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ZythusRequiem

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  1. 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.
  2. Break up with your girlfriend, cuz I’m bored.

    1. Child Neglecter

      Child Neglecter

      quoting ariana grande will not make you any less bored

    2. ZythusRequiem
  3. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Written by ZythusRequiem
  4. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.” 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. 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. 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. Written by ZythusRequiem
  5. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. Written by ZythusRequiem
  6. 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.
  7. 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.
  8. Origin Telekinesis originates from a curiosity in motion and the way the phenomenon dubbed “gravity” causes various objects to behave. Over years of experimentation and voidal tappings, researchers found a way to safely manipulate the force of gravity on objects, causing them to behave in different manners. This splendorous and wonderful achievement provided mages all across the world to begin to start picking up this useful and widely used alteration magic. Magic Explanation Telekinesis much like the name implies, is the alteration of object kinetics through the mind. However this name is in some ways misleading. A more accurate name for this magic would be Kinetics Magic, or Motion Magic since it is not inherently through the mind that one moves these objects. Instead, telekinesis is performed through the mysteries of the void, with the guiding help of mana. The void allows the mage to manipulate the behaviour of gravity on an object, if only for a few moments, thus enabling a skilled magi to control the motion and behaviour of an object through space. Lifting and moving objects through air as they defy simple physics. This defining power is what gives the magic it’s namesake. Telekinesis uses up [1] Magic Slot. It is not a feat. Telekinesis requires a connection to the void as well as ample mana to cast. Telekinesis of the subclass of Alteration Magics under the Voidal Magic class. Telekinesis can be learned from those possessing a [TA]. Telekinesis users must have a valid [MA] to use the magic in-game. Casting Telekinesis The manifestation of telekinesis when using it as a magic is, like many magics relatively straightforward. Telekinetics can summon power from the void and use this creative energy to weave and manipulate the gravity upon various objects, and thus subsequently control these objects by manipulating the way it behaves on them. A mage must standardly connect to the void before casting, which is learned under the tutelage of a mentor and then focus on the object(s) being manipulated. Once this focus and connection is established, they will feel their mana and control over an object begin to arise through the manipulation of gravity, after which they may use any of the prescribed spells of Telekinesis. If the focus is interrupted in any way during a spell, the object being manipulated will fall to the ground and cease to feel the affected forces being applied through gravity. Learning Telekinesis The art of taking on Telekinesis is relatively more simple than other arcane magics. Where other magics such as Arcanism may have a student arduously learn of complex and intricate potential energies that do not even exist in the real world, telekinesis is more straightforward. A mage need only learn how to alter the gravity on an object using the void’s infiniteness, though new mages to this art must learn how to connect to the void as is standard. Those with unimpeded connections to the Void and access to mana will be able to learn this magic, with more ease than other supposedly harder magics. Telekinesis is learned under standard learning times. Properties of Telekinesis Objects can be manipulated within various ranges. Obviously a mage could not launch an entire city at someone, such would require a force of divine proportions, however telekinesis has some reasonable limitations that mages are able to manipulate. Like previously stated, telekinetics have the ability to manipulate the way gravity behaves on an object. This capacity to manipulate gravity provides magi with great potential and power over the behaviour of objects through space, though they may only manipulate certain factors of this behaviour. Telekinesis is only able to manipulate inorganic solids such as rocks, and well defined objects. It cannot manipulate gases, liquids or fine particulate such as sand. This is because it would be too difficult to concentrate on these changing forms of matter. You may, however, lift a container holding a liquid or shifting solid assuming it does not exceed the mage’s lifting range. A telekinetic is bestowed with the ability to manipulate the motion of objects using gravity, thus being able to lift these objects up and move them around as they see fit within the line of sight. Telekinetics must consider the weight of the objects, size and number of objects they’re trying to manipulate. As they lift heavier objects, they will not be able to move them as fast. As they lift more objects, they will not be able to control them as finely. Telekinetics can launch objects as fast moving projectiles if they are very skilled. Telekinetics however can’t suddenly stop objects flying at great speeds, only objects at low speeds (such as below the speed of a paper airplane) can be stopped altogether, as it makes it harder for the mage to focus on the moving object. Telekinetics can move objects out of their path if they are travelling at high speeds, however they cannot by any means stop the object’s motion and launch them back where they came from. Spells and Abilities Telekinesis like many magics operate under spells. These spells are what telekinetics can essential do and what they essentially cannot do in a variety of different contexts. Generally speaking, when used in a utilitarian manner, telekinesis is less restricted since a mage is free to focus without distraction. While telekinesis has great utility, it is also widely applicable in combat. Using a dash of creativity, and strategic usage of their spells, a telekinetic can become a force of great strength on the battlefield. Absolute Control [Non-Combat] This spell allows