament, they may regenerate that lost stone over the course of three emotes. This is considered a ‘minor wound’.
- Should an Earth Atronach be severely dented or a major part of the body be shattered, such as a limb, the Earth Atronach may regenerate it over the course of five emotes. This is considered a ‘major wound’.
- An Earth Atronach can regenerate two major wounds and five minor wounds before being depleted of the ability and needing to recharge.
- Rehardening is passive, meaning that is automatically occurs in the midst of combat or outside of combat.
Redlines
Spoiler- An Earth Atronach cannot reharden themselves if their core is destroyed. This means they cannot rebuild themselves from scratch.
- Rehardening only regenerates their own stone, not plating or the core.
Limb Shift [Non-Combat/Combat] - Earth Atronachs are able to generate a tool or weapon of their choice as a part of their arm, whether it be for combat or non-combat purposes. While the weapons themselves are quite blunt and crude, they can make for a quick defense for the Earth Atronach.
Mechanics
Spoiler- Limb Shift allows an Earth Atronach to effectively turn their arm into either a tool or weapon of choice. They may use this for either combative or not-combative purposes, making it a very versatile ability. The weapons and tools themselves are very crude and blunt, however.
- Non-Combat tools such as pickaxes and hammers can be formed in three emotes, turning the Atronach’s arm into the tool. The tool itself is very blunt and heavy. They may turn their arm back to normal with one emote.
- Combat weapons such as hammers or swords can be formed in three emotes, turning the Atronach’s arm into said weapon. The weapon is very blunt and heavy, though packs quite a punch. They may turn their arm back to normal in two emotes.
Redlines
Spoiler- Weapons and Tools may be as sharp as regular rock and have the consistency as regular rock. Strong force would be enough to break bones easily and bruise at the least with direct contact.
- Should one initiate combat while using a tool, the tool will turn back to an arm.
- The tools and weapons must always be part of the Atronach’s arm and cannot be separated.
Contingency [Combat] - When near death, an Earth Atronach can expel themselves completely, exploding into hundreds of pieces of jagged stone and rocks which fly in every direction. Such an attack can be deadly if one is unprotected against its wrath.
Mechanics
Spoiler- Contingency causes the Earth Atronch to explode into hundreds of jagged rocks which go flying in every direction around the center of the explosion. The rocks pierce anything they come into contact with, assuming it can be pierced.
- The projectiles themselves can be anywhere from the size of two inches to four inches in length and usually around two inches in width.
- The projectiles are sharp though and will fly up to the speed of a crossbow bolt in every direction, imbedding themselves in the skin and causing severe bruises or puncture wounds.
- Contingency has a radius of up to seven blocks and the projectiles will vanish once they either miss or hit their target.
Redlines
Spoiler- This attack can only be used when the Atronach is at critical core level or is about to perish.
- An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
Atronach Weaknesses
Earth Atronachs are very resilient and hardened, making them formidable opponents. They are, however, quite slow. This makes fighting in a group the optimal method of defeating an Earth Atronach. Speed, haste, and blunt force are also quite effective in defeating one, as long as one doesn’t get too close.
Overall Redlines and Guidelines
Spoiler- An Earth Atronach is only just short of the strength of a golem, though are typically a big slower than their dwarven counterparts. Their core can take four hits before being rendered incapacitated.
- Earth atronachs can wield simple and blunt weapons like swords, shields, and spears, but not wield more complex weapons such as bows.
- Sharp objects are often ineffective against earth atronachs, simply deflecting off of the hard rock of the atronach or making small chips/dents. Blunt force, however, are quite useful in defeating one, often several denting or even shattering the hard exterior of the atronach.
- Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise.
- Requires earth evocation, transfiguration,and atronach forging to create, and requires a valid MA to play as well as a valid creator.
Sand Atronach - Liquid
Sand Atronachs are born from the use of Earth Evocation, in the way Sand is conjured, and Atronach Forging. These creatures are of a fluid state, meaning that, even if their body mantains the integrity and texture of sand, they effectively function as liquid and retain the weakness incorporated with so. They require more plating than a Solid Atronach in order to mantain the element in place, they usually wear a strip of cloth around their bodies as a decoration and to help keep the sand in place. They are able to conjure sand in many different ways, being that their main defensive and offensive weapon.
An example of a Sand Atronach (Credit: Golden sand by Matchack on DeviantArt)
Creating a Sand Atronach:
In order to create a Sand Atronach, one requires Transfiguration, Earth Evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. The process to create a Sand Atronach is the same as to create any other Elemental Atronach (Fire, Water, Ice, Stone and Air).
