Difference between revisions of "Fire Evocation"

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[[Category:Magic]]
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[[Category:Magic]] [[Category:Void Magic]]

Revision as of 19:38, 16 April 2021

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Long ago, the descendants discovered the element of fire. The main characteristics of this element were to produce light and warmth, while also offering protection and strength. For ages they wished to utilize these attributes, often dreaming of using the pure essence of flame to fend off their foes. The very first mages were determined to grasp such a power as their own. While it’s unclear what the first magic may have been in the early world, many scholars believe that Pyromancy was one of the first of the elemental magics; fire being one of the simplest elements to study. Early scholars sought to control the flame, and learned that one could conjure their own flames from the void. This finding conceived what was to be the beginning of modern Fire Evocation.




OVERVIEW

Fire Evocation is the art of conjuring elemental flames from the void to be controlled at the will of its caster. The basic limitations being one's mana and basic casting principles on a weaponized magic which can be wielded to the casters imagination. The first flames conjured from the void were crude and simple, not easily controlled. Over time mages had learned to manipulate the flames, using their imagination to cast spells in different ways rather than the ability to launch a fireball through the air. After years of experience and adaptation, mages eventually became able to alter the intensity of the heat in their flames, as well as create blue flame. While there is great flexibility with elemental evocation, typically, there are set limits. One particular mage was daring enough to attempt heating their flames to white hot, ultimately leading to their untimely death. Any who tried to do the same were brought to their inevitable demise. This served as a lesson to other mages that there were boundaries that simply could not be crossed, at the cost of their life.


- Fire Evocation takes up [1] magic slot.

- Fire Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered fire evocationist with a valid [TA].

- Fire evocation requires a stable connection to the Void in order to be practiced.




LEARNING AND CASTING

Firstly, in order to cast fire, a mage must establish a Mana Anchor, picture the flame they want to summon in their mind, and pull it out of the Void and into reality, like any Voidal Evocation. Such a skill, however, requires years of dedication and study of the Void and its powers. Even the quickest of learners will still require much time to fully master connecting to the Void. As any Voidal magic, mastery of fire evocation is based on repetition and study over the course of many years. To even begin to consider the learning of fire evocation, one must understand the fundamentals of fire itself, knowing everything from how it acts to how it is snuffed out. One must also have an adequate teacher, one well versed in the use of Voidal Fire, a master of their craft. Once one has learned to connect to the Void and studied flame itself, they will be able to draw fire from the Void. They must connect, picture the fire in the void, form it, then summon it from the Void and project it in the form of a 'spell'.



>Modern Day<



Gradually, the art was developed into more unique uses than merely lighting their foes ablaze with a well placed fireball. With different techniques being formulated, came the existence of “Heat Evocation”. This permits the caster to kindle the heat of their element rather than only the flames themselves. Another noteworthy feat of pyromancers was the revelation of “Smoke Evocation". As the name suggests, this brings forth the smoke of a Fire that may be used for self defense purposes without severely harming the other party. While the smoke may blind or hinder the target, it could not burn and cause them any long-term complications. Even if Fire Evocation may be one of the “simplest” magics to grasp due to the straightforward nature of the element, anyone can gain a variety of interesting skills with enough patience and aptitude. All thing considered, one must always remember they are playing with fire.



Today's Fire Evocationists join the ranks with many mages and scholars in the voidal arts, Fire Evocation often being suggested to new mages as a beginners magic for its simplicity and various uses. The most heavily utilized capabilities for those that wield this evocation, are for those who enjoy a combative approach. There are multiple ways to use a weaponized flame: The simple fireball where one would brandish a ball of flame and toss it at their foe, Conjuring embers to collect at a location which expand rapidly into a fiery explosion(Not concussive), or simply using embers to light a fire. One needs to understand that voidal flames are dangerous and can ignite real flames upon the mortal realm, leaving behind a trail of destruction whether it be accidentally or purposely. One of the more emphasized lessons a teacher could push onto their apprentice, would be to exercise caution with such flame.


>The Properties of Conjured Fire<



Flames conjured by the void are just as volatile as real flames, but their temperature can become considerably warmer and the physical form more controllable. There are three different colors of flame, each with their own category of temperature. The greater amount of heat one brings to their flame, the more mana they burn in the process. In order from coolest to the hottest are orange flames, blue flames, and white flame. Orange flames are simple fire, the easiest to conjure from the void. Blue flames, being more difficult to conjure and even hotter than lava, should be cast such with extreme caution. It’s to be noted that blue flames should only be attempted by well practiced pyromancers. Finally, white flames are thought to be never achieved; for every attempt has ended in death. These flames drain the casters mana very rapidly before fully formed, and if one was to manage to cast a white flame it would be too hot to handle. The heat exposure will surely kill them and those in close range. Voidal flames can influence the world around them and thus can light other flammable materials ablaze, or heat metal / stone, so forth. These flames mimic the properties of real fire, so it has all the weaknesses of such. Flames will always require air and space to thrive. Sand or water will suffocate and extinguish them.