the telekinetic to control a certain mass of objects according to their skills and move them around according to their degree of control. Control is essentially a non-combat, utilitarian way of using telekinesis. This spell is applicable to a mage simply washing dishes, cleaning the house, opening doors, or perhaps writing on paper. This spell can finely control objects, so as not as they’re being used for combat. Lift [Combat] This spell enables the telekinetic to lift objects up with fair speeds, allowing the mage to use these lifted objects as they wish. They could possibly lift a large object and use it as a shield, or lift a number of medium sized objects and move them around to deter attackers. Mages cannot lift objects already being grasped such as swords and move objects at high velocities. Mages can move these lifted objects around with small and reasonable speed. Push [Combat] This spell enables the mage to exert a large gravitational force on an object, causing it to move backwards with a great deal of speed and force. This spell is best used to push back attackers wearing a large amount of armour, causing them to be sent away from the mage to provide them with time to possibly flee. They can also exert this force on a number of objects, causing rocks on the ground to move away from the mage as they cast it. Pull [Combat] This spell enables the mage to exert a large gravitational force on an object, causing it to move instead of away from the mage but rather towards the mage. They can also exert this force on a number of objects, causing rocks on the ground to move towards the mage as they cast it. This spell can be used to draw enemies in if they are wearing a sizeable and heavy weight amount of clothing or armour. Alter Velocity [Combat] This spell allows the mage to deal with projectiles being launched at them. While the mage in question cannot stop a projectile entirely, they can set projectiles off course. This allows the mage to avoid the projectile in question, provided it is solid. A good example of usage of this spell is setting an arrow launched at a mage off course. Provided the mage has enough notice, they can use this spell to protect themselves from oncoming projectiles. Project [Combat] The mage is able to launch an object in a given direction with a great deal of speed, or perhaps numerous objects if they are skilled enough. This spell allows the telekinetic to essentially create projectiles. At the very most, a reasonably skilled mage could launch a projectile with the speed of an arrow. This spell however can only be cast if the spell: Lift had already been previously cast. Disarm [Combat] This spell allows the telekinetic to potentially disarm an enemy from a reasonable distance. By focusing directly on the enemy’s weapon, if it meets the conditions of manipulation (a stable solid), the mage can send gravitationally induced vibrations through the objects, incurring a force that causes the target to drop the object and be disarmed. The mage can then either throw this object a reasonable distance away from the target or move the weapon towards their own body so they can take hold of the disarmed weapon. Shatter [Combat] A reasonably advanced technique gives the power to send vibrations through certain objects, causing them to resonate with energy. Once a stable solid, the mage can then shatter glass or fragile materials into small and reasonably sized pieces which act as shrapnel to those nearby the shattering zone. Pin [Combat] A much more advanced technique of a telekinetic, the ability to hold down an object or person by maintaining utmost concentration upon it. Requiring most of the concentration and attention of the telekinetic, this spell can be used to hold something or someone in place often to prevent them from performing a certain action. Red Lines Cannot manipulate anything other than inorganic, stable solids that have no particulate matter. The size, weight, number of objects, and speed of objects must be considered carefully when using telekinesis. Mages must always have the object(s) they want to manipulate within their Line of Sight at all times. Cannot use telekinesis to gain a mechanical advantage in Minecraft. Ex: forming bridges or using floating platforms to fly around. Cannot stop objects completely in motion unless they are moving at a slow pace (slower than a paper airplane). Doing otherwise is considered powergaming. One must adhere to the emote count must emote fatigue must be put into play All telekinetic spells must align in the Line of Sight, this is an active condition as well, if the mage turns their sight away from a manipulated object it will cease the force acting on it completely, causing the object to either fall or slow down rapidly. If you try and lift someone by clothes and not armour, the clothes will unravel and fail to lift them into the air as the material is not strong enough. Such an attempt to lift targets into the air by clothes or push them around may result in the clothing ripping rather than the target moving. Lifting by armour itself is very difficult. Can’t manipulate matter from the void. Tier Progression Like many magics, Telekinesis operates under a varying level system of skill. This is the Tier system. It follows normal progression times. Each Tier has access to a different variety of spells and abilities, as well as different limitations on what can and cannot be lifted as well as how many objects can be lifted. For more information on each tier, consult the following information below this paragraph. Tier 1: Novice The Novice telekinetic has only just began their studies. They are slowing learning the magic, closely under their teacher. At first it is only recommended that they lift small mugs and feathers, anything beyond this will be extremely taxing for the new mage. Tier 2: Student The Student telekinetic is growing in progress and is learning their magic at a far more sophisticated rate. They are able to access more spells and methods as well as manipulate more objects at faster speeds. Tier 3: Adept The Adept telekinetic has come a far way in their magical journey. They are now able to lift more objects with more competence and draw on more telekinetic techniques. These mages are considered average level for telekinesis, and can do quite a bit with their powers. Tier 4: Expert The Expert telekinetic has learned all the techniques and spells that Telekinesis has to offer. They are of great skill and power, and are to be reckoned