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ZythusRequiem

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Posts posted by ZythusRequiem

  1. MC Name: ZythusRequiem

    Character's Name: Lydor Miravaris

    Character's Age: 100

     

    Character's Race:

    High Elf

     

    Link to your accepted MA:

    https://www.lordofthecraft.net/forums/topic/180038-air-evocationmazythusrequiem/

     

    What magic(s) will you be teaching?

    Air Evocation

     

    Summarise the Lore of this magic(s):

    Air Evocation is the art of drawing power from the void, using mana to tap into it’s infinite potential. The void being a plane of pure nothingness, is accessible through the souls which bear mana of the Descendant races. Air Evocation is simple, drawing the potential of the void and shaping it into the shapeless and most obscure; air. This evoked and “false” air can be drawn into the mortal realm and used for a myriad of spells and purposes. At it’s best, Air Evocation can be used to stagger back strong opponents and create forces of raw untamed fury and wind, while at it’s most novice and elementary is simply often used for a cooling breeze or small gust of air. Like all things drawn from the void, when the connection to the void is interrupted or a mage’s mana is depleted, the element summoned will return to the void and fade to nothingness. Hence, no evoked air is permanent, nor could the mage exert dominion over the air of the mortal realm, only the air from the void is what they are permitted to control.

     

    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

  2. On 5/14/2020 at 10:57 PM, blackhand7 said:

    You need to be my friend bu tI am super cool and don’t have that many friends because I am super cool and aI am a lone wolf that doesn’t play byt the rules and I am super cool and badass and I can beat anyone up and I am cool.

     

    Oh, this is everyone with a TA.

  3. 18 minutes ago, Jenny_Bobbs said:

    I didnt say that. I said, Transfiguration and Sensory Illusion which are two separate magics can create light spells. Fire evocation in my opinion should be kept simple to heat, fire, smoke. 

     

    You don't need to quote me or try to argue, this is my thoughts and opinion on the magic.

     

    If you or somebody else made magelight available to everyone I’d be ok with taking light out of this lore. But for now it’s just a small addition. Fire already produces light on it’s own. 

  4. 6 minutes ago, Jenny_Bobbs said:

    Transfiguration and sensory illusion can create light. I am in the hindsight that is with Walrus which is fire evocation shouldn't have light evocation. Don't try to make things an everything evocation.

     

    Don’t try and make everything Transfiguration locked. That’s just as bad. You’ve got to also consider Transfiguration is harder to learn and more exclusive where fire evocation is more widespread.

  5. 19 hours ago, IAmTheWalrus said:

    Either way, it doesn’t seem too relevant to the lore. There’s already lore for conjuring light and I think that Fire Evocation can live without it.

     

    I thought magelight was only available to transfigurationists at the current lore. I honestly do not like the exclusive Transfiguration access pass on a lot of cool non-combat or addition magics. Fire Evocationists should not have to learn transfig to conjure light unless this changes. Plus, it’s a 2-second addition, it is also only for utility. No big deal.

  6. Discrimination, hatred, attacks, and pedophilia must go. Regardless of how acceptable any of these are in your personal circles. If you discriminate, perpetuate sexual luring and predatory behavior or attack people to the point of threatened safety, so too you must go no matter the friend group or culture that validates your abuse

  7. 14 hours ago, Luxury said:

    My one gripe is that it’s stated here that sand is difficult to conjure because of the intricate grains. Previous lore had it such that grains were easier to ‘pull’ through the void due to their minuscule nature, thus making it simpler to call it forth in larger quantities. Stone is fairly simple in structure, so if the concept of sand being somehow ‘intricate’ is thrown out this would be otherwise satisfactory.

     

    Fixed.

  8. 1 minute ago, BrandNewKitten said:

    I am worried about some of these and the 1 hit KO potential. Lava & electric water seem problematic in this regard. 

     

    They follow normal mechanics. These effects are generally “overlays.” Each differentiation from the standard mechanics is described in the combinations. I get it’s kind of confusing to understand at first, but essentially, if there is a lethal spell it will only be usable with say that lethal spell + another evocation. 

     

    A lot of people wanted combos and whatnot, but I was too kind of worried about writing so many spells, so I hope this overlay approach is effective.

  9. cooltext339380279538440.png.350c9d2cfd7d63c3011b422fd9d4549b.png


     

    Origin

    The art of combining Elemental Evocation comes from some of the earliest wonders of the Descendants when they begun to explore the Five Elemental Evocations. These combinations are widely used now to produce different and unique effects that act as “applying” factors to the combination of two spells from two different Elemental Evocations. These combinations are unique and interesting, and can have different effects on the circumstances of combat with evocation magic. 

     

    Links

    See the following links for details on each respective evocation:

     

    Magic Explanation

    Evocations are powerful magics, filled with brimming potential and ideas in each. Each Evocation brings something new to the table. As a result, combining these evocations to produce new results is fairly popular. Since this practice has become popular, there are a number of different “effects” that may occur should two evocations be combined together. This lore exists to outline those combinations and the effects they may produce. The term Combinations in this lore refers to “overlay” effects that can essentially be applied to a combination of two spells in each evocation.

    • To use Combinations, you need only two mages with knowledge of two elemental evocations (NOT Arcanism or Conjuration) OR knowledge of two or more Elemental Evocations.
    • This requires no magic slots. It also need not be learned like a feat. Practice however may be required when performing Combinations.
    • Mechanics are added together, as well as red lines. All of these mechanics and red lines should be followed when performing a combination UNLESS something is explicitly stated in the combination.

     

    Combinations

    In the following lists, they will describe each different combination. These combinations are general “outcome” effects, and the specific mechanics of each combination should be referred to at each Evocation’s mechanics. The mechanics of both spells are essentially unified. Thus, the Mechanics(Combination) = Mechanics(Spell1) ∪ Mechanics(Spell2); Mechanics = Red Lines where Spell1 is the first evocation spell & Spell2 is the second evocation spell. Read as mechanics of combination = mechanics of spell1 union mechanics of spell2. To cast each combination, there must be either two mages working together or a single mage knowing both magics. 

    • Fire Evocation
      • Union: Air Evocation
        • Effect: Hot Air. Combustive empowerment, becomes easier to cast Combustionary, producing a slightly more explosive effect.
      • Union: Water Evocation
        • Effect: Hot water. Produces steam and scalding effects are apparent. Water spells now can burn targets. 
      • Union: Earth Evocation
        • Effect: Lava. This lava can then be formed like normal earth evocation spells. 
      • Union: Electric Evocation
        • Effect: Electric Fire. Allows the mage to pass electricity through fire, increasing the damage in burns. 
    • Air Evocation
      • Union: Fire Evocation
        • Effect: Hot Air. Combustive empowerment, becomes easier to cast Combustionary, producing a slightly more explosive effect.
      • Union: Water Evocation
        • Effect: Produces heavier mist and fog. Able to cover larger spaces. Produces thicker ice as well. Additionally, blizzards and similar temporary weather systems may be called with hail and whatnot.
      • Union: Earth Evocation
        • Effect: Empowered Sandstorm. This makes sandstorm larger slightly and lasts for longer. 
      • Union: Electric Evocation
        • Effect: More accurate Calldowns. This makes aiming calldowns easier.  Allows evocation of false storms (excluding rain). 
    • Water Evocation
      • Union: Fire Evocation
        • Effect: Hot water. Produces steam and scalding effects are apparent. Water spells now can burn targets.
      • Union: Air Evocation
        • Effect: Produces heavier mist and fog. Able to cover larger spaces. Produces thicker ice as well. Additionally, blizzards and similar temporary weather systems may be called with hail and whatnot.
      • Union: Earth Evocation
        • Effect: Produces thick muddy water. Can form ice covered rocks. 
      • Union: Electric Evocation
        • Effect: Water Evocation gains a small number of minerals to conduct electricity, allowing the caster to send electric water at a target and shock them, immobilizing them. 
    • Earth Evocation
      • Union: Fire Evocation
        • Effect: Lava. This lava can then be formed like normal earth evocation spells. 
      • Union: Air Evocation
        • Effect: Empowered Sandstorm. This makes sandstorm larger slightly and lasts for longer. 
      • Union: Water Evocation
        • Effect: Produces thick muddy water. Can form ice covered rocks. 
      • Union: Electric Evocation
        • Effect: Allows the mage to send electricity through the rocks that the mage summons, by arcing the electricity around the stone(s) used. 
    • Electric Evocation
      • Union: Fire Evocation
        • Effect: Electric Fire. Allows the mage to pass electricity through fire, increasing the damage in burns.
      • Union: Air Evocation:
        • Effect: More accurate Calldowns. This makes aiming calldowns easier.  Allows evocation of false storms (excluding rain).
      • Union: Water Evocation
        • Effect: Water Evocation gains a small number of minerals to conduct electricity, allowing the caster to send electric water at a target and shock them, immobilizing them. 
      • Union: Earth Evocation
        • Effect: Allows the mage to send electricity through the rocks that the mage summons, by arcing the electricity around the stone(s) used. 

    Red Lines

    Each different combination follows the red lines of each different evocation spell being used added together. Meaning that the red lines are then a sum of both spells. All mechanics still must be followed in each respective spell. However, combinations knows a few red lines to be followed.

    • Do not cast combinations unless two mages are casting together (fusing their magic together) OR a single mage knows both evocations.
    • Combinations cannot be used to override existing mechanics or redlines unless it is explicitly stated. For an emote count do the larger one. If mechanics do not make sense in the combination, you may provisionally exclude that one mechanic.
    • Some combinations will produce no effects at all, do not try and make up effects.
    • Utility combinations are more free form, so mages are welcome to experiment on the condition that it is out of combat. These combinations are largely intended for combat.
    • Combinations greater than two are too powerful right now and would require the formal usage of circling or some equivalent creative magic to pull off. As such, only two elemental evocations are allowed to have combination effects.

