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  1. - Lightning Evocation - Origin/Background The phenomenon of lightning has long fascinated Descendants - devastating, ethereal, and impossible to capture, it was once the basis for one of the most devastating Voidal arts; Lightning Evocation. But like lightning itself, this ancient art once disappeared in the blink of an eye, and when it did, it did not return for generations… Centuries after the art of Lightning Evocation was lost, master Magi Sulieronn Ashwood and Ayche joined forces in a combined attempt to rediscover it. Though both magi had spent decades or centuries trying to rediscover the art separately - during which time Ayche managed to accomplish something close to Lightning Evocation in appearance, if not effect - it was in Hohkmat that the two magi finally succeeded. As the only two magi to survive the catastrophic expedition to the Voidal Hollow, during which they witnessed naturally occuring Voidal Lightning, they were able to form new theories based on their experiences to develop a new form of evoked Lightning, with properties both familiar and entirely new. “Brilliant, isn’t it? The feeling of lightning at your fingertips?” - Sulieronn Ashwood Magic Explanation Lightning Evocation is, in its most basic form, the summoning of Voidal Lightning. This long-lost art wasn’t so much rediscovered as recreated, and the spells - and the properties of evoked lightning - now function differently from the Lightning spells of ages past. Lightning Evocation takes up [1] Magic Slot. Lightning Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered lightning evocationist with a valid [TA]. Lightning Evocation requires a stable connection to the Void. In order to cast Lightning, one must understand the basics of Voidal Lightning. Voidal Lightning is not quite the same as real Lightning and does not necessarily behave in the same way. Spell descriptions take precedence over real-world physics or logic. [ The Basics ] Though it still holds some properties that match old Lightning Evocation, Voidal Lightning behaves differently after its rediscovery. While natural lightning strikes with an immense amount of heat, Voidal Lighting usually strikes with minimal heat; in most cases, it cannot cause meaningful burns without expending Static charges from previous spellcasts. Instead, it applies a strange form of static, and occasionally raw concussive force. Generally, this lightning travels with immense speed. Ranged spells (Lightning Bolt, Chain Bolt, and Thunderous Strike) will travel nearly as fast as normal lightning towards their targets, requiring one to either place something between themselves and the caster before the lightning is fired, or to teleport after the lightning is shot in order to avoid its effects. Thankfully for those on the receiving end of such spells, all of these fast-traveling spells require the formation of a highly visible mana anchor on the target, which produces harmless but impossible-to-miss glowing sparks. Lightning strikes with minimal heat naturally, though it will occasionally release heat by expending Static charges. Voidal Lightning can apply concussive, blunt force when described in a spell description. When a spell is listed as a “Bolt”, it means that it will travel nearly as fast as Lightning. Rather than dodging said attacks, those targeted will have ample advance warning in the form of a sparking anchor. Should one wish to prevent themselves from getting hit by a “Bolt” spell, they must either place a large object between them and the source of the lightning (like a building, tree, or other person) the emote before the lightning is cast, or perform an action that allows for an instant dodge, like Teleporting, the turn the Lightning is cast at them. Ducking behind metal bars or grates would also suffice. Voidal Lightning only does what is listed in this section of the lore. For example, it will not stop someone’s heart. [ Static ] As a person is struck by lightning spells, they will potentially gain an effect known as Static. Static will slowly build up on those who are hit constantly with lightning until they reach [3] (or more) Static. When that happens, the character will become Jolted for [1] emote, which prevents them from performing any significant actions such as attacking or casting, though they can still move up to [4] blocks. Being Jolted in this way feels rather painful as the target’s muscles contract and convulse involuntarily (akin to the effect of a taser). When a mage disconnects from the Void, all Static charges they have built up on all targets immediately reset to zero. Static is only applied when a spell says it is applied. When one has at least [1] Static applied to them, they will feel a slight tingling sensation, alerting them that something is wrong. If Static is applied from multiple spells (from different mages) in the same turn, it will only add the Static from whichever spell applies more. For example, if someone is hit with a [1] Static spell and a [2] Static spell, [2] Static would be applied. When one reaches [3] or more Static, they become Jolted for [1] emote and their Static is set back to [0]. They also become immune to receiving Static for the emote they are Jolted and the emote after they are Jolted. Being Jolted makes it so one cannot perform any significant actions, such as attacking. However, they can still move up to [4] blocks. It also causes a feeling akin to being hit with a powerful taser. However, this doesn’t cause any real injuries on its own. Whenever Static is applied, the