>Progression<


As any magic, Fire Evocation is broken down into five tiers of mastery. The following is an explanation of ability with each tier—Tier 1:

This stage the caster studies fire and begins to learn how to cast it.

Tier 2(1-2 Weeks):

Caster is now able to cast weak flames, and will work on their ability to do such.

Tier 3(1 Month):

Caster now has better control of their flames and it’s temperature, and can make crude shapes with them. They will have have much better control of their flame. The pyromancer can now conjure heat on it’s own, as well as flames.

Tier 4(2-3 Months):

Caster increases their control to near mastery, and begin to explore the fields of smoke evocation and blue flames.

Tier 5(4-5 Months):

Caster is now masterful of their magic, and have no trouble with simple spells.



 Red Lines:

Fatigue must be emoted, Even at T5 be sure to express fatigue that fits your characters experience in the magic and how much they’re casting or it’s powergaming.


You cannot control real fire. The casters are only able to control the elements they have created from the void.


Molding a flame is something that shouldn’t be done until the beginning of tier three has been reached; even if it is just a crude shape.


Do not control flames to a fine degree unless you combine this art with the art of primordial conjuration.


Make sure you roleplay appropriate casting time; The farther away you are from your target location and the bigger the spell, the longer it will take to evoke that element. I.E. Don’t emote instantly summoning a flame underneath/atop of someone.


Blue flames drain a vast amount of mana in a short amount of time, one should only cast with caution and if needed; And white flames are practically impossible, the drain would kill a mage instantly and if not, the heat would.


As any evocation, you are not able to evoke in areas you cannot see.


Fire Evocation cannot make concussive explosions, only rapidly expanding fire explosions. (On its own at least.)

Additions

Combustion is a subcategory of fire evocation in which a mastered veteran fire-mage is able to form concussive blasts through advanced spellcasting. By the expense of extra mana and time, a fireball (or what have you) is capable of expanding with such force that it no longer merely douses the radius in flames but also expels large amounts of kinetic energy in order to create a true explosion. Whether a mage is facing an opponent immune to their conventional burning methods, or they merely wish to do more destruction, this would be the desired technique next to blue-fire. However just as blue-fire is more dangerous by its intense heat, the possibility of closeby explosions are more dangerous than one might think.
   Normally when a fire evocationist creates something of an expansive wave of flames it is due to the compression of said element during the preparation of a spell. This is how the non-concussive ‘explosive’ fireballs well-known in the art are made possible. They do not cause true kinetic explosions, but there is indeed a way for this as a mastered fire mage. It is actually the same concept pushed to eleven, a mage putting greater effort and diligence into exceptionally compressing their flame into a singular spot over time. There becomes a critical point where the compaction is so powerful that when the fire is let loose, it explodes with much more energy than normally possible, allowing for the flames to take on true explosive properties.
   Unfortunately despite the increased damage this is capable of causing there are a number of aspects that make choosing such a technique not without its drawbacks. Due to the higher level of concentration required to maintain the compressed state of flames, it is impossible to maintain such past a ten meter radius (10 blocks) before it automatically releases pressure and thus it ‘combusts’. Furthermore, this advanced form of fire evocation requires an exponentially greater amount of mana than that of normal non-concussive flames. Likewise as the mana increase is present, so is an extended period of time required to force the flames into a compact singularity. Finally, as the combustion technique has a shorter range than most forms of fire evocation as well as being inherently more destructive, the mage is far more likely to cause harm to themselves by the backlash of their own casting. All in all this means one should practice much caution when deciding to use this technique over the common form of casting, just as they should while casting blue flames.


REDLINES:

-The caster is limited to a 10 block radius from themselves while casting combustion (It explodes mid-air at the limit if attempting to go further).

-Must be a T5 master fire evocationist to practice this technique.

-Requires 1-2 more emotes when deciding to use combustion (concussive explosions).

-Mana needed to do this is higher, resembling that of utilizing blue flames. Fatigue must be roleplayed if used excessively.

-Mage is not immune to their own explosions. Not intentionally dispelling or losing focus leads to premature explosions.

-Must be cast nearby in the form of a compacted fireball, which should subsequently be thrown or intentionally dispelled.

-With the implementation of this the former redline in which one cannot cast concussive explosions is nullified, so long as one utilizes the guidelines in this lore.