     

    Purpose (OOC)

    The purpose of this lore is to provide clarifications for mixing effects on Evocations. Since evocations cannot do everything alone, when mages work together the above effects are outlined as “factors” which are applied to their spells. I feel like Combinations will be interesting. In some evocation rewrites I’ve done I’ve been told that Fire Evo + …. is needed to do xyz. I hope that this lore covers that base and I’m always open to new combination ideas and comments on whether or not this is effective lore. 

     

    Citations (OOC)

    My own knowledge + Evocation chat on Lore Games Discord. I’ve gained most of my knowledge also from feedback on other evocations. People lately have been generally stating that they want to see the Evocations work together more, so this is my lore-based attempt at stitching together the varying elemental evocations.

     

    Written by ZythusRequiem

  10. 1 hour ago, Mavromino said:

    So what about Faraday Cages?


    When electricity passes through a suit of armour it behaves like a Faraday cage. Most electric spells here DO NOT immobilize the target if they wear armour since the electricity is grounded safely. They are safe from that. They are NOT safe from the rapid current which produces resistance thus transferring into heat which then transfers into the skin of the target. This is why it burns but does not immobilize.

  11. 634901399_cooltext339300272439477(1).png.6905511531dca968fa509ab58a14e4ce.png


     

    Origin

    Water Evocation like the other evocation comes from the earliest Descendant mages wishing to harness the elements for their own. Through experimentation and trials, these early mages connected with the void to draw the very element into the world which they could control with their mana. These false elements gave these Descendants power to influence and manipulate the world through voidal powers.

     

    Magic Explanation

    Water evocation as the name suggests is the art of drawing the element of water from the void by creating it in the void first and then tugging it through the veil with mana. Once water has been drawn from this plane, it can be shaped as the mage desires and sees fit. Water is particularly interesting because it can take on the three states of matter, gas, liquid, and solid. Ice, fog, and mist manipulation is very much possible with water evocation. As a result, water evocation is a versatile and creative art that mages harness for a variety of purposes. Water Evocation is however, somewhat more defensive than other evocations.

    • Water Evocation takes up [1] Magic Slot, it is not a feat. 
    • Water Evocation requires a stable connection to the void and ample mana to cast. 
    • Water Evocation is of the subclass Evocation under the class of Voidal Magic. 
    • Water Evocation can be learned from those who possess a [TA] in the magic.
    • Water Evocation users must have a valid [MA] to use it in-game.

     

    Casting Water Evocation

    Like most other evocations, Water Evocation is cast by first connecting with the void. This connection is established under the guidance of a teacher. Once this connection has been established, the mage must connect with this otherworldly plane and use it to create the element in the void first. Using their understanding of the element’s properties, they can form the element in the void and then tug it through the veil using their mana. Once it is in the void, it can be shaped to the mage’s will using their mana and skills (spells).

     

    Learning Water Evocation

    Learning water evocation is like the other evocations, a fairly standard process. This process follows a teacher, as learning this magic fundamentally requires knowledge and instruction. With the help of a teacher, the mage establishes their first voidal connection which they improve on calling upon over time. This connection provides the mage with the ability to cast water forward, by visualizing it in the void and tugging it through the veil. Teachers help the mage learn different spells and techniques. However to even cast water forward, the student mage must understand water. As a result, learning time is dedicated towards instructing the mage with what the properties of water are. Water Evocation is learned under basic progression times.

     

    Properties of Water

    Water knows many different faces and states. As such, it is commonly called the element of change. The evocational magic does not stray from this definition, for water evocation is capable of evoking water in a myriad of different states. Generally speaking, these are some general properties of water. 

    • Water can assume a form of solid, liquid, or gas, depending on the spell used. These different states can be in different temperatures
    • Snow is also possible to evoke. 
    • Evoked water can only be pure water, it cannot contain any other materials, such would require other evocations. 
    • Shaping ice is difficult and will take some time. 
    • Water naturally flows freely, as such ice is harder to evoke than water. 
    • Evocation Water cannot replenish thirst, for once it leaves the line of sight it vanishes, essentially making you drink nothing if you try and drink it.
    • Water can be pressurized and used to deal impactful blows
    • Ice can be formed to launch solid projectiles and walls.
    • Mist and fog can be formed to douse fires and obscure a battlefield for a time.

     

    Spells and Abilities

    Water evocation like all magics knows a certain list of spells. These spells are effectively the ability list for the magic, for each spell describes the do’s and don’ts of the magic as well as the unique mechanics for each individual technique. While water evocation is powerful, it is considerably a more defensive magic than other evocations. 

     

    Simple Water [Non-Combat]
    This spell allows the mage to draw upon small amounts of water, for utility purposes. The mage can evoke water for utility in any of the three states, being mist or fog, ice, or simple water. These evocations can be used for a variety of purposes, forming ice sculptures, or cleaning clothing or creating mist to douse a fire. The possibilities are much more freeform here than the other spells.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast.
    • Since this spell is intended for utility, water can be evoked in any state and in a variety of temperatures provided it is not harmful and cannot be used in combat.
    • Water can be evoked as mist, fog, ice (snow even), or standard water.
    • This spell allows the mage to evoke a large enough amount of mist to douse a fire if they need to.
    • This spell also can potentially be summoned as rain. The possibilities are open.

    Red Lines:

    • Cannot use this spell in combat.

     

    Water Bolt [Combat]
    Water Bolt allows the mage to construct a small apple sized amount of water, and pressurize it. The mage can also make multiple water bolts if they are more skilled. These bolts can then be launched at people with reasonable impact, causing a bit of pain and distraction. These bolts if launched in succession may cause someone to pass out. 

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast (1-3 bolts), three (Tier 3+) emotes if conjuring 4-5 bolts.
    • Water Bolts are pressurized and deal impactful damage on the impact. Bolts will distract and feel much like a baseball upon impact. They are lightweight projectiles however, moving at the speed of an arrow. 
    • Water Bolts cause a target to be pushed back a few meters (1-3m) at most. 
    • Water Bolts are capable of distracting and annoying a target. 
    • Bolts can be summoned in an upwards of 5, depending on the Tier and emotes dedicated to the spell. 
    • Bolts are lightweight and cause a minor amount of pain on the target once they make an impact. They also return to the void after impact.

    Red Lines:

    • Bolts cannot be used to knock a target out.
    • Bolts are small and lightweight and cannot inflict a great deal of damage other than stinging pain and minor knockback. 

     

    Water Veil and Ice Wall [Combat]
    The veil spell of Water Evocation allows the mage to call forth a shrouding dome of water in front of them, they can then use this shroud of water to protect themselves against fiery attacks, rendering fire evocation fireballs absolutely null. Additionally, the mage can also call forth this spell in the form of an Ice Wall if they are more skilled. However, the Ice Wall is vulnerable to fire evocation, as it can melt the ice. If the ice is melted, it returns to the void.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast if using the Water Veil variant. 
    • This spell takes three emotes to cast if using the Ice Wall variant. 
    • Water Veil:
      • Water Veil protects the user against fiery attacks or attacks that can be blocked with water as a natural element. It creates a semicircular dome in front of the mage in their line of sight, this dome is approximately 3m in radius, and can be used to protect friends from similar damage.
      • Water Veil is countered by physical projectiles like arrows being able to breach the veil quite easily.
    • Ice Wall:
      • Ice Wall protects the user from concussive and physical damage, such as arrows and physical projectiles. Ice Wall takes on a 3x3 area and is shaped very similarly to Water Veil. To cast Ice Wall, one must first form the Water Veil and then use an extra emote solidifying it into ice.  
      • Ice Wall is countered by fire, launching fire at this wall will cause it to melt very quickly, returning into water which cannot be sustained and then is sent back to the void, requiring another recast. You cannot reuse the water. 
      • Ice Wall can sustain 5 concussive hits before it shatters and returns to the void. 
    • Ice Wall and Water Veil can both be maintained for a maximum of 8 emotes.

    Red Lines:

    • Must pick an appropriate variant for the appropriate situation. As stated, Water Veil defends against fire, Ice Wall defends against physical projectiles. 
    • Must consider that Ice Wall has a finite durability, Water Veil, on the other hand is not physical, so it does not need a durability count. 

     

    Fog and Mist [Combat]
    Fog allows the mage to call forth a large amount of fog which can obscure a battlefield. Since fog is composed of water particles, the mage can call this fog and make it very thick. This causes vision in the battlefield to be obscured, only with vague silhouettes being able to be seen. Alternatively, mages can evoke mist instead, which is suspended air particles but is more visible. Mist is useful for dousing fires, whereas fog is useful for obscuring a battlefield. 

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast. 
    • Fog allows the mage to cover an 5x5 area in completely thick and heavy fog. This fog cannot be seen through, only vague silhouettes and lights. Fog will essentially cause a great deal of confusion on the battlefield. 
    • Mist on the other hand is a variant of Fog, by calling forth suspended air particles the mage can instead create a field where the water is much more evident, this is more visible than fog, able to be seen through with ease. However, mist is extremely useful for dousing fires. 
    • Fog or Mist can be countered by shining lights, improving visibility in both situations slightly. However this obviously excludes torches for mist. 
    • Both variants cover a 5x5 area.

    Red Lines:

    • Cannot completely blackout vision in both cases, fog only creates obscure silhouettes where as mist does not block vision nearly to the level of fog, and can be seen through but is useful for dousing fires. 

     

    Ice Shard [Combat]
    The Ice Shard ability allows the mage to call forth two shards at maximum of ice from the void, shaped in the form of spikes. These shards are allowed to be launched at targets, digging into the flesh of these targets before momentarily shattering after and returning to the void. 

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast.
    • Ice Shard can summon two shards at maximum, these shards are shaped like spikes which can be launched at targets. 
    • Ice Shards travel at the speed of an arrow.
    • Ice Shards can be countered with a physical shield, as they are fragile they will easily shatter. They also can be countered by dodging them much like how one would dodge an arrow. 
    • If one of the Ice Shard hits a skin portion, they typically will dig into flesh about 1-2 inches. This will cause a great deal of bleeding at the site in most cases, unless they are protected. 
    • Launching an ice shard at someone’s head may cause them to be knocked out upon impact, but due to the thickness of a skull, it cannot cause major damage or kill. 
    • Launching an ice shard at a throat to potentially kill a target would require a greater deal of focus, adding an emote to the charge up time. It is also very possible the shard would miss. If said shard hits, someone will need immediate medical attention in order to be nursed back to health. 

