Difference between revisions of "Air Evocation"

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[[Category:Lore-WIP]]
 
[[Category:Lore-WIP]]
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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{{MagicImage
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|name = Air Evocation
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|image =
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|artist =
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|classification = Evocation
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|source = Voidal
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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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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.
  
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== Learning & Teaching ==
 
 
==Process==
 
 
 
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.
 
 
 
 
 
 
==Principles==
 
 
 
 
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.
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
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.
 
 
 
 
 
 
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.
 
 
 
 
  
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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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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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.
  
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== Abilities ==
  
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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Abbreviation Key:
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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'''N''' - Non-Combat
  
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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'''C''' - Combat
  
==Modifiable Properties==
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'''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.
 
  
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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'''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.  
  
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'''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.
  
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'''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.
  
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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'''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.
  
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'''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.
  
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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'''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.
  
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'''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.
  
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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'''Compression''' [''C''] — A greater form of Air Blast, which allows the Air Evocationist to create a greater spherical projectile of compressed air.
  
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'''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.
  
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== Progression ==
  
==Recommended Progress==
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This magic requires a magic application and can be learned from OOC guidance or a person with a teacher application.
  
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Tier Progression
  
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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'''T1 - Novice'''
  
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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.
  
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''Lasts two [OOC] weeks.''
  
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'''T2 - Apprentice'''
  
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The mage has gained better experience in connecting. They can form vague shapes, though nothing complex or large.
 
   
 
   
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''Lasts three [OOC] weeks.''
  
(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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'''T3 - Adept'''
  
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The mage has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations.
  
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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''Lasts five [OOC] weeks.''
  
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'''T4 - Expert'''
  
(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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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.  
  
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''Lasts six [OOC] weeks.''
  
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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'''T5 - Master'''
  
(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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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.
  
  
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== Limitations ==
  
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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'''General Redlines of Air Evocation'''
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|IMPORTANT|
  
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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.
  
(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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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
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One may not suffocate, inflate, or in any way manipulate one or anothers breathing in any shape or form.
  
(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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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.
==Red Lines==
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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.
 
  
-Unable to alter/use pre-existing elements in the world.
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| Credit to Squakhawk for the writing - [https://www.lordofthecraft.net/forums/topic/192210-%E2%9C%93-magic-lore-air-evocation/] |
  
-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.
 
  
-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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{{Navtable_Magic|class="mw-collapsible"}}
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<noinclude>[[Category:Backbones]]</noinclude>

Revision as of 17:17, 27 March 2021

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Air Evocation
noimg.png
Art by:
Classification: Evocation
Energy Source: Voidal


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

Learning & Teaching

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

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

Abilities

Abbreviation Key:

N - Non-Combat

C - Combat

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

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

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

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

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

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

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

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

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

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

Progression

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

Tier Progression

T1 - Novice

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

Lasts two [OOC] weeks.

T2 - Apprentice

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

Lasts three [OOC] weeks.

T3 - Adept

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

Lasts five [OOC] weeks.

T4 - Expert

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

Lasts six [OOC] weeks.

T5 - Master

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


Limitations

General Redlines of Air Evocation |IMPORTANT|

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


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


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

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



Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
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