Difference between revisions of "User:Slorbin"

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{{MagicImage
 
{{MagicImage
|name =
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|name = Fire Evocation
|image = file:rock.jpg
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|image =
|artist = God
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|artist =
 
|classification = Evocation
 
|classification = Evocation
 
|source = Voidal
 
|source = Voidal
 
}}
 
}}
  
Earth – an element that is firm and unyielding, rigid and strong, yet holds power whose potential few recognize. The potential for those who harness the powers of the Earth is immense, allowing them a plethora of capabilities, from city building, to demolition, to terraformation. It was with this recognition in mind that mages sought and learned to conjure forth earthen power from the Void, applying it in a surplus of ways, the likes of which few scholars have seen.  
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Ever since the discovery of fire, descendants have strived to be able to control it, to harness its power and use it for there own purposes. Whether it be used to warm oneself at the fireside, to lighting an enemy camp aflame, fire was always a vital tool, playing a crucial role in descendant development. As magic was discovered, so was the use of flame in Voidal evocation, the very element which descendants strived to control now within their grasp.  
 
 
  
 
== History ==
 
== History ==
Earth Evocation is the conjuring of earthen materials from the Void and ‘casting’ it in a variety of ways. As most evocations, it is one of the more versatile arts of the Void, as well as far more durable than the others, allowing for multiple uses and applications which few evocations can call their own.  
+
Fire Evocation, in essence, is the pulling of fire directly from the Void and projecting or ‘casting’ it in a certain direction and shape. While most spells of fire evocation are quite simple, some of the higher tiered can be a bit more complex, anything from throwing a fireball to conjuring forth a storm of flames to rain down upon foes.
  
 
== Learning & Teaching ==
 
== Learning & Teaching ==
Casting Earth Evocations requires a connection to the Void, creating their Mana Anchor from which they may draw their elements from the Void in exchange for their mana. This connection, however, is not a simple performance, repetitive practice with one’s connection being a preliminary for conjuring forth any elements of the earth. Struggle with connection is not uncommon, often discouraging many aspiring mages despite their predicament being quite normal.  
+
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.
  
In order to conjure earth, one must dedicate many years towards the study of the mundane element, requiring them to understand every little detail of stone and earth ever so accurately; from the texture of its surface, to how it tumbles down a hill. Having an adequate teacher is also a necessity for learning the ways of Earth Evocation, one who has mastered all aspects of the art. Once one has learned to connect to the Void and studied earth itself, they will be able to draw earth from the Void. They must connect, picture the earth in the void, form it, then summon it from the Void and project it.
+
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.
  
*Earth Evocation takes up [1] magic slot.
+
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. 
  
*Earth Evocation is a Voidal Art under the Evocation subtype.  
+
*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].
*Earth Evocation can be practiced with a valid Earth Evocation [MA].
+
*Fire evocation requires a stable connection to the Void.  
 
 
*Earth Evocation can be learned under a character with a valid Earth Evocation [TA].
 
 
 
*Earth Evocation requires a stable connection to the Void to cast.
 
  
 
== Abilities ==
 
== Abilities ==
Earth Evocation is one of solidarity and firmness, centered around order and control, as opposed to more free and flowing evocations such as fire, water, and air. As a wave crashing against a rock wears it away over time, so too has time chiseled this arcane art to be applied in powerful and strange new ways.
+
Give a short summary of the general abilities and their usages.
  
Abbreviation Key:
+
== Progression ==
 
+
As any sort of skill or art requires practice and dedication, so too does the art of fire evocation requires time, effort, and study in order to be mastered. While some mages may seem to master their magic faster than others, there is a bare minimum requirement for how long it takes for the mage to reach each tier. They are listed below.
N - Non-Combat
 
 
 
C - Combat
 
 
 
===Earth Evocation===  
 
[N]
 
 
 
An earth evocationist can conjure sand, dirt, gems, or stone from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes — from creating mere artistic expression from rocks, to a large boulder which can push road-blocks out of the way.
 