    Red Lines:

    • Ice Shards do not travel faster than an arrow. 
    • Ice Shards cannot kill targets, even at the throat, they will at most cause the target to require immediate medical attention if launched in critical regions. 
    • Ice Shards shatter directly after impact, unable to be reused. 

     

    Frozen Binding [Combat] 
    Frozen Binding allows the mage to send a small amount of water at a target’s feet, the water will then promptly freeze upon reaching the feet. The frozen water will then bind to the ground underneath, locking the target in place for a certain amount of time.

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast.
    • Frozen Binding sends a small amount of water at the target’s feet, promptly then after freezing into ice and then freezing the target in place at their feet.
    • Frozen Binding can be countered by fire or melting the ice around the feet.
    • The target cannot reach their own feet unless they are equipped with a sword, then using the weapon on the ice can possibly destroy it.
    • 2 (2 emotes) blunt hits are required to shatter the bindings, and release the target if fire cannot be accessed which will melt it immediately.
    • Frozen Bindings lasts for six emotes if not melted or countered. 

    Red Lines: 

    • Frozen Bindings must have an opportunity to be countered in some way. Targets also cannot be held forever. Once they have been countered, they shatter into the void and cannot be reused. 

     

    Frozen Coating [Combat]
    Frozen Coating is a quick usage spell that allows the mage to send a splash of water over a small radius of ground and then promptly freeze it into ice. This causes running attackers to slip and fall, those standing still however may need to refocus their balance to not fall. Frozen Coating can also double as a miniature skating rink.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast.
    • Frozen Coating quickly sends out a small waving splash of water about 6m in front of the mage and spreads about 4m (meaning a total area of 6x4m). This area then is promptly frozen by the mage.
    • Those running while frozen coating freezes will promptly fall over on the slippery ice due to a lack of friction.
    • Those walking or standing still while it freezes over will need to balance themselves to remain standing, but will slow them down greatly to do this. 
    • Frozen Coating is best used for deterring oncoming attackers.
    • Frozen Coating can be countered by moving out of the way of the slippery ice, or slowing down and safely moving across the ice.
    • Frozen Coating can be held up for 5 emotes. Once someone has gained balance as well, such as a standing person, they may then skate across the ice and keep their balance thereafter. Though bluntly running, will not work as well. 

    Red Lines:

    • Cannot instantly freeze the water. It takes one emote to summon the water and then another to freeze it. 
    • Individuals who fall over will inflict damage upon themselves proportional to their weight, if the individual is very heavy the damage would be parallel to if they were to fall over normally. This ice is not harder than concrete. 

     

    Water Torrent [Combat]
    This spell is one of the most powerful forms of water evocation. Water Torrent allows the mage to evoke a large swirling mass of water which can then be hurled either as a pressurized cannon towards a single enemy, or as a giant wave to knock multiple people backwards a great deal. Water Torrent is the most damaging spell blunt wise of the water evocationist’s arsenal.

     

    Spoiler

    Mechanics:

    • This spell takes four emotes to cast.
    • Water Torrent summons a large mass of water. And this mass of water can be projected in one of two different forms.
    • Water Cannon:
      • This form allows the mage to launch a single pressurized beam of water at someone. Using pressure, this water is hurled directly at a single enemy and inflicts a great deal of pain. Water Cannon’s pressure is so great that it will cause cuts in flesh and bleeding, and it will most certainly completely knock an enemy out if aimed at the head. Water Cannon pushes this particular enemy back 10-12 meters. Water Cannon can be countered by wearing protective gear, thus mitigating the impact (not the knockback however).
      • Water Cannon can be channeled for an upwards of 3 emotes. 
      • Water Cannon is comparable to an Arcanist’s beam. 
    • Wave:
      • This allows the mage to gather the water together and push forward a powerful wave in front of them spanning a length of 10 meters and width of 4 meters. Anyone caught in this zone in front of the mage is buffeted with powerful waves, being knocked back 8-10 meters. This is a powerful knockback spell and is akin to being hit with the force of a tsunami. 
      • Wave can be channeled for an upwards of 3 emotes, causing a constant stream of waves to knockback anyone who enters the area. 
    • These spells can be countered by using a physical block like a shield, to mitigate the impact but not the knockback.

    Red Lines:

    • Both variants of Water Torrent are incapable of drowning an enemy, only incapacitating them at the very most. These are mostly knockback spells used to push an enemy backwards.

     

    Ice Storm [Combat]
    Ice storm is a spell that does very similarly to what the name suggests. This spell allows the skilled water evocationist to conjure forth a flurry of golf-ball sized hail shards from the void and launch it in one direction at a single zone. This causes those in the zone to experience a large amount of hail crashing against them. This will cause pain and likely deter attackers from getting any closer to the mage. These hail shards can cause minor cuts and scrapes. 

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast.
    • Ice Storm summons a large amount of hail which is then launched like a constant stream of hail shards at a specific target zone.
    • This target zone is affected in a 3m wide and 6 long range. In this range those caught inside will feel hail buffeting them from the angle of the mage. 
    • The hail from Ice Storm is channeled, meaning a constant stream of hail is launched at an enemy.
    • Ice Storm can be channeled for an upwards of four emotes.
    • Ice Storm can be countered by using shields and armour to protect from impact.
    • Individual Hail Shards shatter on impact and return to the void. 
    • ice Storm can affect multiple people. 
    • Snow can be summoned in place of Hail, or Water can be summoned in place of Hail, but the impact on the targets will be much weaker. For the snow variant, think of it like a minor flurry, and for the water variant think of it as a stream of rain launched in the x direction. 

    Red Lines:

    • Cannot summon a real “Ice Storm,” much like a blizzard. Instead, Hail is summoned. 

     

    Shard Barrage [Combat]
    Shard Barrage calls forth a multitude of ice shards (similar to the ice shard spell) and launches them at a single target. This barrage of ice shards causes the target to be weakened extremely, possibly bringing them to the brink of death should the mage properly aim each shard. Upon impact each shard digs into the target’s flesh, causing deep bleeding. Shards however shatter upon impact individually. Shard Barrage is a very offensive spell that can cause large damage. 

     

    Spoiler

    Mechanics:

    • This spell takes five emotes to cast.
    • Shard Barrage summons 8 Ice Shards (similar to the Ice Shard spell) as opposed to one. 
    • These shards will then float around the mage and will be ready to launch at a particular single target, as this spell can only affect one target.
    • Shard Barrage sends all 8 summoned ice shards at a particular target. Should the target be unable to dodge some of them, they may be killed due to the heavy bleeding and blood loss lest they have immediate treatment. 
    • Shards hit with high impact, digging into flesh to cause heavy bleeding, however after this is done they shatter and return to the void unable to be used again. 
    • Shards travel at the speed of an arrow. They can be vaguely dodged, but getting hit with one will make dodging the next a lot harder.
    • If the mage can successfully land 6 impacts on the target, the target will be brought to the brink of death from the bleeding, 8 will kill the target if unprotected.
    • Armour and shields can counter this spell very effectively since the shards cannot penetrate hard material.
    • Mages can hold numerous shards in the air and launch only 1-3 but must ultimately launch all of them in a 5 emote window before they shatter

    Red Lines:

    • Shards from this spell cannot be reused.
    • Summoning shards with this spell is painfully obvious and cannot be hidden due to the shards hanging around the mage in the air. 

     

    Red Lines

    Water Evocation like most of the evocations and magics, has a set list of red lines. These are universal lines which are not to be crossed at any point while using the magic. Crossing these red lines is grounds for powergaming and lorebreaking. As a result, these red lines are universal to the whole of water evocation and do not apply to simply a few particular spells.

    • Must evoke water only in the Line of Sight. Surpassing this limit causes the water evoked to return to the void immediately.
    • Water can only be evoked temporarily, as such it cannot be used to drown people, or replenish thirst. 
    • Keeping summoned water in existence is physically taxing on the mage and proper exhaustion must be roleplayed. 
    • Ice is harder to evoke than liquid water. 
    • Water summoned must be pure water, without any other components like salt in it. 
    • Water and ice are also not naturally blue, it is clear and should be roleplayed as such
    • Water Evocation is seldom lethal, it is primarily a defensive magic. Though this doesn’t mean it can’t be used as an aid to kill someone.

     

    Tier Progression

    Water Evocation like many other magics follows a tier progressional system. This system defines the do’s and don’ts for the various different skill levels of the magic, as learning water evocation is a process like many other magics. Each different Tier has access to unique and interesting arrays of spells which gradually increase as the mage grows stronger and learns more.  Water Evo follows standard progressional times.

     

    Tier 1: Novice
    Novices are just beginning their water evocation journey. They are just beginning to establish their void connection and their magic is primarily academic at this point, studying and understanding water to the best of their ability. As such they can only do utility spells.

     

    Spoiler

    Spells:

    • Simple Water [Non-Combat]

    Changes:

    • N/A

    Limitations:

    • Primarily limited by such a small mana pool, even summoning small amounts of water is very taxing for this new mage.

     

    Tier 2: Student
    Students are more formidable than novices, able to access more methods with a slightly larger mana pool. Student mages are able to participate in more water evocation techniques, though they are still learning the craft.

     

    Spoiler

    Spells:

    • Simple Water
    • Water Bolt

    Changes:

    • Simple Water becomes much easier to cast.

    Limitations:

    • Still limited by such a small mana pool, students can summon larger amounts of water without feeling exhausted, but will still find even simple spells tiring.

     

    Tier 3: Adept
    Adepts are becoming very competent, they are considered to be the “average” users of Water Evocation. Adepts know a good variety of techniques which can be applied in a variety of situations. 

     

    Spoiler

    Spells:

    • Simple Water
    • Water Bolt
    • Water Veil/Ice Wall
    • Fog/Mist
    • Ice Shard
    • Frozen Coating

    Changes:

    • Water Bolt and Simple Water becomes much easier, now having mastered these spells and being able to perform them much better.

