Difference between revisions of "Air Evocation"

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All sentients are reliant upon the delicate existence of 'Air'. And, without it. All who need it haven't the chance of even a meagre position within the physical plane, in turn. It was only natural mortals would seek to harness its latent prowess, to reign dominate over what is thought to govern them.    Although Air is what birthed most life-forms; its presence must not be neglected as one of its potential hazards and/or driving forces of nature. And thus, in accordance to history's usual re-tellings, the Descendants took it upon themselves to harness its power, as they do with all other possibilities of interactions with the world. And, like all other possible means of garnering control of an entity, one must come to at least partially understand the concepts that said entity brings; most commonly through careful study of every identifiable aspect that it holds.  
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|name = Air Evocation
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|image = File:air_evo.png
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|artist = Unknown
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|classification = Evocation
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|source = The Void
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}}
  
The wind that brushes against our skins holds no exception to the ruling notion, though not blatantly visible to the naked eye, its very existence and various functions can still be observed via other means; whether it be from the remaining senses of touch, smell, hearing or taste. Or in other, more convenient instances, gathering already recorded observations.  Nevertheless, before its effects can be replicated via the magic, and typically before the mage even begins to study the respective element of their choice. The individual must first “attune” or, rather accustom themselves to the voidal plane. In brief and short summation, the void is all and nothing simultaneously, being only as vast as the mind’s state enables one to grasp it. The most notable, and most commonly adhered to analogy practitioners use; for ease in their description of the void, is that the very abstraction is akin to that of a blank canvas. Those who do, and don't reside within its realm, most beings categorised as regular Descendants: have the capacity to apply its uses through their own supply of mana, used in conjunction with the soul as its main channel from where it can be siphoned from.   
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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.   
  
   
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== History ==
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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.  
  
==Process==
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== Learning & Teaching ==
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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.
  
When said practitioner melds all learned concepts together, they may finally begin placing his knowledge into practice, though in the case of a fledgling Evocationist, not into necessarily "practical' use. The process would all begin to stem from the very core of all arcane arts as previously stated, the void. Once the mage has established a connection, he may begin to drive the magical action in which he wills; starting from a simple mental image in what the mage is trying to accomplish, in this case. Being the simple formation of air, taken from any bits of knowledge he understands it to be. From that. They may begin in the usual procedure of pulling the element from the void, moving its temporally short state of being into the physical plane, steering whichever properties he desires into the newly formed evocation; gradually shifting its current function into what the Evocationist wishes. As the mage becomes more adept and acquainted with the general procedure, he would grow in ability to tinker with the various variables that the magic is composed of, ideally in rapid succession, peaking at a point in which it becomes second-nature.
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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.
  
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*Air Evocation takes up [1] magic slot.
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*Air Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered air evocationist with a valid [TA].
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*Air evocation requires a stable connection to the Void.
  
==Principles==
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== Abilities ==
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While some may take the art of Air Evocation to be weak and ineffective, it is actually quite far from that, being able to cause great devastation is used in proper ways. From cooling down one’s tea with a soft swirl of air, to conjuring forth a great whirlwind to wreak havoc upon one’s foes, the art of air is one of diverse nature despite its seemingly limited elements. Additionally, air is an element best used as an advantage with the environment.
  
Air that is summoned from the void is subject to the mage's own understanding of said Air, and is therefore not affected by the surrounding environmental air pressure, temperature and/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, and so on and so forth. With the exception of the brief moment that the mage is in control of their evoked air.However, air in which a Mage is accustomed into be associated with is not exactly wind, and the difference is clearly underlined. As Air is the mixture of gases that forms the atmosphere, which we have all around us. When this Air begins to move fast enough to matter, we call it wind.
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Abbreviation Key:
  
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N - Non-Combat
  
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C - Combat
  
Wind is the horizontal motion of air, due to the pressure difference between two places. Wind is the perceptible natural movement of the air, especially in the form of a current of air blowing from a particular direction.
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===Conjure Air===
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[N]
  
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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. Whether they seek to create a small breeze to air out their home to conjuring a swirling tempest upon a city, the choice is ultimately theirs.
  
Similarly to that of diffusion on a much larger scale,  Air under high pressure carries over toward areas of lower pressure. The greater the difference in pressure, the faster the air flows.
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====Mechanics====
  
   
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*Air in this form is free and shapeless unless the mage grants it a more distinct form.
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*An Air Evocationist may manipulate their conjured air in any way, shape, or form so long as it remains out of combat. While at [T2] the shaping of air is rather lacking, being formless and freely swirling about, at [T4] the streaks of air may form much more distinct shapes, appearing almost perhaps like some form of transparent mist when used more distinctly.
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*All non-combat spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their air increase from [T1] being formless, to [T3] being more moderately distinct, to [T5] which is very refined, though cannot be razor thin.
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*Starting at [T4], the Air Evocationist may begin to conjure sounds carried by wind. From whispers, to clapping sounds, to booms. The strength of sounds conjured will increase progressively over the tier until the mage reaches mastery.
  