 
 
====Conjure Earth====
 
Both the simplest form of Earth Evocation, yet also with the ability to be the most complex of all its practices. When conjured in this form, the rock is undefined, crumbling like dry dirt or sand unless shaped into a more defined form. This allows the mage to conjure and manipulate the earth they have summoned in any way, shape, or form they see fit so long as this remains out of combat. The detail of such shape depends on the tier of the mage.
 
 
 
=====Tier Progression=====
 
 
 
[T1] - Up to one meters of earth.
 
 
 
[T2] - Up to five meters of earth.
 
 
 
[T3] - Up to ten meters of earth.
 
 
 
[T4] - Up to fifteen meters of earth.
 
 
 
[T5] - Up to twenty meters of earth.
 
 
 
=====Redlines=====
 
 
 
*Meters is rendered as blocks. One total block at Tier 1, two total blocks at Tier 2, etc etc.
 
 
 
*Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual earth. The larger the spell, the more emotes required. The higher the tier, the less emotes required. Use common sense when determining emote counts for non-combat spells. If you make a storm of earthen spikes, obviously it will take more than three emotes, likely closer to around six or seven.
 
 
 
*When entering combat, all conjured earth will immediately disappear..
 
 
 
*Refined substances like obsidian or metal cannot be summoned. One cannot conjure ores or metals.  
 
 
 
*Materials as glowstone may be conjured for flavor only and have no other application.
 
 
 
*Conjured materials only last so long as the mage maintains their focus upon it. They vanish afterwards.
 
 
 
*May not be used for destructive purposes, and should anyone work against the evocation, they will be forced to use combat spells as entering combat.
 
 
 
===Sand Offensive===
 
[C]
 
 
 
Similarly to conjuring rock and stone, an Earth Evocation may manifest earth in a far more granulated state, like that of sand or salt, able to apply this in various ways, such as greeting small blasts of sand to blind foes within a moment’s notice, to conjuring an entire furious storms of sand around them.
 
 
 
====Sand Blasts====
 
A simple application of earth evocation to evoke sand for combative purposes, typically being the first spell taught to budding Earth Evocationists. It may be performed in [2] emotes [1 connect + 1 cast]. Should it be directed towards a target’s face, they will be temporarily blinded for up to [2] emotes afterwards, making it excellent for a quick escape or distraction.
 
 
 
=====Redlines=====
 
*Sand Blasts have a maximum range of ten meters, travelling at arrow-speed at most.  
 
  
*Sand Blasts have no force and are simply a small ball or blast of loose, granulated sand. They may not cut, burn, or bruise targets.
+
===T1 - Novice===
  
*Blindness is not total blindness, and merely causes one’s eyes pain, forcing them to clench them shut. This does not cause permanent damage to the eyes, such as scratching them.  
+
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 few small sparks before becoming exhausted. Lasts two [OOC] weeks.
  
====Sandstorm====
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Spells – Conjure Fire, Cauterize
A more advanced application of sand; summoning forth a flurry of sand which surrounds the designated target individual or area, causing blindness to all those within similarly to Sand Blast. It may be performed in [3] emotes [1 connect + 1 charge + 1 cast], and will have a maximum diameter of five meters, causing all those within it to be blinded so long as the spell remains, or up to [2] emotes after they emerge. Assuming the mage’s concentration goes unimpeded, it may be sustained for up to [4] emotes.
 
  
=====Redlines=====
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Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of fire at this stage is very crude, practically nonexistent  as they can only conjure up to a few sparks before becoming exhausted. This stage is typically used for studying fire itself, rather than casting.
*From the outside, it is difficult to see within the sandstorm, one able to only see vague, shadowy figures as if they were looking through steam or light smoke. While inside the storm, one is unable to see more than their arms-length in front of them with eye protection, though without them they will be unable to open their eyes as a result of the pain from the sand. Once they leave the storm, the pain/blindness only lasts for [2] emotes after.
 