    Limitations:

    • Adepts have an average mana pool. They can cast a reasonable amount of water without feeling exhausted. 
    • Adepts are just learning these new techniques, as such they will struggle slightly before being able to perfect them, namely being the newly learned techniques.

     

    Tier 4: Expert
    Experts have learned all of the techniques of water evocation. They are quite powerful for their skill level and have a very good grasp on the fundamentals of the magic. Able to cast with greater mana pools, they are exhausted less than adepts. 

     

    Spoiler

    Spells:

    • Simple Water
    • Water Bolt
    • Water Veil/Ice Wall
    • Fog/Mist
    • Ice Shard
    • Frozen Coating
    • Water Torrent
    • Ice Storm

    Changes:

    • A good majority of the skills and techniques barring Torrent are easier for the Expert now. 

    Limitations:

    • Experts have an above average mana pool, meaning they can cast magic without feeling exhausted to the point an adept would. This doesn't mean they are immune from exhaustion however.
    • Experts will need some time to perfect torrent.

     

    Tier 5: Master
    Masters have mastered all of water evocation. They are exceptionally skilled, with no more spells to learn and a reasonable amount of time devoted towards perfecting these techniques, masters are considered the creme de la creme of those in the tier system. 

     

    Spoiler

    Spells:

    • Simple Water
    • Water Bolt
    • Water Veil/Ice Wall
    • Fog/Mist
    • Ice Shard
    • Frozen Coating
    • Water Torrent
    • Ice Storm
    • Shard Barrage

    Changes:

    • Masters seldom have a difficult time casting any spell in the water evo arsenal. Though practice always makes perfect.

    Limitations:

    • Masters have a great mana pool, though this is still finite. Masters will always face exhaustion, though casting spells now becomes less tiring than say an Expert.

     

    Purpose (OOC)

    I wrote this piece of Lore to satisfy the criteria of getting all the evocations done and ironed out. This is to provide a legible draft for the lore games. If there are comments I am open to such, let me know how this can be improved.

     

    Citations (OOC)

    I cite my own knowledge mostly of Evocation since all I could find on the forums was a guide for this magic as well as those who have added their opinions and feedback (comments) regarding the magic. Below is the link to the guide.

     

    Spoiler

     

     

     

    Written by ZythusRequiem

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    Origin

    Electrical Evocation hails from a similar nature of that from the other evocations. Ever since the Descendants have walked the Mortal Plane, there have been those who have wished to bend the elements to their will. Through the usage of the void and mana, these descendants coined evocation. From evocation came the five derivatives of elemental evocation, as such, electrical evocation is one of them. This deadly art is one that involves producing lightning based strikes.

     

    Magic Explanation

    Electric Evo works by calling forth energy from the void, this potential energy is then formed in the real world as a static charge. From this static charge, a mage can use energy to produce electricity (in the form of visible sparks). Where normal electricity is normally invisible, electric evocation instead works by producing constant arcs, these arcs bounce off of air particles and can be controlled to a slight degree by the mage. Once the electricity arcs through the air, it travels at tremendous speeds. As a result, Electric Evocation is primarily viewed as a combat energy. Though since the fundamental nature of the magic is to evoke high energy charges, it requires more time and preparation than other evocations to cast, leaving the mage considerably more vulnerable during this critical stage. 

    • Electric Evocation takes up [1] Magic Slot, it is not a feat. 
    • Electric Evocation requires a stable connection to the void and ample mana to cast. 
    • Electric Evocation is of the subclass Evocation under the class of Voidal Magic
    • Electric Evocation can be learned from those who possess a [TA] in the magic.
    • Electric Evocation users must have a valid [MA] to use it in-game.

     

    Casting Electric Evocation

    The casting process for Electrical Evocation is in principle very similar to other evocations. The mage starts by connecting to the void, creating a mental space in their mind. In this mind, they can use the properties they’ve learned of the element to form a picture. This picture can then be drawn into the real world. However, Electrical Evocation is slightly unique in this process. It is instead the evocation of charged particles into the world, instead of visualizing the resultant electrical arcs. The visual arcs come from the particles being charged which have been drawn from the void. These particles then bounce off each other in a controlled manner around the mage, who can then discharge the sparks in any direction they please, completing the casting process. Casting Electric Evo is considerably longer and requires more energy than other evocations, as a result, casting mages are significantly more vulnerable as they charge up their spells, very liable to distraction, etc. 

     

    Learning Electric Evocation

    To learn Electric Evocation, one must have a sophisticated understanding of the nature of charged particles. To do this, they must seek out a teacher to aid them in establishing the void connection as well as understanding electricity. Since electricity is only typically viewed in nature as lightning, mages generally seek to use lightning as an analogy for their spells. It must be taught to the student that lightning is the result of charged energy from the void. Since technology is primitive and less understood at this point in time, mages choose to understand this concept as “charged mana,” or “charged potential” instead. They use this charged potential energy in the void and then draw it into the world, producing arcing sparks, these sparks, then as described above can be discharged in a variety of different manners. Electric Evocation is learned under basic progression times.

     

    Properties of Electricity

    Electricity is hard to understand for many Descendants, as a result the properties must be clearly outlined in a way that can be interpreted easily by students and learners. Electricity moves fast, and produces light. The charged energy can also produce a lot of heat at the location where it strikes, possibly resulting in burns. Descendants must also understand that electricity is moved by conductors, like metals and iron, and resisted by insulators like wood. 

    • Electricity is wild, it is hard to control and harder to tame. As a result, once a spell of electricity is launched, it is launched and cannot be undone
    • Electricity normally does not have an appearance, instead it is the arcing of the energy off the particles which the mage commands that produces the visible light.
    • Electricity that arcs as described above produces visible light, this visible light can be either yellow, white, purple, or blue. These colours are unique to the mage and typically model the closest colour to the mage’s aura (not the colour of the aura, but a close cousin of that colour instead). This means that there should normally be no black or red lightning.
    • Electricity moves extremely fast, faster than sound even in normal conditions. This is exactly why you hear thunder after seeing a flash of lightning, for light moves faster than sound. This makes reversing damage from an electricity spell impossible, unlike a fireball, a mage cannot fizzle out a spell mid-cast, since it is a near instantaneous effect. These instant projectiles can be countered with metal deterrents, or shielding insulators like wood. 
    • Electricity takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles.
    • Metal attracts electricity very effectively, since metal is a conductor of electricity. This means that those wearing armour will be affected with more severe burns, but will not suffer similar immobilization as unarmored foes, and the electricity will arc off normal course towards metals and magnetic apparatus in the close radius of a mage casting electricity; somewhat attracted towards armoured targets naturally.
    • It is a common misconception that water is a natural conductor of water, while this is normally true, water with minerals is what actually provides the ionic particles required to conduct electricity. Pure water itself (water drawn from water evocation for instance), is incapable of conducting electricity and will not attract bolts towards them. 
    • The larger an arc, or rather the longer a projectile travels, the more energy required to cast it. This is because arcs normally do not occur in electricity, rather they occur from the attraction between point a to b. As a result, spells that have larger distances to cover will naturally be more taxing than ones that are closer.

     

    Spells and Abilities

    Electrical Evocation knows a variety of spells and abilities which can be applied. These different spells cover the bases for what can and cannot be done in situations requiring the usage of the evocational magic. Electrical Evocation is primarily focused around the manipulation of electricity for use in combat, however, this does not necessarily exclude some minor utilitarian spells as well. 

     

    Sparks [Non-Combat]
    Sparks allow the mage to call forward small sparks of electricity for non-combatical usage. These are non-harmful sparks of electricity which can be held at the fingertips of the mage. These can be used for playful shocks against friends or perhaps heating up some food by passing the electricity as far as it can through the food. Sparks summoned by this spell have no usage in combat and will not be applicable to such a situation.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to be cast. 
    • Sparks can be summoned for utility purposes, such as the following:
      • Heating up food
      • Playful shocks
      • Demonstrations
    • Sparks is a strictly non-combat spell, it will inflict next to zero damage besides a quick tingling of a shock felt if touched. 
    • Sparks can be launched in a projectile form for an upwards of 5m in front of the mage, this projectile, like as described above does zero damage other than a minor shock. 

    Red Lines:

    • Sparks inflict zero damage whatsoever, it is strictly utilitarian and non-combat.
    • Sparks cannot start fires from heat.

     

    Bolt [Non-Combat]
    Bolts become the first step in offense for the mage. Bolts can be summoned and charged to be used as projectiles which travel at near instantaneous speeds, but inflict relatively lower amounts of damage than other projectile spells. Bolts inflict minor to medium burns, and can be casted in multiples if skilled enough. Bolts produce powerful sparks that travel up to a decent distance, they are lightweight, and a staple in dealing distracting damage. 

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast. Summoning two bolts requires Tier 3+.
    • Bolts are primarily used as projectiles, as such they travel very fast and cannot be avoided. However, they can be countered with shields (metal or wooden) to take the strain that a person cannot. 
    • These shields (if wooden) will be heated up greatly, but will not be lit on fire by bolts alone. 
    • Bolts are capable of affecting one, or two targets (if two are summoned). 
    • Bolts can travel an upward of 15m in front of the mage before it becomes too weak, within their respective line of sight, and cannot arc off path, unless metal is present. 
    • Bolts deliver 1st degree burns, potentially 2nd degree burns if a second bolt is delivered in the same area.
    • Bolts that target the skin will send electricity through the body, causing immobilization for 2 emotes, 3 if two bolts are used.
    • Armoured targets will feel burning sensations as it arcs towards them rather than a target, or in some cases directly to them. Bolts will have the same effects, but instead will not immobilize the target rather causing burns instead. These burns are 2nd degree burns in every case. 

    Red Lines:

    • Bolts cannot light areas on fire, they cannot produce enough heat to ignite flammable materials. 
    • Bolts cannot travel further than 15m from the mage’s position, and must be in their line of sight. 
    • Bolts cannot inflict greater than 2nd degree burns on targets. 