Abilities of a Sand Atronach:
Sand Atronachs are composed of Earth Evocation, allowing them to perform feats and abilities of sand due to their primary composition. Unlike their Earth Evocation counterparts, their bodies are not sturdy, making use of the more 'liquid' properties of sand.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics:
Spoiler-
Elemental Affinity allows for a Sand Atronach to create passive art using Sand (Earth) Evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Sand Atronachs can conjure their element to the level of precision of a T5 Earth Evocationist.
Redlines:
Spoiler-
Elemental Affinity can only be used in non-combat situations.
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All evocation art is limited by all the redlines of the original evocation.
Sand Blast [Combative] - Much like the spell used by Earth Evocationists, Atronachs can perform the Sand Blast spell, fast and able to blind a foe.
Mechanics:
Spoiler-
It creates a small ball of sand, the size of a baseball that will fly at arrow speed at most.
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It does not have the strength to push back, but will blind foes for two [2] emotes if directed to their eyes The sand used in this spell cannot cut, bruise or throw back any opponent, due to its lack of strength.
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It takes 2 emotes to perform this spell; 1 charge and 1 cast
Redlines:
Spoiler-
It can travel up to 20 blocks far, after which it will simply dispell.
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Blindness is not total blindness, and merely causes one’s eyes pain, forcing them to clench them shut. This does not cause permanent damage to the eyes, such as scratching them.
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The further the objective is, the less effective and less accurate the spell will be, and it should be emoted accordingly.
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An atronach will find its movement halved when charging and performing this spell.
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Requires line of sight.
Sandthrower [Combative] - By expelling a jet of pure sand, a Sand Atronach can launch it as a stream of this element. Being able to blind opponents and keep the distance with them, even making them fall back.
Mechanics:
Spoiler-
Sandthrower sends a stream of Sand towards the Atronach’s chosen direction. It should be able to blind any opponent that gets hit with it and throw back opponents up to the size of a common descendant.
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The attack itself only has a maximum range of twelve blocks and a width of two.
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Someone thrown back by this spell will, at most, recede 3 blocks from their position.
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Someone blinded by this spell will, at most, be blinded for 1 extra emote after the spell fades or the target is out of its range.
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Sandthrower requires three emotes to be used; 2 charge and 1 cast. The total range of the attack is up to twelve blocks in front of the Atronach.
Redlines:
Spoiler-
The voidal energies of the Sandthrower will not exceed the power of a violent gust of wind (even if not made of wind, but of voidal energies and sand), creatures bigger than a standard descendant will find themselves stopped but won’t be launched backwards.
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Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
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An atronach will find its movement halved when charging and performing this spell.
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Requires line of sight.
Sand Tornado [Combative] - By conjuring sand around themselves and making it twist, the Atronach is able to conjure a tornado that can act as a temporary shield around them.
Mechanics:
Spoiler-
Sand Tornado takes 4 emotes to be conjured, during the second and third emotes, the tornado will form around the atronach, and upon the fourth, it will work as a sand shield that will prevent the atronach from moving while also protecting it from being harmed.
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Upon the fourth emote, the tornado will be completely formed, moving around the atronach with violence for no more than 3 emotes.
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If the atronach is hit during the first emote, the Sand Tornado will be dispelled and the atronach stunned for one emote.
Redlines:
Spoiler-
Due to the violent movement of the tornado, the atronach can’t move from inside when casting it, the same way, no one can enter it successfully stopping projectiles and strikes.
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If the atronach is hit during the first charging emote, it will be stunned, being unable to move or use any of the other abilities for an extra turn.
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Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
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The sand swirling around the atronach will effectively stop any projectile flying at most at arrow speed, if covered with fire, it will also be put out. Any blow performed with the strength of a common descendant will find itself stopped by the Trornado.
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Projectiles flying at higher speed will find themselves slowered but not stopped, still able to go through the Tornado. Same applies to blows performed with strength greater to common descendants, will go through the Tornado yet slowered and less powerful.
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Due to the antimagic nature of Abjurations and Thanhium, these would effectively go through the Tornado and dispell it. Same applies with Auric Oil and Null Arcana, even though these two would only dispell the Tornado and not hit the Atronach behind due to them having to be applied to weapons and thus depend on the strength of the strike performed. Regarding water projectiles, due to the Sand Atronach weakness to this element, the Tornado would only be able to stand one hit, vanishing if hit again.
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Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
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The Sand Atronach cannot move while charging and performing this spell.
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Requires line of sight.