Air has more force to it the more compressed it is, for example, if it is compressed from point A, which pushes itself towards a less compressed area; point B. If it was more compressed, taking much more time and energy, it would mean that it would travel from point A to B with a stronger force.
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====Redlines====
  
   
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*Conjure Air may only be performed outside of combat.
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*Sounds may imitate any other air-like sound which the mage has heard before, such as flatulence or an airy hush. However, all sounds will have an airy nature to them, such as bee’s buzz or a violin; meaning one could not imitate the sound of two swords clashing or a fireball being thrown.  
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*Sounds in this state may not be used for purposes of stunning or causing harm. They may be used to cause deafening noises to conceal another sound.
  
In an environmental implementation, the movement of wind within a coastal setting will be appropriate to explain how heat will come into effect and also drive the natural movement of wind.
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===Gust===
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[C]
  
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A simpler spell of Air Evocation and often one which most novice Air Evocationists first learn. This spell involves the conjuring of a small gust of air which they may push towards a person or object, causing them to stumble back or even trip backwards if not well grounded.
  
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====Mechanics====
  
As the sun heats the land, the air above also warms and rises. Cold air then replaces the rising air. This creates the winds that we feel most days of the year. The diagram above shows how this ‘system’ work in a natural setting.
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*An Air Evocationist may create a gust of wind towards a single object or individual, the power of such determined by tier. This spell requires [3] emotes (connect, cast, charge)
Air tends to warm at a faster rate over land because the land retains its heat. Over the sea the air warms more slowly as heat by the sun is slowly cooled by the cold water. If you visit the seaside or coastal area you will probably find that the weather is more breezy or windy than inland. This is because the warm air rises over the land and cold air over the sea replaces it.
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*Depending on the tier, the object or person will either be pushed backwards or stumble downwards. Aiming for one’s feet is the best means of achieving a trip, while aiming for the center or chest region can cause stumbling backwards.
  
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Tier Progression:
  
Craftier mages that have immersed themselves to the study will be able to manipulate their evocated air to abuse this natural physical property and enhance their abilities to have an edge over fellow mages of matching skill.  
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[T1] Creates a small gust which can blow things such as paper or lighter objects away, though aiming it towards a person will do little more than maybe frizzle their hair.
  
==Modifiable Properties==
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[T2] The gust can now push mildly heavier objects such as a baseball, and if aimed for the chest can cause one to feel a mildly uncomfortable, though not physically inhibiting.
 
  
Air Evocation can only take on one form, which is air. Anything and everything that is evocated will be made up of air that consisted of a neutral composition and is able to mix with other evocation  . Moreover when it comes to dual casting it is harder, needs much more concentration and uses much more mana for instance, with fire evocation, to create bigger flames.  
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[T3] The gust is now more effective in pushing somewhat heavier objects such as a light chair or lighter furniture. Aiming such a spell towards one’s torso will cause them to stumble back two meters, and aiming it towards their feet will perhaps cause them to lose their footing if they are not careful; mild bruising at most.
  
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[T4] The gust can now push heavier objects like tables, desks, and shelves. Aiming this at someone’s torso would lead to them stumbling back four meters and aiming it at their feet can cause them to stumble and fall backwards. Could certainly give a few bruises or perhaps fractures if they surface collided with is hard enough.
  
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[T5] The gust can push objects such as tables, desks, and shelves with greater ease. Aiming this at someone’s torso would lead them to fly back five meters and aiming it for their feet can cause them to fall flat on their face, causing a few fractures depending on the nature of the surface they collide with.
  
The wind’s very primal purpose; is not to be used in lethal ways,  which is why non-combative use of the magic often can be more expansive in relation to its harm-dealing capabilities. That isn't to say you cannot use it in combat because at it's heart, it is a combat magic. So when you are evocating the magic into whatever it may be, keep in mind the pressure of the air you are forming. Is the air pressurized far too much? It is more exhausting for a mage to hold and direct as it might just backfire if they lose control.
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====Redlines====
  
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*The spell is brief, lasting a single emote after being cast. It cannot be sustained.
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*Can only be aimed towards a single individual.
  
Aesthetically, air is invisible and in turn a rather unpredictable element on all accounts, which makes exceptional control rather impossible. The most used approach to this evocation; is to knock over foes. While more adept mages with greater control and practice will be capable of pressurizing and condensing air into spheres, which can then be hurled at a foe, its force of impact much like a thrown rock of considerable size.
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===Redirect===
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[C]
  
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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.
  
However, due to its unpredictable nature and difficulty of control, it is not unheard of to hear of air evolutionists backfiring in their art and causing themselves to be hurt . Though this occurrence is less frequent in comparison to meddling with other, much more dangerous elements such as fire, or electricity.
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====Mechanics====
  
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*An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform (Connection, Cast)
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*The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts, it can soften the impact, albeit it will still grant a significant injury.
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*Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball.
  
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====Redlines====
  
==Recommended Progress==
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*Requires line of sight for the projectile. Can only be used on a single projectile.
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*May not redirect something at the or another target.
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*Cannot redirect anything going crossbow bolt speed or faster. Will soften impact mildly.
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*Only smaller projectiles like small spells or arrows can be redirected.
  