     

    Electrifying Jolt [Combat]
    This spell, relatively unique in the Evocationist’s arsenal is not a ranged spell. This means it is easier to summon stronger energies as it does not need to arc across a range. Electrifying Jolt is a spell that can inflict a great deal of burns and immobilization on an enemy, should the mage be able to make physical contact with the target’s body (or armour) with their hands. 

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast.
    • Electrifying Jolt is a spell that must be applied in very close range to a target. The mage must channel the sparks to their fists and then “punch” the target with the charged fists.
    • When the electricity has been channeled into the target, it will begin to affect them. This spell is capable of inflicting 2nd degree burns. 
    • Electrifying Jolt is not a projectile and must be applied in melee range.
    • Electrifying Jolt can be easily countered by putting reasonable distance (any distance) between a target and the mage. Once the mage applies the impact, the effect is instantaneous however. 
    • These jolts are not powerful enough to inflict something as severe as a heart attack, but are very much capable of distracting a casting mage or distracting someone from combat.
    • Against non-armoured targets, this spell will immobilize the target for two to three emotes, and deliver 2nd degree burns to the site where it was applied.
    • Against armoured targets, this spell will deal 3rd degree burns but will not immobilize the target.

    Red Lines:

    • Cannot be cast as a projectile, arcing over a distance. It must be applied as a melee attack. 
    • Cannot inflict burns greater than 3rd degree against armoured targets, and 2nd degree against non-armoured targets.
    • Cannot kill a target with a heart attack or seizure. 

     

    Spark Stream [Combat]
    One of the more advanced techniques in the Electrical Evocationist’s arsenal is the capacity to conjure forth channeled streams of electricity. This is similar to arcanist’s beam, but rather channels constantly delivered spark streams against a single target. Shorter range than a bolt, but very much powerful. Spark Streams can bring targets to a very vulnerable state. 

     

    Spoiler

    Mechanics:

    • This spell takes four emotes to cast. 
    • Spark Stream will only affect a single target at a time. 
    • Spark Stream has a range of 8m in front of the mage in their line of Sight. 
    • Spark Streams are channeled bolts of electricity that are delivered towards a target, as such this can be very devastating. Due to this, Spark Streams can only be channeled for a maximum of three emotes. 
    • If an unarmoured target remains in the spark stream for 1 emote, they will suffer 2nd degree burns, if they remain in the stream for 2 emotes, they become immobilized for the duration of the spell plus 3 emotes afterwards, if they remain in the stream for 3 emotes, they begin to suffer 3rd degree burns and extreme pain. This extreme pain will in most cases indicate a very vulnerable, near death state. 
    • If an armoured target remains in the spark stream for 1 emote, they will suffer 2nd degree burns, if they remain in the stream for 2 emotes, they suffer 3rd degree burns, if they remain in the stream for 3 emotes the electrical overload of causes the target to become immobilized for 1 emote, with severe burns covering their entire body. 
    • Spark Stream can be countered by shields, however Spark Stream’s potential has the capacity to light flammable materials on fire. As a result, using a metal shield (that is not attached to your body by a conductor) to absorb the electricity is ideal. Furthermore due to the casting time, it may be possible to seek shelter away from the mage, moving further than 8m from them also due to the low range. 
    • Spark Stream can only affect a single target. Furthermore it cannot be redirected to other targets, once the channeling starts, it cannot be changed. The channeling also must be used up completely, meaning you can’t interrupt the channeling.
    • Targets cannot roll out of the spark stream by themselves, and should aim to be pushed out by an external object or person. Including armoured targets. 

    Red Lines:

    • Cannot instant cast Spark Stream, also cannot hide this. Charging up Spark Stream produces visible sparks of electricity which gives people ample time to get out of the range or way of the mage. 
    • Spark Stream cannot kill instantly, but it can bring people to the brink of death provided they are unarmoured and remain in the stream for it’s full duration. 

     

    Electrifying Field [Combat]
    Electrifying Field is a unique spell in the Electrical Evocationist’s kit. This spell allows the mage to create a field of electricity around them (which is visible by minor sparks arcing around) in a sort of dome formation. Anyone who attempts to enter this field will suffer the usual effects, such as burns and immobilization at the border of the field. However, while mages can create this zone preventing exit/entry of people, elemental evocations and matter can still be thrown through the barrier so as long as it is not conductive. Metals and conductive material on the other hand, will be stopped by the field and either bounced off the field or be stuck in the field momentarily before falling to the ground on the other side. 

     

    Spoiler

    Mechanics:

    • This spell takes four emotes to cast.
    • Electrifying Field creates a physical dome of electrical energy around the mage, visible by gentle and subtle but visible arcs of electricity moving around the edges like veins in the peripheral of the dome. This zone covers a 3m radius, 5m if Tier 5. In this zone, the mage can have allies shielded and protected from oncoming attackers if they choose to. 
    • Electrifying Field causes magnetic and metallic objects, as well as conducting objects to be flung away from the field if they are launched at the people inside. Arrowheads are included here, the field will cause arrows to fall to the ground. On the other hand, elemental evocations such as fire or air cannot be blocked with this spell, and they will pass through normally. The same for non-conductive or magnetic material like wood. 
    • Electrifying Field primarily exists to deter attackers from entering the field and protecting from melee attackers. 
    • As a result, unarmoured enemies who try to enter or even exit the field (allies potentially), will suffer 2nd degree burns the moment they try and enter and will be flung backwards with an electrical force. If said enemy tries to re-enter the field after this failed attempts, the burn elevate to the 3rd degree and the enemy is immobilized after being flung back a second time for 3 emotes. 
    • Another attempt to exit/enter the field after these two failed attempts results in death.
    • Armoured enemies who make an attempt to enter will be flung back, suffering 2nd degree burns. On the second time they try and enter, the burns are elevated to the 3rd degree, but they are not immobilized. 
    • Another attempt to exit/enter the field after these two failed attempts results in death.
    • Electrifying Field can be cast around a group of people like a trapping net if the mage wishes to. It can also be used as a defensive measure.
    • Electrifying Field can be countered by using projectiles that are non-magnetic. Additionally, if someone absolutely must enter the field, they can use iron “lightning rods” at the peripherals of the field. By setting up two lightning rods, much like a gate, they can divert the electricity of the field and create a hole in the field to allow safe passage. But this technique would require intimate knowledge of the behaviour of electricity.

    Red Lines:

    • This spell cannot set anything or anyone on fire by any means. Those who enter/exit the field suffer the effects dictated in the mechanics. 
    • Must have a good knowledge of electricity or be an Electrical Evocationist yourself to perform the technique described as a gateway counter. This is metagaming if not.

     

    Chain Lightning [Combat]
    Chain Lightning is the ability to loop an electrical bolt through 3 different targets. This ability is essentially the same damage of bolt, but will “jump” from target to target if they are within a proper range. Chain Lightning is a powerful ability that can be used to stun and immobilize multiple attackers in the right hands. 

     

    Spoiler

    Mechanics:

    • This spell takes four emotes to cast.
    • Chain Lightning is a devastating ability that is used on multiple targets. It can be used on a maximum of 3 different targets, “jumping” from target to target.
    • Every instance of Chain Lightning follows the same damage mechanics as the spell “Bolt.” Refer to such spell for the specific damage effects the lightning has on each target affected.
    • Chain Lightning has an initial range of 10m, from that point on it seeks out targets in an instantaneous 5m radius each of the target. 
    • If cast on a single target, and there are no other targets nearby, the chain lightning has nowhere to go. In this case, it only affects one target. Vice versa for two targets.
    • Once a chain lightning strike hits it’s first target, it will seek out a second target in a 5m radius around the target that it had just hit, if there is a target in this radius, the lightning will then seek out a second target and chain towards that target, looking once again for another target within 5m, if this can be found, it will jump to that target and cede.
    • Chain Lightning will loop through metals and conductive materials like normal targets.  

    Red Lines: 

    • This spell cannot be used on any more targets than 3, and each instance of damage reflects the red lines and mechanics of the spell Bolt.

     

    Calldown [Combat]
    Calldowns are definitely the most powerful spell in the Electrical Evocationist’s arsenal. Calldowns are as the name suggests, the art of calling down a great burst of electricity from the skies down onto a target. Calldowns bring down a mimic’d lightning bolt, while not true lightning, these bolts thunder with enough force under a target to easily kill them. These bolts of lightning are evoked from the skies underneath towards a single target, damaging an area of effect radius as well as easily igniting flammable materials and creating an explosion of force. 

     

    Spoiler

    Mechanics:

    • This spell takes five emotes to cast. 
    • Calldowns can be cast in a radius of 12m around the mage, as long as it is cast within the mage’s Line of Sight.
    • Calldowns are as the name suggests, large amounts of electricity called down from the skies and onto a target. Generally, calldowns only target a single person. However the explosive effect around them can cause other people to be caught in the concussive damage. 
    • Calldowns create an explosive zone of a 3m radius around a target, anyone in this zone will experience concussive damage, throwing people backwards, barring the target who is not moved at all but suffers a more grim fate.
    • Calldowns will thunder down on targets, however, if the target is standing within a 6m radius of someone armoured, the bolt will direct to that armoured target instead and cause the effect on said target.
    • Unarmoured targets will experience a great amount of force thundering down upon them, they will feel the bolt inflict 3rd degree burns all over their body with their vision completely blinded for 4 emotes, and their bodies immobilized for 4 emotes. This is in a good case. In the case of weaker targets, immediate death may occur from either the amount of pain or the electricity overloading their nervous system.
    • Calldowns light all flammable materials in the 3m explosion radius on fire, as well as anything the target or individuals in the radius are wearing that happens to be flammable.
    • Armoured targets experience 3rd degree burns all over their body with their vision being blinded for 4 emotes. They will experience immobilization for 4 emotes. They however do not become liable for death, but they will be in a state very close to death. 
    • Calldowns can be countered by using metallic deflectors in the same way that armoured targets are prioritized. This requires knowledge of electrical behaviour. Calldowns can also be countered by moving out of the Line of Sight of the mage or inside a building.
    • Calldowns cannot be cast underground or inside buildings for obvious reasons. 