with in many cases. These telekinetics have learned a lot and are beginning to pass their own knowledge down to a new generation of mages if they do choose to do so. Tier 5: Master The Master telekinetic, while having learned all techniques in their Tier 4 times, are able to perform greater feats that transcend the Tier 4 mage. These masters are able to lift way heavier objects, and dedicate a lot of time to be able to control them very well. Masters are able to essentially dominate their foes in combat, provided they have objects to use in these situations and are the very apex of skill in magic. Purpose (OOC) The purpose of writing a draft for Telekinesis is simply to ensure that the magic has a legible draft and rewrite for the LG. This draft provides a means for a potential approval so that telekinesis can be reintegrated into LOTC. Telekinesis, while a smaller magic than others, is very interesting so I took the mantle of writing this draft. Since telekinesis is one of the smaller magics, and I did not change much except one small addition, there is less detail in this draft than other drafts I have personally made. This is not a fault of this magic, I do assure you since telekinesis would not have the same amount of spells as, say other magics. It was a challenge coming up with a liturgy of spells that made sense for this magic since for me the only intuitive spell was “move” or “lift” which could let you move objects around. Citations (OOC) I cite anyone on Discord who helped in the construction of this magic as well as the LOTC wiki article on Telekinesis and the current lore article in the Magic Section of the forums. Additionally, @PunPal helped greatly with this magic by providing very useful edits and suggesting the Pin spell. Written by ZythusRequiem Edits by PunPal
  9. Discussed on Discord. Only Dark Mages are now banned from learning Celestialism, and those who have been corrupted or affected by Dark Mages permanently.
  10. Watching a blood mage run around with a benign friendly familiar is pretty out of scope in my opinion. Same as watching a Druid run around with a voidal creature, which they might consider a perversion of life as a pet.
  11. Some things are going to have to change considering this is also no longer locked to Arcanism. There has to be some sort of limitation, sorry. This issue was never brought up to me in the weeks of making the draft for this lore and refining it, also as I understood it in the past BNK’s intention was never to let corrupted individuals like Shades or Blood Mages have access to what he considered was a pure art.
  12. As stated in the lore, learning magics that do not focus on the voidal theme draw away from the intimate connection to the void needed to call upon a familiar. A pure, unwavering dedication to the void is required to even think of manifesting the Celestial Aura. This magic is to reward those who wish to have something cool to supplement their voidal magic. Familiars are not intended to be jewelry, but companions to those who have listened close enough to the void.
  13. Origin Celestialism is an art that hails from the visionary, Iatrilemar Elervathar. This visionary Arcanist, in older times, forged the art of Celestialism by peering into the void. With his revolutionary skills in Arcanism, over time, creatures now known as Celestials visited his arcane doorstep beyond the veil. This revolutionary saw into the void and the void saw back. Creatures known as Celestials peered to Iatrilemar through echoic energy from the boundless infinity. These creatures piqued the interest of the Arcanist visionary, and using his knowledge of magic, managed to summon one to the mortal plane. In the moment that this occurred, Celestialism was fundamentally born. Magic Explanation Celestialism is the art of drawing familiars known as Celestials into the Mortal Plane for use as companions. Each Celestialist knows these companions to be of great personal use, not to mention their fantastical appearance often stuns crowds. Most if not all of the powers of Celestialism are used for non-combat purposes. While familiars can theoretically be held by non-Celestialists, the magic of Celestialism is required to summon them through the use of a brightened and empowered, Celestial Aura. Celestialism can be learned by those who have mastered a voidal magic (non-feat), due to the empowered voidal affinity of mastering such. Celestialism takes up [ø] Magic Slots, it is a Feat. Celestialism requires a proper connection to the void, mana to cast, and the mastery of a single voidal magic to learn. Celestialism is an art that needs a stronger than average connection to the void, meaning that mages who use dark magics cannot learn this art. For it is only available to dedicated voidal magi. Celestialism is learned from those who have a [TA] in the magic. Celestialism requires an [MA] to use in-game. Celestial Familiars Much talk is devoted to the prospect of familiars when the magic of Celestialism is mentioned. These familiars are Celestials, small and harmless creatures that exist within the boundless void. From the voidal hierarchy also exist voidal horrors, these creatures are the direct opposite of Celestials. Celestials are inversely from voidal horrors, often friendly and kind spirits, and physically often take on the form of distorted or fantastical animals. These animals are often hunted by the horrors of the void, explaining their eagerness to bind to a coiled form in the mortal world. Celestials also take on a coloured theme that reflects their master’s aura colour. Familiars are bound to Arcanium Stones, which are held by people known as their bound masters. Masters are declared during the binding ritual, and are largely responsible for these creatures. Celestial Aura The phenomenon that allows a mage to bind Familiars to the mortal world through Arcanium Stones is the Celestial Aura. This aura is granted to those who take the first steps in learning Celestialism. Once inducted into the process of learning Celestialism, a voidal mage’s aura starts to become empowered. Now different from previous forms, where one may only manifest a single colour on a potential gradient, the mage’s aura becomes grander, brighter, and more visible. This visibility is what gives the mage an anchor and presence in the void, able to call upon Celestials from the depths of the infinity through the Binding Ritual. Arcanium Stones Arcanium Stones, sometimes also called Familiar Stones are the