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ZythusRequiem

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  1. I want to make a note here that due to the sheer size of this monster of a lore piece, I’ve taken the liberty of breaking it up into different pages and sections for easy organization. I hope this helps. If this feature is a detriment to reading, please let me know. EDITED: Pages were removed for reviewing purposes.
  2. Origin Arcanism stems from an individual only elusively known as the “Arcane Mage.” Through the Arcane Mage’s efforts, the magics of the void slowly became available to the Descendants for their usage. While the Arcane Mage was extremely instrumental in bringing the first forms of magic to the Descendants, Iatrilemar Elervathar was another instrumental individual who classified the art further and improved its capabilities. This virtuoso of Arcanism, also developed the monumental field of Celestialism, a feat that goes in tandem with Arcanism. Arcanism today can be viewed as one of the rarer evocations, much like Conjuration. While it is a rare art to come across, it is for a reason, it’s versatility and flexibility rivals all of the Five Elemental Evocations. Arcanism, in the right hands, is like many magics: a force to be reckoned with. Magic Explanation Arcanism is the art of drawing the very element of potential from the void. From the void there exists infinite potential, so the energies that Arcanists draw on can be thought of as “null energies.” Different from the other evocations, which create matter, Arcanists summon forth pure energy and shape that energy into physical objects or powerful projectiles. As it is potential that is being traded with, when Arcanists cast their magic they combat with the freeform nature of loose energies. To shape these energies requires mana, and effort. These arcane energies appear as wispy particles, or gaseous energy that glows with the colour of the mage’s aura. Arcanism consumes [1] Magic Slot, it is not a Feat. Specializations are learned with the understanding that the average (even Tier 5) will only care for 1-2 Specializations. CLARIFICATION: You can have 3 Specializations whilst only using 1 Magic Slot, however, do consider that this would take extreme dedication to the magic and only the most advanced could pull such off. Otherwise, for 2 and 1 Combat Specializations, you are permitted to use one magic slot. It should also be stated that the Art Specialization is completely free, and accessible to all Arcanists. The reason for this is that essentially each Specialization could be expressed as 3-5 spells on their own, however since they are incremental by Tier they are categorized in such a way. Thus, it is really no different than having one regular one slot magic. See “Learning Arcanism” footnote for more information on learning multiple Specializations and how it may impact the time towards reaching mastery. Arcanism requires a connection to the Void, and mana to cast. Arcanism is of the class of Evocations under the class: Voidal Magic. Arcanism can be learned by people who hold a valid [TA], this does not have to be specialized either, as a student of Arcanism can go into separate specialties than their teacher. Arcanism users must have a valid [MA] to use the magic in-game. Learning Arcanism Learning Arcanism is slightly different than other voidal magics, due to the sheer versatility of the magic and the prospect of shaping unlimited potential into usable forms. Arcanism requires, as per most magic, a teacher to learn from. Due to the complexity of Arcanism, one can expect mastering Arcanism to be slightly more challenging than elemental evocations. This is also because arcane energy does not naturally exist within the world, and it only exists in the void in the form of boundless potential, which can not be studied in an academic sense or completely understood as it would be with Elemental Evocation. Learning Arcanism also goes in tandem with specializations. Those with the ability to connect to the void, and have unhindered access to it may learn this magic NOTE: Arcanism generally follows standard Tier Progression times. However, under the clause that someone is attempting to master more than one Specialization, a month or two (ooc months) may be added to the time required to reach Tier 5. These conditions are as follows. These Specializations do not account for the Art or Life Specializations. 1 Specialization: 4 months to Tier 5 2 Specializations: 5 months to Tier 5. 3 Specializations: 6 months to Tier 5. As a result, it is necessary to use the appended month(s) to roleplay learning the Specialization and experimenting with it. Sequentially developing skill over their time as students in these distinct arcanism forms. Casting Arcanism While it may be hard to picture how an Arcanist physically casts their magic, since it is nigh impossible to experience a power that does not exist naturally within the world and then draw that same power from nothingness, an Arcanist has their ways. Very often will a teacher show a mage arcanic energies, using their own magic, or they will have them draw very raw potential from the void and have them shape it in their own gruesome discovery process. Arcanism is cast by similar methods to those with other evocations, though to manifest this energy, shaping it and settling it into reality is oft necessary. Having more specializations also doesn’t necessarily mean a larger mana pool or skill, it is merely the mage’s choice. Specializing in Arcanism As stated in prior sections, Arcanism holds a number of Specializations for students to select from. Since Arcanism is such a highly varied and versatile magic, with near limitless possibilities, it has a number of specializations. Each specialization has it’s own spell-list defined of around eight or less spells in each, and has unique advantages and disadvantages when selecting. Arcanists do not need to learn magic from someone who has a different preferred specialization, and can develop these specializations on their own uniquely, where the teacher acts as a guiding beacon. Arcanists can pick and choose their Specialties at their will. Typically, an Arcanist will not specialize in every single specialization, more or less one or two. Art Specialization: Due to its utilitarian, freeform and flowing nature, Art is widely considered to be the base specialization of all Arcanists. Any Arcanist can use this specialization since it is the foundation of spells where only one combat spell exists. Any arcanist can easily cast Art spells, and use the magics to their whim. Life Specialization: Contrary to the magic itself, there are no spells for Life inside of this magic. This is because Life as a specialization is defined as being a Primordial in the Conjuration + Arcanist magic user’s arsenal. As a result, using spells that summon Arcanic Primordials requires knowledge of the Conjuration Magic with access to Primordials. Projectiles Specialization: The Projectiles Specialization equips a prospective mage with the necessary tools to be a force to be reckoned with in combat situations. This specialization will give the mage access to an array of projectile spells that use arcanic energy to harm, or dissuade combatants with concussive force. Shielding Specialization: The Shielding Specialization equips a prospective arcanist with the ability to become a defensive force. Powerful spells to deal with defensive maneuvers become available to the mage, with the ability to defend themselves as well as allies with shields that can deflect projectiles and blunt hits. Weapons Specialization: The ability to mould arcanic energy into weapons for the usage of a mage. This specialization will allow a mage to conjure weapons from thin air, and use them in a limited manner with enough skill to use them for a few hits. These weapons are impermanent, however, and can easily be shattered when they are used for too long due to the lowered focus of the mage in the heat of battle. Properties of Arcanism Arcanism is the art of summoning materialized potential energies into the world, energies that take on the form of the caster’s will, and glow with their respective aura. These eldritch energies can be bent to a whim by the magic user in question, and have a number of specific properties. Arcane energy always wants to be free, this pure magic comes from the chaotic and unpredictable void, so thus arcanism magic users must focus on holding form to these shapes. When these shapes are shattered with either force or broken concentration, they too shatter as the miniature particles forming their constructs scatter back into the void. Arcane energy wants to be free, the more a mage tries to confine it into dense shapes, the more exhausting it will be to hold. Arcane energy lacks a temperature property thus becoming neutral to the touch since it is composed of pure energy taking shape, these energies do not have a temperature and will not feel hot or cold to the touch. Only neutral. While it produces light, and can take the shape of fire for example, it will not produce heat. This light will always take on the singular colour/gradient of the magi’s aura. Arcane energy will not explode like a fireball on impact, the explosion instead only produces blunt force. When exposed to a number of powerful hits the arcane energy will break apart and shatter. Arcane energy, when formed to be used in combat, must conform to more rigid shapes in order to be stable enough to absorb or deal damage. As such, when arcanism is used in a combative manner, it can be cast only as a set few ‘spells’, however when used in a non-combative manner the wisps can be formed into a wide variety of different, less stable arrangements. Due to this, the Art