  
*Sandstorm may be conjured up to fifteen blocks away from them. It is ill-advised for the mage to conjure it around themselves unless they have eye protection as the blindness will cause the storm to fail.
+
===T2 - Apprentice===
  
*Sand may wear away at skin lightly, though will not cause anything beyond perhaps very faint scratches and will not cause any permanent damage to eyes or anything else.  
+
The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few candle-sized flames before becoming exhausted. They can mold simple shapes, though nothing complex or large. Lasts three [OOC] weeks.
  
*The sandstorm has little force and does little to prevent movement within it.
+
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail
  
::-The formation of the storm is gradual and not instantaneous, the presence of the sand amassing gradually and noticeable over the course of the three emotes required to charge.  
+
Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin.
  
===Earthen Defensive===
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===T3 - Adept===
[C]
 
  
An aspect of Earth Evocation which may appeal to more defensive mages, allowing them to create powerful barriers which may sustain themselves against harsh attackers. Due to the unyielding and rigid nature of rocks, these barriers can be incredibly durable and effective.
+
The mage is has now practically mastered Voidal Connection and is able to maintain greater concentration in stressful situations, permitting them the ability to conjure fire when in combat. They also are able to form their fire into more defined shapes, albeit a bit crude. Lasts five [OOC] weeks.
 
====Earthen Barrier====
 
The ability of an Earth Evocationist to conjure forth a barrier of earth in front of them, either spanning as a long wall, or as a towering shield. As they are conjured of earth, they are incredibly durable, assuming the mage maintains adequate concentration upon them. These barriers may span up to seven meters in length, standing two meters tall; or alternatively may stand upwards four meters in length, three. Regardless, they are not thicker than a meter at most, able to be cast over the course of [3] emotes [1 connect + 1 charge + 1 cast], able to be maintained for up to [7] emotes afterwards with adequate focus. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell.
 
  
=====Redlines=====
+
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast
*Barriers may be summoned away from the mage or directly in front of them. It will never appear instantly, and will instead gradually form itself over the course of the emote count.
 
  
*Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons will be able to smash it after seven direct hits, dazing the mage for up to [1] emote afterwards.
+
Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame.
  
*Barriers will appear as a wall which spans in long directions, or as a towering barrier. They would not completely surround an individual, rather, being positions likely in front of them.
+
===T4 - Expert===
  
*When dropping the wall voluntarily, they will need 1 emote of inaction to recupurate.
+
The mage now has near mastered their fiery element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Lasts six [OOC] weeks.
  
*While one conjures the barrier, they will be unable to move at more than a walking pace or make any sudden movements. Assuming their focus isn’t broken, they will be able to sustain it for [7] emotes unless it is destroyed by harsh attacks prior to that, still unable to move more than walking pace.
+
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire
  
====Earthen Dome====
+
Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat.
A more refined practice of Earthen Barrier, allowing the evocationist to conjure a defensive dome around themselves and their allies, sustaining it with their mana and concentration. Such may be performed over the course of [4] emotes [1 connect + 2 charge + 1 cast], the dome spanning up a three-meter radius around the Earth Evocationist, able to be maintained for up to [7] emotes afterwards with adequate focus. Each strike against the earth would knock 1 emote off of the total remaining counts. If struck with a spell, it removes emotes equal to the casted tier of the spell.
 
  
=====Redlines=====
+
===T5 - Master===
*Domes can only be summoned directly around the Earth Evocationist. It will never appear instantly, and will instead gradually form itself over the course of the emote count.
 
  
*The dome will only be maintained so long as the mage’s concentration is upon it, preventing them from moving or casting so long as they are focused upon the barrier. When dropping the dome voluntarily, they will need 1 emote of inaction to recupurate.
+
The mage has completely mastered their Voidal art, able to manipulate their fire to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of fire evocation, as well as have the opportunity to make their fire combustive if they so wish.
  