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===Air Sweep===
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[C]
  
Stage/Tier 1 - This tier is mainly for beginners to the arcane and specifically, on connecting to the void. As this stage, one’s character should be extremely fatigued at almost every attempt to connect to the void and requires studying of the element to understand and be exposed to the element.
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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. Thus may be a double edged sword for one’s allies, as only the caster themselves is spared from this attack.
  
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====Mechanics====
  
 +
*An Air Evocationist may conjure a force of air around them which sweeps under the feet of all those around them, causing them to trip or stumble backwards if unprepared. This applies to everyone, save the caster, caught in the spell, including allies. When one has been swept off their feet, they must take at least [1] emote to clamber back up before resuming attacks.
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*This spell requires [3] emotes (connect, charge, cast), and will send a jet of air originating at the caster’s feet, expanding across the ground in a three meter radius around the mage.
  
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====Redlines====
  
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*The caster is the only one unaffected to this spell, their block being the only block untouched in the designated radius. The mage may move while charging this spell, albeit not as much as they normally could.
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*This spell sweeps people off their feet or causes them to stumble back, nothing more.
  
(Example): The newly initiated apprentice would set himself down upon the wooden floor. His form would gradually arc back in relaxation, his eyelids clamping shut in mild concentration, a single malformed bead of sweat slowly oozing away from the side of his head, his mind now entering a trance of complete concentration. His nose scrunching up from the extended effort. Soon, his eyes would drearily open, his face now doused with sweat as his aura’s color would begin to seep through his original iris’s color, his connection to the void stringed together flimsily. After a few seconds’ passing, his breathing would abruptly break out in ragged wheezes, the connection being severed away from its allotted time.
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===Air Shield===
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[C]
  
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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, though is virtually useless against melee attacks. Often such a barrier is conjured either as a dome or a forward shield of air spiraling upwards.
  
Stage/Tier 2 - A more advanced stage that consists of learning how air and wind currents work and allows for minor experimentations of creating various currents of winds and sustaining it, however to their inexperience to the element, they will be fatigued after merely summoning their element
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====Mechanics====
  
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*Air Evocationist may conjure a defensive barrier of air either in front of or around them, which will deflect any projectile that comes into it in a similar manner to the Redirect spell.
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*Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [2] emotes, able to be sustained for up to [4] emotes with adequate concentration.
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*Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform (connect, charge, cast) and can be sustained for up to [5] emotes with adequate connection and concentration.
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*Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball.
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*How well the barriers deflect is based upon tier.
  
(Example): The apprentice would lean back against the wall’s support, his eyes dropping close in somewhat practiced concentration. His chest would begin to heave up and down in rhythm, his conscious mind regulating his breathing. In a moment’s notice, his eyes would pry open again. His Irises’ color now emitting unnatural coloration from its original appearance, his aura’s reflected color seeming to be more piercing and vivid than before. [!] The wind would be barely felt by those around, its velocity hopping just a bit before coming to a sudden stop. With just that, the Apprentice’s knees would buckle. His breathing turned ragged and sparse, the connection cut away by his fatigue undoing his focus.
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Tier Progression:
  
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[T1] N/A
  
Stage/Tier 3 - It is the pivotal phase of the evocation study that allows its users to perform to a significant degree, allowing steady currents to be manifested through the user’s own control and allow for the manipulation of winds.  
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[T2] The evocationist may conjure a wall of air which may deflect anything flying at baseball speed or lower so long as it flies into the wall and the wall is maintained.  
  
(Example): The Mage would stay static in his motion, his eyes closed in practiced concentration. A single digit dangling from his right hand began to twitch lightly during this time frame. His mouth would part away with a single, pre-mediated exhale, his eyes now fluttering open. His irises would deal out a distinct glow; a clear sign of his steady connection. [!] Promptly after this, the wind orbiting the mage would be felt lightly dabbing against the skins of all around, including himself. His chest would rise and drop in steady tempo, just as the wind about would begin to gain speed; a steady current of wind, staying at no higher than a few miles per hour circled his front. After a few minutes, the mage would stop. His expression un-curtaining his fatigue as he’d break the connection.
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[T3] The evocationst may conjure a wall of air which may deflect anything flying at arrow speed or lower so long as it flies into the wall and is maintained.  
  
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[T4] The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed.
  
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[T5] The evocationist can now conjure an air dome which will deflect anything flying at crossbow bolt speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds of a crossbow bolt, though nothing higher.
  
Stage/Tier 4+ - Reaching a phase in which the user has became quite skilled and confident in performing their art and may now manipulate their Air with high success rates and proficiency/speed.
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====Redlines====
  
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*The wall cannot be moved once conjured.
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*The wall does not prevent anyone from walking through it and is useless in defending against melee attacks, though walking directly through the barrier will prove mildly difficult.
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*The evocationist may only move [5] blocks per emote when maintaining a wall and cannot move or perform other actions while maintaining a dome.
  