Specialization is a strictly non-combat specialization. Arcanism is made up of millions of small wisps and particles. These particles want to be free, as such when casting Arcanism, a mage will summon these particles and assemble them such that they become a construct. These particles and energies take on the colour of the mage’s aura. Spells and Abilities Arcanism, being such a varied and diverse magic has abilities split up by their appropriate Specialization. These different Specializations will cause the mage to take up different pathways depending on which ones they select. More on this is specified in the “Magic Explanation” section of the lore. Art Specialization The Art Specialization is widely considered the base of Arcanism for many, seeing as it does not cost the Arcanist much mana to allow their magic to take on a freeform reason. It is for this reason that this Specialization does not have uses in combat, because of the freeform utilitarian nature of it. Construct: Solid [Non-Combat] This spell allows the Arcanist to construct an object of varying sizes and shapes, by summoning wisps from the void and forming it into any shape. These objects can be used for a variety of utility purposes, provided the mage does not take said object into a combat scenario. Advanced Arcanists can form intricate sculptures. Though Arcanists cannot use these solids to “levitate” around, as that would be breaking the line of sight. Construct: Liquid [Non-Combat] This spell allows the Arcanist to construct a mass that resembles any liquid out of arcanic wisps and energy. They can form a water like substance, which flows much like water in varying amounts or a honey like substance that flows slower than water. The liquid however cannot be ingested, and does not possess any of the actual properties that a normal liquid would have, such as temperature. Construct: Gas [Non-Combat OR Combat] The only spell of this Specialization that can be applied in a potentially combative situation, with situational need. This spell allows the Arcanist to form a wispy mass of arcanic energy which could potentially surround a battlefield and obscure vision. This allows the mage to produce a shroud or veil to hide themselves. The arcanist can also control these gases and use them to enhance their aesthetics. Construct: Arcane Energy [Non-Combat] The Arcanist is able to simply summon magical wisps to their side, using them for whatever purpose they want. They can summon a large amount of wisps, or small amount of wisps and particles. They can then use these wisps to either provide sufficient light to an area, or for mere aesthetics. The wisps are tasteless and temperature less, and cannot be used for harmful purposes. This spell is mostly for flavour and for beginner mages. Projectiles Specialization The Projectiles Specialization is a force of power amongst Arcanists. Those who delve into this practice often are left with the power to become an offensive force of magic, or defend themselves with offence. Mages who specialize in this type cast missiles and beams of arcanic energy at their foes, designed to stun and harm. As a result, this Specialization is often considered the most offensively oriented. Projectiles are gaseous and easy to form. Projectile: Missile [Combat] Arcanism missiles are small little shots of arcane energy that can be shot off with ease. These are very small, basic, easy to cast projectiles that can be launched at a foe. Missiles can be easily controlled, and are considered a staple of basic projectiles. Missiles conjured in pairs of two to four are relatively useful to be shot forward, and can inflict good damage. Missiles will often knock a foe back slightly, or produce a piercing pain in the shot that it is inflicted towards. Projectile: Orb [Combat] Orbs are a step above missiles, they are slightly larger and take more skill to form. They are essentially larger amounts of energy formed into spherical shapes, which are then shot off with wispy trails of magic behind them. Orbs can be used to give greater impact, and push foes backwards slightly. Orbs will hurt a great deal more than missiles. Projectile: Bolt [Combat] Bolts are considered the quickshots of Arcanism, they allow the mage in question to launch a quick projectile, however since they move faster through the air than say a missile or orb, they cost more mana and are more difficult to cast. In terms of damage, they are on par somewhere between the orb and missile, and will inflict decent pain when someone is hit by it. Projectile: Disc [Combat] Discs are most practically used for knocking enemies backwards. Discs do not inflict as much concussive pain or damage as the other projectiles, but are useful for physically moving people backwards. They are essentially small “shields” that can be launched forward with wispy trails. Upon impact, discs will move a target backwards a fair amount, staggering them or even causing weaker targets to fall over. Discs offer no protection. Projectile: Arc [Combat] Arcs are on par with damage levels to orbs, while moving as fast as bolts. Arcs will “arc” as they are named, through the air and hone in on a target. These arcs require more mana and focus, and provide mages with a projectile that is harder to avoid at the expense of a greater skill required. Projectile: Beam [Combat] Beams are channeled energy that is shot towards a foe. They are large knockback zones and are the strongest type of projectile an arcanist can cast. Beams can be channeled until the mana in the spell has been expended, and provide arcanists with a way to inflict a large amount of knockback power on a certain zone. Beams drain more mana and energy the further the impact distance. Beams are powerful, and require a large amount of skill to cast. Projectile: Ray [Combat] Rays are arguably some of the most powerful projectiles. Rays work by conjuring arcane energy above a target, and thundering that energy downwards on a target. This thundering of arcane energy will leave single target foes largely incapacitated, and in the case of the most skilled mages, multiple foes standing in close proximity. Rays are large, area of effect projectiles. Shielding Specialization The Shielding Specialization is a brick wall against those who wield melee or projectile weapons. This Specialization equips the Arcanist with the powers to defend with great power, and construct arcanic shields of reasonable proportions to defend their friends and themselves. This Specialization is very useful for protection, and non-offensive uses. As such, those who specialize in this form of Arcanism are often practitioners of a defence policy. Shield: Disc [Combat] The simple Disc Shield Spell allows the Arcanist in question to form a trash can lid size (radius of 75 cm) shield. This is essentially the bread and butter spell of most shielders, it allows the mage to conjure a small and easy to cast shield that holds together against some number of hits. The Disc Shield spell will even deflect some minor hits towards it, sustaining a smaller amount of hits than other shields. Shield: Flat Shield [Combat] Flat Shield provides the Arcanist with the means to cover a doorway or small space. This spell can be used to protect or seal off a room, doorway, or archway. Flat Shield takes a lot of concentration and a fair bit of mana to maintain, since bending the shield around the fine spaces will require more precise control over the chaotic arcane wisps. Shield: Bubble Shield [Combat] Bubble Shield provides the Arcanist to surround them self in a protective bubble type shield that will prevent them from being harmed. This shield bends around them in a spherical manner, allowing the mage to be protected from physical projectiles and hits. Bubble Shield can also be cast on a single friend or ally. When Bubble Shield is cast, the mage in question becomes stationary. Shield: Bash Shield [Combat] Bash Shield is a spell used by shielders to knock people back with already cast shields. This spell can be “applied” in a sense to already cast shields such as Disc or Bubble Shield. It cannot be applied to shields that are stationary like Flat Shield. Bash Shield causes the enchanted shield in question to produce a powerful knockback effect upon someone, putting strain on the shield in question. Shield: Pulse Shield [Combat] Pulse Shield allows the Arcanist to call forth an expanding shield around them which disperses into wayward energies, unpredictably causing all those around them in a five meter radius to be sent back another five meters. This gives the mage an escape opportunity, by causing all those around them to be sent backwards. Shield: Trap Shield [Combat] A shield that mages can cast to trap someone, steadily decreasing the size of it. Decreasing it to a point such that a great amount of pain becomes apparent on the target in question. This spell cannot be used to kill, as that would cast the shield to shatter under such pressure. This spell is intended to prevent targets from leaving, and is used as a holding shield. Shield: Dual Shield [Combat] This spell is similar to the Bash Shield spell, as it can be used to “enchant” another spell during the casting time. If this spell is applied, there will be an increase in emote time. It can be used to allow the mage to summon two shields instead of one, such as two pulse shields, or two discs. This spell will however when applied causes the mage to become stationary while the target spell is active. Shield: Colossal Shield [Combat] This spell is the ultimate spell that exists in the Shield Arcanist’s arsenal. Colossal Shield allows the mage in question to construct a grant shield, one that resembles a bubble shield around an area around them. In order to cast this spell, which spans around approximately the size of