Contingency [Combat] - When a Sand Atronach’s core is near its end, it has the chance to expel an incredible amount of mana from their core, resulting in an elemental catastrophe in the surrounding area. A huge amount of sand would be thrown outwards creating a big sandstorm.
Mechanics:
Spoiler-
Contingency causes the Sand Atronach to explode into a sandstorm in every direction around the center of the explosion. The sand will cause blinding and small cuts on exposed flesh.
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From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after.
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Contingency has a radius of up to seven blocks and the sand will vanish after 5 emotes
Redlines:
Spoiler-
This attack can only be used when the Atronach is at critical core level or is about to perish.
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An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
- Contingency cannot outright kill individuals.
- It is very difficult to talk or even breath for those caught inside the sandstorm.
- For utmost clarification, Contingency is an ability all atronachs have and thus it does not lead to a PK of the construct. The core can be extracted and be repaired afterwards by an Atronach Forger.
Atronach Weaknesses:
Like most atronachs, Sand ones are weak against Abjurations. They are also weak against blunt force, if it hits their core, 3 strikes and it will be rendered useless. Sand Atronachs will also face complications if fighting the water element, both in its natural state or being conjured by a mage or Water Atronach. If hit by Null Arcana, the Atronach would find themselves stunned for 2 emotes.
Overall Redlines and Guidelines:
Spoiler-
A Sand Atronach core can take three hits before being rendered incapacitated.
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Their movement is the same as an average descendant.
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Sand atronachs can wield simple weapons like swords, shields, and spears, but not more complex weapons. Heavy weapons may also cause them to crack.
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Elemental abilities must adhere to all the redlines of their specific evocation, unless stated otherwise. Sand Atronachs cannot create any form of stone on their own.
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Requires Earth (Sand) evocation, Transfiguration, and Atronach Forging to create, and requires a valid CA to play as well as a valid creator.
Credit
ECS1999 - Author
Air Atronach - Liquid
Forged from the powers of Voidal Wind, Air Atronachs are often left untouched by most mages due to their frailty. Despite this weakness, their true strength in casting is more often than not overlooked. The abilities of an Air Atronach can pose devastating to those who least suspect its wrath. These Atronachs can do anything from creating a small gust to clear a musty room, to forming devastating tornadoes of horrific magnitude.
An example of an Air Atronach
Creating an Air Atronach
In order to create an Air Atronach, one requires transfiguration, air evocation, and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics.
Abilities of an Air Atronach
Air atronachs, while the physically weakest form of atronach, are the most superior atronach caster aside from Arcane Atronachs. While it may only take a few hard blows to take one down, the opponent of a Wind Atronach must be quick - lest they risk allowing the Atronach the upper hand.
Elemental Affinity [Non-Combat] - As Atronachs are the literal embodiment of their elements, it seems fitting that they are able to manipulate their element to a very fine degree. This affinity allows them to create passive art with the evocation that they represent.
Mechanics
Spoiler- Elemental Affinity allows for an Air Atronach to create passive art using air evocation. This art can be as complex or as simple as they like, as they are not just masters but rather the embodiment of their element. Due to such, Air Atronachs can conjure their element to the level of precision of a T5 Wind Evocationist.
Redlines
Spoiler- Elemental Affinity can only be used in non-combat situations.
- All evocation art is limited by all the redlines of the original evocation.
- Can only be used in non-combat scenarios.
Swift [Passive] - Due to their lightness and fluidity, Air Atronachs are able to move faster than any of their atronach cousins and even most descendants. This ability makes Wind Atronachs quite hard to keep up with in combat, which is why one must be mindful of the construct’s next move when fighting them.
Mechanics
Spoiler- Swift allows Air Atronachs a passive boost to their speed. While this does not necessarily increase their dexterity, their general movement speed is typically faster than that of the average descendant.
- Swift is a passive ability of the Air Atronach, constant whether in combat or not.
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Swift allows Air Atronachs the ability to move up to twelve blocks per emote rather than simply ten. It may also make Wind Atronachs a little harder to hit, though not ridiculously so.
- Should the maximum amount of traversable blocks per emote change, an Air Atronach will always be able to move two more blocks than the maximum
Redlines
Spoiler- The speed of a wind atronach is not inhuman, just slightly faster than most descendants and other forms of atronachs.
Expel Wind [Combat] - By expelling wind from their forms, an Air Atronach is able to send brief though powerful gusts of air towards their target. Such gusts have the capability to knock opponents right over or at least keep distance between the Atronach and its target.