Mage must emote how much is applied and to what person so it can easily be tracked. It is also the job of the Mage to keep track of how much Static they’ve applied, and to which people. [ Conductivity ] Not all beings are conductive, so not all beings will be susceptible to being Jolted. In-organic, non-metallic creatures, such as Golems, Eidola, and Sorvians, will never feel the effects of Jolt, though this does not necessarily prevent them from being hit by the other effects of Lightning spells. Meanwhile, constructs made partially from metal or organic materials, like Homunculi, Darkstalkers, Epiphytes, and Animii, will find that they are fully affected by Jolt. Jolt cannot be applied to constructs made of in-organic, non-metallic materials, such as Golems, Eidola, and Sorvians. Jolt will still be applied to constructs made partially of metal and/or organic material. Examples are Homunculi, Atronachs with metal plates, Darkstalkers, and Animii. Neither of these are an exhaustive list. If there is a question if someone is/isn’t affected by Jolt, ST must be asked. Static will still apply, though only to preserve interactions with other spells. If a creature immune to Jolt reaches 3 stacks of Static, the stacks will reset to 0 with no effect. In some cases, the electricity from Lightning Evocation is supercharged, or discharged by objects in the environment. Metal is one such case. Attempting to cast a ranged Lightning spell through metal bars or gates will result in the Lightning curving to strike the material rather than the intended target. This is mainly the case for projectiles. However, assuming the mage is not firing lightning through metal bars, the lightning will generally behave as normal - lightning bolts will not arc away to strike large bodies of metal or those in plate armor unless they are specifically aimed at those targets. For those in full metal plate armor, they will find that the Lightning travels more easily through their bodies, despite what one might expect from standard non-voidal electricity. When Static is applied to those in metal armor, they will have [1] extra Static applied. Finally, when a Static applying spell strikes water of at least a half block in depth, the lightning will ripple out in a [2] block radius of the struck spot. Anyone unfortunate enough to stand within that radius will have [1] Static applied to them. No lightning spell will pass through metal bars or gates. Any target wearing metal plate armor, not half-plate, that covers more than half their body, will receive an extra [1] Static when hit by a Static applying spell. Anorum armor is excluded from this Static penalty. Metal prosthetics, such as Atronach and Animii Limbs, count as plate armor. Non-metal prosthetics, such as Golem limbs, do not count towards this. When a Static applying spell strikes water with a depth of a half block or more, the Static will radiate out in a [2] meter radius, applying [1] Static to any who are also standing in or in direct contact with that pool of water. The above interactions still apply to evoked Voidal Water, though the depth requirement must still be met. Standard dual-casting rules apply. If Lightning Evocation is to be used in a way that interacts with Water evocation, it will require at least two mages, one for each type of evocation. Solid objects, like evoked earth or ice shields, would block lightning bolts or Bolt type spells. Buildings or large trees would also work. Shields work if held with both hands, and a ‘bracing’ emote is made. Hiding behind someone (that you don’t like very much) would also work. [ Laws of Arcing ] Lightning always wants to end up in a complete circuit, especially when in a condensed form, like when conjuring bolts. When it comes to casting projectiles, an anchor must serve as the place of origin for the Lightning and then one on the target for the spell. This will be described in the charging and casting emotes. A line of mana will form between the two anchors, such acting as a path for the lightning to travel across, though it will always have its signature jagged form. Anyone who has an anchor placed on them will be surrounded by small, harmless, sparks of lightning. Bolt-type spells (Lightning Bolt, Chain Bolt, the targeted version of Thunderous Strike) require anchors to be placed, one at the place of origin and one at the destination. When an anchor has been placed on someone, they will be alerted to this by seeing harmless sparks of lightning float in the air around them. Anchors will move along with the target. Losing line of sight will generally mean that the target is behind cover and will thus not be hit by the spell. If line of sight is lost, the Anchor can be moved to a new target without expending more mana, but doing so will take as much time as forming the Anchor in the first place. (Effectively, this means the spell will have to be cast again - this is just a lore-friendly explanation for why canceling the cast doesn't cost additional mana). “What? No, I didn’t cheat at that game by amping up my reflexes. And if I did, you certainly can’t prove it.” -Ayche, shortly before walking away with a massive armful of carnival tickets Spells Evoked lightning has several interesting properties - it can imbue those affected by it with Static, strike with concussive force, or even burn those who have been primed with Static. And while enough Static can negatively affect the nerves and muscles of a target, more carefully controlled usage of evoked Lightning can provide opposite and more beneficial interactions. [Non-Combative] - Conjure