Clarifications [11/06/17]:

The 10 block radius is not in reference to how large the blast of combustion spells are, but how far away a mage is able to throw them. Consider a standard non-concussive fireball that's already possible. It would take 3 emotes to cast and throw, with it dousing flames in a couple block radius on hit. A combustion fireball of the same size would need to be formed close to the caster over 5 emotes and thrown no further than 10 blocks away. The resultant explosion would have the same radius of a couple blocks and douse the area in flame with the only difference being anything caught inside is also subjected to bludgeoning trauma. With that in mind, a master fire mage could only cast a combustion spell like that 2-3 times before becoming exhausted. The explosions are able to be made smaller or larger than this, with mana expenditure linearly changing to match. If the prior-mentioned combustion fireball is the standard, one may discern the upper limitations of how powerful larger blasts could be.

I would also like to stress the risk of explosions on the user more clearly. Even if one is not caught in the radius of the direct explosion, things being forcefully impacted inside can be flung without control (due to it being a literal explosion) which could come back to harm the caster. Likewise due to the need of forming the spell in proximity as a fireball, a premature explosion could occur on top of them if forced to lose concentration. This would cause the flames to be quickly released, hitting the caster as well as anything else around with flames and force. It may however be weaker depending on how far along they were in casting before losing control.


Changelog:

-Made several clarifications as requested by the LT in the new 'clarifications' section seen just above. [11/06/17]

-Amended a redline and added another to further describe the use of this technique as being like a fireball that must be formed near the user and then thrown. [11/06/17]

Combustion

Combustion is a subcategory of fire evocation in which a mastered veteran fire-mage is able to form concussive blasts through advanced spellcasting. By the expense of extra mana and time, a fireball (or what have you) is capable of expanding with such force that it no longer merely douses the radius in flames but also expels large amounts of kinetic energy in order to create a true explosion. Whether a mage is facing an opponent immune to their conventional burning methods, or they merely wish to do more destruction, this would be the desired technique next to blue-fire. However just as blue-fire is more dangerous by its intense heat, the possibility of closeby explosions are more dangerous than one might think.

   Normally when a fire evocationist creates something of an expansive wave of flames it is due to the compression of said element during the preparation of a spell. This is how the non-concussive ‘explosive’ fireballs well-known in the art are made possible. They do not cause true kinetic explosions, but there is indeed a way for this as a mastered fire mage. It is actually the same concept pushed to eleven, a mage putting greater effort and diligence into exceptionally compressing their flame into a singular spot over time. There becomes a critical point where the compaction is so powerful that when the fire is let loose, it explodes with much more energy than normally possible, allowing for the flames to take on true explosive properties.
   Unfortunately despite the increased damage this is capable of causing there are a number of aspects that make choosing such a technique not without its drawbacks. Due to the higher level of concentration required to maintain the compressed state of flames, it is impossible to maintain such past a ten meter radius (10 blocks) before it automatically releases pressure and thus it ‘combusts’. Furthermore, this advanced form of fire evocation requires an exponentially greater amount of mana than that of normal non-concussive flames. Likewise as the mana increase is present, so is an extended period of time required to force the flames into a compact singularity. Finally, as the combustion technique has a shorter range than most forms of fire evocation as well as being inherently more destructive, the mage is far more likely to cause harm to themselves by the backlash of their own casting. All in all this means one should practice much caution when deciding to use this technique over the common form of casting, just as they should while casting blue flames.


REDLINES:

-The caster is limited to a 10 block radius from themselves while casting combustion (It explodes mid-air at the limit if attempting to go further).

-Must be a T5 master fire evocationist to practice this technique.

-Requires 1-2 more emotes when deciding to use combustion (concussive explosions).

-Mana needed to do this is higher, resembling that of utilizing blue flames. Fatigue must be roleplayed if used excessively.

-Mage is not immune to their own explosions. Not intentionally dispelling or losing focus leads to premature explosions.

-Must be cast nearby in the form of a compacted fireball, which should subsequently be thrown or intentionally dispelled.

-With the implementation of this the former redline in which one cannot cast concussive explosions is nullified, so long as one utilizes the guidelines in this lore.


Rewrite

Origins

Long ago, the descendants discovered the element of fire. The main characteristics of this element were to produce light and warmth, while also offering protection and strength. For ages they wished to utilize these attributes, often dreaming of using the pure essence of flame to fend off their foes. The very first mages were determined to grasp such a power as their own. While it’s unclear what the first magic may have been in the early world, many scholars believe that Pyromancy was one of the first of the elemental magics; fire being one of the simplest elements to study. Early scholars sought to control the flame, and learned that one could conjure their own flames from the void. This finding conceived what was to be the beginning of modern Fire Evocation.