Mechanics
Spoiler- Expel Wind sends a shapeless gust of air in any direction the Atronach wishes. The ability can have any severity up to the strength of a horse running directly at someone. While this may not particularly cause someone extreme pain, it will most definitely knock them back a fair amount.
- The maximum block count that a target can be thrown back by Expel Wind is up to five blocks and will likely knock the target onto their back as well, breath knocked out of them.
- Expel Wind requires three emotes of charge and can be held for up to four emotes. The total range of the attack is up to ten blocks in front of the Atronach.
Redlines
Spoiler- The power of Expel Wind cannot exceed the power of a medium sized single horse running directly at you. It should be able to blast one back and perhaps knock the wind out of them.
- Can only be distributed directly from the Atronach’s own form, meaning that it cannot be conjured elsewhere such as above a target.
- Requires line of sight.
Compress [Combat] - By compressing their air into a particular pocket, an Air Atronachs may essentially give their Air Force not unlike that of a Fire Atronach’s combustion. Should this attack be fully charged, it may be used to send a devastating blast of air towards a target which will either explode outwards or shove them back with great force.
Mechanics
Spoiler-
An Air Atronachs may create a sphere of compressed air which is around the size of a beach ball, requiring four emotes to cast and having a range of up to twenty blocks total. This spell may be used in two ways:
- Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, damaging them critically, while an armoured foe may receive a painful bruise and still be thrown back by seven meters, bones being broken and receiving a large painful bruise. In both cases, the air will likely be knocked out of them should it make hit.
- Burst: The orb is sent towards a group of people, exploding outwards in a five meter radius with great force, the explosion blasting everyone in the radius back akin to the force of a powerful gust which would send them all stumbling/flying/falling back up to three meters.
- Charging this ability is by no means subtle, creating a great sphere of swirling air which is very visible, having streaks of wind flying quickly into a compressed sphere of air, almost acting like a light vacuum.
- The slam spell will almost never instantly kill a target, though should the target not receive adequate medical attention which struck to the head or center-chest, they may perish.
Redlines
Spoiler- The orb will never be invisible and its tells are obvious.
Whirlwind [Combat] - By expelling large amounts of wind from their forms, a Wind Atronachs has the capability to conjure a terrible whirlwind which can cause devastating damage both the environment around the Air Atronach and people alike. This attack has the capability to suck up smaller objects and send them flying back outwards, as well as repelling larger objects.
Mechanics
Spoiler- Whirlwind creates a whirlwind around the Atronach, the construct being the center. It possesses enough force to suck anything the size of a halfling smaller directly into the tornado, causing them to spin around before being launched out with great speed(i.e. papers, books, shields). Larger people(s) or objects are pushed away from the whirlwind rather than sucked into it.
- Any objects or people sucked into the tornado will be spun around for up to three emotes before being launched back out at the speed no greater than that of an arrow.
- Larger people or objects pushed away cannot come within two blocks of the whirlwind, otherwise they are sent backwards up to three blocks at running speed.
- The Air Atronach must always be at the center of the Whirlwind for it to operate. If the Atronach’s charging is disrupted, the whirlwind will dissipate and the Atronach will have to start over again.
- Whirlwind has a radius of up to two blocks in each direction, the Atronach being the center.
- Requires a minimum of four emotes to perform and can be maintained for up to eight emotes after the initial charging is complete. The Atronach must remain completely stationary the entire time lest the whirlwind dissipate.
Redlines
SpoilerThe whirlwind cannot repel objects going faster than the speed of a crossbow bolt, making this the most effective way to defeat one.
Contingency [Combat] - When an Air Atronachs core is near its end, it has the chance to expel an incredible amount of mana from their core, resulting in an elemental catastrophe in the surrounding area. In this case it, the expulsion takes the form of a large sphere of air which quickly expands outwards, blowing all surrounding targets back.
Mechanics
Spoiler- Contingency allows a Wind Atronach to expel a large amount of mana from its core when it is near its end. The expulsion results in a large sphere of pure wind energy which expands outwards from the Atronach and blows everything around it backwards by at most eight blocks.
- The radius of the sphere is up to seven blocks, throwing back anything within two blocks of the center and pushing back anything within five but beyond two. The foce can be enough to give concussions and broken bones to those caught in it, assuming they make contact with a hard enough surface.
Redlines
Spoiler- This attack can only be used when the Atronach is at critical core level or is about to perish.
- An Atronach using Contingency is incredibly obvious and is not something that can be done subtly.