    Red Lines:

    • Calldowns are capable of instantly killing unarmoured individuals, however armoured individuals have protection against lethal blows. This however does not shield them from certain damage, bringing them to a near death state from pain and burns alone.
    • Calldowns cannot be cast indoors or underground. 
    • Calldowns can sometimes backfire on the mage if they are not properly and carefully cast. 

     

    Red Lines

    Like all magics, Electricity has an array of red lines that must be followed. These red lines are universal to every spell and must be understood and avoided in order to properly roleplay electrical evocation. Breaking any one of these red lines or going against what they state is considered powergaming and may lead to punishment. 

    • All evoked electricity and every spell cast must follow in the mage’s line of sight. If this does not happen, the electricity does not work and cannot be cast.
    • Electricity follows a path that prioritizes conductive metals and materials of such. As a result, people with armour will be prioritized. As a general rule of thumb, if there is a target wearing metal within 5m of a person being targeted with a spell, the electricity diverts towards them over the target. This armour also extends to >3 blocks arranged in a row of iron or gold, or iron bars.
    • Iron bars are capable of absorbing electricity and blocking any spells that try and pass through. 
    • Electricity cannot pass through walls, however it can pass through gases and liquids if they are conductive. Arcanism gas or air evocation gas does not count, and electricity can arc through these materials. Mist and condensed water does not also block electricity. Physical, non-conductive matter that is solid however cannot be passed through.
    • Must roleplay fatigue, electrical evocation is a very tiring magic and requires more mana than other magics in general.

     

    Tier Progression

    Electrical Evocation knows many different tiers of progression and skill. These tiers are graded on a scale of 1-5. Each Tier has access to a unique different array of spells and abilities. These spells and abilities are also performed at varying levels depending on skill. The most skilled masters (Tier 5), know all the spells of the magic, however this is not the case for every tier. Electrical Evocation follows standard progression times for voidal magics.

     

    Tier 1: Novice
    The new mage is just beginning to learn of Electrical Evocation, forging their voidal connection and building their small mana pool. Learning of the aspects of electricity and it’s properties, conjuring even a few sparks for the novice mage is generally tiring. Under the guidance of their teacher, they are just taking their first steps into the magic.

     

    Spoiler

    Spells:

    • Sparks

    Changes:

    • N/A

    Limitations:

    • Limited greatly by their mana pool, Novice mages cannot cast even a small amount of sparks without feeling greatly tired. They cannot do anything in-combat, and are reduced to baby steps in progression.

     

    Tier 2: Student
    Student mages are beginning to become more formidable, though limited by mana pool and whatnot. Student mages learn more techniques of the magic, able to practice them under the careful guidance of a teacher. This gives the mage a more practical scope of the magic, moving past simple theory and void connection at this point.

     

    Spoiler

    Spells:

    • Sparks
    • Bolt
    • Electrifying Jolt

    Changes:

    • Summoning small sparks becomes easier for the student mage.

    Limitations:

    • Student mages are limited still by their mana, as it is quite a small amount of mana. Spells like Bolt and Electrifying Jolt are a challenge for the mage, and probably shouldn’t be used in combat due to the instability and risk of them backfiring. 

     

    Tier 3: Adept
    Adept mages are getting somewhere, they’ve learned a larger amount of techniques offered to mages of Electrical Evocation. They are refining their craft into something more fiercesome and powerful, now becoming formidable on the battlefield as “average mages.”

     

    Spoiler

    Spells:

    • Sparks
    • Bolt
    • Electrifying Jolt
    • Spark Stream
    • Electrifying Field

    Changes:

    • Adepts are able to cast bolts with greater ease, as well as Electrifying Jolt. These spells are not too much of a problem for them. Sparks is extremely easy for the adept as well.

    Limitations: 

    • =Adept Mages are able to try more challenging techniques like Spark Streams and Electrifying Field. These techniques require a bit of practice, but are possible. They are a challenge for the Adept.
    • Adept Mages have an average amount of mana, less exhaustion occurs on them as a result, however they are still exhausted by the taxing nature of electric evocation. 

     

    Tier 4: Expert
    Expert mages are above average mages. They are able to cast very powerful spells and have mastered more techniques. These mages have great spells for a variety of combat situations, and are a force of power given time to cast these spells in ordinance with the longer casting times of Electrical Evocation.

     

    Spoiler

    Spells: 

    • Sparks
    • Bolt
    • Electrifying Jolt
    • Spark Stream
    • Electrifying Field
    • Chain Lightning

    Changes:

    • Experts are able to cast sparks, bolt, jolt, stream, and field with greater ease. Now less hindered by their adept shackles. Experts cast these techniques with poise and sophistication.

    Limitations:

    • Chain Lightning is a much more powerful technique these experts have, however this is an advanced and taxing technique. As to channel successive bolts of power through numerous targets requires practice. To perfect these techniques, experts may be required to spend a few weeks practicing on metallic dummies and then progressing to wooden dummies.
    • Expert mana pools are above average, they suffer less exhaustion but still must experience exhaustion from all of their spells. Chain Lightning is significantly exhausting for experts.

     

    Tier 5: Master
    Master mages have learned all of the techniques of Electrical Evocation. They are very formidable and good at what they do. These mages have mastered these techniques and the lower tier techniques with poise and sophistication. Master mages are revered and respected as powerful mages in their circles.

     

    Spoiler

    Spells:

    • Sparks
    • Bolt
    • Electrifying Jolt
    • Spark Stream
    • Electrifying Field
    • Chain Lightning
    • Calldown

    Changes:

    • Mages are very much able to perfect the techniques of sparks, bolt, jolts, streams, fields, chain lightning and whatnot now. These masters have no trouble casting these spells, with their provided exhaustion. 

    Limitations:

    • Master mages however are limited by their mana, they have a great deal of mana which causes them to feel a lower degree of exhaustion, but the taxing nature of this magic certainly requires that it is still felt.
    • Master mages should practice on Calldown, refining their accuracy even after reaching this point of mastery. No calldown is perfect 100%.

     

    Purpose (OOC)

    The purpose of writing this piece was to provide a draft for loregames. Currently my goal is to write drafts for all of the evocations so that they may persist after the games. I hope this draft was of sufficient quality and let me know if I can do anything to improve it. 

     

    Citations (OOC)

    I did not cite much material. However those who provided edits to this draft are cited very thankfully. Primarily my sources for writing this lore was the current accepted lore by Toodles which can be found in the following spoiler link.

     

    Spoiler

     

     


    Written by ZythusRequiem

  13. cooltext339294671010639.png.5deffcba659f0ef7f6b0017e2a21a843.png


     

    Origin

    Earth has always been an integral part of the world. Stones, rocks and minerals of all kinds are scattered across the natural landscape of the Mortal Plane. These unique stones and minerals have always been curious to the Descendants, yearning for the capacity to manipulate them. When Evocation was beginning to flourish as a magical art, so did some magi turn to the element that forms the crust of the world for their evocative prowess. These Earth Evocationists used the conjured stones from the void for a variety of purposes. It was soon discovered that the meek earth that lay upon the ground was usable in so many more purposes than just mere combat.

     

    Magic Explanation

    Earth Evocation is the art of drawing stone based matter from the bleak and boundless void. This is done through a stable connection with the void which the mage then uses their mana to draw upon. Inside the void, the mage mentally forms the image of a stone using the properties that they have studied regarding physical stones. To evoke a specific type of stone, the mage must have studied and understood said stone. As a result, it is imperative that Earth Evocation is learned with the fundamentals of evocation being understood very well. Earth Evo can be learned by anyone who has access to the Void and mana. One principle that Earth Evocation follows, is that once a connection is broken all summoned matter returns to the void. This means that the minerals and rocks conjured, while useful, are only temporary. 

    • Earth Evocation takes up [1] Magic Slot, it is not a Feat. 
    • Earth Evocation requires a stable, focused connection to the void with ample mana to cast. 
    • Earth Evocation is of the subclass Evocation under the class Voidal Magic
    • Earth Evocation can be learned by those who hold a [TA] in the magic.
    • Earth Evocation users must have a valid [MA] to use the magic in game.

     

    Casting Earth Evocation

    Casting earth evocation from the void follows a standardized process that most other evocations follow. To start, a mage must connect to the void, presenting a tell such as a twitch or sweat. This connection must then be maintained with focus, as such, disruptions and distractions will interrupt the casting process. The mage must then form the element in their mind and then draw it into the world through the veil with mana. The element can then be manipulated in a way that is described by each spell. Most times, when charging up a spell, a mage calls forth a single pebble and allows it to grow into larger rock, or gradually draws rock from the void and assembles it. 

     

    Learning Earth Evocation

    A process that follows in a similar tandem with many other evocative magics. The process for learning Earth Evocation requires a teacher, who will aid the mage in establishing a connection to the void. Once this has been established, the mage must study and recite the properties of various stones and rock. Once a basic understanding of the stones and rocks that the mage wants to conjure is acquired, they may then perform the casting process. Earth Evocation is learned under basic progression times.

     

    Properties of Earth

    The name of Earth Evocation is a bit misleading, as a mage is unable to conjure forth pure earth like soil or mud in that sense. Rather, Earth Evocation allows the mage to conjure forward solid stone and rock, as well as minerals and crystals. These minerals and crystals can be used for a variety of purposes, some of these minerals and crystals are even luminescent. This makes Earth Evocation a very widely applicable magic, not limited to simply flinging stones at one’s enemies. 

    • Rock has density, and structure. This density and structure, if hit with a large enough force can crumble apart. We’re talking very forceful blows. Rock can also be crumbled and disassembled by the mage, however it cannot be reformed from these smaller pieces. 
    • Minerals and Crystals can be conjured. These crystals can then glow with the colour of the mage’s aura uniquely, producing a luminescent effect that allows the mage to light up rooms.
    • Evoked Rock cannot support the full weight of a person, and cannot be used to fly around by standing on the evoked rock. Similarly, rock cannot be used to launch people from below. 
    • Evoking refined metals is impossible for mage, since it would simply require too much energy. This includes precious materials like gold, unless it is in an ore form.
    • Evoking certain ores do not carry any supernatural or magical properties that come from it, such as repelling spectral entities and is more visual in this regard. 
    • Rock that has been evoked generally appears as rigid and jagged, though with skill and focus, it can be refined and shaped roughly. Rock evoked for combat is always rigid and jagged though.