Fire Evocation is the art of conjuring elemental flames from the void to be controlled at the will of its caster. The basic limitations being one's mana and basic casting principles on a weaponized magic which can be wielded to the casters imagination. The first flames conjured from the void were crude and simple, not easily controlled. Over time mages had learned to manipulate the flames, using their imagination to cast spells in different ways rather than the ability to launch a fireball through the air. After years of experience and adaptation, mages eventually became able to alter the intensity of the heat in their flames, as well as create blue flame. While there is great flexibility with elemental evocation, typically, there are set limits. One particular mage was daring enough to attempt heating their flames to white hot, ultimately leading to their untimely death. Any who tried to do the same were brought to their inevitable demise. This served as a lesson to other mages that there were boundaries that simply could not be crossed, at the cost of their life.


Modern Day

Gradually, the art was developed into more unique uses than merely lighting their foes ablaze with a well placed fireball. With different techniques being formulated, came the existence of “Heat Evocation”. This permits the caster to kindle the heat of their element rather than only the flames themselves. Another noteworthy feat of pyromancers was the revelation of “Smoke Evocation". As the name suggests, this brings forth the smoke of a Fire that may be used for self defense purposes without severely harming the other party. While the smoke may blind or hinder the target, it could not burn and cause them any long-term complications. Even if Fire Evocation may be one of the “simplest” magics to grasp due to the straightforward nature of the element, anyone can gain a variety of interesting skills with enough patience and aptitude. All thing considered, one must always remember they are playing with fire.



Today's Fire Evocationists join the ranks with many mages and scholars in the voidal arts, Fire Evocation often being suggested to new mages as a beginners magic for its simplicity and various uses. The most heavily utilized capabilities for those that wield this evocation, are for those who enjoy a combative approach. There are multiple ways to use a weaponized flame: The simple fireball where one would brandish a ball of flame and toss it at their foe, Conjuring embers to collect at a location which expand rapidly into a fiery explosion(Not concussive), or simply using embers to light a fire. One needs to understand that voidal flames are dangerous and can ignite real flames upon the mortal realm, leaving behind a trail of destruction whether it be accidentally or purposely. One of the more emphasized lessons a teacher could push onto their apprentice, would be to exercise caution with such flame.


The Properties of Conjured Fire

Flames conjured by the void are just as volatile as real flames, but their temperature can become considerably warmer and the physical form more controllable. There are three different colors of flame, each with their own category of temperature. The greater amount of heat one brings to their flame, the more mana they burn in the process. In order from coolest to the hottest are orange flames, blue flames, and white flame. Orange flames are simple fire, the easiest to conjure from the void. Blue flames, being more difficult to conjure and even hotter than lava, should be cast such with extreme caution. It’s to be noted that blue flames should only be attempted by well practiced pyromancers. Finally, white flames are thought to be never achieved; for every attempt has ended in death. These flames drain the casters mana very rapidly before fully formed, and if one was to manage to cast a white flame it would be too hot to handle. The heat exposure will surely kill them and those in close range. Voidal flames can influence the world around them and thus can light other flammable materials ablaze, or heat metal / stone, so forth. These flames mimic the properties of real fire, so it has all the weaknesses of such. Flames will always require air and space to thrive. Sand or water will suffocate and extinguish them.



Progression

As any magic, Fire Evocation is broken down into five tiers of mastery. The following is an explanation of ability with each tier--


Tier 1:

This stage the caster studies fire and begins to learn how to cast it.

Tier 2(1-2 Weeks):

Caster is now able to cast weak flames, and will work on their ability to do such.

Tier 3(1 Month):

Caster now has better control of their flames and it’s temperature, and can make crude shapes with them. They will have have much better control of their flame. The pyromancer can now conjure heat on it’s own, as well as flames.

Tier 4(2-3 Months):

Caster increases their control to near mastery, and begin to explore the fields of smoke evocation and blue flames.

Tier 5(4-5 Months):

Caster is now masterful of their magic, and have no trouble with simple spells.



 Red Lines:

Fatigue must be emoted, Even at T5 be sure to express fatigue that fits your characters experience in the magic and how much they’re casting or it’s powergaming.


You cannot control real fire. The casters are only able to control the elements they have created from the void.


Molding a flame is something that shouldn’t be done until the beginning of tier three has been reached; even if it is just a crude shape.


Do not control flames to a fine degree unless you combine this art with the art of primordial conjuration.


Make sure you roleplay appropriate casting time; The farther away you are from your target location and the bigger the spell, the longer it will take to evoke that element. I.E. Don’t emote instantly summoning a flame underneath/atop of someone.


Blue flames drain a vast amount of mana in a short amount of time, one should only cast with caution and if needed; And white flames are practically impossible, the drain would kill a mage instantly and if not, the heat would.


As any evocation, you are not able to evoke in areas you cannot see.


Fire Evocation cannot make concussive explosions, only rapidly expanding fire explosions. (On its own at least.)