Atronach Weaknesses
As Atronachs are comprised of of an element, it would make sense for them to have a weakness to opposing elements and other external forces. Due to such, Air Atronachs have a particular weakness to the chill and cold, as it can cause them to be slowed down and potentially freeze their air. They are also quite weak to blunt force, only able to take three hits to their core before being killed.
Overall Redlines and Guidelines
Spoiler- ir Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated.
- Wind atronachs can only wield lightweight weapons and nothing too complex either, such as a bow.
- All Air Atronach abilities must adhere to all the redlines of their specific evocation, unless stated otherwise.
- Requires air evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator.
Telekinetic Atronach - Hybrid
Thought impossible to create as the art of Telekinesis was lost to Magi, Telekinetic Atronachs have been reinvented through the recent discovery that allowed Transfigurationists to have a minor influence on the momentum of an object, allowing for a the lost Telekinetic Atronach to once more become feasible.
Telekinetic Atronachs are generally suits of armor, encasing their core. The core of the being permeates a constant stream of Aura of the creator's color, which takes on a vague humanoid form, as well as forms eyes behind the visor of the Atronach; this inner Arcane "skeleton" is not as bright as the Arcanism Atronachs of the past, but takes on a very transparent, undefined, humanoid appearance. Unlike his brothers, Telekinetic Atronachs have less Arcane proficiency in exchange for an ideal balance of strength and agility, possessing the physical prowess of a seasoned orc warrior. In the context of a Telekinetic Atronach, their usable Mana would be the equivalent of their stamina, meaning that the more Mana they use, the less strength that is output into tasks.
An example of a Telekinetic Atronach
Creating a Telekinetic Atronach
In order to create a Telekinetic Atronach, one requires transfiguration and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics.
Abilities of a Telekinetic Atronach
Although a Telekinetic Atronach’s ability is tilted in favor of physical strength, minor telekinetic feats may be performed, and in the right circumstances, this power may be taken to a higher caliber.
Minor Telekinesis [Non-Combat] - As a Transfigurationist may influence the momentum of objects around them to put them in their control, so may the Atronach for utility and artistic purposes.
Mechanics
Spoiler- The Atronach may, within a five block radius, lift and move small objects by projecting its inner energy towards the items in question, with a limit of 11kg/25lbs. This follows all red-lines of Transfiguration’s “Alter Position” and may not be used combatively.
Redlines
Spoiler- Range of five blocks.
- Cannot be used combatively in any way.
- Follows all red-lines of “Alter Position” in Transfiguration.
Telekinetic Strength [Passive] - Although not possessing the magical ability of the old Telekinesis Mages, their Telekinetic properties grant them formidable strength, allowing them to strike adversaries with great force and perform other impressive feats.
Mechanics
Spoiler- Although objectively weaker than Earth Atronachs, Telekinetic Atronachs possess an ideal balance of agility and strength, giving them the movement speed and strength on par with an orcish warrior.
Redlines
Spoiler- Cannot surpass the rough strength of an orcish warrior.
Amplified Telekinetic Strength [Combat] - In desperate times, a Telekinetic Atronach may overcharge the energy within them and project it towards an incredibly heavy or dense object and move it with great force. This is not an instantaneous process, but rather one that is slow and greatly drains the Atronach of its reserve mana.
Mechanics
Spoiler- A great feat of strength may be performed, such as slowly moving a boulder out of the way, or bending steel bars to allow passage. This level of strength would be just below that of a Dwarven Brawn Golem.
- Doing anything with this ability would take at minimum [4] emotes of uninterrupted focus, being a gradual process that occurs over the emote duration. The ability may be active for a maximum of [8] emotes before it deactivates, and will drain the Atronach regardless of whether or not it is used.
- This ability may be used on people, making it possible for bones to be crushed, and could prove to be lethal if used on a vital region, such as the head or around one's chest.
- During player-driven CRP, amplified telekinetic strength's lifting capacity could at MOST be used to lift masses of [4] cubic meters (4 blocks), and no more than [8] cubic meters (8 blocks) may be pushed. In ET Events, these values may be negotiated at the discretion of the ET in question.
- This may only be performed if the Atronach is making physical contact with the object, and as such, could not be done from a distance.
- As a consequence, the Atronach must open up their plates to allow enough Mana to flow through in order to increase their strength, leaving them incredibly vulnerable to attacks on their Arcane skeleton and core.
- This ability requires that the Atronach remain relatively immobile, meaning that this ability could not buff them in a fast paced combative encounter that requires them to rapidly change position.
- This ability only works once every 24 hours, and would drain the Atronach of half their usable mana as the task is completed.