*Barriers are virtually immune to piercing/slashing attacks, as they will do little against its composition. However, harsh blunt attacks from pickaxes, broadswords, or other harsh weapons will be able to smash it after six direct hits, dazing the mage for up to [2] emotes afterwards.
+
Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire, Combustion
  
====Earthen Offensive====
+
Skill Level All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions.
[C]
 
 
 
Earthen Offensive employs the use of Earth Evocation in projectiles which may be directed towards the mage’s opponents, often being the most used of all the art’s evocative combat capabilities. Such projectiles may be used for anything from creating harmless pebbles, to entire flurries of earth to decimate foes.
 
 
=====Pebbles=====
 
The first combative spell of an Earth Evocationist, in which they employ the conjuring and solidification of earth; creating a small projectile which may be used to annoy, irritate, or even daze, though being mostly harmless. Pebbles may be conjured in [1] emote [1 connect/cast] typically, though should one conjure more than three it would require [2] emotes [1 connect + 1 cast], able to maintain up to seven of these at once and fling them towards opponents.
 
 
 
======Redlines======
 
*Pebbles are relatively harmless, able to cause at most minor bruises upon exposed flesh, though will do nothing against, say, armor of virtually any kind. They may have enough potency to disrupt a mage’s casting, or perhaps the concentration of an archer aiming an arrow.
 
 
 
*Pebbles only move as fast as one would be able to throw them normally.
 
 
 
=====Rocks/Spikes=====
 
A more common application of rock projectiles, creating rocks or shards of earth which may be flung or directed towards an opponent for concussive damage, in the case of rocks, or penetration in the case of spikes. Rocks may be conjured in [3] emotes [1 connect + 1 charge + 1 cast], able to bruise flesh and fracture bone upon direct contact with unarmoured individuals, though only able to lightly dent plate and cause light bruising at most in the case of an armored opponent. Spike projectiles, meanwhile, require at least [4] emotes to perform [1 connect + 2 charge + 1 cast], and may leave cuts and bruises, with heavy impact of a heavy hammer on armor- but may never pierce through a target.
 
 
 
======Redlines======
 
*One can have up to three rocks/spikes conjured at once, requiring [1] additional emote per additional projectile. So conjuring three rock projectiles would take [5] emotes total, and double the concentration.
 
 
 
*At most, blunt rocks will cause the fracturing of bones upon exposed flesh, and a well-placed shot to an exposed head could induce concussions and perhaps knock an individual out if hard enough, though it wouldn't cave their head in by any means, for example. Spikes, meanwhile, will be able to puncture exposed flesh up to the bone, and could skewer an individual’s head were it not protected sufficiently. It will be unable to penetrate armor or helmets and would likely crumble upon impact with such.
 
 
 
*Projectiles will never exceed the size of a baseball if blunt, nor the size of an arrow if sharp.
 
 
 
*An Earth Evocationist can only conjure one or the other at once. One cannot conjure a mix of the two.
 
 
 
*Projectiles will not fly faster than a thrown baseball (rock) or an arrow (spike), both able to be dodged with sufficient distance, timing, and awareness of the target.
 
 
 
*All projectiles, if fired simultaneously, must be fired in the same general direction.
 
 
 
=====Boulders=====
 
A larger variant of rock projectiles, employed by more adept or even expert Earth Evocationists, its size making it an incredibly damaging spell to both its targets and the surrounding environment, able to knock over individuals or even crush them totally, smashing whatever they may come into contact with. Boulders may be conjured over the span of [5] emotes [1 connect + 3 charge + 1 cast], spanning up to two meters in diameter, making it relatively larger. Despite its apparent destructive nature, it is a much slower attack, not moving faster than the speed of an arrow at the very most. May move five blocks per emote, saving for itself in the beginning cast.
 