(Example): The adept mage would make his way back to the training grounds, a single finger hoisted up to adjust his glasses; his mind absent from his destination in deep thought. As he’d arrive, his mind would tear away from the day-dream, his eyes now gaining focus, pointed towards the few stacked pieces of wood just a few meters across his own location. With that, his eyes would shut, his mind cycling out any unnecessities as it would burrow deeply into a state of concentration. [!] His irises would give off the same glow as before, being that of a pure (insert aura color here) hue. The wind’s velocity would once more scale up in magnitude, the area of rally crossing over towards the stack of wood. Their forms rattling at the intruding force. Without further ado, the wind’s speed would soar high, the stack of wood soon scattering from the gale’s sudden impact. With that, another sole finger would raise to re-adjust his glasses. A single bead of sweat dribbled away from his face’s center. The pair of eyes just above painted back to normalcy.
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===Air Blast===
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[C]
  
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The first spell in which a mage uses compressed air, conjuring a small sphere of compact air to act as a hard blow towards an opponent as opposed to merely shoving them. This is often an introductory spell for those seeking to learn compression.
  
(These examples are no more than very basic outlines of how you should RP the magic, and should not be thoroughly mimicked under any circumstance; nor do they have to be as long/detailed)
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====Mechanics====
  
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*An Air Evocationist may conjure a small, compact pocket of air no larger than the size of a tennis ball which they may fling towards a target, essentially creating an ‘air punch’. Thus punch is strong enough to create bruising upon an individual, and perhaps cause a few minor fractures if they are unprotected.
==Red Lines==
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*The force of this may dent plate and could cause those it makes contact with to stumble back by no more than a meter. It may cause bruising in the area where it makes contact, as if one has received a punch.
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*Requires [3] emotes (connect, charge, cast) and up to three may be charged at one given time, each additional projectile costing an additional [1] emote to conjure. These must all be fired in the same direction if all fired at once.
  
-Unable to alter/use pre-existing elements in the world.
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====Redlines====
  
-Disruption, or loss of focus will immediately diminish the evoked element; in this instance, any summoned wind/gusts will disperse as soon as the connection is severed.
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*This spell would be akin to a regular punch, creating a few bruises if not minor fractures.
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*This spell does not blast a person backwards and could, at most, cause them to stumble back slightly.
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*Does not explode and will dissipate on contact, only having direct force.  
  
-You cannot manipulate the evoked air into radically fine points of interest, this means no ‘piercing winds’ that would act much like a material weapon.
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===Launch===
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[C]
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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 by causing the air pocket to explode upwards.
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====Mechanics====
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*An Air Evocationist may conjure a pocket of air at the base of a designated target before having the air pocket explode upwards, causing the target to fly upwards as well.
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*This spell requires [3] emotes to perform (connect, charge, cast) and the caster must be able to see the ground beneath the target’s feet in order to perform this spell. When charing this spell, one may see streaks of air gathering at the target’s feet and a faint whooshing noise.
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*Alternatively, one may charge a launch spell in a designated area, no greater than three by three meters and create a ‘trap’ which they may activate once a target steps on it. However, this trap can only be maintained for up to [5] emotes after it is done being charged, though the mage must maintain their concentration upon it.
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*Should one successfully charge and activate the spell with a target above it, the target will be launched into the air by [1.5] meters and at most will result in a sprained ankle, making movement difficult. At the very least this will take [1] emote to recover form.
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====Redlines====
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*The trap/spell cannot be moved. Should the target move, the mage will have to cancel the spell and fully recharge it at the new location.
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*Constant concentration must be maintained with the spell should it be made as a trap, meaning the mage cannot charge other spells while ensuring their connection.
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===Sound Blast===
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[C]
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A spell which draws advantage from an Air Evocationist’s ability to conjure sound, conjuring a loud blast of air which explodes outwards and creates a terribly disturbing noise which stuns opponents briefly, often being most effective against opponent mages as it disconnects them due to concentration disturbance.
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====Mechanics====
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*An Air Evocationist may conjure a bubble of sound which they may have explode outwards in a loud blast which may cause temporary stunning or deafness depending on the skill level of the mage using it. It may either be shot towards a location or may be conjured around the mage.
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*The bubble will expand outwards in a [2] meter radius either around the mage or where it was shot towards. The initial bubble is no larger than the size of a baseball when conjured or thrown.
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*This spell requires [3] emotes to perform (connect, charge, cast) and the mage may not move while casting this spell.
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Tier Progression:
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[T1] N/A
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[T2] N/A
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[T3] N/A
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[T4] The sound blast may stun all those in its radius for [1] emote, disrupting concentration of mages and causing others who hear it to be stunned and unable to perform a significant action for that single turn. Significant actions include attacking or moving more than [6] meters per emote.
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[T5] The sound blast may stun all those in its radius for [2] emotes, disrupting concentration of mages, causing temporary deafness, and causing others who heard it to be unable to perform a significant action for that duration. Significant actions include attacking or moving more than [4] meters per emote. Temporary deafness only lasts for [3] emotes, the character hearing nothing more than ringing in their ears. Connection-interruption only lasts one emote past breaking.
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====Redlines====
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*The mage is not immune to the sound if they are caught in the blast.
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*The blast has no physical presence and will not knock people back or trip them, merely stunning them.
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*By no means is deafness permanent and the sound blast will not cause any ear damage.
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===Windstorm===
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[C]
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A far more potent spell, akin to that of Gust, often used to fend off foes for as long as they can maintain it, sending forth a fury of wind in a large area, making it rather difficult for opposition to move through.
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====Mechanics====
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*A mage may create a powerful torrent of wind in a three-meter [T4] or five meter [T5] length in front of them, the rush of wind rushing outwards for up to five blocks [T4] or seven blocks [T5], making movement difficult as projectiles and small objects are blown away in the torrent’s direction. This spell requires [5] emotes to perform (connect, charge, cast), and can be maintained for up to [6] emotes afterwards.
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*Those within the torrent will find it rather difficult for them to move forward, though not impossible, as the heavy gust pummels towards them; as if they were walking through a strong snowstorm. If individuals within the gust do not have strong enough footing, they may be pushed backwards. This will never be enough to keep an individual from moving forward completely, just more difficult.
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*Objects thrown in the way of the gust will be blown out of it, assuming they are light enough; no more than say paper, glass, or small shards of metal; depending on the nature of the objects, they may induce cuts, lacerations, or bruises, though surely no broken bones. Larger objects may be blown away, though at a much slower rate, not enough to cause damage beyond a few light bruises.
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*The conjuring of this spell will become obvious after the second emote, powerful blasts of wind rushing forward along with streaks of air as lighter items are gently displaced; this gust becomes stronger as the spell is charged to a fuller capacity.
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====Redlines====
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*The mage cannot move while casting or maintaining this.
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*The pushing back will never be enough to kill someone on it’s own, and it is not them flying backwards either, but rather as if they were being pushed backwards, giving no more than perhaps a few light bruises.
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*The direction of the windstorm is not interchangeable.
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===Compression===
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[C]
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A greater form of Air Blast, which allows the Air Evocationist to create a greater spherical projectile of compressed air, one which explodes outwards upon contact, causing a potentially devastating amount of damage to those who are oblivious to such a spell.
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====Mechanics====
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*A mage may create a sphere of compressed air around the size of your average beach ball, requiring [5] emotes to cast (casting on fifth) and having a range of up to twenty blocks.
 +
*There are two ways in which this spell may be charged:
 +
**Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, while an armoured foe may receive a painful bruise and still be thrown back by five meters, though perhaps not broken bones.
 +
**Burst: The orb is sent towards a group of people, exploding outwards in a three meter radius with great force, the explosion blasting everyone in the radius back akin to the force of a [T4] Gust spell.
 +
*Charging this ability is by no means subtle, creating a great sphere of swirling air which is very visible, having streaks of wind flying quickly into a compressed sphere of air, almost acting like a light vacuum.
 +
*The slam spell will almost never instantly kill a target, though should the target not receive adequate medical attention which struck to the head or center-chest, they may perish.
 +
*Once the mage reaches emote [2] of conjuring the Compression spell, they will be unable to merely deconjure the raging sphere. Should their connection or concentration be disrupted, the sphere will explode in their face and inflict upon them moderately severe concussive injury.
 +
 