small encasement units that exist to hold familiars. These stones are typically any crystal that is composed of pure mana in it’s contents, filled with this arcanic energy to properly sustain the Celestial in the world. The Binding Ritual creates a link that tethers the Celestial to the Arcanium Stone, giving it a new mortal home. Usually any crystal can be used to form Arcanium Stones. While a Familiar is bound within their Arcanium Stone, they are allowed to roam a mindplane that is very much a fantastical paradise for the Celestial. Arcanium Stones must be refilled by the Celestialist once every elven week, or else the Familiar will return to the void. While a familiar is outside of their stone, they must remain close to it so the invisible mana link does not break. Familiar Talents Some Celestials are able to manifest certain cosmetic and practical talents. Typically these talents emerge from a bond between the Celestialist or individual and their bound familiar. Talents do not manifest at once, and a Celestial can only manifest a maximum of five talents. Training and hard work with the Celestial is required for many of these talents to manifest. While talents present a familiar with great, awesome and unique traits, these traits are not to be used in combat. Learning Celestialism To learn Celestialism, once must first acquire the Celestial Aura. Achieving this aura is instrumental in learning the magic, as this magic relies on the summoning of Familiars with said aura. The aura can be achieved with the Imbuement Ritual, performed by someone with a [TA] in the Celestialism Magic. This spell passes the spark of light that exists within the Celestial Aura to someone else, allowing their own greater aura to manifest. The Imbuement Ritual can only be cast on those who have an intimate connection with this void, this intimate connection requires that a mage has previously mastered at least one voidal magic, and only knows voidal magic. Dark Magic is considered a detractor from the pure dedication Celestialists have towards the way of the void, and it thus interferes with the unique connection required to form the Celestial Aura; making learning Celestialism impossible. Celestialism being a magic from the void, upon dawning any other magical connection which you draw from another source will temporarily prevent you practicing the magic until that connection is removed. This restricts anything other than voidal mages from practicing celestialism. Casting Celestialism All of the spells of Celestialism are considered rituals. These are long time cast spells which require a great deal of mana and effort. Rituals, in this manner, make it so that Celestialism cannot be used in combat by any means. This renders every spell in the Celestialist’s kit virtually unusable inside combat. Celestialism as a result is a non-combat magic. Generally speaking, mages cast Celestialism by connecting to the void. If it is a Celestialism spell, the mage’s Celestial Aura then must manifest. Demonstrating a greater and brighter auric effect than usual, this aura allows the usage of the spells of Celestialism. Spells and Abilities All of Celestialism’s spells are considered non-combat rituals. These rituals are used to bind familiars, refill stones, and meld. Rituals have different effects, all around the manipulation and formation of Familiars and the powers that are used to sustain them. Celestialism is a feat, meaning it does not have as many spells as other magics. Binding Ritual [Non-Combat] The Binding Ritual is a ritual performed that allows the mage to attract a celestial from the void and subsequently bind it to a crystal. This crystal then becomes the Arcanium Stone which holds the Celestial when it is not physically manifested. This spell is cast by meditating and focusing on the void, creating a deep connection with the mage’s Celestial Aura manifested in full. The mage when performing this ritual must decide who is going to be the master of the summoned Celestial. If it is the mage himself, no further action needs to be taken, however if it is a friend that they are binding a Celestial for, they must perform a melding while doing the ritual. Once the master of the Celestial has been declared, it is then bound to that person and the person subsequently becomes responsible for the summoned Celestial. Refilling Ritual [Non-Combat] This ritual allows the mage the refill the Arcanium Stone of a Bound Celestial so that they do not fade back into the void. This ritual is relatively easy to cast and is done by performing a minor melding towards the Arcanium Stone, such to pass mana through the auric fusion. Non-mages or non-Celestialists who are the master of a Familiar cannot perform this ritual, and must seek out a Celestialist to do it for them however. Melding Ritual [Non-Combat] The Melding Ritual is one of the most curious aspects of Celestialism, for it is critical to the magic and at the same time very different from the niche. Melding is the art of combining auras with fellow mages, or non-mages. This auric combination creates a gradient of power between the two or greater melders. People who have melded auras manifest their auras connecting together, forming new colours that take on shifts at the intersecting part of their visible auras. Melding is always plainly visible, and can even be done between mages and non mages. Melding allows the sharing of mana for the moment, meaning it can be used to cast more taxing spells. Imbuement Ritual [Non-Combat] The Imbuement Ritual allows the expert mage to pass the torch of Celestialism unto another student. This ritual works by melding auras with a prospective student, and if their voidal connection is pure and they’ve mastered a voidal magic, the greater aura spark will then pass unto the student. Within moments, an imbuement of power will be inflicted to the student as their aura glows brighter and brighter, meeting the grandness of their teacher’s aura. Once this has been done, the student can begin to learn the arts of Celestialism at their leisure. Red Lines While Celestalism comes with a great variety of perks and benefits, there are of course some universal restrictions that must be abided by at all times. Any breaches of these red lines is considered powergaming the magic and will be dealt with by the ST. Please abide by the following red lines to avoid overstepping the boundaries and limits of the major. You cannot sense magic users around you, instead of your greater aura only