 
 
======Redlines======
 
*The damage boulders may cause to an individual would be enough to knock the wind out of them upon direct hit, causing them to topple over should there be nothing behind them. Should the boulder make contact with an individual up against a hard enough wall, it would surely crush nearly every bone in their body, likely killing them instantly if not leaving them on the brink of death. It would have enough force to create a crater in concrete, and perhaps even smash through materials as wood.
 
 
 
*In order to cast this spell, the Earth Evocationist must dedicate an incredible amount of concentration, unable to move more than a walking pace while conjuring, sudden movements or dodges causing the spell to falter, as they must dedicate all their attention upon the boulder while casting it.
 
 
 
*The boulder will travel up to fifteen meters before vanishing, unless the mage continuously maintains their focus upon it, allowing it to move for up to twenty-five meters. Should this be the case, they cannot move while doing this, nor can they change its direction once fired.
 
 
 
*The boulder will never move faster than an arrow.
 
 
 
=====Earthen Cyclone=====
 
The epitome of the Earth Evocationist’s power, summoning forth a furious storm of earthen spikes which rain down upon their foes, decimating them. Such requires, at the very minimum, [7] emotes to perform, [1 connect + 5 charge + 1 cast], as well as an incredible amount of focus and mana. The storm will span in a diameter of ten meters, raining down sharp stalactites and rocks upon those within. These stalactites are only slightly smaller than that of an arrow, able to pierce unarmored or exposed flesh right through, causing terrible dents and bruises upon armored foes, though not piercing these inherently. Such may be maintained for up to [4] emotes after with adequate focus.
 
 
 
======Redlines======
 
*The storm requires an incredible amount of mana and focus to cast. As such, while casting this spell, the mage will be completely unable to move in any way whatsoever, requiring that they focus their attention solely upon the storm. After the storm is conjured, they must maintain their focus upon it so long as they wish it to be sustained, able to do such for up to [4] emotes before becoming exhausted. Should they be disrupted in any way, even slightly, the spell may very well fail due to the amount of concentration required.
 
 
 
*The formation of the storm is incredibly noticeable, being seen as a gathering mass of earthen material above the designated area. Such must be performed in [#rp] chat at the very least. Additionally, the mage must emote their character’s locked focus upon the area explicitly, as this two is noticeable.
 
 
 
*The storm may be conjured up to twenty meters away from the mage.
 
 
 
*The storm cannot be moved while the mage casts or even after it is conjured.
 
 
 
*Once the storm is fully conjured, regardless of how long they sustain it, they will be unable to cast for the rest of the encounter, brought to such great exhaustion that they may even faint.
 
 
 
== Progression ==
 
===Tier 1 - Novice===
 
 
 
The mage has just learned to connect, assuming they haven’t learned such already. Should they be able to establish and maintain said connection, they will be able to conjure perhaps a few grains of sand before becoming exhausted, thought towards the end of the tier, things as pebbles may be conjured. This stage is often used for study of Voidal Connection and the earthen elements as opposed to casting.
 
 
 
Spells: Conjure Earth, Sand Blast, Pebble
 
 
 
Skill Level: All non-combative capabilities have a maximum size/radius of one meter at the very maximum, though typically they will only be able to conjure a few pebbles or granules of sand, after which they will suffer from great exhaustion. Their connection will often falter in combat, unable to maintain connection through loud noises or damage so much as a light scratch or push.
 
 
 
===Tier 2 - Apprentice===
 
 
 
The mage has increased their proficiency in connecting to the Void, able to conjure more tangible manifestations of Earth evocation and Sustain them for a longer period of time. Vague shapes may be formed, though no more than crude geometric shapings.
 
 
 
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes
 
 
 
Skill Level: All non-combative capabilities have a maximum size/radius of five meters at the very maximum, able to conjure more firm, geometric shapes, albeit still rather crude, before becoming exhausted. Their connection in combat is still rather weak, unable to sustain it through loud noises or while moving faster than a very slow walking pace, nor through receiving injuries as light scratches or bruises.
 