Lightning The Evocationist may summon forth their element, allowing for the creation of aesthetic bolts of lightning that change shape for a beautiful display. The more masterful the Mage, the more details they may add to their electric artistry. Mechanics: Redlines: [Non-Combative] - Jump Start With a brief, yet powerful shock to the chest, a Lightning Evocationist may forcibly wake their target from an unconscious state, or stabilize a writhing heart. Mechanics: Redlines: [Combative] - Charged Weapon Lightning Evokers are known to force their element to cover the metallic surfaces of their weapons, allowing them to place Static upon those they hit. Mechanics: Redlines: [Combative/Non-Combative] - Amped Reflexes A mage can force a very low level of lightning to flow throughout their body, directly firing their muscle fibers with tiny amounts of Voidal Lightning. This allows them, for a split second, to react as fast as they can think; far faster than their nervous system and body would normally allow. Such is done to dodge, catch, or bat away projectiles that are flung towards them. Outside of combat, this can be used to quickly boost a mage’s reflexes - for example, to win at carnival games. Mechanics: Further Lore Explanation: Redlines: [Combative] - Static Field By electrifying a dome of air, the Evocationist will force targets who move through the area to become inflicted with Static. Those trapped in the field will have to decide whether to move, or stay still and avoid building up Static. Mechanics: Redlines: [Combative] [Bolt] - Lightning Bolt A staple of Lightning Evocation, though far less damaging than previous incarnations. By placing an anchor on a target, the mage will launch forth a powerful bolt of lightning. This will either cause Static to slowly build up, or cause the victim to be burnt with the removal of Static. Mechanics: Redlines: [Combative/Non-Combative] - Lightning Step A more sustained and powerful enhancement on a similar principle to Amped Reflexes, Lightning Step allows a Lightning Evocationist to move (and when outside of combat, act) faster. By directly firing the muscle fibers and nerves in their own or another person’s bodies, the Evoker will force the target to move with great haste. This allows them to close or make distance while also being able to perform ferocious strikes. This spell also makes a master Lightning Evocationist highly in-demand for speeding up construction crews, crop harvesting, and so on. Mechanics: Further Lore Explanation: Redlines: [Combative] [Bolt] - Lightning Stream After placing an anchor on a target, the mage will throw forth a constant stream of Lightning in the form of sparks and arcs of electricity, converting the Static on those they strike into dangerous heat. Mechanics: Redlines: [Combative] [Bolt] - Chain Bolt By sacrificing some of the intense power that a Lightning Bolt may hold, an Evoker may place multiple anchors on different targets, forcing their element to jump between each one. Mechanics: Redlines: [Combative] [Bolt] - Thunderous Strike The absolute pinnacle of Lightning Evocation, brilliant mages create a massive charge of Lightning that they will fling down on their targets, smiting them from the heavens. This may either be used to strike a crowd or target a single unfortunate soul. Mechanics: Redlines: General Redlines: Voidal lightning is not the same as real lightning. In the same way evoked fire isn’t exactly the same as real fire (for example, it requires no fuel), Voidal Lightning has its own set of rules and interactions that are similar to, but not exactly the same as, actual electricity. Real-world logic for electricity does not necessarily apply. All spells require line of sight, that being their maximum range, unless specified otherwise. Scion range restrictions still apply. If a target jumps over the three Static threshold in one turn (for example if they have [2] Static and another [+2] is applied), no additional effects will occur compared to reaching [3] Static, and no stacks are ‘preserved’ (the Static count is reset to [0] after being Jolted). The only exception to this is the interaction with Thunderous Strike, in which case the additional Static applies to the knockback before all Static stacks are removed. Evoked air shields will not block lightning bolts, but evoked earth shields will. Evoked ice shields will also block lightning. An evoked water shield will stop a lightning bolt, but the lightning will interact with the evoked water as mentioned above. Tier Progression [ Tier 1 - Novice ] The mage has just established a connection, assuming they haven’t done so already. If they are able to maintain such a connection, they’ll be able to conjure forth a handful of sparks around their fingers for but a moment before leaving them exhausted. This tier is often used for practicing a Voidal Connection and studying the nature of static electricity. Lasts two [OOC] Weeks. [ Tier 2 - Apprentice ] The mage has an increased connection to the Void and their understanding of lightning and electricity, able to conjure more than a handful of sparks non-combatively. No concrete shapes can be formed out of the chaotic sparks quite yet, though their abilities with lightning begin to venture outside the realm of simple shocks. Lasts three [OOC] Weeks. [ Tier 3 - Adept ] The mage’s connection is refined, their evocations of lightning able to arc further away from themselves, with more creative freedom being open to the mage in how they wield their electricity. They are able to conjure vague, chaotic geometric shapes out of ever shifting lightning and maintain those shapes with adequate focus.. Lasts five [OOC] Weeks. [ Tier 4 - Expert ] With near mastery of their element and their connection, the mage is able to wield lightning effectively, with a great amount of precision. Now the mage may progress without the aid of a mentor. Lasts six [OOC] Weeks. [ Tier 5 - Master ] With a mastered connection and nigh perfect knowledge of the element of lightning, the mage is unparalleled in their control over their lightning. It is at this stage that they may begin to take on their own students. Purpose Lightning evocation is an iconic evocation that was beloved by many in the past, though it suffered from a number of balancing flaws, lack of clarity for spell effects, and a sense from the community that it was difficult to react to or unfair to CRP against. With this write, our goals were to bring the magic back with clear and useful spells that roughly match the power and utility of spells from other evocations, new interactions with existing evocations (like earth or water/ice) and voidal feats (like Scion or Eminent), and clearly written tells and effects that distinguish it from other evocations (like fire). We added a little extra flair in the form of the Static mechanic, without overly complicating the magic in a way that makes it feel too far removed from other evocations. We also wanted to preserve the thematic fast travel time of lightning bolts without making them unbalanced - we believe we achieved this by making them weaker than comparable emote-count spells and forcing the caster to select specific targets for targeted ranged spells ahead of time, who will be alerted and have time to move for cover or raise a shield before the spell finishes casting. Additionally, spells like Lightning Bolt will have to be cast more than once on the same target to build up Static before they start to deal anything more than minor damage, which provides ample opportunity for others to react. Finally, our belief is that any magic should have interesting opportunities for RP generation outside of combat. The non-combat uses of this magic, like Jump Start, Amped Reflexes, and Lightning Step, will help generate RP and provide strong reasons for characters to interact with those who have mastered this magic. Thanks for your consideration. Lightning Evocation’s got a special place in my heart - it was the first magic Ayche ever learned back in 2013 (Wow, it’s been ten years), and I know there are countless others out there hoping for it to return in some form. Credits Authors: Meteor__Dragon, Xydraus Writer/Editor/Spell Creation: Xydraus Writer/Mechanics Creator: Meteor__Dragon Formatting: ScoutTheWitch Comments and Suggestions: Creete Comments and Suggestions: SimonItorp Citations So, why Static? Is Lightning Step Busted? Changelog
  2. I've started work on a second version, with the fixes suggested in it. [!] A master Gravitationist using Gravitational Field. Note for ST Background/Origin For centuries, mages have been investigating the natural phenomena found around the realms. Ranging from fire and water, to air and life. Naturally this led to some geniuses among the magic societies to investigate that yet unknown and unused. Gravity was what was discovered, and the group of mages, notably the Voidstalker, questioned if it would be possible to somehow control or create using the immense power of The Void. This Voidstalker, whom's name is lost to history, worked tirelessly on his experiments, leading to eventually find a way to create a small sphere of gravity. He used it to experiment further, finding that he could change the polarity, making it so it either threw away or pulled things towards it. Magic Explanation Gravity Evocation can be learnt by anyone having a Voidal connection. Mages with access to Gravity Evocation may use their power to create both polarities of Gravity, pushing or pulling objects or people, or can even bend light to a certain degree if they’re powerful enough. This power scales up with a longer study, similarly to other Voidal evocations. - Gravity Evocation takes [1] Magic Slot. - Gravity Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered gravity evocationist with a valid [TA]. - Gravity Evocation requires a stable connection to the Void. - Gravity Evocation is a complex magic, and can only be learnt when someone already possesses [1] Voidal magic Abilities/Spells Abbreviation Key: [C] = Combative [N] = Non-Combative [A] = Ability Conjure Gravity [N] [T1] Before one can use their element in combat, they need to be able to conjure it. This spell will create a small sphere of pulsating mana in the color of the user. The sphere can grow to at most 1.5ft (~45cm) in diameter, and cannot harm in any way. It can attract anything affected by gravity, including water, stone and the likes, but can’t lift more than a combined weight of 3kg. Redlines - The sphere of gravity cannot grow over the size of a playerhead. - The sphere can attract things to a small degree, but no more than a combined weight of approximately 3kg ([1] stone or [3] liters of water etc). - The spell does not do any damage. Orb [C] [T1] The first combative spell in the arsenal of a gravity evocationist. A small sphere of gravitational mana which increases in power the more a mage casts it. Within the spoiler is the progress from a mage, and the increased power the spell gains with each Tier. This small ball cannot attract anything too heavy, but is more akin to a heavy punch in most cases. It takes [3] emotes to cast the spell, but this increases