Redlines
Spoiler- In terms of equivalency, the strength boost would lift the Atronach to be just under a Dwarven Brawn Golem’s strength.
- This strength increase is not instant, but rather a gradual application. An Atronach lifting a boulder would not be instant, but rather a slow process as they heave it up. As such, an Atronach could not throw a boulder or something of equivalent or larger size at an adversary.
- Performing this ability would require the Atronach to open up their plates, allowing enough room for a weapon to slip through and do severe damage.
- This ability requires that the Atronach remain mostly still and not rapidly change position, meaning that using this ability in the midst of a fast paced combative encounter.
- This ability drains half of the Atronach’s usable stamina/mana, and as a result would need to be recharged sooner.
Atronach Weaknesses
Telekinetic Atronach’s exist as a hybrid between Solid and Fluid. Their inner workers are Fluid, but they have the physical prowess and tangibility of a Solid atronach. Due to this, they are much more vulnerable to damage to the humanoid aura "skeleton" beneath their plating. If enough force were applied to an Atronach’s limb—enough that would traditionally heavily cut or even result in the removal of the average descendant’s limb—then the severed compartment would fall to the ground and be unusable until repaired. Cutting their Arcane form in any way would cause an intangible fluid-like mana to leak from their form, draining at the same rate that a normal descendant would bleed. After being cut, the Atronach would deactivate from a loss of Mana overtime. They also hold all the general Atronach weaknesses such warding/abjuration.
Overall Redlines and Guidelines
Spoiler- Telekinetic Atronachs have the strength of an orcish warrior, capable of wielding heavy weapons, as well as operating more complex weapons, such as bows and crossbows.
- Telekinetic Atronachs are a Hybrid, being a cross between Solid and Fluid. Their core requires three hard hits with a blade, or two with a blunt weapon to be incapacitated. Inadequately crafted weapons or armaments below the strength of iron will do little to damage the core. Should the weapon be of thanhic alloy/auric oil coated, it will be twice as effective (a thanhic alloy sword would count as two hits as opposed to one towards the core).
- The Arcane form of a Telekinetic Atronach is as vulnerable as the flesh of the average descendant, meaning that limbs can be hacked off and their form can be cut. Severe cuts that would cause a descendant to bleed out would cause the Atronach to deactivate after [8] emotes of "bleeding." Each subsequent hit will halve this duration.
- Requires transfiguration, and atronach forging to create, and requires a valid CA to play as well as a valid creator.
General Atronach Weaknesses
Atronachs, although being much more resistant to damage than a descendant might be in some cases, have many weak points, which may be exploited by a knowledgeable person to neutralize these constructs. At the center of an Atronach remains their core, which may require more hits than usual depending on the variant of Atronach, with blunt weapons doing more damage than sharper alternatives. Most obviously, Elemental Atronachs are susceptible to their counters—a Fire Atronach could be extinguished with large amounts of water, and an Ice Atronach could be melted with enough application of heat. Warding and Abjuration would also prove useful against an Atronach. Ward Shields would act as impassable physical barriers towards an Atronach, and Abjurations targeted towards their Elemental Form would stun them for a single emote. In the rare case that an Atronach Forger themself might fight an opposing Atronach, the Forger may shut down an Atronach instantly if a well placed Abjuration hits their core directly. Furthermore, anti-magical materials/substances, such as thanhium/auric oil would cut through an Atronach's Elemental Form like a hot knife on butter, capable of severing its "limbs." Anti-magical weapons would also be twice as effective on the core of an Atronach.
Spoiler- Sharp weapons, such as swords, would deal [1] hit towards an Atronach's core, while blunt weapons would deal [2] hits.
- Thanhium alloy weapons or armaments coated in Auric Oil would be capable of easily severing the "limbs" of an Atronach and slowly draining their form with each strike. The core being struck by such a weapon would be twice as effective, meaning that a thanhic warhammer (blunt) would deal [4] hit "points" to an Atronach's core.
- Elemental Atronachs are susceptible to their opposed elements (Fire Atronachs could be extinguished through water, etc).
- Ward Shields would act as an impassable barrier to an Atronach, and Abjurations directed at their Elemental Form would stun them and interrupt all casting and movement for a single emote.
- An Atronach may be shutdown entirely if an Abjuration created by an Atronach Forger hits their core dead on.