     

    Spells and Abilities

    Like all magics, Earth Evocation has a defined list of the do's and don’ts. These come in the form of spells. These different spells can be applied in combat for a variety of purposes, as such they are used for a variety of different purposes, ranging from utility to defence to offence. Spells of Earth Evocation are varied and diverse, meaning any mage can take up the art many reasons.

     

    Evoke Earth [Non-Combat]
    The most basic spell of Earth Evocation. This encompasses pretty much all possible uses of Earth Evocation under a utility clause. This spell may only be used outside of combat. This spell can evoke a small number of pebbles which can be telekinetically controlled by the mage at their will, using them in utility or crystals which can glow with the mage’s aura. These crystals can light up a house or hallway if needed. Minerals and ambiguous ores can also be evoked, so as long as they follow the guidelines in the properties section. Sand can also be evoked and used for any purposes, such as dousing a fire. Rocks and pebbles evoked in this spell can also be smoothed out.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast. 
    • This spell can be used for a variety of purposes. Some examples are outlined below.
      • Pebbles
      • Glowing Crystals (aura colour)
      • Minerals
      • Ores 
      • Sand 
    • These materials can be used for a variety of utility purposes.
    • All mages can summon any type of rock.
    • The mage can move this matter around at fair speeds, and telekinetically so as they will. 

    Red Lines:

    • This spell cannot evoke material for usage in combat.
    • This spell cannot evoke anything not defined in the Properties section. 

     

    Pebbles [Combat]
    The Pebbles spell allows the mage in question to call forward small pebbles, about the size of a golf ball. These pebbles can be summoned in an upwards of eight at once and launched with relatively powerful and fast forces. These pebbles can be launched at enemies or used to cause a simple annoyance at the mage’s discretion in a variety of different circumstances. Pebbles can daze and confuse enemies if aimed properly, and inflict light damage. Quick, easy to cast, and a staple of the Earth Evocationist’s kit, Pebbles are useful and lightweight. Pebbles crumble when they impact on a target, unable to be reused by the earth evocationist.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast (1-4). Three emotes if summoning 5-8 pebbles. 
    • Pebbles can be used as minor projectiles. These minor projectiles are shot forward with the speed of an arrow. Dodging them is hard, but not impossible if people notice the mage casting.
    • Pebbles can be countered by using a physical object to deflect them, as they will promptly harmlessly bounce off a sword or even armour. Though they may cause minor denting. 
    • Travels as far as the line of sight.
    • Pebbles can be the size of a golf ball.
    • Pebbles launched at the head of an enemy may daze or confuse the enemy temporarily.
    • Upon impact, pebbles crumble and cannot be reused. 

    Red Lines:

    • Pebbles cannot completely knock people out.
    • Pebbles launched in multiplicity will deal painful damage, possibly immobilizing a target momentarily, but it will not pierce the skin.
    • Pebbles cannot be evoked behind the mage.

     

    Rocks [Combat]
    Rocks are larger than pebbles and pack a greater punch then the small forms. These rocks can be summoned as rocks which take on the size of a basketball at most. Rocks can be summoned at the very most in a pair of two. Rocks can be launched for greater damage, though with less speed and force than say a pebble. Rocks provide concussive damage which can knock enemies back and provide dents in armour. If launched at the head, potentially may knock a target out completely. At moments of impact, rocks crumble apart, unable to be used again.

     

    Spoiler

    Mechanics:

    • This spell takes two emotes to cast. Three if summoning two. 
    • Rocks are approximately the size of a basketball. They take on a rough and jagged surface, unrefined.
    • Rocks will provide concussive damage against an enemy, upon hitting at the head, it may knock the target out, or if it hits the body it will knock them back 2-3 meters. The rock then crumbles and cannot be used again.
    • Two rocks launched against one enemy will deal double the damage.
    • Rocks can be launched at the speed of a paper airplane, and controlled telekinetically as the mage sees fit in the air in front of them. 
    • Dodging a rock is easier than a pebble, and simply requires moving out of the way.
    • Rocks can be blocked and deflected with durable shields and surfaces being able to counter these rocks, causing them to be deflected and crumbled at the expense a minor dent. 
    • Travels as far as the line of sight.
    • Against unprotected targets, rock may potentially break bones if launched in successions of two. 

    Red Lines: 

    • Armour acts as a small shield, though not completely. Rock will still move the armoured target backwards as dictated, but it will lessen the blunt damage to the skin. 
    • Dodging rock is possible if notice is given. 

     

    Spikes [Combat]
    Spikes are penetrable rocks which are shaped into the form of a spike. They can be launched off with reasonable speed, at say the speed of an arrow due to their aerodynamic curvature. Spikes can typically pierce flesh, as well as cause dents in armour. Spikes can only be called one at a time due to their powerful form, and easily applicable attacking structure. Spikes are practical for stunning and harming a foe, potentially inflicting large amounts of bleeding. Spikes however cannot impale enemies. At the moment of impact, spikes crumble apart, unable to be reused by the Earth Evocationist.

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast.
    • Sharpened spikes must be emoted as being refined, these refined spikes can either be formed in the void or in the real world, with crumbling rock revealing the form of the sharpened spike. 
    • Spikes can pierce skin about 1-3 inches thick, this can cause the skin to gash and release a lot of blood. This is not the case however if the target is wearing armour, instead it will dent the armour.
    • Spike can be countered by having a shield or surface to hide behind, avoiding the impact. 
    • Dodging spike is possible. Spike is launched at the speed of an arrow though, so someone must pay close attention to where the mage is looking, as this will be the direction of the spike. 
    • Spike travels as far as the line of sight.
    • Upon the impact of spike, after dealing the damage, the rock will crumble apart back into the void, unable to be reused.  
    • You may only summon one spike at once. 

    Red Lines:

    • Spike may pierce the skin 1-3 inches, causing the spike to reach the bone momentarily if hit on the arm. If this is the case, nerves may be struck severely, however this cannot inflict permanent nerve damage.
    • Spike cannot be used to sever limbs in any capacity.

     

    Sandblast [Combat]
    Sandblasts provide an Earth Evocationist with an advanced method of temporarily blinding an opponent or causing a headache for them. By summoning a swirling mass of sand just above their hands, they can then launch this sand at an enemy’s eyes if they are unprotected and cause irritation and blindness. Granted this effect is temporary, because the sand will return to the void, but it is powerful in the right hands. Sandblasts pack enough punch to blind one enemy at a time. 

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast.
    • Sandblast creates a pool of sand in the casters hand which floats around and then flies at a target like a projectile. 
    • The sand travels at the speed of a paper airplane and can be avoided by moving out of the way quickly given enough range (5 meters). 
    • Sandblast travels at the line of sight and within this range. 
    • Sandblast will cause an enemy to be blinded for 3-5 emotes, depending on whether or not they can wash their eyes out quick enough. Upon impact, the sand disappears back into the void, however this does not remove the irritation. 

    Red Lines

    • Cannot permanently blind people. The irritation is generally psychologically, so washing one’s eyes out would shatter this effect immediately. 
    • Sandblast can only be cast on one person at once, within the line of sight. 

     

    Barrier [Combat]
    Barriers called on by Earth Evocationists are powerful shields which can defend against damage. Rooting an Evocationist immobile, shields meld with the ground causing a stationary point of defence for the Evocationist which they can stand behind. Any projectiles such as arrows hitting the Barrier will weaken it gradually, but will protect the mage from certain harm. Once the barrier is weakened enough, it crumbles apart, unable to be reused by the mage. 

     

    Spoiler

    Mechanics: 

    • This spell takes two emotes to cast. 
    • Barrier provides the mage with a fixed zone of protection, creating a one block thick wall of 5x5 meters in front of the mage.
    • Barrier can be sustained for 10 emotes, each hit against the wall subtracting one emote from this total. Once it cannot be sustained, it returns to the void and crumbles. 
    • Barrier fixes to the ground, causing it to be immobile. Once set, the mage cannot move the barrier around or manipulate it. 
    • The mage must remain behind the barrier or with their eyes on the barrier at all times. 
    • Barrier only extends in one linear direction in front of the mage, it does not create a dome around the mage. It is akin to a large wall of stone. 
    • Barrier can defend a few other people as well, provided they hug closely to the mage. 
    • Barrier can be countered by attacking it numerous times, or distracting the mage so that it crumbles out of existence.

    Red Lines:

    • Barriers do not last forever.
    • Some hits against barriers like Arcanist Beams that provide major, extreme damage will reduce the emote count by 3 per emote channeled. If the impact is unreasonably sustainable, then it will crumble the barrier instantly. 

     

    Boulder [Combat]
    Boulders are one of the most taxing feats that an Earth Evocationist can tug upon. Boulders are large summoned objects of rock with can be launched at slow speeds. These boulders are tough and large, dealing major amounts of damage and potentially killing a target, crushing them underneath the force. At the moment of impact, the boulder will crumble apart, unable to be reused by the mage, however the concussive force will be there. Those unfortunate enough to be hit by these boulders, usually as large as a sphere with a diameter of two meters, may face death. 

     

    Spoiler

    Mechanics:

    • This spell takes four emotes to cast. 
    • Boulder constructs a large creation of rock approximately taking on the diameter of two meters in front of the mage. This spherical mass can then be hurled at a target at the mage’s discretion. 
    • Boulder cannot be launched at fast speeds. At the very most it can be launched at the speed of a paper airplane.
    • Boulder takes a long time to build-up, as such it produces the form of a growing rock into a large boulder. Once it has been built, it can be dodged if someone stands at a range of at least 5m from the mage from the first casting emote. 
    • Boulder is lethal to those who lack protection. It will kill and crush enemies who find themselves unarmoured and taking the full force of the boulder. 
    • Upon impact, a boulder will crush a target and then crumble. If the target is wearing armour and protection, they suffer damages in the form of possible broken bones, and do not suffer death as unarmoured enemies would. 
    • Only one boulder can be summoned at once.
    • Boulder can only be “dropped” on people so as long as they are within 4m of the mage. 