 +
====Redlines====
 +
 
 +
*The orb will never be invisible.
 +
*The Compression spell will never kill a target instantly; though slam may potentially mortally wound an individual. Should one not receive adequate medical treatment after sustaining enough damage, they may perish gradually.
 +
 
 +
===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. However, one should be warned not to get too close to the conjured storm themselves, lest they be swept up by its wrath.
 +
 
 +
====Mechanics====
 +
 
 +
*A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes (casting on the sixth) in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a five meter radius, or a ten meter diameter. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may be maintained for up to [6] emotes, and once it is cast the mage will not be able to cast additional spells for the remainder of the encounter.
 +
*Those caught within eight meters of the focal point will find themselves slowly pulled towards the whirlwind. Though this is not too difficult to resist, it will require some additional effort. Those caught within five meters of the focal point will find a greater strength pulling upon them, requiring even greater strain to resist. Those within three meters will find it very difficult to escape the torrent.
 +
*The whirlwind can do things such as suck up tiles or smaller objects/items. Most descendants, while not being caught up in the tornado, will find it to pull them towards it, leaving them susceptible to outside attacks. Smaller creatures like halflings may occasionally be pulled off the ground, though will return to it shortly, often with little damage from the tornado itself. They are not flung about and thrown at ridiculous speeds.
 +
*The most dangerous part of a whirlwind is how it can cause objects to fly about into others. For example, one could throw glass shards into a conjured tornado to create a devastating flurry of glass.
 +
 
 +
====Redlines====
 +
 
 +
*A whirlwind is never conjured subtly.
 +
*Should the mage lose connection or be distracted while charging or maintaining the tornado, it will fade. Casting and maintaining this spell requires all of a mage’s concentration, rendering them unable to perform other actions or even move while casting.
 +
    After successfully casting Whirlwind, the mage will be unable to cast for the rest of the encounter.
 +
 
 +
== 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.
 +
 
 +
----
 +
{{Navtable_Magic|class="mw-collapsible"}}
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<noinclude>[[Category:Magic]] [[Category:Void Magic]]</noinclude>

Latest revision as of 14:35, 17 August 2021

This page is a copy of the original lore which can be found hereand should be rewritten to be a summary of the lore.
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

While some may take the art of Air Evocation to be weak and ineffective, it is actually quite far from that, being able to cause great devastation is used in proper ways. From cooling down one’s tea with a soft swirl of air, to conjuring forth a great whirlwind to wreak havoc upon one’s foes, the art of air is one of diverse nature despite its seemingly limited elements. Additionally, air is an element best used as an advantage with the environment.