Purpose
Having recently received my feedback for my Transfiguration Addition, "Alter Position," it was put on pending at the request of clarifications, along with the suggestion of allowing the creation of Telekinetic Atronach Limbs. After speaking with SquakHawk, I made it clear that I'd only want the limbs to return if Telekinetic Atronachs came back as well. This was loosely based off of Phil's addition which contained Telekinetic Atronachs and Projecting, but possesses some original content that I brewed up as well. It is my hope that this lore is passed and Telekinetic Atronachs can make a return, as they're much less destructive in comparison to the others, yet still have a place on the server. Additionally, after receiving my feedback for this submission, it has been decided that Atronach Weaknesses should be expanded on as a whole within this post. In other words, we do a little Philposting.
Credit
Isaac - Author
General Redlines and Guidelines for Atronachs
Atronach Core Redlines and Guidelines
Spoiler- The following Voidal elements are able to be utilized in the making of an Atronach; Fire Evocation, Water Evocation, Earth Evocation, Air Evocation.
- An Atronach requires an atronach forger, a mastered (T5) transfigurationist, and an evocation of choice in order to be made.
- Atronach cores take typically 4-5 direct hits before being destroyed and effectively kill the atronach. Cores can be salvaged and repaired by its creator or another atronach forger, however.
Atronach Recharging Redlines and Guidelines
Spoiler- A solid atronach must revisit their obelisk once every week as to avoid mana depletion. Alternatively, they may be refueled by their mage in a similar manner.
- A fluid atronach must revisit their obelisk once every three days as to avoid mana depletion. Alternatively, they may be refueled by their mage in a similar manner.
- In order to refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist.
- Should an atronach not replenish their mana within a designated time frame they will die.
Overall Atronach Redlines and Guidelines
Spoiler- Transfiguration and the evocation of choice are all required to create an atronach. This is a long process, unable to be performed in combat.
- All atronach casting is limited to expulsion of their own forms, unable to summon their evocations above or away from themselves.
- Atronachs must recharge when the designated time as approached. Failure to meet this requirement could result in the revoking of the Atronach’s CA. Screenshots are recommended to be kept, though optional.
- Atronachs have free will so long as it does not contradict a master’s command. An Atronachs will listen to any command given by its ‘impera’ or creator and will be unable to resist commands given. They will not seek to extort or find loopholes in a command.
- Atronachs cannot purposefully or deliberately kill their own master.
- Familiars cannot be larger than seven feet in diameter. They may possess either a humanoid shape or an animal-like shape.
- All atronachs may hover no more than a meter off the ground, although this offers no mechanical advantage and is only for aesthetic purposes.
- Solid atronachs are better than liquid in terms of manipulating the physical world around them, such as moving an object or smashing a wall. However, liquid familiars are far superior at casting from their forms.
- Atronachs are weak to Fi magic, abjuration, and warding. Should an atronach’s core be destroyed or severely damaged, it can still be repaired.
- Atronachs on their own are immune to both mental attacks and sensory illusion, as they do not necessarily have a mind to trick.
- All atronach evocations must adhere to their respective evocation redlines.
- Atronachs cannot learn any form of magic.
- Atronachs cannot be enchanted in and of themselves, though they may use separate enchantments if they are simple enough.
- A valid CA is required to play an atronach, along with a valid creator. They are not an open race.
- Atronachs are only freed from their master should the master perish (PK). While the creator may instruct an atronach to serve someone else, the construct will always remain obedient to their creator.
- Should an atronach purposefully damage their own core, it is considered a PK and they cannot be repaired with the exception of contingencies.
Changelog
Spoiler- Removed goliath and drone atronachs
- Remove projections
- Clarified Atronach Limbs
- Changed Conjuration Mechanics
- Conjuration will still be necessary in atronach creation, though only in order to provide sentience and animation to the atronachs. The atronachs themselves will no longer be considered permanent ‘primordial conjurations’, they are considered sentient elements instead.
- Added Contingencies
- Removed Atronach Enchantment
- Removed need for conjuration
- Removed arcanism atronachs
OOC Purpose
Atronach forging is a unique feat on LOTC, bringing a new branch of roleplay to the server regarding constructs. It adds an aspect to mages that is not found in many other places on the server, granting them the ability to create constructs to fulfill their desires and will, as well as allowing other players to roleplay constructs that are oriented around more than just strength and zombie-like servitude.
The atronachs themselves are a rare sight, their magnificence inspiring awe into many players new and old. Overall, the arcane constructs are an astonishing spectacle to behold, allowing mages and the constructs alike a plethora of magical roleplay potential. It would be such a shame to see these amazing creatures be lost, which is why I did a rewrite.