a medium sized house, (25^3 cubic meters). This Colossal Shield can be game changing, and is best used in roleplay events. Colossal Shield can heavily drain a mage, as such the mage must go to the center of where they wish to cast it and enter a deep, vulnerable, meditative state while arcanic wisps trail out from their body and feed into the grand shield. If cast in conjunction with up to four other arcanists, this spell may protect an entire city (this form is only doable during events, however). Weapons Specialization The Weapons Specialization is a powerful and diverse way to use Arcanism. While other forms focus on creating general shapes to use in combat, Weapons Arcanism harnesses the art of precision in sharpening arcanic energy into precise shapes and weapons that can be called forth. Not only are weapons able to be summoned in moments, but also tools as well. While overlooked by a few, the Weapons Specialization provides battle mage arcanists with the tools they need to become powerful in melee combat, something that not many magi can speak towards. Weapon: Tool [Non-Combat] This spell allows the mage to form tools out of their arcanic power. This specialization is unique because the mage can construct sharp tools to extract materials or use to their advantage. These tools can be summoned at any moment by a skilled mage, and are used for strictly non-combat purposes. This spell, being purely utility will shatter the moment it is engaged in anything other than its intended use, and any strictly utility tool can be summoned, pickaxes, et cetera. Weapon: Sword [Combat] Sword allows the mage to construct a sword, ranging from the size of a dagger to a longsword. This spell is versatile in that the mage can construct a weapon to use against their enemies. This sword can be used in a number of ways, not only limited to melee weapon usage. Weapon: Bow [Combat] The mage can summon a single bow and call forth phantasmal arrows into their bow, launching them as projectiles which follow closely to the spell “Projectile: Bolt.” Upon crashing into an enemy, the arrow will pierce the skin, however instantly shatter afterwards. The arrow will not remain within the target, but rather inflict the damage and then disappear. This is useful for stunning and stopping enemies as they try and escape. Weapon: Spear [Combat] Spear allows the mage to summon a range of weapons that model the shape of a spear largely, these include staves, sticks, bo staff, et cetera. These weapons can be used in combat much like they would be conventionally. Spears can also be thrown by the mage levitating, in this manner, where a single spear is thrown magically, it will shatter upon impact after dealing necessary damage. Weapon: Axe [Combat] Axe allows the mage to summon forward an axe or hammer, depending on their choice and use such a weapon for cleaving and concussive damage. This is a blunt and powerful weapon that requires more focus to maintain than other weapons. Curiously, skilled mages are able to summon two of these weapons at the same time in some cases. Though they cannot let the construct levitate, and must use it as melee weapons or throw them mechanically. Weapon: Chains [Combat] Chains allow the mage in question to bind or restrict a target. This works by condensing wisps into durable chains which then proceed to float and wrap around a target, binding them either directly to the mage’s grasp or to the ground. These chains wrap around the target’s hands and legs, causing them to become immobile. Though the target can slightly struggle out of these chains with enough effort. If the chains are hit by any sources other than the target with weapons, they instantly shatter and can be severed. Weapon: Whip [Combat] The mage in question is allowed to construct two or one whips in either of their hands to use on a target. These whips will stretch a length of eight meters and can be used on people as the mage sees fit. These whips can be of varying length and size, depending on how much mana the mage expends. They can be used to lash out painful strikes. Red Lines While Arcanism has many feats and abilities open to it, and those who dedicate themselves to the many ways to manipulate it’s energies, there are certain conditions and red lines that must be followed through every single spell of magic. You may not cast spells that are out of your line of sight, as per evocation guidelines. “Sharp Arcanism” can be used at Tier 5 with the drawback of adding one emote to the charge up time. Shields, projectiles and weapons that shatter will act like shrapnel until it gradually returns to the void. You may not instant cast any spell in Arcanism. You must always emote fatigue when casting magic, even small ones would require the occasional drop of sweat or twitch of the fingers. Your aura colour is constant in your spells, multi-coloured spells are impossible. You must emote the conditions of your spells, and the state each evocation is in. Arcane Evocations do not share the same properties as the shapes or mimics they are trying to take after. It will not possess hot or cold properties, and the evocation will only take on the shape and appearance. The evocation is not a physical substance, rather it is materialized nothingness which produces auric light. You cannot use arcanism to let yourself fly or do things that are not specified in the boundaries of each spell. Shields are not completely impenetrable, mental magics like illusion will still go through the shield. Cannot cast forward constructs that offer a mechanical advantage (bridges, climbing ropes, etc). An arcanist cannot strike with weapons properly due to weight difference, as such a mage can never strike with a weapon for significant damage due to void induced weakness, leaving them only with basic technical knowledge of using their weapon. Tier Progression As is the case for most if not all magics, there are varying degrees of master and skill for Arcanism. As a result, each Tier is separated by Specialization with corresponding spells being addressed in each section of said Tier Description. Different Tiers are capable of different feats, and the higher a mage goes into the ladder of mastery, the more powerful magic they are able to cast. Tier 1: Novice Novice Arcanists are just beginning to develop their craft. They have just discovered the art and are being lead closely by their master teachers. These new mages are able to conjure only small amounts of arcane energy, and only chaotic amounts. As a result, they are focused solely around manipulation of wisps and small constructs. These mages do not have to pick a specialization at this point. Tier 2: Student Student Arcanists are beginning to blossom into better and more skilled magic users. With larger spells opening up to them, and the power to refine their spells into better forms, a teacher encourages the student to choose a Specialization at this point of their study. Teachers, exceptionally will show the students a sample of each specialization through their utility spells, and will let the student decide. Tier 3: Adept Adept Arcanists are beginning to show more promise and comfortability exploring a greater range of abilities in their respective specialization. As a result, these mages gain a lot of new skills at this stage. This is considered the “average” level for most Arcanists, and casting basic spells becomes of great ease for the mage. Tier 4: Expert Expert Arcanists have now the option to teach the magic to students. These experts live and breath arcanism, becoming quite skilled at the practice. They are able to learn and perfect more challenging techniques at the upper bounds of their specializations, while growing in great skill with their respective spells already. Tier 5: Master Master Arcanists are masters of their field, their specialization and overall magic. Masters are few and far between, but for those with enough grit to master this powerful and diverse magic, they are a force to truly be reckoned with, with some of their spells becoming arms to fatality in the right circumstances with planning. Purpose (OOC) The purpose of writing this magic is to provide the Arcanism community with a legible draft for the Lore Games rewrite. This is to iron out Arcanism better, it’s subtypes and how it is used. This was written with good intentions of honouring the Arcanism community by extensive outreach in the form of a Discord Groupchat, where all were welcomed to join on my forums profile in a status post. Citations (OOC) I must cite all those who contributed their feedback in the group chat or even made the effort to join. Those being Korus_Prime, Ayinthae, …. And so forth. If I missed a name, apologies. Additionally I cite BNK’s amazing lore that inspired this peace, as it is true that this is not too far from the original lore with just clarifications being more readily made. All those who are present in the rewrite discord group are also cited as contributing to the lore, by offering valuable feedback during the writing stage. Extra: Visualizations & Concept Art Here are some concept art for Arcanism enclosed in the spoiler. None of this art is owned by me and rights go directly to those who hold them as copyright holders. These images are intended under fair use for visualization of the abstract concept of Arcanism. Each image comes from Pinterest respectively, as such it can be reverse searched most likely for artist names. Please enjoy the pretty art I’ve gathered from these talented artists! Written by ZythusRequiem
  3. Update on that Arcanism Group, in just five hours I’ve completed a comprehensive draft complete with Specializations and what not, you might wish to see said draft, so do please join here and check the pinned messages. https://discord.gg/88BTEX

