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Air Evocation Guide

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Elindor

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Air Evocation:

 

Basic Understandings:

 

The most simplistic form of Arcane Magic, Evocation comes from the summoning of elements from the Void and into the physical world. Though the mana which makes up the spells of the Sorcerer may appear to be the raw form of the element of which it summoned, it is in fact fake. A Sorcerer has no power over the elements of the physical world, only that of which they have created. These elements being Fire, Water, Earth, Wind, and Electricity. Each element is equivalent to the learning of an entire sub-type of magic, and follow the same rules of difficulty when learning.

 

Air evocation like all forms of magic is difficult to understand and master. To summon air from the void takes a significant amount of energy and it can take years to be able to direct this air into powerful gusts in order to knock back a mage’s enemy. That being said, given time and patience air magic can become a powerful ally and be the stapel of any mage’s magic arsenal.

 

To become more adept in the evocation of air one must study the element. After all, the ability of evoking things from the void directly stems from the mage’s understanding of their given element. Once the mage has learnt enough they may summon it and over time shall become more powerful in their manipulation of their element.

 

Air that is summoned from the void is subject to the mage's own understanding of air and is therefore not affected by the environments air pressure, temperature or wind direction. While an evoked wind may be contrary to the environment's weather systems it has no influence beyond the moment the element returns to the void. A storm cannot be calmed, a northern wind cannot be shifted etc. except for the brief moment that the mage is in control of their evoked air.

 

Roleplaying Guidelines:

 

Before one begins attempting to evoke air from the void there are two key things which must be known. Firstly the mage must have an adequate understanding of the concept of mana and how it is combined with the power drawn from the void in order to create and direct the air which a mage evokes.  In addition, as stated previously, the mage must have an understanding of their element. This shall become critical to how the mage summons and controls what they evoke in later tiers.

 

Beginning the roleplay of air evocation is very simple. There are a few basic steps that you need to follow before you are able to evoke any element.

 

Let us examine precisely how an air evocationist would do air evocation at a very low level:

 

Kefi twitches lightly, looking to the ground before her.

Kefi begins to mutter, her eyes still locked upon the floor.

Suddenly the air before Kefi seems to shift and small leaves begin to tremble.

All of a sudden multiple leaves shift along the ground before stopping. Kefi grunts and sits back.

 

The higher your tier the easier it will be to connect with the void. The process of connecting to the void is what takes up the majority of your route from start, to tier 1. It involves entering into the void and forming the object you intend to summon within there. Mana is used to then draw the substance out of the void and into the real world in whichever form you sought to create. Once strong enough an evoker may be able to cast an element within moments. This is a particularly hard skill to accomplish and would require vast amounts of training and knowledge of your element. For your average mage, the process of initially summoning air will bear a physical sign from the body, which can be a twitch of the finger, a small leg jolt, so on so forth.

 

Let us examine how a T3 air evocationist would summon a gust of wind:

 

Pern twitches lightly and places his hands before himself.

The air before Pern’s hands begin to shift creating a light breeze and causing Pern’s clothing to ripple in the wind.

Pern’s air grows rapidly more powerful, the wind can be felt by those around him.

Pern suddenly pushes the wind outwards, sending a powerful gust towards Delonna.

 

Red Lines:

  • Not emoting any sign of fatigue, unless a tier 5, (even then if what you're casting is strenuous enough you would need to emote it.) when casting would be considered power gaming, even with the smallest of flames. However Tier 4 wouldn’t feel too much but emoting an increased heart rate, sweating, even heavy breaths will do.

  • Controlling elements that are in the real world, not drawn from the void would be considered power gaming.

  • Just as any other evocation, line of sight is required for summoning

  • Powerful gusts of wind can be done at T2. Though it is only at T3 one can knock an individual down in full armour.

  • You may never control your evocation to a fine degree. Evocation is the art of forming and throwing an element. You can therefore not do telekinesis with wind evocation and can not lift heavy objects with it.