Previous Lore Writers
SpoilerCombustionary, Bokratz, Jax, Toodles, Merrymoogle
Citations
SpoilerOriginal Lore: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/
Familiar Guide: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/
Telekinetic Atronachs: https://www.lordofthecraft.net/forums/topic/156081-✓-addition-to-atronach-forging-telekinetic-and-projection/
Credit for This Lore
SpoilerPundimonium - Author
Lhindir - Co-Author
Squakhawk - Consultation
Flamboyant - Consultation
And to the many other people to whom I asked questions; thank you.40 -
Y I K E S
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Not as good as mine.
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MC Name: Olroxx
Character's Name: Alfius
Character's Age: ~100
Character's Race:
Human - Heartlander
Link to your accepted MA:
What magic(s) will you be teaching?
Arcanism
Summarise the Lore of this magic(s):
Arcanism, in essence, is the conjuring forth of Arcane Wisps from the Void and molding them into specific shapes which can be used for combative or non-combative purposes. It is the most diverse of all Arcane Magics, allowing for both non-combat and combat artwork as well as large room for aesthetic. There are four specializations of Arcane magic, each offering a different and unique uses. The specializations are as follows:
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Art: The conjuring forth of Arcane Wisps in order to form very detailed artwork from the Arcane Energies. While having little combative purpose, it is extremely diverse.
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There are multiple forms of Arcane Art, and they are as follows:
- Conjure Solid – allows the Arcanist to form any solid object they so desire from arcane wisps.
- Conjure Liquid – allows the Arcanist to form imitation liquid substances from arcane wisps, often used for artistic purposes though may also be used as a distraction
- Conjure Arcane Energies – the summoning forth of Arcane Energies in order create a little light for party tricks such as fireworks.
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There are multiple forms of Arcane Art, and they are as follows:
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Shielding: The conjuring forth of Arcane Wisps and forming them around or infant of the mage to create a barrier which can protect them from physical attacks and projectiles. While it can be useful in defending against swords and perhaps arrows, extreme blunt force and repetitive attacks will easily shatter the barrier. The barriers do not deflect magic either.
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There are multiple different forms of Arcane Shielding, and they are as follows:
- Discs – typically small barriers, usually plate sized which are typically infant or around the hands/wrists.
- Flat Shields – a moderate sized shield set in front of an Arcanist, used to block incoming projectiles and blunt attacks.
- Bubble Shields – a shield which completely surrounds the Arcanist, defending against projectiles and incoming attacks.
- Colossal – a massive shield which can envelope an entire home or even city, exceedingly draining.
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There are multiple different forms of Arcane Shielding, and they are as follows:
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Projectiles: The use of Arcane Energies in the form of projectiles, ranging from simple missiles to beams of pure Voidal energy. It is very diverse and on occasion can be quite dangerous.
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There are multiple different forms of Arcane Projectiles, and they are as follows:
- Arcane Missile – the use of Arcane Energy in order to create smile projectiles to fling at targets.
- Arcane Orb – the use of Arcane Energy in order to create hard hitting projectiles to fling at targets.
- Arcane Disc – the use of Arcane Energy to create a disc which flies towards targets almost like a frisbee.
- Arcane Arc – the use of Arcane Energy to create arcs which home in on their target.
- Arcane Beam – the use of Arcane Energy in order to create a concussive beam of energy.
- Arcane Ray – the use of Arcane Energy in order to create a beam of concussive energy from above a target.
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There are multiple different forms of Arcane Projectiles, and they are as follows:
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Tools: Should an Arcanist so desire, they have the ability to make tools from pure Arcane Energy, mostly for non-combative purposes.
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There are multiple different forms of Arcane Tools, and they are as follows:
- Arcane Tool – the use of Arcane Energy in order to make simple tools such as axes or hammers.
- Arcane Lens – the use of Arcane Energy in order to make objects such as looking glasses and telescopes.
- Arcane Chains – the use of Arcane Energy in order to make chains which wrap around and bind a target.
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There are multiple different forms of Arcane Tools, and they are as follows:
Do you have a magic(s) you are dropping due to this app? If so, link it:
No
Do you agree to keep the ST updated on the status of your magic app?:
Yes
Have you applied to teach this magic on this character before, and had it denied? If so, link the app.
No
Do you realize the magic may change fundamentally during Lore Games and that you may have to change to compensate?
Yes
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Art: The conjuring forth of Arcane Wisps in order to form very detailed artwork from the Arcane Energies. While having little combative purpose, it is extremely diverse.
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We +1 on TAs now?
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I applaud! Good work all around!
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[✓] [Magic Lore] Chi Manipulation
in Recently Outdated Lore
Posted
Wonderful job Salty! Cant wait to see this back in a more balanced form!