  4. Please add me on Discord if you would like to discuss an Arcanism rewrite. My Discord is ZythusRequiem#8897. Alternatively you can instantly join the group with this invite link: https://discord.gg/88BTEX

    1. Aelesh

      Aelesh

      Should get in touch with BNK if you haven’t already, I know he had a rewrite pretty much done. In fact, I believe he posted a draft somewhere.

      Edited by Tennallar
    2. ZythusRequiem

      ZythusRequiem

      Yeah I have invited him.

    3. ZythusRequiem

      ZythusRequiem

      Draft has been posted in the group.

  5. I would be lying if I said that lately I wasn’t feeling any guilt from certain members of Conjuration magic and the way they have reached out to me to voice their concerns. For these reasons, I’m implementing the following changes to buff and improve the versatility of Conjuration. While hybridization is yet to be added, I’m sure these changes are steps towards the right direction for the community and those who (some a tad aggressively) have reached out and voiced their concerns in their own words. Added the Factor: Binding, this factor essentially when applied to a Construct, or Summons, will in short allow the mage to keep the Construct or Summons active without active-casting. This factor when applied also extends the lifeform (if a Construct)’s tankiness to 10 hits before it will disappear, which overrides any defaulted hit tankiness. The one drawback is that this factor cannot be applied simultaneously with any other factors EXCEPT for Primordials. This factor is learnable at Tier 4, same as the old binding requirement. In some ways this exceeds the 5-10 range of spells for Slot 1 magics, but I could not proceed with this magic if it meant removing a fundamentally important part of the magic from the Lore. Reduced Emote Time on Aves, Insecta et Rodenta, and Mammalia to base two emotes. This is to adjust for complaints that this magic has been in some ways a “nerf,” rather than a clarification. I do not want to fundamentally change Conjuration, it’s power levels, or emote times in a way such that it becomes less viable, but rather preserve it with fair and equal mechanics. I felt that with all the possible applicable factors to these spells, a base of two emotes would be appropriate. Another thing I’m on the fence about is making hybrids accessible to the Construct class, then again I don’t know how this would fare with the combative restrictions Lore Games is focusing on. Nevertheless, those who have ideas to submit should continue to discuss here or pm me respectfully and I will be glad to find compromise between balance and new ideas. I remember @Tha_Mystery_Man wanted something “new” in this magic, and since I haven’t used this magic in game myself I cannot come up with original ideas necessarily. So let’s get brainstorming and talking more about this rewrite if you are interested in pursuing it. EDIT: Another thing I’m getting rid of is not letting Summon: Perennial & Summon: Morphon mix/match. Since why not, let’s have dogs with flowers on their heads. You can have animals with plant characteristics, but not the other way around.
  6. My personal problem, while hybrids are super cool, is that hybrids being in combat is against the grain of the grounds for the Lore Games itself. The purpose of this event is to ensure that lore is specific and there is little wiggle room for powergaming and everyone is able to understand their magic. Hybrids in combat, with the strict provisions and parameters being applied to meet the demands of the Lore Games, go against this grain. Hybrids have such a wide diversity, and because of that they’re great, truly. But this is why they should stick to utility purposes. Hybrids in combat may have provisional traits that “combine” advantages from the different spells outlined in this lore, however that does not mean each individual Construct is underpowered. Combining two Constructs from the two different spells would circumvent the entire purpose of the specific spell list. This would cause the same issues posed pre-Lore Games. I am not saying that Hybrids in combat are totally unacceptable, what I am trying to say here is that the sheer possibility of Hybrids in combat raises too many variables and combinations that it would defeat the purpose of it being a “Combat,” spell, which as stated in submission guidelines cannot be too free form and must have specific balancing mechanics. For all these reasons, it is my opinion that hybrids should remain in utility classes rather than combat classes. However, this does not disqualify Hybrids from being combat tools. Hybrids, given very specific boundaries could potentially be viable. I encourage you to brain storm with some other mages, if not you then other mages on this thread for reasonable restrictions for hybrids in combat if it is something that is really important to Conjuration mages. The last thing I want to see is Conjuration be denied for not having enough restrictions, hence why I’ve structured my lore in such a way to preserve both the creativity aspect of the magic as well as the combative viability of it.
  7. No, to my knowledge all submissions for the Lore Games are voluntary (there is no sole one person writing the lore for any magic). This is so that anyone can submit their work. Once it passes into the Loremag or something, I believe from then on to my understanding the lore is passed to a Community Vote. I’ve thus far submitted what I could out of the benefits that I want to see for producing some work. I believe by showing a draft to the community, it will highlight the important issues to members of the communities of the respective magics and mage community in general which pertain to these magics. One of my main qualms with the way the community is handling magic lately is that they talk quite a lot in the Lore Games discord, but no work is actually being done. With regards to the deadline approaching, I want as much work to be done as possible. And as such based upon my beliefs in this regard, I’ve submitted two magics for review such that I could perhaps encourage others to start writing their drafts and be more aware of the issues pertaining to the magics I’ve submitted for.
  8. I reviewed this and the corresponding Lore Addition from the pre-Lore Games and I found that Bound Conjurations would not fit properly into this lore, since the upper boundary of 10 abilities has been reached. However, that said I encourage you and others who feel the same way to draft a piece of lore for this. It does not have to directly reference my Lore, but it should cover the bases between Transfiguration and Conjuration roughly based off themes. Unless you feel that it is imperative for it to be added into my draft, I can try and work something out when I’m feeling less drained and exhausted. I’ve heard so many complaints from almost every magic and non-magic user about having combat spells that are 2 emotes or less. This is due to some of the other mechanics in RP, so generally I base every Construct spell by 3 emotes unless it is naturally more taxing. I felt that this was not a nerf, but rather a clarification. I disagree. While there are more combat spells, it is because they are nercessary. The Summons Category remain exactly if not very similar to the same degree as they were pre-Lore Games. This is because I’ve defined the two spells in this category, which have free reign over the Morphon and Perennial Classes granted they follow specific and universal redlines as to what can be summoned. These diverse uses have nearly unlimited utility uses. Just because they are only two spells out of the ten, it is because there is no necessity for more with respect to the limits of the freeform natures of them. I would love to hear some suggestions and maybe I can find a way to incorporate them into spells. The reason I’m holding off on Binding right now as well in part is because it relies partially on Transfiguration Lore, and as of current I have zero idea of what that might look like in a draft. Thus, since I’ve never had any IG interaction with Transfiguration (I have interacted with Conjuration before), I have no clue how it would impact this implementation. I want to add Bound Conjurations, but I simply lack the proper foundation lorewise with no knowledge of what Trasnfiguration could potentially look like in the future. If you could suggest some ways to implement Bound Conjurations without infringing on the spell cap, I would love to hear your suggestions.
  9. Thats the whole point of a Lore Submission before it is put into the Loremag? People are more than welcome to give their constructive feedback which I will do my best to rectify. Since this is your second, aggressive post, and you’ve offered nothing to the table as the representative of the community until another person comments, I don’t see any reason why you’re still commenting. This thread is not fixed, it is open to change. If you have an issue or want to fix something, explain it here and I will address you appropriately. The Mystery Man did this politely and constructively, and when I am done my physics and math homework I am going to work on his feedback. While you have been aggressive on this thread, you are still welcome to submit your feedback. I do not see why you’re taking this as such an attack. This is pre-Loremag stage and as a result it is open to change, and Conjuration users are very, very welcome to voice their thoughts and opinions on this draft.
  10. Hybrids are still present in the Lore under the utility evocations. However the rest of the highlighted issues will be addressed promptly when I get home.
  11. I didn’t make the rules. I don’t have a Conjuration MA or access to the chat. Let it be put to the community vote, I had an idea and submitted it. It’s not my fault if you and whatever army (conjuration users) are making another rewrite at the same time if I couldn’t even figure it out. Also what I have experienced is that these community rewrites are exponentially inefficient and fail to produce a timely draft or product. Take it or leave it. I’ve found that when you find something wrong with a piece of work you offer reasons to correct the piece of work rather than being needlessly negative.