 
 
===Tier 3 - Adept===
 
 
 
The mage has mastered their connection proficiency, now capable of refining their shapes to be more precise and detailed, allowing them much more artistic capability and freedom. It is at this stage where they may also employ their magical abilities more confidently in combat encounters.
 
 
 
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier
 
 
 
Skill Level: All non-combative capabilities have a maximum size/radius of ten meters at the very maximum, able to conjure more firm and refined shapes from their earth. Their connection in combat could be sustained through moving at a walking pace, unless said spell requires that they dedicate more, though loud noises may still hinder their connection and receiving a wound would also cause the spell to fail.
 
 
 
===Tier 4 - Expert===
 
 
 
The mage has reached near-mastery of the earthen elements, possessing much more fluidity in their conjuring both in and out of combat. Their capability to conjure more versatile attacks has also improved as well. It is at this stage where they may begin to progress on their own, no longer requiring the aid of a mentor.
 
 
 
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier, Earthen Dome, Boulders
 
 
 
Skill Level: All non-combative capabilities have a maximum size/radius of fifteen meters at the very maximum, able to refine their earth at mastery and now begin to conjure more complex materials such as gems, or glowstone, assuming they have studied such adequately. They can sustain their connection at a light jogging pace, though wounds and sudden movements will still damage their focus.
 
 
 
===Tier 5 - Mastery===
 
 
 
The mage has mastered every aspect of Earth Evocation, capable of showing masterful affluence in the art both in and out of combat encounters. They have access to all spells of Earth Evocation, now truly mastered, in which they may begin to teach other individuals should they so wish.
 
 
 
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier, Earthen Dome, Boulders, Earthen Cyclone
 
 
 
Skill Level: All non-combative capabilities have a maximum size/radius of twenty meters at the very maximum, able to refine any conjured earth at mastery, including gems, and things as glowstone.  They can sustain their connection at a light jogging pace, though wounds and sudden movements will still damage their focus. They may also apply for a [TA] to teach others.  
 
  
 
== Limitations ==
 
== Limitations ==
 
===Properties===
 
===Properties===
Being as diverse of an art as it is, Earth Evocation possesses a myriad of various traits and characteristics which set it apart from many other Voidal arts. Yet one who practices Earth Evocation must be steadfast and resolved in their learning, lest their will crumble like the desert sands within the dunes.
+
Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting.
 
+
*Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact.
*Earth Evocationists may conjure sand, dirt, rocks, and gems, each of these reflecting their real life counterpart/element. Sand is coarse and rough, while rocks are rather rigid, rarely being smooth.
+
*Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it.  
*Typically when conjuring earth, it would likely appear as if particles of sand or earthen material were to collect around the casting area, remaining granulated if applied as sand or another loose substance, or coming together and solidifying if being used as a rock barrier or projectile. However, one may adopt other aesthetics should they wish, so long as they do not change the function of the spell.
+
*Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive.
*Any form of rock element may be conjured for aesthetic purposes (sandstone, basalt, etc), though will always have the same level of solidarity as regular stone. This applies to gems as well.  
+
*Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable.
*Gem materials may not be conjured until [T4], though this is purely aesthetic and offers no mechanical benefit, having the same solidarity and endurance as any stone, though perhaps appearing far more smoothed and refined than pure rock.
+
*Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed.
*Rocks and crystals will either crumble or shatter, respectively, with enough force upon contact with a hard enough surface, before vanishing back into the Void.
+
*Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over.  
*Properties of Earth Evocation apply to all spells of the art and must be taken into consideration when casting unless explicitly stated otherwise in the mechanics or redlines of the spell.
+
*While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut.
 +
*Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly.  
 +
*Combat conjured fire will always hold a red or orange color, though the shades may vary, with the exception of Blue Flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire.
  