depending on the Tier. Redlines - The spell cannot do more damage than described in the spoiler below. - The spell takes [3] emotes to cast at T1-3. [Connect - Charge - Cast] - The spell takes [4] emotes to cast at T4. [Connect - Charge 2x - Cast] - The spell takes [5] emotes to cast at T5. [Connect - Charge 3x - Cast] Levitate [N] [T1] The ability to make objects float is very useful, and gained multiple ways. Focus mana upon an object, decreasing the gravity around it to make it float. This spell is similar to those found in Telekinesis and House Magery. The more the mage practices, the stronger the spell gets and the more they can lift using the spell. Redlines - This ability cannot be directly used in combat. (Cannonballs can be loaded however). - The spell can only affect what is said within the spoiler. - This spell may not be used to fly, or make someone else fly. - It takes [3] emotes to cast the spell. [Connect - Charge - Cast] Gravitational Flux [C] [T2] The weight of one’s weapon is fundamental for their ability to fight. Changing this may confuse the opponent. Increase or decrease the gravity upon an object to make it lighter or heavier. It can be switched around, though that takes 1 emote. It may be cast upon ones own weapon, or on that of someone else. Redlines - A weapon may only have its weight halved or tripled. - To affect one's own weapon, it takes [2] emotes. [Connect - Cast] - To affect someone else’s weapon, it takes [3] emotes. [Connect - Telegraph - Cast] - To cast on someone else's weapon, they need to be within a [5] block range. Surged Resistance [C] [T2] A surge of energy that slows everything in its radius down. Create a small area in which gravity is increased, slowing down the opponent. This spell is a weaker and simpler version of Gravitational Field, and will slow opponents down by increasing the gravity around their feet for a few moments. Redlines - This spell can be used for crowd control. - While in the radius of the spell, the player's movement speed is tripartite (divided by three) of what it would be, but rounded up. (6 blocks = 2 blocks, 8 blocks = 3 blocks) - The slowness affects anything within a [5] block diameter of the center of the spell. The spell's effect passively remains for [2] emotes, but this can be extended to [4] emotes by concentration. - It takes [3] emotes to cast the spell. [Connect - Place Anchor/Choose location - Cast] Feathery Feet [A] [N] [T3] Some say that the gravity around a Gravity Evocationist is changed in due time. Gravity Evocationists may choose to not touch the ground. They may cast this spell upon themselves to float comfortably above the ground without focussing on their Mana. When they want to go higher, they will need to concentrate for it. Redlines - A mage can passively only float [30cm] above the ground. - When floating passively, one can cast other spells. - When concentrating, this height can increase to [1.5m]. - The spell can only be used on the caster themselves. - To start the spell takes [2] emotes. [Connect - Cast] - To increase distance takes at least [2] emotes. [Connect - Rise (20cm/emote)] - When someone enters physical combat, they will float back to the ground. - The floating takes getting used to, and such should be Roleplayed. - The spell cannot help someone get anywhere they can't get mechanically. Attract [C] [T3] Deflecting or redirecting projectiles is a very useful skill for those weakened by The Void. Create a point somewhere near oneself where gravity is stronger, diverting all incoming ranged attacks at arrow speed or lower to that point. To cast, one needs to focus themselves upon a single spot within 5 blocks of the mage. Redlines - The redirection works on anything with a physical weight, including Earth and Life Evocation. - The spell takes [4] emotes to cast. [Connect - Place Anchor - Charge - Cast] - This spell can be held up for [4] emotes, though a mage needs to concentrate on it. - The spell only diverts things up to arrow speed at most. Crush [C] [T4] Intensify the gravity within someone to crush them from within. Increase the gravity within something to make them implode. Only if held on for a certain amount of time will it kill, since the pressure will gradually increase. Ofcourse, the pressure builds up gradually. The pressure building up over the course of the [5] emotes that follow the casting will first seem to do nothing, but eventually will even pull in metal armor, bending it inwards into the chest of the target. If nothing has been done after [5] emotes, the target will be knocked out. Redlines - The range of the spell is [15] blocks, anything outside of that is out of range. - If someone moves outside of the range while the spell is actively being cast on them, the spell loses its potency. - The spell takes [4] emotes to cast. [Connect - Choose Target - Telegraph - Cast] - The spell will gradually hurt more and more over the course of [5] emotes. The mage needs to keep concentrating for it to work. - Metal armor may be pulled in around the chest of the target after [4] emotes. - If nothing is done to break the concentration after [5] emotes, the target will get knocked out for at least [2] emotes. - The spell may be used to crush objects as well. Wood will break after [2] emotes, stone after [4]. - This ability can hypothetically kill, but only with consent of the player it’s being used on. Gravitational Field [C] [T5] A master of Gravity Evocation may choose to create a sort of forcefield around them for protection. Create a field of either decreased or increased gravity around oneself or