  12. Origin Conjuration is a peculiar and complex magic. It draws it’s roots and inspiration from the first Elemental Evocations, and took this concept and pushed the boundaries of it. Ever since the first Evocationists of the Elements displayed their magics, those who wished to delve deeper into the art of voidal construction have followed in tandem. Conjuration is the art of drawing and creating life through the void itself. The early Conjurationists of the world, were only able to create small, perennial and benign plant constructions, but ever since the art has evolved it has grown wildly more diverse, where now summoning living creatures is a possibility of the magic; and even living creatures mixing flesh with the elements themselves. Magic Explanation While exhausting and hard to master, those who seek out Conjuration will find and learn. Conjuration, as stated, is the art of drawing life itself from the bleak and empty void. Thus those who use this magic require mana to fuel their constructs. Unlike the other Elemental Evocations, while Conjuration is of the class of Voidal Magics, within the subclass Evocation, it has some distinct differences and unique mechanics. Conjuration takes up [1] Magic Slot, it is not a feat. Conjuration requires a connection to the void, and mana to cast. Conjuration is of the class of Voidal Magics, within the Evocation subclass. Conjuration can be learned from users possessing a valid [TA]. Conjuration users must have a valid [MA]. Conjuration is harder to learn than other Evocations, and more exhausting to cast, subsequently making it more complicated than other Evocations. Spell Types Conjuration plays host to a wide variety of possibilities, permutations, combinations and diverse situations for it to tackle. As a result, this system needs categorization. For the spells that are included within the magic, each has it’s own “category.” These categories define the general niche of the spells under it. Each spell in conjuration has one category it follows. The categories are as follows. Factors: These are the types of spells that can be “applied” to other spells. Factors will double or triple summoned animals, or create Primordials of other spells. Factors usually have an emote time of +n; where n is any whole number (0,1,2,...), which is applied to the spell it is being applied to. Factors are unique, because they can infuse other spells with effects, some factors will have “cooldown” timers to balance them. This excludes primordials, however, uniquely enough, Primordial Factors require a knowledge and ownership of the ability to cast the corresponding Elemental Evocation OR Arcanism. Summons: Summons are spells that are capable of summoning any animal or plant with minimal restrictions. These animals are able to be used in a utilitarian sense and cannot be sustained during combat whatsoever. Summons will completely be destroyed the moment they are attacked whatsoever since they do not have as much mana imparted unto them. Summons also, unlike Constructs are more creative, and thus some Conjurationists have “fused” animals, plants, and other species likewise together to create new and unique forms of life. Constructs: Constructs are spells that can summon any animal or plant with heavier restrictions, however Constructions, while harder to sustain are capable of taking hits in combat, unlike Summons. This is because Constructs are imparted with larger amounts of mana than Summons. Constructs, unlike Summons, cannot be “fused” together and must maintain to a single species of a lifeform. Evocation Types Likewise with the Spell Types sections, there are many different combinations of possibilities for Conjuration. There are also many different varying forms of life. The current forms of life that Conjurationists have master over are animals and plants. These forms of life are very basic and essential to understand, however, a third form of life exists. Primordials. Each spell in Conjuration corresponds to one of these types, and should be understood as “do’s and don’ts” for evoking life. Additionally, as an evocation, all summoned creatures or life is under the SOLE control of the evocationist. Perennials: The most basic of the three types, Perennials allow Conjurationists to evoke basic plantmatter. This can range from vines, flowers, bushes, trees, etc. Plantmatter can have a variety of uses, and since it is the most basic type it is also the type that is the least exhausting on the mage. Morphons: Morphons are used to refer to as animal matter. Animals are more complex systems of life, thus to create them it would naturally require more time, and mana. This mana is used to assembling each particulate system in the animal in order to complete the spell. Primordials: Primordials are factors which can be applied to either Morphons or Perennials. They are elemental evocations OR arcanism particles which weave into plantmatter or animalmatter. This effectively can create animals or plants made up of a specific element. Such an example would be a bird composed of completely water or fire. Learning Conjuration To learn Conjuration is a complicated process. Certainly it is to be more daunting and challenging than an Elemental Evocation, or even a basic Alteration magic. Conjuration requires absolute understanding of each lifeform a mage is supposed to evoke. Precise anatomy and taxonomy for perennials and morphons alike must be understood by the mage to create the picture in the void to draw from subsequently. As a result, those who tap this meticulous art are often biologists in the making, who meticulously understand the function and anatomy of a wide array of lifeforms. Conjuration students must seek out a teacher to instruct them in the magic first of all, and from then on they may progress through the Tiers of Master from 1 to 5. Conjuration follows standard progression times. Casting Conjuration Casting Conjuration requires as stated above, knowledge of particulate anatomy and focal points of a lifeform the Conjurationist is trying to construct. This knowledge of anatomy allows the mage to construct the image of the lifeform they are trying to create in the void, which they will subsequently draw into the real world. Upon drawing this construct into the real world, they use mana to sustain it. At all times must a stable voidal connection be maintained to keep the construct in the void, if the connection is broken in any way, it will return to the void Spells and Abilities Conjuration possesses a myriad of spells and abilities to call upon and choose from for the discriminating mage. These abilities and spells correspond strictly to the subsection under Magic Explanation titled “Spell Types.” Each spell will be prefixed with this specific type, and for more information on the class of spell it is in, refer to the subsection above. Factor: Doubling [Non-Combat OR Combat] The Doubling Factor allows the mage in question to double the amount of animals or lifeforms summoned by any of the spells in Conjuration. This is with the sole restriction of not being able to apply this Factor to the spell “Construct: Sentienta.” To double the amount of lifeform(s) on this spell would be too taxing on the mage, for even the highest tier, since sentient animals are some of the very most complicated forms of life. Factor: Tripling [Non-Combat OR Combat] The Tripling Factor allows the mage in question to triple the amount of animals or lifeforms summoned by any of the spells in Conjuration. This is with the restriction of being unable to apply this factor to the spells “Construct: Insecta et Rodenta,” and “Construct: Sentienta.” To triple the amount of lifeform(s) summoned by Insecta et Rodenta which is already at a base swarm summons of 5 lifeforms, would be too taxing on the mage. Furthermore, to triple the amount of lifeform(s) summoned by Sentienta would be extremely taxing, and impossible. Factor: Primordial [Non-Combat OR Combat] The Factor Primordial allows the mage in question to apply the factor of altering any lifeform from any spell in Conjuration to be shifted towards a primordial form. This allows the mage to infuse the lifeform with their prior knowledge of an elemental evocation or Arcanism. This spell can only be learned by a mage who has at the very minimum learned 1 Elemental Evocation OR Arcanism. The Primordial Factor would then correspond to the spell elementally with their learned evocation. Only a Fire Evocation user + Conjuration user is capable of producing Fire Primordials, and vice versa. Factor: Binding [Non-Combat OR Combat] The Factor of Binding uniquely allows a mage to conjure a life form and keep it active indefinitely. This applies a more “pet” feel to the target lifeform. While other conjuration spells are only active for a certain amount of time, and have arguably more limitations, such as relying on the mage for too long, a mage of good skill can weave a larger amount of mana into a select spell of Conjuration to allow it to remain active indefinitely until it is either hit with too much force, or killed, depending on the applied spell. The only drawback is that applying this factor to a life form prevents the mage from conjuring any other life forms while it is active as it draws small amounts of mana perpetually, but allows the mage’s mana to refill in just the right intervals for it to remain active. Summon: Perennial [Non-Combat] The Perennial Summons allows the mage to summon any lifeform that is made up of primarily plantmatter from the void which they have studied. This spell is freeform, and mages are allowed to be creative and “mix and match” lifeforms to produce a specific result. This spell will only work out of combat, as the