lets you be able to connect with others better and be “felt” more in the void. This makes your magic inversely more obvious to mages around you Celestialists may be the master of a maximum of 3 Familiars. Non-Celestialists may be the master of a single Familiar. Celestial Aura is purely aesthetic. It has no effect on the world or empowering magic. Familiars must always remain within a 35m radius of the Arcanium Stone that they are bound to. Familiars cannot be used in combat, and can be easily killed. As such it is recommended to put the Familiar back into the Arcanium Stone immediately when combat is initiated (this takes 1 emote). When being used with the Catalysa Talent via magic spells, they must remain in the line of sight at 35m from the Arcanium Stone and follow all mechanics defined by the respective spell the magi uses as well. Moving the Celestial from the Arcanium Stone beyond the reasonable radius will cause the Familiar to return to the stone immediately. Celestials manifest no magical power of their own, and must be cast through in conjunction with their mage’s own power [Catalysa]. Celestials must be roleplayed in environment (**) emotes by the mage that has them bound. They should not be rp’d by other non-Event Actor people, without explicit approval from Story Team. You must create a Celestial Profile that details all the necessary information described in the Binding Ritual on a Google Doc and link it on your character card. Tier Progression Celestialism does not follow a Tiered Progression System. Instead, Celestialism Students are defined as those who have just had the Imbuement Rite cast upon them by someone with a [TA] in the magic. This rite starts the learning process. Over the course of one elven week, a Celestialist will gradually master all of the spells. Once this week is complete, and the mage has been instructed on how to handle a familiar, and instructed with their first binding, they may start to use the magic properly and as well as all of the spells. The exception to this is the Imbuement Ritual, which requires 4 months of Celestialism usage before the mage becomes eligible to teach the magic and subsequently learn such a spell. Purpose (OOC) This magic was written to supply the community with a good rewrite for Celestialism, clearing up any issues they may have and to provide a supplement to the mastery of voidal magics. Any feedback is welcomed in making this piece of lore a lot better. A note from BNK: “I am very happy with the work here and was pleased to be able to add some finishing touches to ZythusRequiem’s work. Celestialism has always aimed to bring RPers together in a different way. This draft solidifies the innate desire I had to spread this magic so everyone could enjoy it as well as offering different approaches to player vs player interactions. I am eager to see the consequences and stories told from this version & am sure it will launch well this time.” Citations (OOC) I cite primarily BNK’s lore piece as well as a few of my own spins on things, such as the Talent System to ensure that Celestials can be cool, unique and varied. Additionally, I cite my own Arcanism rewrite group that I formed for my Arcanism rewrite for all their help, the Lore Games server, and anyone who I may’ve reached out to that hasn’t been included here. Written by ZythusRequiem Edits by BrandNewKitten
  14. Origin Fire Evocation originates from the birth of Evocation itself. Since Fire is one of the most commonly used and seen elements, both for offensive and practical usages such as heating homes and cooking, it is one of the earliest discovered evocational forms. The first Evocationists surely would have looked to fire for their summons, for it is strength and will weaved into form. Fire is the brazen ember that shines with the hope of an adventurer in a dark cave, or the swift sword sent towards enemies to take down foes of injustice. Magic Explanation Fire like all evocations is the art of drawing the element of flame from the void. Fire, like many should know is a tool of destruction yet grace in many scenarios. Either raining down great devastation or great help in a variety of situations. Fire is drawn from the voidal plane, where a practitioner of this magic visualizes their element within the void and then draws it into existence with a mana anchor. By expending one’s own mana reservoir, they are able to sustain this voidal fire in the real world. A curious difference between fire and the other evocations is that when fire is applied to flammable material, it does not seem to fade back into the void. This is largely in part due to the fact that fire is the resultant of a chemical reaction, that of which is sparked when exposed to large amounts of thermal energy. Once this reaction is set off, it is allowed to spread so as long as there is oxygen and air to feed it. Fire Evocation takes up [1] Magic Slot, it is not a Feat. Fire Evocation requires a stable focused connection to the void with ample mana to cast. Fire Evocation is of the subclass Evocation under the class Voidal Magic. Fire Evocation can be learned from those possessing a [TA]. Fire Evocation users must have an [MA] to use the magic in game. Casting Fire Evocation The art of casting fire into the real world is a relatively simple process that follows tandem with many other evocations. For to draw nothing into something requires the use of the void, hence a voidal connection being a requisite. Fire Evocationists will generally start by connecting to the void, and then visualizing the element of fire by recalling it’s properties in the space of the void which they create in their minds upon connection to the void. This unnatural fire is allowed to twist and twirl in this void until the mage eventually returns to reality and pulls it through the veil into the real world, manifesting embers and sparks of fire until it collects into an applicable form. While fire evocation is not limited only to summoning fire, it is through this method it is most commonly cast. Focus on the void must be maintained at all times during a spell, or the spell will end prematurely. Learning Fire Evocation To begin learning this magic, one must source a teacher with experience to learn from. Once this has been satisfied, the mage will then embark upon a quest to learn how to connect with the void, the dimension of nothingness and everything at the same time. This voidal space allows the mage to create their element in their mind upon connecting with