a desired point, making it easier or harder to move around. This naturally is the hardest skill to master, and can only be learnt if one already has learnt all other spells Gravity Evocation has to offer. With this spell, a mage creates a [12x12] block area around themselves or a desired location where they may choose to either increase or decrease the gravity, making it harder for anyone to move around. The spell is passively held up for [2] emotes after stopping with concentrating on it. Redlines - This spell can only be learnt if one has already mastered all other spells. - This spell takes [5] emotes to cast around the mage. When cast around the mage, the diameter will have at most the size of [12x12] blocks. [Connect - Charge 3x - Cast] - To cast the spell upon a desired area will decrease the size to at most [8x8], and takes [6] emotes. [Connect - Charge 4x - Cast] - Casting the spell away from the mage may only be in line of sight, and at most with a center [12] blocks away from the Mage. - The spell duration can be extended to at most [6] emotes. - The spell will endure [2] emotes after stopping concentrating on it, but prevents the mage from casting anything else. General Redlines - Gravity Evocation cannot be used to grief or destroy builds in any way, unless approved by both the PRO and ST. - Gravity Evocation cannot be someone's first magic due to its complexity. - Most Gravity Evocation spells will pull smaller stones etc to themselves, though these don’t do any additional damage, and are only aesthetic. Tier Progression T1 - Novice As a Novice, a mage just starts with studying the powers of gravity. They may use the abilities Conjure Gravity, Orb and Levitate. This tier lasts [3] OOC weeks. T2 - Apprentice After 3 weeks of study, the Gravity Evocationist may use Gravitational Flux and Surged Resistance in their arsenal. This tier lasts another [3] OOC weeks. (6 in total thus far). T3 - Adept After 6 total weeks of study, the mage may unlock the next few spells, being Feathery Feet and Attract. This tier lasts 6 weeks. (12 in total thus far). T4 - Expert After 12 weeks, one may finally consider themselves an Expert on Gravity Evocation. They also are capable of learning the spell Crush, and can use that in their arsenal. This tier lasts another 6 weeks. (18 in total thus far) T5 - Master After 18 weeks of hard study, one has mastered everything gravity has to offer. They may now use the spell Gravitational Field, as well as make a [TA] to spread the magic to others. Purpose (OOC) The writing of this piece was a combination of my boredom and Air’s genius’. They had already started working out something, but got stuck at some point, and I got permission to re-use and rework some of what they had already written for this piece. I made the time between Tiers longer than usual for Evocations, because I’m of the opinion that Gravity is something harder to master than the “normal” elements. I made it, because I’m currently of the opinion that gravity, being a natural phenomenon, should be something able to be recreated with the power of The Void, hence the creation of this piece. Credits _Grey_W0lf_: Main Writer/Ideas Air: Previous Experience/Writing/Ideas Mordu: Previous Experience/Advice Olandyr: Previous Experience/Advice Dire Swift: Advice/Proofreading AlexMagus: Advice/Spell Check The Mages Guild: Advice/listening to my rambling Citations (spoiler)
  3. Fire Evocation Basic Understandings: Evocation is one of the most basic forms of Arcane Magic one can learn, being that it is a magic that revolves around the simple concept of summoning elements from the void and pulling them into the real world for a certain amount of time. As the name implies, fire evocation is the summoning of flames from the void and unto the mortal plain, the strange action being fueled by one’s magical essence of sorts: aka, mana. Because of this fact, it should be known by all magical evokers that they are completely incapable of controlling elements outside of the ones they’ve pulled into the mortal plain from the void. Though the concept of fire evocation is one of the more simple ones in the category of magic to wrap your head around, it still requires a large amount of practice and time to use; let alone master. Before one can even begin to evoke fire from the void, they must first have a great deal of knowledge on the natural element itself. They must understand what fire is. How it feels, how it looks, how it smells, how it functions, etc. They truly have to break down the element into its core components and spend countless hours learning everything they physically can about it. Think about it like this: if one doesn’t know how something works in depth, how could they possibly manage to replicate it to such a fine degree that it seems, feels, smells and even acts in the same manner as it does in the real world? Though it may be possible to do it if you have a basic understanding, if you’re looking to master the element then you have to truly get down to the small components of it. Another good example of this on a smaller scale which is used quite often, is if you don’t know how a flame feels, how would you manage to replicate that feeling? If you have no knowledge on it, you simply can’t create it. Roleplaying Guidelines: As previously stated, before a caster attempts to use fire evocation in any way they must have a large pool of knowledge related to fire, some examples once again being things like the way it feels, how it’s created, how it looks like to the mortal eye, how it reacts to things around it, etc. Once