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. Whether they seek to create a small breeze to air out their home to conjuring a swirling tempest upon a city, the choice is ultimately theirs.

Mechanics

  • Air in this form is free and shapeless unless the mage grants it a more distinct form.
  • An Air Evocationist may manipulate their conjured air in any way, shape, or form so long as it remains out of combat. While at [T2] the shaping of air is rather lacking, being formless and freely swirling about, at [T4] the streaks of air may form much more distinct shapes, appearing almost perhaps like some form of transparent mist when used more distinctly.
  • All non-combat spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their air increase from [T1] being formless, to [T3] being more moderately distinct, to [T5] which is very refined, though cannot be razor thin.
  • Starting at [T4], the Air Evocationist may begin to conjure sounds carried by wind. From whispers, to clapping sounds, to booms. The strength of sounds conjured will increase progressively over the tier until the mage reaches mastery.

Redlines

  • Conjure Air may only be performed outside of combat.
  • Sounds may imitate any other air-like sound which the mage has heard before, such as flatulence or an airy hush. However, all sounds will have an airy nature to them, such as bee’s buzz or a violin; meaning one could not imitate the sound of two swords clashing or a fireball being thrown.
  • Sounds in this state may not be used for purposes of stunning or causing harm. They may be used to cause deafening noises to conceal another sound.

Gust

[C]

A simpler spell of Air Evocation and often one which most novice Air Evocationists first learn. This spell involves the conjuring of a small gust of air which they may push towards a person or object, causing them to stumble back or even trip backwards if not well grounded.

Mechanics

  • An Air Evocationist may create a gust of wind towards a single object or individual, the power of such determined by tier. This spell requires [3] emotes (connect, cast, charge)
  • Depending on the tier, the object or person will either be pushed backwards or stumble downwards. Aiming for one’s feet is the best means of achieving a trip, while aiming for the center or chest region can cause stumbling backwards.

Tier Progression:

[T1] Creates a small gust which can blow things such as paper or lighter objects away, though aiming it towards a person will do little more than maybe frizzle their hair.

[T2] The gust can now push mildly heavier objects such as a baseball, and if aimed for the chest can cause one to feel a mildly uncomfortable, though not physically inhibiting.

[T3] The gust is now more effective in pushing somewhat heavier objects such as a light chair or lighter furniture. Aiming such a spell towards one’s torso will cause them to stumble back two meters, and aiming it towards their feet will perhaps cause them to lose their footing if they are not careful; mild bruising at most.

[T4] The gust can now push heavier objects like tables, desks, and shelves. Aiming this at someone’s torso would lead to them stumbling back four meters and aiming it at their feet can cause them to stumble and fall backwards. Could certainly give a few bruises or perhaps fractures if they surface collided with is hard enough.

[T5] The gust can push objects such as tables, desks, and shelves with greater ease. Aiming this at someone’s torso would lead them to fly back five meters and aiming it for their feet can cause them to fall flat on their face, causing a few fractures depending on the nature of the surface they collide with.

Redlines

  • The spell is brief, lasting a single emote after being cast. It cannot be sustained.
  • Can only be aimed towards a single individual.

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.

Mechanics

  • An Air Evocationist may conjure a small jet of air to redirect a single projectile coming towards them or another person. This requires [2] emotes to perform (Connection, Cast)
  • The spell will cast off to the side any projectile rushing towards the evocationist or another at the speed of an arrow or slower. While this spell cannot prevent objects going as fast as crossbow bolts, it can soften the impact, albeit it will still grant a significant injury.
  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball.

Redlines

  • Requires line of sight for the projectile. Can only be used on a single projectile.
  • May not redirect something at the or another target.
  • Cannot redirect anything going crossbow bolt speed or faster. Will soften impact mildly.
  • Only smaller projectiles like small spells or arrows can be redirected.

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. Thus may be a double edged sword for one’s allies, as only the caster themselves is spared from this attack.

Mechanics

  • An Air Evocationist may conjure a force of air around them which sweeps under the feet of all those around them, causing them to trip or stumble backwards if unprepared. This applies to everyone, save the caster, caught in the spell, including allies. When one has been swept off their feet, they must take at least [1] emote to clamber back up before resuming attacks.
  • This spell requires [3] emotes (connect, charge, cast), and will send a jet of air originating at the caster’s feet, expanding across the ground in a three meter radius around the mage.

Redlines

  • The caster is the only one unaffected to this spell, their block being the only block untouched in the designated radius. The mage may move while charging this spell, albeit not as much as they normally could.
  • This spell sweeps people off their feet or causes them to stumble back, nothing more.

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, though is virtually useless against melee attacks. Often such a barrier is conjured either as a dome or a forward shield of air spiraling upwards.