it. For it is the void that fuels all creativity. An infinite plane of nothingness gives the mage the ability to form fire, and breathe life into it in the real world. Once the mage is able to understand the void, connect to it, use their mana, and understands the properties of fire, they will then be tasked with evoking their first sparks. Progression in Fire Evocation follows standard progression times. Properties of Fire Fire knows many properties, it has components and degrees to it that must be taken into consideration by the eager mage when attempting to use the wonders of fire. These properties are what gives fire evocation such diversity and ability to manipulate it as needed. Fire will not return completely to the void if it has incited a chain reaction on a flammable material. This means that if voidal fire is used to ignite a tree, when the mage stops casting the chemical reaction of combustion will continue to perpetuate. This leaves the tree still burning after the mage breaks their connection. Fire has heat. The most typical fire a mage will use is the orange-ish red fire that everyone is accustomed to. This type of fire can evoke moderate to extreme burns, and is very applicable. A rare form of fire is blue fire, which can only be summoned by the most experienced users. Blue fire is the hottest type of fire, and by far the most deadly. Fire has smoke, this smoke can be evoked alone by itself provided the evocationist has enough skill to do so. Evoking smoke can be of great benefit, as it can shroud the combat field in a smoke field to obscure vision. Sand or water is a universal counter to flame, causing it to be suffocated of the natural oxygen it needs to burn on. Fire is gaseous, meaning it is not physical matter. The art of evoking fire has more to do with evoking the energies required to fuel this gaseous state of power than summoning physical matter. Once fire has returned to the void, if not applied to flammable surfaces however, the fire will cease. If it is applied to flammable surfaces, the initial energy summoned will fade away but the reaction incited will eat away at the surrounding oxygen to fuel a chain fire reaction. Fire wants to be free, it can seldom be shaped into specific shapes and forms without the hand of an experienced mage. This makes forming fireballs difficult, but possibly for those seasoned. Fire will still burn the mage just as it would anyone else, as such mages must exercise caution to not let their flames self inflict harm, lest their focus die. Fire is gaseous and cannot pass physical solid or liquid based objects. As such, large rocks and shields conjured or used to deflect fire will work quite effectively as a counter towards all fire projectile based spells. Spells and Abilities Thus as all magics do, Fire Evocation possesses an array of abilities designed to supplement the magi in a variety of situations and circumstances. These spells and abilities provide evocationists with utility and combat potential, enabling great feats in the hands of those with ambition and talent. Sparking [Non-Combat] This spell enables the mage in question to use fire for strictly non-combat, utilitarian purposes. They are able to summon a small amount of fire in order to heat or cook food relatively easily, heat areas by evoking heat by itself, or summon small amounts of smoke to “smoke” food if they wish to. The utilitarian applications are wide and varied, however the absolute rule is that since it is so freeform, using it in combat will cause the mage to focus less on the spell. This renders this spell inert in combat situations. Ignition [Combat] This spell allows the mage to ignite a surface or ignite clothing within a range of five meters around the mage on fire. This spell can be applied to flammable surfaces, causing it not to be maintained, or non-flammable surfaces of which the mage can maintain the spell for an upwards of three emotes. Fireball [Combat] A staple spell in the fire magi’s arsenal. This spell allows the mage to twist fire into a curling spherical shape. This spherical form of fire can then be hurled at an enemy within the range of the mage’s Line of Sight. This fireball will travel at the very maximum at the speed of an arrow. The larger and hotter the fireball, the more exhausting it will be to cast. Fireballs are one of the easier shapes to form with fire evocation. Upon impact, fireball spells will also “burst” flames around the zone, causing nearby surfaces to ignite if they are flammable. Smoke [Combat] A simple spell that allows the mage to conjure a large mass of smoke around them, summoning this gaseous and opaque smoke screen to obscure the battlefield. This spell cannot cause someone to suffocate. This spell also blocks vision very effectively as well as sources of light. Combustionary [Combat] This spell can be applied to the spell Fireball in the Fire Mage’s arsenal (strictly excluding blue fire). Combustionary enables the mage to “enchant” the fireball spell into becoming combustionary as the name suggests. This causes the fire, when hitting a surface or impact, to combust and explode on impact. This can cause a lot of damage in the proper hands, potentially inflicting scarring burns on the target if unprotected. In some cases of unprotected targets, it will stun a target into a very weak state or possibly near death state. Wall of Flame [Combat] The more defensive spell of Fire Evocation allows the mage to set a surface in front of them within their Line of Sight on fire in a linear path. They can call a wall of flames to deter oncoming attackers. This spell can be 5 meters long at most, in any one dimensional direction so as long as the mage keeps the spell in their line of sight. Arrows also shot through the wall of flame, or physical projectile will catch on fire and deal more subsequent damage at the impact sight. Ember Pillar [Combat] This spell allows the mage to summon a pillar of upward flames at a target enemy, bathing them in violent flames. This exhausting technique will engulf the target in flames, provided they are in a range of 8 meters around the mage, and in their line of sight. This spell is capable of inducing bodywide burns and most certainly stunning an enemy. A relatively advanced technique. Multishot [Combat] This spell, relatively more advanced, follows the same mechanics as fireball, only the mage is able to summon three smaller fireballs about the size of a basketball respectively. The mage can also make these fireballs