A Recommended Progression:

Tier 1 - This tier mainly consists of learning how to connect to the void. At this stage, your character should be extremely fatigued at almost every attempt to connect to the void. Your character should be studying the element. Your character will often fail at connecting with the void, so meditation is another essentially at this point in your character's progression as a mage. Once achieving connection to the void, your character must learn almost every aspect of the element he/she wishes to learn. This would be done by exposure to the element in almost every way.

 

Tier 2 - Your character should now be beginning to learn how air and wind currents work. They would be able to start creating small currents of wind that dissipate back into the void almost immediately after casting. After experimentation with creating currents of wind, they should be able to start learning how to sustain their element. They would still be extremely fatigued after summoning their element.

 

Tier 3 - Tier 3 is basically the milestone of each evocation. They are now considered average casters that can perform, but still have much to learn about their element. Connection to the void is now more easily achieved, and there should be less of a chance of your character failing. Steady currents of air can now be created and sustained for a small period of time. In later parts of T3, students can control more than just currents of air and experiment with the manipulation of wind.

 

Tier 4 - Upon achieving tier 4, your character should be confident in his/her ability to perform their magic. They can now create steady streams of air and manipulate air currents with high success rates. Your character can now start teaching aspiring mages with a teacher application. Your character can now also experiment with new spells of their own creation.

 

Guide originally by Truthseeker83 and edited by the MAT, with input from Blundermore and Princeton.

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Thanks Elindor, maybe now miningtilldeath will shut up about it! >…>

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I was wondering when this would finally be put up, I gave the information for this yonks ago lol...

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If a tier 3 air evocationist threw a medium sized orb of air with all their might at someones head, what would the effect be (Dazed, knocked out etc) and how fatigued would it leave them?

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If a tier 3 air evocationist threw a medium sized orb of air with all their might at someones head, what would the effect be (Dazed, knocked out etc) and how fatigued would it leave them?

From my experience if the orb of air was moving fast enough it would be more like throwing a rock really quickly at someone so I assume it would knock someone out.

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If a tier 3 air evocationist threw a medium sized orb of air with all their might at someones head, what would the effect be (Dazed, knocked out etc) and how fatigued would it leave them?

 

 

From my experience if the orb of air was moving fast enough it would be more like throwing a rock really quickly at someone so I assume it would knock someone out.

If it was shot at someones head and it was a medium sized orb, I would say it would most likely make them very light head, such as if being hit in the head by a rock as you said. But it might have a chance to knock them out if it was certain circumtances such as the attack being casted on someone not prepared and knowing it would happen. But if it was say in normal combat where they are prepared. I would say it would most likely leave them very light headed and unable to think correctly. For a few minutes.

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its good now i might be able to fly in the air and we have air raids and 1v1s in the air omg!! +1

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Guest Guest

its good now i might be able to fly in the air and we have air raids and 1v1s in the air omg!! +1

 

+1

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Can you, to any useful degree (or artful as well, now that I thinka bout it) make tornadoes?

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Question to you, why would you want to waste your mana creating a tornado? A vortex of spinning hot and cold air to be fueled over?

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As you can create a push of air to knock someone away, or greater mages can pull others close. So what would the point be besides wasted mana? Just for dynamic RP? Just to show someone "Look I can create a vortex"? 

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With that stated, you can to a certain degree though it possibly will not have all the effects of a tornado. As with this I am not saying 50 feet tall air evocation tornado, I am mostly saying, five feet, maybe six, but then comes to the point, wouldn't it be easier to just use the air to push someone away then create a vortex to pull someone in and throw them out? With that stated supreme focus and high concentrated mana would be needed. As you are evocating moving wind in a vortex biom and releasing at the top. Constant fueling.

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Haha, okay. Thanks for that answer, didn't expect one for like 2-5 business days.

 

mostly for giggles. The tell I use most of the time  for my character when she does air evocation is her robes billowing about as she causes wind to conjure and circle around her. 

 

I find the notion of creating a "ball of air" like one would with fire or water to be absurd, since you can't very well see air unless something's in it, no one would know it's there. 

 

I also love it when people try to dodge air...like...like they can see it coming.

 

better off to just brace for impact, I'd say, yeah?

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