these important factors are taken in and studied for a vast amount of time, assuming the character has knowledge of how to connect to the void, they’d be able to evoke a small, simple flame. A flame the size of a candle’s flickering ember would likely be the safest route to go, however a spark would be doable as well, assuming the caster has knowledge of that specific form just as he/she does others. Here we will examine a beginner level example of a caster who is just learning how to summon a small ember: Ruby's left arm slowly rises in front of herself, her hand rotating so that her palm is facing skyward. Her eyes lock intently on her hand, her lips parting as she lets out a sharp exhale, her opposite arm giving a few twitches as a bead of sweat quickly rolls down her forehead. An ember suddenly flickers into existence above Ruby's hand, her breathing becoming loud and unsteady as the flame wavers from side to side. As soon as Ruby's eyes begin to flutter shut with fatigue, the ember quickly fades back into nothingness, her arm dropping back to her side as she plops backward into the chair with an exasperated sigh which is then followed by a fatigued grunt. As what is likely expected, the longer the caster practices connecting to the void and evoking flames, the easier the process becomes. Connecting to the void is a difficult task, taking up a majority of a mage’s most basic training. The basic training is essentially the caster learning how to connect to the void, and then imagining the element in the certain form they want to present it in, and then using their mana to fuel the idea and drag the substance into the mortal realm. Eventually, this progression will lead to the caster being capable of summoning greater things at a quicker rate; a fire ball being a perfect example of this. However, despite the caster’s understanding of the magic and skill level of actually using this magic, there must always be some sort of physical tell that shows they are currently evoking. This tell can be projected in multiple different ways, ranging from things like the twitching of joints to the volume of breaths, etc. Now that we have discussed that, here is an example of how a fire evocationist would summon a fireball: Kuro's hands slowly rise in front of himself, his wrists giving a small twitch as his palms face one another, being about a foot away from each other. A single ember seems to flicker into existence in between Kuro's palms, his shoulders giving a small twitch as the ember begins to swell. The flames seem to stretch upward and sway in sporadic movements. Kuro exhales sharply as the flames take on the form of a crude ball, small embers flicking outward in multiple directions as its growing gradually comes to a halt. He takes a long pause for only a moment, before he juts his hands outward, the ball of flame ripping through the air as it races for its target. As it does, small embers zip outward in multiple directions, the ball continuing to whirl toward its destination. As it hits, Kuro lets out a loud huff, his breathing heightened as he slowly stumbles back and plops onto his rump, picking at the blades of grass as he watches the now burning dummy. Red Lines: Ignoring the fact that a lack of fatigue must be emoted. Even at a high skill level, one must make sure that in most cases they emote a sign of fatigue. The amount they emote depends on their skill level, however it is required else it is considered powergaming. Do not emote controlling real world elements. The casters are only able to control the elements they have drawn from the void. Molding a flame is something that shouldn’t be done until the beginning of tier three has been reached; even if it is just a crude shape. You are unable to control flames to a fine degree, unless you combine this art with the art of primordial conjuration. Otherwise, your shapes will be quite crude. Make sure you roleplay a reasonable casting time; therefore the farther away you are from your target location, the longer it will take to evoke that element. I.E. Don’t emote instantly summoning a flame underneath/atop someone. Blue flames drain a vast amount of mana in a short amount of time, so this isn’t something you should go around using each moment you get the chance to because they perhaps look better than orange flames. And white flames are practically a no no- seeing as one would die of mana exhaustion or heat exposure due to the high temperature of said flame. As per every evocation, you are not able to evoke in areas you cannot see.
  4. Electric Evocation Basic Understandings: Though evocation is one of the more basic and simple forms of magic a caster can learn, electric evocation is arguably one of the more dangerous and difficult of them all. Electric evocation is as the name implies; the summoning of electrical energy into the mortal realm from the void. As all other arcane evocations, this unnatural process is fueled by mana. Due to the fact that this is simply one evoking electrical energy, it in no way gives the caster the power to control any sort of electric energy outside of the ones that they have summoned from the void. Though this is the case, electric energy summoned from the void still acts as it would in the real world- IE: if someone were to cast electric energy near metal, it would redirect itself to said metal no matter where its intended location was. There are many reasons why electric evocation is a difficult magic to study and even more difficult to actually utilize. One must first understand their element, just as all other evocations. This