Difference between revisions of "Air Evocation"

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Revision as of 21:09, 16 April 2021

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Air Evocation
air evo.png
Art by:
Classification: Evocation
Energy Source: The Void


Such a fickle element is that of wind, from creating a soft breeze to blow upon one’s face, to sending torrents of wind which stand testament to the very harshness of nature. It is a power so many take for granted, and yet holds much power and elegance in it, as opposed to the crudeness of other evocations.

Learning & Teaching

Air Evocation is the conjuration and manipulation of air directly from the Void in order to cast it in waves or project it in other means, such as a whirlwind or sphere of compacted air. Air overall is simple, yet much more elegant in its form as opposed to other branches of evocation.

Conjuring air first requires one to establish a mana anchor, requiring them to be in a more meditative state of mind. Air in particular, however, may be more difficult for a mage to study, as air is often a more invisible force as opposed to other elements such as earth or fire.

Abilities

Abbreviation Key:

N - Non-Combat

C - Combat

Conjure Air [N] — By picturing their air in the Void and conjuring it forth into the material realm, an Air Evocationist may conjure forth nearly anything they desire albeit composed of wind.

Redirect [C] — By conjuring a small, though more moderate gust of air, an Air Evocationist may redirect a projectile flung towards them or another, albeit not directly towards that who projected it.

Air Sweep [C] — While a gust or torrent may be focused upon a more limited number of individuals, the more experienced Air Evocationist may conjure a swirl of air around them, sweeping at the feet of any who stand around them.

Air Shield [C] — An Air Evocationist may, by conjuring air either in front of them or around them, create a barrier of air which may deter projectiles flying towards it. Defenseless against melee attacks.

Air Blast [C] - The first spell in which a mage uses compressed air, conjuring a small sphere of compact air to act as a hard blow- offering a shove.

Launch [C] — By conjuring a compressed pocket of air beneath a target, an Air Evocationist can effectively cause a target of choice to fly upwards into the air.

Sound Blast[C] — A spell which draws advantage from an Air Evocationist’s ability to conjure sound, conjuring a loud blast of air which explodes outward.

Windstorm [C] - A far more potent spell, akin to that of Gust, often used to fend off foes for as long as they can maintain it.

Compression [C] — A greater form of Air Blast, which allows the Air Evocationist to create a greater spherical projectile of compressed air.

Whirlwind [C] - The ultimate compilation of all the Air Evocationist has learned, allowing them to conjure a mighty tornado which can ravage entire squares should the mage maintain adequate connection and concentration.

Progression

This magic requires a magic application and can be learned from OOC guidance or a person with a teacher application.

Tier Progression

T1 - Novice

The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training.

Lasts two [OOC] weeks.

T2 - Apprentice

The mage has gained better experience in connecting. They can form vague shapes, though nothing complex or large.

Lasts three [OOC] weeks.

T3 - Adept

The mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations.

Lasts five [OOC] weeks.

T4 - Expert

The mage now has nearly mastered their elegant and free element, possessing far greater combat and out of combat capability, the shapes of their spells now much more precise than before, though are still not perfect.

Lasts six [OOC] weeks.

T5 - Master

The mage has completely mastered their Voidal art. They can use all the spells of Air Evocation, able to perform powerful feats of their art in both combat and non-combat.


Limitations

General Redlines of Air Evocation |IMPORTANT|

An Air Evocationist cannot manipulate real air, only control what they themselves have conjured forth from the Void. Once they have cast their air and it has made contact with the real world, it cannot be controlled again, dematerializing back into the Void once its task has been completed.


All spells require line of sight, that being their maximum range, unless specified otherwise. The further the spell is casted, the more draining it may be and the more time it may take to charge One may not suffocate, inflate, or in any way manipulate one or anothers breathing in any shape or form.


Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small arrow out of an Air Blast as a projectile only, though not as a primordial conjuration, rather simply being a projectile composed of air that appears in the shape of an arrow. Casting Air Evocation, as any Void Magic, can be tiring, draining energy and mana from the mage. The more a mage casts, the more exhausted they will become progressively.

| Credit to Squakhawk for the writing - [1] |



Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy