Difference between revisions of "User:Slorbin"

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{{MagicImage
 
{{MagicImage
|name =
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|name = Water Evocation
|image = file:rock.jpg
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|image = file:water mage.jpg
|artist = God
+
|artist = Unknown
 
|classification = Evocation
 
|classification = Evocation
|source = Voidal
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|source = The Void
 
}}
 
}}
  
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.  
+
Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.  
 
 
  
 
== 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.  
+
Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.  
  
 
== 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.  
+
In order for one to cast water evocation, they must first establish a connection to the Void, known as a Mana Anchor, picture the water within the Void, then pull it into the material realm and cast it. Yet, this connecting is no simple feat for any admiring scholar with a tome to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal connection.
  
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.
+
Like any Voidal Evocation, the art of water takes years of repetitive study of its element, requiring the mage to know everything from how water moves, to how it feels, to how it vanishes. Another thing of note is that the water evocationist must have a master to teach them in the ways of the Void and water, one who has mastered their art to the tee.
  
*Earth Evocation takes up [1] magic slot.
+
Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then summon it from the Void and project it. 
  
*Earth Evocation is a Voidal Art under the Evocation subtype.  
+
*Water Evocation takes up [1] magic slot.
 
+
*Water Evocation can be practiced with a valid [MA], which can be obtained by learning under a mastered water evocationist with a valid [TA].
*Earth Evocation can be practiced with a valid Earth Evocation [MA].
+
*Water 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.
+
Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before.
  
 
Abbreviation Key:
 
Abbreviation Key:
Line 37: Line 32:
 
C - Combat
 
C - Combat
  
===Earth Evocation===  
+
===Conjure Water / Ice===
 
[N]
 
[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.
+
A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury.
  
====Conjure Earth====  
+
====Mechanics====
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=====
+
*Water in this form is rather shapeless, dripping from its own form unless conjured at a higher tier and shaped.
 +
*A water evocationist may manipulate their water in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their water can be crudely shaped, albeit dripping a lot; at [T4] they can manipulate their water much more smoothly, hardly dripping; at [T5] they may manipulate their water extremely smoothly.
 +
*In the case of ice, which may not be conjured until the mage has reached [T3], their ice can only be crudely shaped when starting out, while at [T5] their ice can be incredibly smoother and more detailed, elbeit not razor thin.
 +
*All non-combat water spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their water increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] which is very refined, though cannot be razor thin.
 +
*All non-combat ice spells may have a maximum size of five square meters at [T3], fifteen square meters at [T4], and twenty-five square meters at [T5]. Each tier the mage progresses, the details they may use in their water increase from [T3] rather shapeless, to [T4] being more moderate, to [T5] which is very refined, though cannot be razor thin.
  
[T1] - Up to one meters of earth.
+
====Redlines====
  
[T2] - Up to five meters of earth.
+
*Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual water. 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 giant tidal wave, obviously it will take more than three emotes, likely closer to around six or seven.
  
[T3] - Up to ten meters of earth.
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===Water Blast===
 +
[C]  
 +
By conjuring water and ejecting it in the form of a blast, a water evocationist can essentially send a jet or projectile of water directly towards an opponent, enough so to knock them back or cause them to topple over.
  
[T4] - Up to fifteen meters of earth.
+
====Mechanics====
 +
*By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks if unprepared, or even cause them to fall over.
 +
*This spell can either appear as a ‘jet’ of water, or a sphere which may be cast towards an opponent. This may be modified aesthetically, though must remain in the general shape of a jet or globule of water.
 +
*Requires three emotes to cast [1 connect + 2 cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana.  
  
[T5] - Up to twenty meters of earth.
+
====Redlines====
 +
*Has no solidarity in and of itself, but still possesses moderate force.
  
=====Redlines=====
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===Water Shield===
 +
[C]
 +
A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires.
  
*Meters is rendered as blocks. One total block at Tier 1, two total blocks at Tier 2, etc etc.
+
====Mechanics====
  
*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.
+
*A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished.
 +
*This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles.
 +
*For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.
  
*When entering combat, all conjured earth will immediately disappear..
+
====Redlines====
  
*Refined substances like obsidian or metal cannot be summoned. One cannot conjure ores or metals.  
+
*The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course.
 +
*The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.
  
*Materials as glowstone may be conjured for flavor only and have no other application.
+
===Water Whip===
 
 
*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]
 
[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.  
+
A water evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the mage, following whatever movements the evocationist so wishes as long as their concentration is upon it.
  
====Sand Blasts====
+
====Mechanics====
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=====
+
*A water evocationist who has learned to conjure ice can form a whip of water with spiked ice on the end. While being a [T3] spell, the ice will be rather crude and blunt, likely causing a few bruises should it hit. However, upon reaching [T4], a water evocationist may opt to make the ice more sharp, causing cuts, slashes, and even lacerations rather than providing blunt force.
*Sand Blasts have a maximum range of ten meters, travelling at arrow-speed at most.  
+
*Alternatively, a mage may create the whip out of pure water to lash at unprotected foes, leaving scratches and scrapes wherever it hit, as well as lashes.
 +
*The spell requires three emotes to cast [1 connect + 2 cast]. The whip itself will not extend beyond four blocks in length, the spikes on the end of it being no longer than four inches.
  
*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.
+
====Redlines====
  
*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.  
+
*Should the mage lose sight of the whip, it will vanish.
 +
*While more effective against skin when sharp, the whip will shatter when hitting plate, making it near useless against heavily armored foes.
  
====Sandstorm====
+
===Ice Projectile===
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.
+
[C]
  
=====Redlines=====
+
Water Evocationist can create shards of ice which they may cast or project towards opponents. This ice can be as detailed or as crude as they wish, ranging from a small chunk of frozen water to a small and detailed dagger shape for aesthetic purposes.
*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.
+
====Mechanics====
  
*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.  
+
*A water evocationist who can conjure ice may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.
 +
*The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force.
 +
*Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
 +
*Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require an additional emote to conjure, no more than five able to be charged at once. The more projectiles charged at once, the more blunt all of them become while simultaneously charged.
 +
*One projectile charged may be around the sharpness of your average ferrum blade.
 +
*Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
 +
*Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize.  
  
*The sandstorm has little force and does little to prevent movement within it.
+
====Redlines====
  
::-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.  
+
*Can be no greater than the size of a baseball. Can be any shape for aesthetic purposes only.
 +
*The shape of the projectile cannot change the effect of the spell, besides blunt or sharp.
 +
*If multiple projectiles are fired at the same time, they must all be fired at the same direction.
  
===Earthen Defensive===
+
===Water Wave===
 
[C]
 
[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.  
+
By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path.
+
 
====Earthen Barrier====
+
====Mechanics====
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=====
+
*A water evocationist can conjure a large wave of water which they may push towards their targets in an effort to send them backward. The spell itself is very destructive, pushing back both people and objects alike in a small area.
*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.  
+
*The attack itself has a range of up to five blocks, though can travel for up to ten once cast. The wave has a width of one block, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.
 +
*Requires five emotes to cast [1 connect + 3 form]. The wave can be maintained until it reaches its limit of ten blocks, though may disperse earlier if the mage’s concentration is disrupted.
 +
*The spell itself, aesthetic wise, can be very creative. For example, one could make it appear as if there were a horse in the water running along with the wave.
  
*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.
+
====Redlines====
  
*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.
+
*The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease.
  
*When dropping the wall voluntarily, they will need 1 emote of inaction to recupurate.
+
===Ice Spikes===
 +
[C]
  
*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.
+
Water Evocationist can conjure force large spikes of ice which may act as an defensive offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control.
  
====Earthen Dome====
+
====Mechanics====
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=====
+
*A water evocationist who can conjure ice may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to two meters in length, and up to three meters in height, the sized typically varying in a single attack.
*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.  
+
*Ice Spike has a width of up to two, and a length of up to five blocks. has a ten black range.
 +
*Requires four emotes to cast [1 connect + 2 cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.
  
*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.
+
====Redlines====
  
*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.
+
*Ice Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage.
  
====Earthen Offensive====
+
===Ice Shield===
 
[C]
 
[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.
+
By conjuring a large amount of ice in front of them, water evocationist may create a shield or wall of ice which may be used as a barrier to protect against a variety of attacks, a testament to the versatility of an art such as water evocation.  
 