moment anyone attacks the lifeform it will instantly return to the void. Mages cannot summon plantmatter that exceeds the mass of a grizzly bear, however, plantmatter summoned can be easily mobile and can be used for a range of utilitarian purposes. Mages are not limited with this spell as to what they can summon as long as it remains within Perennial restrictions. Summon: Morphon [Non-Combat] The Morphon Summons allows the mage in question to summon any lifeform that is solely made up of primarily animal matter from the void which they have studied. This spell is freeform, and mages are allowed to be creative and “mix and match” lifeforms to produce a specific result. This spell will only work out of combat, as the moment anyone attacks the lifeform it will instantly return to the void. Sentient life is included in this spell, however do not expect Tier 1 mages to be summoning large animals and sentient life on their first day. Relative skill with this spell scales directly with Tier. Mages cannot summon animalmatter that exceeds the mass of a grizzly bear, however, animalmatter summoned can be easily mobile and can be used for a range of utilitarian purposes. Mages are not limited with this spell as to what they can summon as long as it remains within Morphon restrictions. Construct: Plantae [Combat] Within the Conjurationist allows the ability to call upon plantmatter for use in battle or combat situations. The mage is able to summon specifically plant matter that will aid them in battle. This plant matter can be mobile, such as vines to whip a foe, or roots to entangle them. As a construct, if the matter is attacked with weapons, it will remain in existence for a certain amount of time. Since plantmatter is easy to summon, as long as the mage understands the plant anatomy, they are not limited as to what plants they can summon for use in combat. However, they cannot mix and match plants to create new combinations and are limited by the species of a plant. Construct: Aves [Combat] Within the Conjurationist lies the ability to summon avians or birds to their aid in combat. Construct Birds are capable of flight, and mages are able to use this anatomical feat to their advantage as long as the bird remains within sight. Summoned Birds are often used for sentry roles, if a mage needs to scout out a certain area. While mages cannot see through the eyes of their evocation and it cannot leave their sight, they can use it as a distraction should a threat be imminent from a longer distance with larger mobility. Mages may only summon one species of bird to their aid and it must not be larger than a grizzly bear. Construct: Insecta et Rodenta [Combat] Within the Conjurationist lies the ability to summon forth a swarm of small insects such as bees, mosquitos, or rodents like rats and mice. The mage may only summon at a base, 5 of these species, and they may be only one species (meaning only five rats, five bees, etc.). These creatures can be used to inflict light damage upon an enemy with stinging, biting, and scratching of the sort. This swarm of animals will all act as one in tandem together, and this spell cannot be applied with a Tripling Factor. At the very most with factors, is it possible for a swarm of ten to be summoned. Additionally, at the mage’s choice, they can also call upon a single insect or small rodent. Construct: Mammalia [Combat] Within the Conjurationist lies the ability to call forth a single animal that corresponds to the mammal taxonomic classification. Mammals are typically animals which are seen on land. Examples would be wolves, tigers, et cetera. The mage cannot call upon an animal larger than a grizzly bear, and they must understand the anatomy of the animal internally and externally before attempting to summon. Mages can only summon a single species of mammal to their aid in combat. Mammals are often used for their abilities on land and depending on the species, ability to defend and attack. Reptiles and amphibians may also be called upon in similar tandem. Construct: Sentienta [Combat] One of the most taxing abilities for a Conjurationist is to call upon another very Descendant or sentient race. To call upon such for use in battle would be of great aid indeed, and while these are by no means true sentient people, with unique souls and autonomy, they succumb to the will of the mage. To do so, one must have sophisticated knowledge of the sentient race they are trying to reproduce, and once this is accomplished they may call upon the lifeform for use in battle. Any race that exceeds the size of a grizzly bear cannot be called upon, and mages cannot mix and match species with sentient races. Red Lines With all magics come reasonable restrictions. While many spells share some or a few red lines in their specific restrictions, Conjuration holds a larger list of Red lines that must be abided for all spells in it’s compendium. Breaking any of these red lines (as well as spell specific ones), is grounds for powergaming charges. Conjurationists do not have infinite mana, they will get exhausted as their skill scales with Tier RELATIVE to the size of the animal they are trying to construct. You must emote exhaustion in every spell, even Tier 5 Mages. All conjured matter must remain within the Line of Sight of the mage, or else it will return to the void. If a void connection is disrupted (distractions, blocked sight, physical hits, etc.) the evoked matter will return to the void. Evoked life is not permanent, see mechanics for what is acceptable regarding hit sustainability and full channel times for combat spells. While having any Morphon Construct “fight” for you, the mage effectively becomes detached and immobile. Such that the fight doesn’t become unfair for the opponent. The fighting animal must be completely focused upon and controlled by the mage, as it is being fuelled by their void connection and mana. Any distraction from this focus, will subsequently break the spell and end the animal’s existence in the world. Any conjured lifeform, or the sum of the sizes of the conjured lifeforms if a Doubling or Tripling factor is applied, scales with the size to the mana cost, additionally, the sum of conjured lifeforms can never exceed the size of a grizzly bear. A mage may only have one lifeform active at once, UNLESS a doubling or tripling factor is applied to the spell OR the spell states otherwise. Tier Progression It is a fact of life that some are more skilled in certain things than others, though with enough grit and determination, anyone can become a master. Conjuration abides by a Tier System from 1-5 where 5 is the point of Tier Mastery for the magic. Tier 1 mages are new, and will get way more exhausted, with lower mana and power than a Tier 5 mage. As such, size of a conjuration and the type of conjuration scales directly with these conditions. Tier 1: Novice Novices of Conjuration are only beginning their studies. Their focuses are on being able to conjure simple Perennials of small sizes. These new mages often get very tired very easily and need to be walked side by side with their teacher, providing them with training wheels as they focus on improving their void connection. Novice mages are unable to use Morphons, and may only be able to cast small flowers by which they are beginning to study and develop a formula for learning of new life forms. Tier 2: Student Students of Conjuration are beginning to delve into Morphons and expanding on their ability to conjure Perennials. These students are able to do more impressive feats, however their mana pools are still easily drained. Like a waterfall when they cast, it is very common for students to be out of breath at the simplest of Morphon conjurations. Though as time goes on, their endurance and power grows steadily. Tier 3: Adept Adepts of Conjuration are formidable now and have moved past the Student stage. Now they are more frequently seen casting without their teacher, however due to the high weighted nature of Conjuration, adepts may find slight struggle in maintaining their mana reserves when casting. However, this aside, they can conjure more powerful morphons which should provide to them to be of some usage in combat. Adepts are also beginning to explore Factors if they are privileged with prior knowledge of an Evocation at this stage. Tier 4: Expert Experts of Conjuration are growing more sophisticated with a larger breadth of anatomical knowledge and creatures to draw inspiration from. They are sophisticated in their use of morphons and perennials and are expanding their studies into the elusive Factors spellset of Conjuration. They are beginning to conjure more creatures, with larger sizes, however as they reach this upper limit their mana pools deplete as if they were a student. While they can conjure reasonably sized lifeforms with ease (up to the size of a golden retriever), they are still building with conjuring larger ones. Experts may also choose to teach these art to students now. Tier 5: Master Masters live and breath Conjuration, with great command of all of the available spells to Conjuration (should they possess another Evocation) and sophisticated power over the Morphonic and Perenialic conjurations they have devoted six elven months towards mastering. These breathtaking users are able to pull of stunning feats as they reach the upper bounds of the magic, including conjuring sentient races. While they are a sight to behold, they still are limited as they approach the upper bound and may struggle slightly. Though formidable, an expert is rare. Purpose (OOC) This Lore is to serve the purpose of providing a legible draft and Lore piece for the Lore Games to cover the magic of Conjuration. This was written in order to help further the process, and since I had an idea for structuring the Lore of Conjuration. With due luck, hopefully this is a legible piece. All criticisms and comments, additions, etc. are welcome in the comments and I will try my best to address them and add anything that the community feels should be added before it is reviewed by the Story Team. Citations (OOC) I do not play a Conjuration Magic user myself, although I enjoy the magic from an outsider’s perspective. After doing extensive reading on the wiki and through the forums on existing pieces of Lore, I’ve put together a rough mental outline for myself to base this lore off of. I felt though I did not change much except for the way that the spells were structured and the addition of the ‘Spell Types,’ however, thus this goes to say I’ve reused concepts from old Lore. Written by ZythusRequiem