Mechanics

  • Air Evocationist may conjure a defensive barrier of air either in front of or around them, which will deflect any projectile that comes into it in a similar manner to the Redirect spell.
  • Air may either be conjured in front of the mage in a two meter tall and three meter long barrier over the course of [2] emotes, able to be sustained for up to [4] emotes with adequate concentration.
  • Air may alternatively be conjured around the mage in the form of a dome, creating a shield of shifting wind in a three meter radius around the mage which prevents projectiles from entering. Requires [3] emotes to perform (connect, charge, cast) and can be sustained for up to [5] emotes with adequate connection and concentration.
  • Should a flaming projectile or spell be caught in redirection, the flame will be put out should the flame be insignificant enough, such as a lit arrow or fireball.
  • How well the barriers deflect is based upon tier.

Tier Progression:

[T1] N/A

[T2] The evocationist may conjure a wall of air which may deflect anything flying at baseball speed or lower so long as it flies into the wall and the wall is maintained.

[T3] The evocationst may conjure a wall of air which may deflect anything flying at arrow speed or lower so long as it flies into the wall and is maintained.

[T4] The evocationist can now conjure an air dome which will deflect anything flying at baseball speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds higher than an arrow though not at crossbow bolt speed.

[T5] The evocationist can now conjure an air dome which will deflect anything flying at crossbow bolt speed or lower so long as the shield is maintained. The wall can now deflect projectiles flying at speeds of a crossbow bolt, though nothing higher.

Redlines

  • The wall cannot be moved once conjured.
  • The wall does not prevent anyone from walking through it and is useless in defending against melee attacks, though walking directly through the barrier will prove mildly difficult.
  • The evocationist may only move [5] blocks per emote when maintaining a wall and cannot move or perform other actions while maintaining a dome.

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 towards an opponent as opposed to merely shoving them. This is often an introductory spell for those seeking to learn compression.

Mechanics

  • An Air Evocationist may conjure a small, compact pocket of air no larger than the size of a tennis ball which they may fling towards a target, essentially creating an ‘air punch’. Thus punch is strong enough to create bruising upon an individual, and perhaps cause a few minor fractures if they are unprotected.
  • The force of this may dent plate and could cause those it makes contact with to stumble back by no more than a meter. It may cause bruising in the area where it makes contact, as if one has received a punch.
  • Requires [3] emotes (connect, charge, cast) and up to three may be charged at one given time, each additional projectile costing an additional [1] emote to conjure. These must all be fired in the same direction if all fired at once.

Redlines

  • This spell would be akin to a regular punch, creating a few bruises if not minor fractures.
  • This spell does not blast a person backwards and could, at most, cause them to stumble back slightly.
  • Does not explode and will dissipate on contact, only having direct force.

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 by causing the air pocket to explode upwards.

Mechanics

  • An Air Evocationist may conjure a pocket of air at the base of a designated target before having the air pocket explode upwards, causing the target to fly upwards as well.
  • This spell requires [3] emotes to perform (connect, charge, cast) and the caster must be able to see the ground beneath the target’s feet in order to perform this spell. When charing this spell, one may see streaks of air gathering at the target’s feet and a faint whooshing noise.
  • Alternatively, one may charge a launch spell in a designated area, no greater than three by three meters and create a ‘trap’ which they may activate once a target steps on it. However, this trap can only be maintained for up to [5] emotes after it is done being charged, though the mage must maintain their concentration upon it.
  • Should one successfully charge and activate the spell with a target above it, the target will be launched into the air by [1.5] meters and at most will result in a sprained ankle, making movement difficult. At the very least this will take [1] emote to recover form.

Redlines

  • The trap/spell cannot be moved. Should the target move, the mage will have to cancel the spell and fully recharge it at the new location.
  • Constant concentration must be maintained with the spell should it be made as a trap, meaning the mage cannot charge other spells while ensuring their connection.

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 outwards and creates a terribly disturbing noise which stuns opponents briefly, often being most effective against opponent mages as it disconnects them due to concentration disturbance.

Mechanics

  • An Air Evocationist may conjure a bubble of sound which they may have explode outwards in a loud blast which may cause temporary stunning or deafness depending on the skill level of the mage using it. It may either be shot towards a location or may be conjured around the mage.
  • The bubble will expand outwards in a [2] meter radius either around the mage or where it was shot towards. The initial bubble is no larger than the size of a baseball when conjured or thrown.
  • This spell requires [3] emotes to perform (connect, charge, cast) and the mage may not move while casting this spell.

Tier Progression:

[T1] N/A

[T2] N/A

[T3] N/A

[T4] The sound blast may stun all those in its radius for [1] emote, disrupting concentration of mages and causing others who hear it to be stunned and unable to perform a significant action for that single turn. Significant actions include attacking or moving more than [6] meters per emote.

[T5] The sound blast may stun all those in its radius for [2] emotes, disrupting concentration of mages, causing temporary deafness, and causing others who heard it to be unable to perform a significant action for that duration. Significant actions include attacking or moving more than [4] meters per emote. Temporary deafness only lasts for [3] emotes, the character hearing nothing more than ringing in their ears. Connection-interruption only lasts one emote past breaking.

