Difference between revisions of "Air Evocation"

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|name = Air Evocation
 
|name = Air Evocation
 
|image = File:air_evo.png
 
|image = File:air_evo.png
|artist =
+
|artist = Unknown
 
|classification = Evocation
 
|classification = Evocation
 
|source = The Void
 
|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.
+
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. 
 +
 
 +
== History ==
 +
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. While the more simple minded of mages may opt for learning a concrete art as fire, it is those who seek finesse and elegance within their craft who pursue the path of air evocation, conjuring forth air from the Void to manipulate at their whim. 
  
 
== Learning & Teaching ==
 
== Learning & Teaching ==
 +
Conjuring air first requires one to establish a mana anchor, requiring them to be in a more meditative state of mind. While this may be particularly difficult for newer magi, as one progresses through this art and other arts of the Arcane, they will find it to become easier as they go along. Once the anchor has been established, the mage must then picture the air they wish to conjure before pulling it out from the Void.
  
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.  
+
Akin to other Arcane Arts, Air Evocation is an art of repetition and intense study, requiring the mage to study air devoutly before they may consider drawing upon its properties from the Void. 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. Regardless, with enough study of the element, particularly how it moves and feels, one may be able to successfully conjure air to use at their disposal.
  
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.
+
*Air Evocation takes up [1] magic slot.
 +
*Air Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered air evocationist with a valid [TA].
 +
*Air evocation requires a stable connection to the Void.
  
 
== Abilities ==
 
== Abilities ==
 +
Give a short summary of the general abilities and their usages.
  
Abbreviation Key:
+
== Progression ==
 
+
===T1 - Novice===
'''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.
+
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. If they have already connected, they will only be able to conjure a faint brush of air before becoming exhausted. Lasts two [OOC] weeks.
  
'''Compression''' [''C''] — A greater form of Air Blast, which allows the Air Evocationist to create a greater spherical projectile of compressed air.
+
Spells: Conjure Air, Gust
  
'''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.
+
Skill Level — All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of air at this stage is practically nonexistent, flowing and free. This stage is typically used for studying water itself, rather than actual casting.
  
== Progression ==
+
===T2 - Apprentice===
  
This magic requires a magic application and can be learned from OOC guidance or a person with a teacher application.
+
The mage has gained better experience in connecting and near mastered connection, as well as being able to conjure a soft gust of air before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.
  
Tier Progression
+
Spells: Conjure Air, Gust, Redirect, Air Sweep
  
'''T1 - Novice'''
+
Skill Level — All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of air at this stage is a bit less faint, light streaks of air able to be seen, albeit still formless. The evocationist may conjure a softer breeze and maintain it briefly before becoming exhausted.
  
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.
+
===T3 - Adept===
  
''Lasts two [OOC] weeks.''
+
The mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to better conjure air when in combat. They also are able to form their air into more defined, streaked shapes. Lasts five [OOC] weeks.
  
'''T2 - Apprentice'''
+
Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield, Air Blast
  
The mage has gained better experience in connecting. They can form vague shapes, though nothing complex or large.
+
Skill Level — All non-combat air spells may have a maximum size/radius of fifteen square meters. The detail level of air is much more refined, the mage air evident through much more visible streaks or aura. The evocationist can now summon forth more adept air spells as well, as well as begin to compress air.  
 
''Lasts three [OOC] weeks.''
 
  
'''T3 - Adept'''
+
===T4 - Expert===
  
The mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations.
+
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. Their compression capability has vastly improved as well, allowing them much more versatile attacks, and they can begin to study and conjure air to create sounds. Lasts six [OOC] weeks.
  
''Lasts five [OOC] weeks.''
+
Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield,  Air Blast, Launch, Sound Blast, Windstorm
  
'''T4 - Expert'''
+
Skill Level — All non-combat water spells may have a maximum size/radius of twenty-five square meters. The detail level of air is very refined, practically mastered, streaks very clear and visible. The evocationist has much more experience with compression and has begun to use that to create sound.
  
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.
+
===T5 - Master===
  
''Lasts six [OOC] weeks.''
+
The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of Air Evocation, able to perform powerful feats of their art in both combat and non-combat.
  
'''T5 - Master'''
+
Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield,  Air Blast, Launch, Sound Blast, Windstorm, Compression, Whirlwind
 
 
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.
 
  
 +
Skill Level — All non-combat air spells may have a maximum size/radius of fifty square meters. The detail level of air and sound  is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist has truly mastered every aspect of their craft.
  
 
== Limitations ==
 
== Limitations ==
 +
===Properties===
 +
While other elements of the Void may appear more concrete, Voidally conjured air itself still holds a myriad of properties which, while mirroring the natural element, differ it from your typical breeze or average whirlwind. These properties must be taken into account when conjuring air for any purpose.
  