smaller if they wish. These three fire charges can then be shot at a target as the mage wishes, acting as multiple projectiles. This spell cannot be enchanted with Combustionary. They can also summon two fire charges if they wish, able to launch all these charges within the Line of Sight. If the mage launches all three fireballs at the target, and they have no fire protection, the target may then suffer a state of death depending on their resistance to fire. Azure Flame [Combat] Enabled with the advanced technique of calling blue fire from the void, the powerful magi is able to summon these flames for usage in combat. A very exhausting technique, but an effective one, blue flames can be summoned to form a single fireball which the mage can launch within their line of sight. Alternatively they could summon blue fire as an aesthetic, conjuring less than a fireball to rather supplement their style if they wished to. They could also summon blue fire embers which could then be launched at a foe. Blue fireballs are easily lethal, by virtue of their amazing heat. Given the sheer heat of this spell, blue flames have the capacity to melt iron and cause large burns on targets. Firestorm [Combat] The advanced magi is able to call forth a large twisting and swirling mass of regular flame which can then be commanded at their will. Able to summon large flames, the mage can create a swirling fire storm in front of them in their line of sight, encompassing an area of 7 meters by 7 meters. In this designated area, wild flames dance and launch at targets, igniting all that is in sight into a wreck of destruction. Large burns are inevitable for those unfortunate enough to suffer the force of this spell, and death is bound for those who are unprotected. Red Lines While Fire Evocation has great spoils and powers, obvious restrictions must be followed at all times by practitioners of this deadly and useful art. Fire Evocation cannot defy the normal limitations of regular fire in the world, and must follow in order with these effects as it is being evoked. Fire from a fire mage will still burn the caster just as it would anyone else. Backfiring fire evocation spells are very common for lower leveled mages. Fire must always remain in the Line of Sight at all times of the casting mage, or else it will disappear into the void. The mage must constantly focus on the spell they are casting, or it will return to the void. No instant casting. Normal (red) fire will inflict 1-2 degree burns on the targets. Blue fire can inflict 3rd degree burns Armoured targets, while they will be more protected than an unarmoured target, will still suffer burns from the heating metal. Blue fire is capable of melting armour. If the metal or material being casted upon is in any way fire resistant or proof, the damage will be exponentially reduced, and burning may not occur depending on the quality of the material. Spells that are potentially lethal must be clearly emoted with obvious tells and ample time for those in the radius of impact to escape if needed must be provided. That is not to say however these fleeing people will not always escape. Any fire including fireballs will be launched at the speed of an arrow (including firestorm plumes and ember pillar torrents). White flames should never be conjured, doing this would exhaust such a large amount of mana it would cause immediate withdrawal of mana, leaving the mage rendered unconscious or possibly dead. Cannot control elements that exist in the real world (which are not conjured by the fire mage). This includes fires that persist after ceasing casting. Tier Progression Few and far between, experts of this magic walk the world, where students are more common. Every fire evocation user has a story of growing into great skill with this magic, or a story of new beginnings. Tiers exist for the sake of categorizing the do’s and don’ts of each level and tier of fire mage, as a result those more experienced mages have access to most if not all the spells whereas students only have a limited arsenal. Tier 1: Novice Novices of Fire Evocation are just forging their flame. Under the careful watch of their mentor, these students are commonly seen backfiring with flames, hurting themselves as they refine the art of meticulous casting and control over their evoked flame. Embers summoned by a novice are never used in combat typically. Tier 2: Student Students are growing and refining their craft. Under the close watch of their mentor still, these students are able to cast minor arcana to refine their abilities. Still often grappling with the concept of control, these mages are trying their very best to keep their spells from backfiring. As a result, while they can cast more magics students are still under the watch of a teacher. Learning day by day and slowly. Tier 3: Adept The Adept has grown formidable. They are able to use their abilities to conjure more flame with more sophistication. Learning a large number of techniques to use in many situations, adepts are considered the average users of Evocation. With more independence from their teacher and larger mana supplies, these users are commonly spotted “fanning the flames.” Tier 4: Expert The Expert has become widely regarded as a very powerful fire evocation user. The Expert is able to start casting spells which in the right contexts can be lethal. With stability and poise, experts of fire evocation are a force to be reckoned with. Experts can even pass on the art of Fire Evocation if they wish, as teachers. Tier 5: Master The Master has learned all the spells of Fire Evocation and is the best there can possibly be. These masters, widely tasted and experience with the art of fire know all there is to be known about the art, able to utilize the magic to its fullest power. Purpose (OOC) The purpose of writing this piece was purely for the Lore Games. I wanted to provide a balanced, fair and yet at the very same time viable piece of fire evocationist lore that people could use in a variety of combatical situations and still leave the freeform aspect of utility open to these mages. Citations (OOC) Anyone who helped me out or offered their feedback is cited as helping this lore. Furthermore this lore is mostly cited from my interpretation of the current lore at the following link(s). Written by ZythusRequiem
  15. If you’re a fire evocation user please message me on discord to give feedback for a rewrite that I’ve almost completed. If you’re already working on a rewrite, lmk.

    ZythusRequiem#8897

    1. ZythusRequiem

      ZythusRequiem

      I completed the draft for it so pm me if you want to see. 

    2. Dyl

      Dyl

      i kno fire evo let me see yo

       

    3. ZythusRequiem

      ZythusRequiem

      @Dyl message me on discord.

  16. Lydor Miravaris surprisingly perhaps laughs to himself and mutters, “bye,” thinking about all the foolish and uncivilized bandit blood that is to be spilled.
  17. If you are interested in contributing to a rewrite for Telekinesis and/or possibly Voidal Shifting or know anyone already working on anything similar please contact me. Will have a draft ready by the end of the night ?

    Discord: ZythusRequiem#8897

    1. lemonke

      lemonke

      Flambo is working on voidal shifting, you should just let him re write it. 

  18. Ok, first, I’m sorry this wasn’t made more clear. But originally I had the system set to basically if you specialized in two, you used one slot, if you specialized in three you’d use two slots. The people in the Disc Group Chat didn’t really like this because all the spells essentially were just incremental of the same abilities, meaning that these spells just “go up” in power over the tiers but they do the same things in principle. Consequently, I heard this request and changed this magic to an absolute 1 slot magic. Yes you could theoretically specialize in 3 of them with using only one slot, but such would demand extreme dedication. Since there are net ~20 spells, excluding the non-combats total, I’d be more than willing to make this a two slot magic on the foundation someone specializes in three specializations once again. I’ll be waiting to hear from LT if they mention that as a problem to me.
  19. That part was actually scrapped in favour of the community’s voice. Instead now it is a one slot magic with the expectation that your average mage won’t have all the spells in every specialization. If this is an issue LT will bring it up and I will fix it.
  20. Could you wait for tomorrow because it’s quarter past midnight and I have a lot of work to do irl as well?
  21. If it doesn’t say so in the spell/RLs, you can’t do it. A lot of these things were edited by the community. The lore for this piece was taken almost directly from BNK’s, I simply acted as the medium for translating it into this post. Also do understand that this lore has 9000 words and it would simply be hell right now to hawkeye scan for typos ?.
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