could be done through multiple means, as long as in some form it helps the caster gain knowledge on said element, in this case one could perhaps watch a thunderstorm and see the way the lightning strikes the soil, have an electric evocation user give them a small jolt to see how it truly feels, or even study an electrical current provided by an electric evocationist. As expected however, the study of electric energy could easily take a turn for the worst. One could possibly get zapped in the process of closely studying the element, or in the worse cases, permanent damage or even death. Roleplaying Guidelines: As stated previously, electric evocation is a difficult magic to study and even more challenging to use compared to other subtypes of magic evocation. The reason for the difficulty in studying the element is listed above, however the difficulty in actually casting the magic is much greater. Due to the fact that electric evocation is quite literally somebody summoning forth electrical energy from the void, they have to be completely focused on their task at hand and shouldn’t toy around with this element. There are multiple forms that electric energy can be presented in, however one of the most common and one of the most powerful forms would be bolts. Bolts of electricity have the potential to be powerful, quick and accurate, however the nature of electricity is wild and unstable. The caster could easily end up shocking themselves, being one of the reasons why a novice caster would run into multiple problems at the beginning of their casting. Though this is the case, one would be able to gain better control over their element the higher they climb in skill level. The more they practice, the easier it becomes and the more they are able to do. A safe route to take when learning electric evocation is first learning about your element alongside learning how to connect to the void; which will likely take up most of the caster’s basic training. The caster will eventually get to the point where they’re able to summon small sparks, quite ineffective in combat. Once they progress forward and gain further knowledge on how their element is created within the void, the caster would eventually have the capability of summoning forth bolts of electrical energy and electrical streams- though at an incredibly vast cost of mana. The process would gradually become easier and less taxing as the caster continues his practice; yet still taxing nonetheless due to the fact that electric evocation is one of the more difficult evocations to use. Eventually, the magic user may reach the level of mastery, where they are capable of summoning something known as a call down: a spell in which lightning is summoned from what appears to be the sky and strikes downward at incredible speeds, hopefully crashing down on its targeted location. Here we will look at an example on how a beginner level electric evocationist would go about creating simple sparks: Toby’s wrists roll in a circular motion, his arms giving a quick yet noticeable twitch as his hands shift around, his palm now facing the ceiling. He inhales and exhales sharply, his eyes narrowing on his palms as he lets out a grunt of frustration. His expression turns into one of strain, his brow furrowing. A small bead of sweat races down his forehead as his hands give a small twitch, a crackling sound being heard which is followed by the sight of sparks twitching in and out of existence for only a moment. A loud wincing sound slips out from between Toby’s parted lips. Toby suddenly lets out a breath as if he’s been waiting to breathe, one arm dropping to his side as his other sluggishly rises into the air in triumph. Here we can see how taxing even just a mere spark is to beginner level electric evocationists. Now we will look at an example of an adept/proficient skilled evocationist who chooses to summon a quick bolt of lightning: Ayche’s arms whip outward, aiming directly toward the dummy completely made of hay, his hands giving a small twitch which is then followed by the soft sound of crackles. A buzzing sound becomes more apparent as small sparks begin to form inches away from his finger tips, his brow furrowing in concentration as his forehead appears to take on a glistening appearance. Ayche inhales and exhales sharply, his gaze remaining locked on the dummy as his hands suddenly seem to make a slight move forward, his teeth gritting together for only a moment as the crackles suddenly cease. As the crackling sound ceases, a bolt of electrical energy dashes through the air at incredible speeds, an obnoxiously loud buzz now being heard as it soars through the air. The loud buzzing sound is then replaced with a sound of impact, the energy meeting the hay dummy as it suddenly bursts into flames; half of it even crumbling to the ground. Ayche simply remains standing, letting out a loud huff as his arms fold in front of his chest, staring intently at the blazing dummy as his breathing heightens a great deal. Displayed here is the power of a moderate lightning bolt, but also the fatigue that even someone proficient in the art of electric evocation will have to deal with after using such a spell. Red Lines: Just as all other evocations you are not allowed to control elements outside of the ones that have been summoned from the void by your character. If there is any metal near the area of the casted evocation, you must RP the redirection of the electric energy flowing toward that metal. If not, this is considering powergaming.
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