'''General Redlines of Air Evocation'''
+
*Air is a pushing force, used to move objects or people in various directions. It cannot be used as a sharp slash, and only in certain cases may it be used as a compressed, solid force. Typically it is very free and flowing.
|IMPORTANT|
+
*Conjured air can appear either as faint streaks or can be colored with one’s aura. Whichever the mage choses for their aesthetic is up to them. Additionally, where air is conjured, objects may rustle and there may be disturbances of wind pushing or pulling in lighter objects. Most air cannot be conjured subtly, as at least one of these tells must be utilized alongside the mage’s connection tell.  
 
+
*Air may be made warmer or chillier for aesthetic, however, warmer air cannot cause fires nor burns on its own, and chilled air may not yield frostbite. Air may be able to fan or help flames to grow, though may never create fire on its own.
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 - [https://www.lordofthecraft.net/forums/topic/192210-%E2%9C%93-magic-lore-air-evocation/] |
 
  
 +
===Redlines===
 +
*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.
  
 
----
 
----
 
{{Navtable_Magic|class="mw-collapsible"}}
 
{{Navtable_Magic|class="mw-collapsible"}}
 
+
<noinclude>[[Category:Magic]] [[Category:Void Magic]]</noinclude>
[[Category:Magic]] [[Category:Void Magic]]
 

Revision as of 02:34, 17 April 2021

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


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.

History

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. While the more simple minded of mages may opt for learning a concrete art as fire, it is those who seek finesse and elegance within their craft who pursue the path of air evocation, conjuring forth air from the Void to manipulate at their whim.

Learning & Teaching

Conjuring air first requires one to establish a mana anchor, requiring them to be in a more meditative state of mind. While this may be particularly difficult for newer magi, as one progresses through this art and other arts of the Arcane, they will find it to become easier as they go along. Once the anchor has been established, the mage must then picture the air they wish to conjure before pulling it out from the Void.

Akin to other Arcane Arts, Air Evocation is an art of repetition and intense study, requiring the mage to study air devoutly before they may consider drawing upon its properties from the Void. 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. Regardless, with enough study of the element, particularly how it moves and feels, one may be able to successfully conjure air to use at their disposal.

  • Air Evocation takes up [1] magic slot.
  • Air Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered air evocationist with a valid [TA].
  • Air evocation requires a stable connection to the Void.

Abilities

Give a short summary of the general abilities and their usages.

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. If they have already connected, they will only be able to conjure a faint brush of air before becoming exhausted. Lasts two [OOC] weeks.

Spells: Conjure Air, Gust

Skill Level — All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of air at this stage is practically nonexistent, flowing and free. This stage is typically used for studying water itself, rather than actual casting.

T2 - Apprentice

The mage has gained better experience in connecting and near mastered connection, as well as being able to conjure a soft gust of air before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.

Spells: Conjure Air, Gust, Redirect, Air Sweep

Skill Level — All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of air at this stage is a bit less faint, light streaks of air able to be seen, albeit still formless. The evocationist may conjure a softer breeze and maintain it briefly before becoming exhausted.

T3 - Adept

The mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to better conjure air when in combat. They also are able to form their air into more defined, streaked shapes. Lasts five [OOC] weeks.

Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield, Air Blast

Skill Level — All non-combat air spells may have a maximum size/radius of fifteen square meters. The detail level of air is much more refined, the mage air evident through much more visible streaks or aura. The evocationist can now summon forth more adept air spells as well, as well as begin to compress air.

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. Their compression capability has vastly improved as well, allowing them much more versatile attacks, and they can begin to study and conjure air to create sounds. Lasts six [OOC] weeks.

Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield, Air Blast, Launch, Sound Blast, Windstorm

Skill Level — All non-combat water spells may have a maximum size/radius of twenty-five square meters. The detail level of air is very refined, practically mastered, streaks very clear and visible. The evocationist has much more experience with compression and has begun to use that to create sound.

T5 - Master

The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of Air Evocation, able to perform powerful feats of their art in both combat and non-combat.

Spells: Conjure Air, Gust, Redirect, Air Sweep, Air Shield, Air Blast, Launch, Sound Blast, Windstorm, Compression, Whirlwind

Skill Level — All non-combat air spells may have a maximum size/radius of fifty square meters. The detail level of air and sound is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist has truly mastered every aspect of their craft.

Limitations

Properties

While other elements of the Void may appear more concrete, Voidally conjured air itself still holds a myriad of properties which, while mirroring the natural element, differ it from your typical breeze or average whirlwind. These properties must be taken into account when conjuring air for any purpose.

  • Air is a pushing force, used to move objects or people in various directions. It cannot be used as a sharp slash, and only in certain cases may it be used as a compressed, solid force. Typically it is very free and flowing.
  • Conjured air can appear either as faint streaks or can be colored with one’s aura. Whichever the mage choses for their aesthetic is up to them. Additionally, where air is conjured, objects may rustle and there may be disturbances of wind pushing or pulling in lighter objects. Most air cannot be conjured subtly, as at least one of these tells must be utilized alongside the mage’s connection tell.
  • Air may be made warmer or chillier for aesthetic, however, warmer air cannot cause fires nor burns on its own, and chilled air may not yield frostbite. Air may be able to fan or help flames to grow, though may never create fire on its own.

Redlines

  • 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.

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