 
===Redlines===
 
===Redlines===
*An earth evocationist cannot manipulate real earth, only control what they themselves have conjured forth from the Void. Once they have cast their earth and it has made contact with the real world, it may be controlled further so long as it is actively concentrated upon, dematerializing back into the Void once the mage relinquishes control.
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*A fire evocationist cannot control real flame, only flame conjured from the Void, as well as voidal flame that makes contact with the real world. For example, if a fire evocationist sets a house on fire, they cannot simply will the fire away.
*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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*All spells have a range merely requiring line of sight unless otherwise specified.
*Earth evocation may not be used to lift things or support weight (i.e. conjuring stairs).
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*All spells require line of sight. Should this crucial factor be taken away from the mage, they cannot cast.
*Once spells are fired, they may not be redirected.
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*Any aesthetic of any spell cannot change its mechanical function. For example, one could make small birds out of fire evocation as projectiles only, though not as primordial conjurations but rather just projectiles that appear like birds.
*Any aesthetic of any spell cannot change its mechanical function. For example, creating an object out of gems will not change its solidarity in neither negative nor positive ways.
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*White fire is never possible, attempting to conjure either will result in a PK of the mage due to the mana cost and heat intensity. Black fire may only be used in conjunction with a magic that permits it (i.e. shade), though still possesses the same temperature as regular flame.
::-''In non-combat, different materials have different levels of solidarity for flavor purposes, though in combat, all rock will have the same consistency as regular stone.''
 
::-''Gems and other conjured minerals will not serve any function besides aesthetic. They are brittle and cannot be forged, and will simply vanish the second the mage’s focus is placed elsewhere. While things as glowstone would still glow for a flavorful light, gold ore conjured would have no effect upon any dark or undead beings, for example.''
 
*Refined materials may not be conjured, such as iron. Ores may not be conjured either.
 
  
 
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Revision as of 01:27, 17 April 2021

Fire Evocation
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Art by:
Classification: Evocation
Energy Source: Voidal


Ever since the discovery of fire, descendants have strived to be able to control it, to harness its power and use it for there own purposes. Whether it be used to warm oneself at the fireside, to lighting an enemy camp aflame, fire was always a vital tool, playing a crucial role in descendant development. As magic was discovered, so was the use of flame in Voidal evocation, the very element which descendants strived to control now within their grasp.

History

Fire Evocation, in essence, is the pulling of fire directly from the Void and projecting or ‘casting’ it in a certain direction and shape. While most spells of fire evocation are quite simple, some of the higher tiered can be a bit more complex, anything from throwing a fireball to conjuring forth a storm of flames to rain down upon foes.

Learning & Teaching

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.

  • 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.

Abilities

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

Progression

As any sort of skill or art requires practice and dedication, so too does the art of fire evocation requires time, effort, and study in order to be mastered. While some mages may seem to master their magic faster than others, there is a bare minimum requirement for how long it takes for the mage to reach each tier. They are listed below.

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 few small sparks before becoming exhausted. Lasts two [OOC] weeks.

Spells – Conjure Fire, Cauterize

Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of fire at this stage is very crude, practically nonexistent as they can only conjure up to a few sparks before becoming exhausted. This stage is typically used for studying fire itself, rather than casting.

T2 - Apprentice

The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few candle-sized flames before becoming exhausted. They can mold simple shapes, though nothing complex or large. Lasts three [OOC] weeks.

Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail

Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of fire at this stage is still rather crude, though the mage is able to conjure a few candle sized flames before feeling fatigued. This is the stage where the first lessons of real casting typically begin.

T3 - Adept

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

Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast

Skill Level – All non-combat spells may have a maximum size/radius of fifteen square meters [T3]. The detail level of fire at this stage is more refined, able to be molded into more distinct geometric shapes, such as a sphere or cube. They may now learn to use their flame more effectively in combat as well as begin to conjure smoke and different colors of flame.