Redlines

  • The mage is not immune to the sound if they are caught in the blast.
  • The blast has no physical presence and will not knock people back or trip them, merely stunning them.
  • By no means is deafness permanent and the sound blast will not cause any ear damage.

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, sending forth a fury of wind in a large area, making it rather difficult for opposition to move through.

Mechanics

  • A mage may create a powerful torrent of wind in a three-meter [T4] or five meter [T5] length in front of them, the rush of wind rushing outwards for up to five blocks [T4] or seven blocks [T5], making movement difficult as projectiles and small objects are blown away in the torrent’s direction. This spell requires [5] emotes to perform (connect, charge, cast), and can be maintained for up to [6] emotes afterwards.
  • Those within the torrent will find it rather difficult for them to move forward, though not impossible, as the heavy gust pummels towards them; as if they were walking through a strong snowstorm. If individuals within the gust do not have strong enough footing, they may be pushed backwards. This will never be enough to keep an individual from moving forward completely, just more difficult.
  • Objects thrown in the way of the gust will be blown out of it, assuming they are light enough; no more than say paper, glass, or small shards of metal; depending on the nature of the objects, they may induce cuts, lacerations, or bruises, though surely no broken bones. Larger objects may be blown away, though at a much slower rate, not enough to cause damage beyond a few light bruises.
  • The conjuring of this spell will become obvious after the second emote, powerful blasts of wind rushing forward along with streaks of air as lighter items are gently displaced; this gust becomes stronger as the spell is charged to a fuller capacity.

Redlines

  • The mage cannot move while casting or maintaining this.
  • The pushing back will never be enough to kill someone on it’s own, and it is not them flying backwards either, but rather as if they were being pushed backwards, giving no more than perhaps a few light bruises.
  • The direction of the windstorm is not interchangeable.

Compression

[C]

A greater form of Air Blast, which allows the Air Evocationist to create a greater spherical projectile of compressed air, one which explodes outwards upon contact, causing a potentially devastating amount of damage to those who are oblivious to such a spell.

Mechanics

  • A mage may create a sphere of compressed air around the size of your average beach ball, requiring [5] emotes to cast (casting on fifth) and having a range of up to twenty blocks.
  • There are two ways in which this spell may be charged:
    • Slam: The orb is sent to slam into a single person or object with immense force, capable of blasting back the individual it makes contact with and likely causing a handful of fractures and broken bones to an unarmoured opponent, while an armoured foe may receive a painful bruise and still be thrown back by five meters, though perhaps not broken bones.
    • Burst: The orb is sent towards a group of people, exploding outwards in a three meter radius with great force, the explosion blasting everyone in the radius back akin to the force of a [T4] Gust spell.
  • Charging this ability is by no means subtle, creating a great sphere of swirling air which is very visible, having streaks of wind flying quickly into a compressed sphere of air, almost acting like a light vacuum.
  • The slam spell will almost never instantly kill a target, though should the target not receive adequate medical attention which struck to the head or center-chest, they may perish.
  • Once the mage reaches emote [2] of conjuring the Compression spell, they will be unable to merely deconjure the raging sphere. Should their connection or concentration be disrupted, the sphere will explode in their face and inflict upon them moderately severe concussive injury.

Redlines

  • The orb will never be invisible.
  • The Compression spell will never kill a target instantly; though slam may potentially mortally wound an individual. Should one not receive adequate medical treatment after sustaining enough damage, they may perish gradually.

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. However, one should be warned not to get too close to the conjured storm themselves, lest they be swept up by its wrath.

Mechanics

  • A mastered mage may conjure a great whirlwind to devastate the designated location, requiring [8] emotes (casting on the sixth) in total. The focal point of the tornado at most can only be one meter in radius, while the top most part of the tornado can only be up to a five meter radius, or a ten meter diameter. The tornado cannot be conjured further than fifteen blocks away from the mage. This spell may be maintained for up to [6] emotes, and once it is cast the mage will not be able to cast additional spells for the remainder of the encounter.
  • Those caught within eight meters of the focal point will find themselves slowly pulled towards the whirlwind. Though this is not too difficult to resist, it will require some additional effort. Those caught within five meters of the focal point will find a greater strength pulling upon them, requiring even greater strain to resist. Those within three meters will find it very difficult to escape the torrent.
  • The whirlwind can do things such as suck up tiles or smaller objects/items. Most descendants, while not being caught up in the tornado, will find it to pull them towards it, leaving them susceptible to outside attacks. Smaller creatures like halflings may occasionally be pulled off the ground, though will return to it shortly, often with little damage from the tornado itself. They are not flung about and thrown at ridiculous speeds.
  • The most dangerous part of a whirlwind is how it can cause objects to fly about into others. For example, one could throw glass shards into a conjured tornado to create a devastating flurry of glass.

Redlines

  • A whirlwind is never conjured subtly.
  • Should the mage lose connection or be distracted while charging or maintaining the tornado, it will fade. Casting and maintaining this spell requires all of a mage’s concentration, rendering them unable to perform other actions or even move while casting.
   After successfully casting Whirlwind, the mage will be unable to cast for the rest of the encounter.

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