    Red Lines:

    • Boulders crush and kill unarmoured targets, but cannot kill armoured ones. 
    • Boulders are easily dodged and noticeable, once launched too, boulders cannot change trajectory instantly.

     

    Sandstorm [Combat]
    A relatively newer ability in Earth Evocation. Expert users are able to call forth sandstorms, by evoking a large amount of sand around them. They can then send this sand into a flurrying storm around them, causing those within a 3x3m zone in front of the mage to be blinded and buffeted by the sand. Sandstorm can stun enemies inside very effectively, leaving openings for an Earth Evocationist’s allies if needed. 

     

    Spoiler

    Mechanics:

    • This spell takes 3 emotes to cast. 
    • This spell summons a flurrying of sand around a zone of 3x3 meters in front of a mage, in this 3x3 meter zone those caught inside will be blinded for the duration of the spell. 
    • Sandstorm can be maintained for 4 emotes. 
    • Sandstorm does not cause much damage other than blinding and irritating the eyes of those caught inside, as well as causing those inside to be disoriented and dazed. 
    • Sandstorm can be countered with armour and eye protection, or shields (spheres).

    Red Lines:

    • Cannot instantly blind people, people are only blinded for the duration of the spell as well. 
    • Sandstorms do not last forever, see mechanics. 

     

    Armond [Combat]
    A relatively advanced technique of Earth Evocation involves summoning igneous or metamorphic rock and then forming that into a sword, spear, or shield which can be equipped much like a standard weapon. Due to the shaping required, Armond is usable by expert Earth Evocationists. Armond weapons are fairly durable, however, due to voidal poisoning, the blunt hit from these objects is relatively weaker.

     

    Spoiler

    Mechanics:

    • This spell takes three emotes to cast. Four emotes if summoning igneous rock rather than metamorphic rock.
    • You can only summon one weapon at a time. The weapons that can be summoned are: a sword, a spear, or a shield. These weapons can then be used as the mage sees fit.
    • Summoning weapons and using them as such will produce weaker than average strikes due to the muscle training that is lacking as a result of voidal poisoning.
    • Metamorphic rock (standard rock) is less durable than igneous rock, as such it can sustain 5 hits or be hit five times before shattering and becoming unusable (returning to the void). 
    • Igneous rocks such as obsidian is more durable than metamorphic rock. They can strike for 7 hits or be hit seven times before shattering and becoming unusable (returning to the void). 

    Red Lines:

    • Summoning a weapon does not instantly give you the skills of said weapon. Training should be devoted to proper use of the summoned weapon before effectively using it in combat.
    • Striking with a weapon does not bring the same amount of force that an expert swordsman would. This is due to the muscle weakening as per voidal poisoning, as such, Armond can be used for minor to medium level blows, gradually whittling down an opponent as opposed to delivering devastating blows. 

     

    Red Lines

    While Earth Evocation is capable of many great things, as per most evocations, it has some universal red lines that must be followed at all times. Should these red lines be broken in any one of the spells above, it would be considered powergaming and is punishable. 

    • Evoked matter must remain within the Line of Sight of the mage at all times, or else it will return to the void.
    • The combat spells Pebbles, Rock, Spike, Barrier, and Boulder only summon standard metamorphic rock. They cannot summon any other type of rock (such as obsidian). However, non-combat spells like Evoke Earth can summon other types like sedimentary or igneous rock, unless otherwise stated in the spell. 
    • Cannot control Earth that exists within the real world.
    • Cannot evoke refined metals or ingots such as gold or diamond, rather instead, the ores that contains them.
    • Cannot evoke super refined shapes, and most earth summoned will be jagged in some form.
    • Crumbled rock, as per most spells upon impact, will be unusable by the mage after wards. 
    • You aren’t immune to the impact of earth on your own body.
    • Cannot instant cast, you must emote fatigue and follow emote timers.

     

    Tier Progression

    As all magics do, Earth Evocation follows a tier progression system. This is described as having Tiers 1-5. Each tier provides a new frontier of abilities and possibilities for the mage to seize hold of. As a result, mages learn the above spells based on their tier and skill. Additionally, some tiers increase the power of previous spells slightly. Tiers define your skill and prowess in Earth Evocation, so Tier 5 is considered generally a “master.” Earth Evocation follows standard Tier Progression times.

     

    Tier 1: Novice
    Novices are beginning their studies in Earth Evocation. They have just been sought out by a teacher and have begun to learn the quirks of the magic in the earliest stages. Novices are very often seen experimenting and learning about rocks and minerals which Earth Evocation holds dominion over, and so they also have little mana pools to cast with. This makes novices very weak in combat, however. 

     

    Spoiler

    Spells:

    • Evoke Earth
    • Pebbles

    Changes:

    • N/A

    Limitations:

    • Novices have a very small amount of mana to cast with. This means that when they cast, they are extremely exhausted by even minor feats of magic. 
    • Novices cannot participate in combat without being extremely vulnerable and weak as per exhaustion with their magic. 
    • Novices are limited to summoning two pebbles at most.

     

    Tier 2: Student
    Students have come farther than their novice ability. Students of Earth Evocation are capable of a larger amount of feats. These feats can be performed relatively more easier than a novice. Students also have a slightly larger mana pool.

     

    Spoiler

    Spells:

    • Evoke Earth
    • Pebbles
    • Rocks

    Changes:

    • Students can summon an upwards of 5 pebbles at once. 
    • Students can also perform Evoke Earth with great ease, having no trouble with utilitarian practices in the magic.

    Limitations:

    • Students have a larger but still mediocre sized mana pool. This means casting will bring about a lot of strain, but less so than a novice.
    • Students can only evoke a maximum of one rock at once. 

     

    Tier 3: Adept
    Adepts in Earth Evocation are considered average mages. These average mages are capable of many a majority of the feats of earth evocation. Performing these feats with medium difficulty, adepts are viable in combat more so than previous tiers. These adepts are focusing their skills in summoning sand, spikes, and more challenging barriers. 

     

    Spoiler

    Spells:

    • Evoke Earth
    • Pebbles
    • Rocks
    • Spikes
    • Sandblast
    • Barrier

    Changes:

    • Adepts perform the spells Pebbles, Rocks, and Evoke Earth with ease. 
    • Adepts can summon up to 8 pebbles at once.
    • Adepts can now also summon two rocks at once. 

    Limitations:

    • Adepts possess a medium sized mana pool, making them less exhausted when casting. However they still feel reasonable fatigue when casting, especially more taxing feats like barrier.
    • Barrier is the most taxing spell for Adepts, though possible. 
    • Sandblast may take a few attempts to get right before proper casting, as well as barrier and spikes. 

     

    Tier 4: Experts
    Experts of Earth Evocation are formidable mages, capable of great feats with near mastery of all that Earth Evocation has to offer. Experts can call forth the most challenging spells of the Earth Evocationist’s arsenal and use them practically or in combat. Experts now studying larger formations can summon boulders and sandstorms as well.

     

    Spoiler

    Spells:

    • Evoke Earth
    • Pebbles
    • Rocks
    • Spikes
    • Sandblast
    • Barrier
    • Boulder
    • Sandstorm

    Changes:

    • Evoke Earth, Pebbles, Rocks, Spikes, and Sandblast are easy for the Expert mage, casting these spells with lower levels of fatigue and strain.
    • Spikes can be thrown with slightly more force. 

    Limitations:

    • Experts have a larger than average sized mana pool, while this eliminates a lot of pedestrian mage “strain” as they may refer, it still leaves them with exhaustion. Even the most widely formidable experts still will sweat or twitch from exhaustion.
    • Sandstorm and Boulder are cast with difficulty, these techniques will need some practice.

     

    Tier 5: Master
    Masters of Earth Evocation know all there is know of Earth Evocation. They have mastered advanced techniques of the magic and grown greatly in skill. Newer to them is the art of conjuring igneous and molten rock for usage in their combat arsenal. These techniques are difficult and situationally effective, but devastatingly powerful in the right hands.

     

    Spoiler

    Spells:

    • Evoke Earth
    • Pebbles
    • Rocks
    • Spikes
    • Sandblast
    • Barrier
    • Boulder
    • Sandstorm
    • Armond

    Changes:

    • All spells except for Armond are performed by Master mages with great ease and sophistication. 

    Limitations:

    • A very strong and durable mana pool. Able to cast the most taxing spells like Armond, though these spells will in fact still drain the expert mage considerably.
    • Armond require practice and care to use, as both have separate quirks that require special attention when using (weapons need training, etc.).

     

    Purpose (OOC)

    As all magics do, Earth Evocation follows a tier progression system. This is described as having Tiers 1-5. Each tier provides a new frontier of abilities and possibilities for the mage to seize hold of. As a result, mages learn the above spells based on their tier and skill. Additionally, some tiers increase the power of previous spells slightly. Tiers define your skill and prowess in Earth Evocation, so Tier 5 is considered

     

    Citations (OOC)

    Generally I cite mainly my own knowledge of Evocation and SourDough’s lore for constructing this lore which can be found at this link. Overall, due to the extreme diversity of the magic I’ve tried to add my own ideas while keeping original ideas constructed, such as weapons. 

     

    Spoiler

     

     

     

    Written by ZythusRequiem

  14. 1 hour ago, AgentMemory said:

    I wanna be able to air scooter like aang but it’s against air evo redlines

     

    Certain people would scream at me if I added that to my Air Evocation rewrite. In fact I had something similar but then they’re like “nooo!!!! line of sight and focus!1!1!1!” but then again shortly after submitting a refined version I am still accused of “nerfing it to the ground” by the very same people. I feel this is a systematic problem.

  15. 7 hours ago, tasty_cheesecake said:

    like i said it triggers me that telekinesis is considered gravity magic because thats just super dumb, but the idea is cool

     

    plus juan

     

    On free body diagrams the gravity vector always points down. This magic just moves that vector to the mage’s desire. Technically, it’s still a force lol.

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