T4 - Expert

The mage now has near mastered their fiery element, possessing far greater combat and out of combat abilities, the shapes of their spells now much more precise than before, though are still not perfect. Lasts six [OOC] weeks.

Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire

Skill Level – All non-combat spells may have a maximum size/radius of one twenty-five square meters [T4]. The detail level of fire at this stage is much more precise, able to have more refined details in their fire, albeit still a bit more crude. The evocationist has practically mastered non-combat casting and are able to use their fire diversely in combat.

T5 - Master

The mage has completely mastered their Voidal art, able to manipulate their fire to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of fire evocation, as well as have the opportunity to make their fire combustive if they so wish.

Spells – Conjure Fire, Cauterize, Flame Projectile, Flame Trail, Flame Blast, Flamethrower, Blue Fire, Combustion

Skill Level – All non-combat spells may have a maximum size/radius of fifty square meters [T5]. The detail level of fire at this stage is incredibly precise and refined, able to be used to create detailed works of art from pure fire alone. The fire evocationist has completely mastered both combat and non-combative fire evocation, able to perform great feats of the art. They may also chose to pursue make their fire combustive, dealing extra concussive damage in the form of explosions.

Limitations

Properties

Fire possesses a wide range of properties, making it a formidable weapon if used properly. However, a hotheaded mage with fire evocation may lead to some difficult circumstances for themselves and others - hence why a fire evocations should be extremely careful when casting.

  • Fire consumes whatever it touches, so long as the object is flammable, though slowly spreading across the entire surface of the consumed object. Once it makes contact with the physical realm, it is no longer within the mage’s domain to control - not vanishing back into the Void once it makes contact.
  • Fire burns, meaning that any flammable objects it touches will slowly and painfully be consumed by its searing touch. Should flesh be the surface upon which the fire is caught, a typical orange flame will yield first to second degree burns assuming the flesh is not wet nor has anything to protect it.
  • Fire is not a solid nor a liquid, but rather gaseous. Fire may be given harsh solidarity in the form of an explosion by making a spell combustive.
  • Fire cannot pass through objects, especially water or sand, though will begin to consume them assuming they are flammable.
  • Upon contact, the smaller flames will typically stick around the area of contact, allowing for prolonged exposure to the flame rather than rapid expansion. The burns themselves are typically 1st to 2nd degree upon immediate contact to descendant flesh, though may worsen depending on how long the fire remains exposed.
  • Despite the tenacious nature of the fire, it is fairly easy to put out if one has the proper means. Water or suffocation are the easiest way to get rid of lingering fire, though simply ‘brushing it off’ will likely not yield much effect. Assuming the fire is not impeded, it will usually die out after combat is over.
  • While it is not impossible for the fire to spread across a surface in combat, assuming any adjacent surfaces are flammable, the fire will spread rather slowly. Non-Combat fire can expand much quicker, however. Obviously, a stone manor will burn slower than a thatch hut.
  • Should fire be exposed to a vital region for more than four emotes, the victim will begin to die unless unaided quickly.
  • Combat conjured fire will always hold a red or orange color, though the shades may vary, with the exception of Blue Flame. Out of combat, fire can be any color besides black or white, and will always have the same temperature as normal fire.

Redlines

  • A fire evocationist cannot control real flame, only flame conjured from the Void, as well as voidal flame that makes contact with the real world. For example, if a fire evocationist sets a house on fire, they cannot simply will the fire away.
  • All spells have a range merely requiring line of sight unless otherwise specified.
  • All spells require line of sight. Should this crucial factor be taken away from the mage, they cannot cast.
  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make small birds out of fire evocation as projectiles only, though not as primordial conjurations but rather just projectiles that appear like birds.
  • White fire is never possible, attempting to conjure either will result in a PK of the mage due to the mana cost and heat intensity. Black fire may only be used in conjunction with a magic that permits it (i.e. shade), though still possesses the same temperature as regular flame.

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