  13. I loved your insights, @Booklight12, and went ahead and updated some sections of the Lore to acknowledge this intermingling factor. If there is anything else you’d like me to add, let me know.
  14. That would be fun but with current and pre-existing red-lines, I’m afraid that’s not possible.
  15. @HurferDurfer1 EDIT: Mb that should be 120m/s, got the units mixed up.
  16. Origin For as long as the Descendants have walked upon ground, there have been those who have wished to explore the mystical, and the elements. Yet the Descendants were not always born with common abilities that allowed them to twist the environment to their cause. Thus, the clever Descendants found a way to circumvent this. This circumvention uses the Void, an arcanic canvas of inspiration and infinite possibility. Those who’ve studied the void and learned it’s principles, have been able to master Evocation. Air Evocation follows tandem in this similar inspiration, ever since the first Fire Evocation user summoned their first flame, other soon to be revolutionary mages watched in awe. These first users of Evocation set out to discover their own elements, and learn how to create them in the void. The first time virgin voidal air touched the world at the hand of these early mages, was when Air Evocation was born. Magic Explanation Air Evocation is one of the less frequently seen evocations by the descendants. Those who use Air Evocation have however, ironically, some of the most flexibility when it comes to the five evocations. Evocation itself is the art of drawing elements and matter into the world, from the Void, for usage by the mage. As a result, it is the Void that powers this magic alone. Air Evocation takes up [1] Magic Slot; it is not a Feat. Air Evocation requires a stable connection to the void, and mana to cast. Air Evocation is of the class of Evocations that exist within the Voidal Magic class. Air Evocation can be learned by teachers possessing a valid [TA] for it. Air Evocation users must have a valid [MA] to use it in game. Learning Air Evocation In order to actually use Air Evocation, one must go about the task of seeking out a mentor for tutelage in the magic. This is so that the prospective mage can use their magic properly and without disastrous consequences. To learn evocation, once a teacher is found, one must create a connection with the Void. The Void is what powers the magic, and thus to create air, they must focus on learning how to do this connection quickly and on demand to cast. Air Evocation users must then understand the properties of their element, how it interacts with the world in order to properly create it. They must also learn how mana works, and how depleting their mana which sustains their element will bring about certain disaster. This magic is learnable by most of the Descendants who have not blocked out the void by any possible pre-existing magical or non-magical modifications. Air Evocation follows standard progression times. Casting Air Evocation The casting process for Air Evocation and most Evocations is relatively simple. In order to use the magic, one must of course form a connection with the void and use their mana to manifest the element they create in their voidal minds to bring it into the world. They can then use this mana to manipulate their element in any way they wish. In order to keep their spells in motion, mages must maintain their voidal connection. This connection can be broken with loud noises, disruptions, physical attacks. Should the connection be broken; the mage cannot cast and all the magic they have summoned into the world ultimately returns to the void, since you cannot create something with nothing. Such is the price a mage pays with mana, the resource mages use to sustain their evocations and magic in the world. This mana, is not infinite, and inflicts fatigue on the user (sweating, twitching, etc.) the more the user uses it. In extreme cases, where mana is completely depleted, mages will be left extremely vulnerable, and near-death even Properties of Air The properties of Air must understood by all Air Evocation users before they attempt to cast their magic. Air is for one, colourless, odourless, tasteless, and gaseous. Air exists around everything and everyone that walks about the life giving world. To truly understand air, mages must experience air. This can be done through numerous activities, such as: visiting high mountain peaks where air exists in different concentrations to notice the difference, getting hit with blasts of air to feel the might of air in large amounts, studying air academically in different environments, tracking and recording how it behaves with changing conditions (like temperature, etc). Due to the many properties of air that it can have on the environment, when Air Evocation is cast it can have a plethora of “creative “ uses. These uses may include stirring up water in a cast “Twister,” to put out a fire, or casting “Twisting Air” over a mass of sand to daze and stun an opponent. Since Air Evocation has this environmental “mingling” factor, it can be used in numerous different ways due to it’s versatile properties to create unique and interesting combinations with the environment. Generally speaking, the properties of air are as follows: Air moves faster when heated, and rises when hot, falling when cold. Air is a colourless, odourless, gas. Air can exist in different pressures and concentration states. Air has mass, and weight. Air can exert pressure on objects and cause motion, as well as resist motion. Air can control the motion of some small objects when properly condensed and focused. Air abides by the Law of Diffusion, meaning highly compressed air will produce a higher force to a region of less air when it is released. Spells and Abilities Air Evocation possesses a myriad of different uses, considering that it is one of the more creative magics. That said, there are limitations with Air Evocation, especially in combat. Air Evocation can be used to dust houses, clean rugs, cool people off, as well as stop projectiles, and create torrents of wind to send enemies backward. Breeze [Non-Combat] This spell is used to conjure a small and benign mass of air from the void which can be used for a variety of non-combat purposes. These purposes include but are not limited to: dusting off counters, cooling people on hot days, and general aesthetics. This spell is meant to be used as a utilitarian spell and should not be used in combat. Breeze can have minor temperature alterations. Twisting Air [Combat] The mage collects a standard amount of air and compresses it into a spherical twisting shape. The mage then throws this twisting shape forward and releases the compression, sending a twisting torrent of wind that causes projectiles to be knocked away if caught in the twisting wind, as well as any person hit by it to be staggered backwards and disoriented momentarily. Twisting Air is in principle an “air ball,” and can be used as such. The spinning air that results from the spherical shape can provide to be pretty troublesome for debris. Windguard [Combat] The Evocationist calls forth a large amount of air from the void. With this summoned air, they construct a “wall of wind” of sorts to deflect any projectiles and deter any fiends. This summoned air can be projected in two forms. Windguard allows the mage to create a wind current that surrounds them, plus a few allies. This Windguard allows them to be safe from projectiles which get thrown around in the current, and prevents attackers who similarly will be thrown backwards by the spinning winds. Air Burst [Combat] The Air Evocation mage summons forth air around their body, compressing it into smaller spaces around them until they release the compression. Upon releasing the compressed air, the mage sends out a fearsome burst of wind which staggers all those caught in the area with great force. Air Burst can also “pull” small debris, such as sand, rocks, and dirt into the condensed wind for the mage to launch at their foes, potentially inflicting more damage. Twister [Combat] The mage can summon forth a mass of twisting air around them, which mimics the motion of a tornado. While this spell is not a real tornado, nor does it have a visual effect other than causing things to be dusted around, it can be moved around unlike windguard. Twisters can be sent in a specific direction, causing all that gets caught inside to be disoriented and distracted. Twister is best used to disorient groups of people while remaining mana efficient. Those caught within the “twister” will be unable to leave for a few emotes, and “trapped inside.” Soften Impact [Non-Combat] Soften Impact can be used to conjure forth an “air cushion” of sorts when an object or individual falls from a large distance. Soften Impact is generally a utilitarian spell, as it cannot be used in combat. Soften Impact will prevent injuries if an individual is falling from a large height, it works by conjuring an updraft of wind at the target destination and around the mage to soften the impact when they hit the ground. Soften Impact can also work on objects, to prevent delicate items from breaking. Windspeed [Combat] Windspeed is a spell that enables Air Evocation users to cast a small draft of wind on a target, remaining within the line of sight at all times, to increase their mobility and speed. This works by creating small pushes of wind on the target. Windspeed also enables targets to move in longer horizontal distances when they jump. Windspeed does not affect vertical motion whatsoever, and cannot make targets fly. Temperawind [Combat] This spell allows air mages to conjure a mass of air around them that has no offensive or defensive capability, and exists solely to occupy space with a modified temperature. Air mages cannot conjure blizzards with snowflakes or systems of air that would require large amounts of other elements. The mage can only move the conjured air around slowly. Temperawind can also be used to conjure minor fog and mist, due to humidity still being a factor of air, this degree of water particles is enough to possibly douse a fire. Inversely, mages can also use Temperawind to create zones of extreme anti-humidity. Wind Pillar [Combat] Wind pillar is used as a primary disarming spell. Wind pillar works by conjuring an intense upward draft of wind around the single target in a pillar type motion. When it is cast, the target experiences a dramatic blast of wind from the ground and up, and any objects they are holding (unless they are fixed and attached to their body), will be thrown around and moved upward in the pillar, causing them to be disarmed. The said objects being held, will land some distance away from them, but never in the mage’s vicinity. Wind pillar will also temporarily immobilize a target for one emote. Gusting Wind [Combat] Gusting Wind is the general “bread and butter” of Air Evocationists. Gusting Wind is as simple as it gets, with this spell, mages can summon a brief current or gust of wind at someone, causing them to be staggered backwards. This gust of wind also knocks nearby objects that are not fixed to stationary objects around in the gust chaotically. Gusting Wind can also be used in tandem with the environment to knock debris into the gust of wind, potentially inflicting more damage (such as sand, dirt, rocks, etc). Red Lines Air Evocation possesses universal limitations that all mages must abide by when using the magic, or else they may be breaking the lore of the magic. As a result, these are limitations that apply to all spells and uses of Air Evocation, if they are not already listed. Air Evocation users cannot evoke anything in a range that is out of their line of sight. Air Evocation users cannot finely control objects like a telekinetic; only “roughly” launch debris. Air Evocation users cannot control air that naturally exists in the environment, and can only control air that is called forth from the Void. Those affected by Air Evocation spells cannot typically hold on to something and avoid being pushed back by the spell, negating it’s impact entirely. If an Air Evocation spell is cast on you, the winds are oriented in such a way that the effect always is held for the conditions specified. Powergaming against the spells will not be tolerated. Once Air Evocation is finished casting, or the caster’s connection is broken, all spells, magic, and evoked matter returns to the Void. Air Evocation is not able to block large, heavy, objects like boulders or fast moving objects that approach the speed of a bullet. Tier Progression Master mages to fledgling students, all those who command this magic succumb to varying levels of skill and ability. For the times required to reach each Tier Progression, see the flowchart under “Learning Evocation.” Tiers rank from a scale of 1 to 5, where 5 is the Master Tier, and 1 is the beginner tier. Additionally, the amount of magic that can be cast scales with this tier system, where Masters have larger mana pools and students are much more easily exhausted. Tier 1: Novice The Novice Air Evocationist is just beginning to start out and refine their early craft. Under the careful mentorship of their teacher, as evoking Air at this stage will prove to be a very daunting task for even the smallest of spells. The Novice additionally has a small mana pool to work with, this leaves them only being able to do minor, non Combat feats. Hence, why this Tier only has access to Tier 1. Their spells are small and minimal. Tier 2: Student The Student of Air Evocation has gained a few more skills by refining their craft. At this stage in their practice, they are able to cast larger instances of air and evoke more quantities of air. However, they are still limited by their fledgling status. Thus, only one combat spell is available to them at this stage. The ranges for a Tier 2 student are quite small, and only small amounts of air can still be evoked. Tier 3: Adept The Adept user of Air Evocation has managed to move past the two fundamental student phases and under their teacher’s guidance, develop a craft for them self. While still new to the world of magic and evocation, they can only evoke small amounts of air with medium strain and their spells are minimal in sizeable effects, they have access to a greater plethora of abilities that could help them in the case of conflict and dispute. Tier 4: Expert The Expert commands voidal winds with heightened skill above their student and adept lessers. The Adept is now capable of accessing more utilitarian spells and producing a greater quantity of air from the void, they are capable of casting more air and larger spells than Tier 3. The Expert becomes a larger force on the battlefield if the case warrants such, with less strain and fatigue befalling their way when casting the essential combat spells. Perhaps at this stage, Experts may consider teaching students of their own. Tier 5: Master The Master is the best of the best out of all the Air Evocation users. They can evoke larger quantities of air, causing spells of great size and proportion, and cast spells with ease. The Master is a force to be reckoned with in the many situations an Air Evocationist can apply their skills towards. Masters have accomplished some of the most challenging feats of Air Evocation and put them under their belt. Though masters are still limited by mana, as all mages, they are able to resist more fatigue and perform more daunting feats. Purpose (OOC) The purpose of writing Air Evocation is to provide a legible draft and idea for the magic as it currently stands. This is to replace the current Air Evocation and provide more specifics on the do’s and don’ts with Air Evocation as such is the policy of the Lore Games currently. Since this piece of Lore is written in order to provide a draft, it is likely needing modifications. As a result, I am open to feedback. I wish to see Air Evocation put into an acceptable product as soon as humanly possible, without rushing and sacrificing quality. Citations (OOC) As I was writing this Lore I consulted the Lore Games Discord Evocation chat multiple times by Ctrl+F’ing “Air Evocation,” as well as asking for feedback from it’s members. Jenny_Bobbs provided useful feedback on this lore primarily regarding the spell “Twister,” and the Haelun’or Discord also had a look at this Lore and complimented me. Thus, from these sources I would like to acknowledge them. Additionally I consulted the spoiler’d lore pieces below for guidance on acceptable norms in Air Evocation, and finally my own knowledge as a user of Air Evocation. Much thanks as well to all the consultants in the comments of this Lore who have passed thoughts and ideas (such as booklight12). Written by ZythusRequiem
  17. [[OOC]] IGN: ZythusRequiem Discord [Optional]: ZythusRequiem#8897 - [[IC]] Name: Lydor Miravaris. Race: High Elf. Age: Fifty-two. School(s) and Certifications applying to: The School of Magic Master’s (or Bachelor’s if needed as prerequisite) Certification of Magical Ability in the Arcane Master’s (or Bachelor’s if needed as prerequisite) Certification of Magical Ability in Transfiguration Associate’s Certification of Thought in Voidal Theory Magics known prior: N/A. Are you interested in teaching, should you complete a degree?: Possibly. Do you accept the rules and regulations of the Eternal College and of Fi’halen?: Yes.
  18. Hey there, I’m new to LotC and I’m looking for someone who can make me a good high elf male skin. I’m just getting started and I looked at the race lore for the High elves and I thought it’d be fun to play one, so that said if anyone could help me out and make me a skin for a high elf male I’d be thrilled. I can send references, colors, etc. and specifics to anyone interested, if you are interested in skinning for me simply reply before. If you wanna work out a price that’s alright since a friend will be helping me pay. Thanks ^_^
  19. ZythusRequiem

    ZythusRequiem

    @Lukariatias made the edits!
  20. ZythusRequiem

    ZythusRequiem

    Born to two parents, Johnathan Wendell and Maril Wendell, Markus Wolf Wendell was conceived. During his conception, his parents were much looking forward to baring children as Markus would be their firstborn. During his most youthful years, to which he struggles to recall, Markus was a playful soul. When he reached just before his adolescence, he was invited to study under his father the art of tact. As per traditions, Markus willingly studied under his father's wing until he reached the age of 16, where he then made the choice to venture out into the world. Markus has ambitions to travel the world and experience Arcas’ many wonders. Since then setting out into the world he has been from settlement to settlement but finds the nature of the Dominion to be a particularly nice waypoint for him. Markus also has a mild interest in magic, particularly of the void calibre. He finds the study of manifesting these miracles particularly interesting, but also has ambitions one day to pick up a sword and learn how to fight in many different styles. While appreciating knowledge, and warfare, Markus doubles as a bookworm and fighter. But from time to time, it is not common to see Markus running from library to library and settlement to settlement, searching for unique tomes and knowledge.
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