=====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======
+
====Mechanics====
*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.  
+
*A water evocationist may create a barrier of ice in front of them which may be no greater than [3] meters wide and [2]meters tall.This barrier may appear however the mage wishes for aesthetic purpose
 +
*The barrier itself can take about four blunt hits at maximum. Sharp attacks will chip away at it over a longer course of time, though will hardly be as effective as blunt force. Direct flame or heat can melt the shield easily in two emotes.
 +
*Requires three emotes to charge and cast [1 connect + 2 cast]. The shield may be maintained for up to [4] emotes, though will shatter if amount blunt force is applied, and will dissipate if the mage loses concentration.
 +
*Usable at [T3].
  
=====Rocks/Spikes=====
+
====Redlines====
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======
+
*So long as the shield is being sustained, the mage may not make sudden movements, only able to traverse half of what they could normally traverse in a single emote. Jumping out of the way or moving faster than at a light jogging pace will result in it vanishing.
*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.  
+
*The shield must be gradually formed over the course of emotes, not something that instantaneously appears.  
  
*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.
+
===Ice Dome===
 +
[C]
  
*Projectiles will never exceed the size of a baseball if blunt, nor the size of an arrow if sharp.
+
A greater feat of defensive water evocation which a water evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so chose.
  
*An Earth Evocationist can only conjure one or the other at once. One cannot conjure a mix of the two.
+
====Mechanics====
  
*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.  
+
*A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three meter radius at maximum, with the mage being in the center.
 +
*Requires four emotes to cast [1 connect + 3 cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade.
 +
*The dome may hold its own against only [3] harsh blunt strikes before it is shattered. Shattering the dome will also stun the mage who is casting it for a minimum of [1] emote, preventing them from casting for that duration. The mage will need 1 emote to recupurate if they choose to end the spell themselves.  
  
*All projectiles, if fired simultaneously, must be fired in the same general direction.
+
====Redlines====
  
=====Boulders=====
+
*The mage must be at the center of the dome to cast it.
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.
+
*Ice may be murky, though some movement can be seen from within the dome.  
 +
*The dome must be gradually formed, not instantly conjured.
 +
*The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.
  
======Redlines======
+
===Hail Storm===
*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.
+
[C]
  
*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.
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A most devastating and powerful attack of a water evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.
  
*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.
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====Mechanics====
  
*The boulder will never move faster than an arrow.  
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*A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an optional aesthetic though offer no benefit beyond chill. The storm has a maximum diameter of ten blocks, able to be conjured upon to ten blocks away from the mage, the very end of the spell radius being the maximum point of distance where it can be conjured.
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*Requires six emotes to cast [1 connect + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the stormcloud.
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*Hail is small, being no larger than a coin at most, able to cause painful bruising if direct contact is made. Fractals will be about the size of a grape, able to draw blood and make fine cuts, though will not pierce objects to a degree as to impale them. At most, those who stay in the storm will emerge fatigued and bruised, slightly bleeding, though on its own will never kill or incapacitate unless the individual is severely wounded and exhausted beforehand.
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*If the mage’s concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null. After they have conjured and sustained this storm, they will be heavily exhausted, barely able to cast for the rest of the  encounter.
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*Usable at [T5].
  
=====Earthen Cyclone=====
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====Redlines====
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======
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*The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
*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.
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*The storm cannot be moved once it is cast.  
 
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*Once this spell is cast, the mage is barely able to cast the rest of the encounter.
*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 ==
 
== Progression ==
===Tier 1 - Novice===
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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. If they have already connected, they will only be able to conjure a few droplets of water before becoming exhausted. Lasts two [OOC] weeks.
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.
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Spells – Conjure Water, Water Blast
  
===Tier 2 - Apprentice===
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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 water at this stage is practically nonexistent, as they may only conjure a few droplets before becoming exhausted. This stage is typically used for studying water itself, rather than casting.
  
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.  
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===T2 - Apprentice===
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The mage has gained better experience in connecting and near mastered it, as well as being able to conjure a few bubbles and orbs of water before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.
  
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes
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Spells Conjure Water, Water Blast, Water Shield
  
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.  
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Skill Level All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of water at this stage is a bit more evident, albeit still crude. The evocationist may only conjure a bubbles or orbs of water and maintain them briefly before becoming exhausted.  
  
===Tier 3 - Adept===
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===T3 - 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.  
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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 water more easily and fluidly when in combat. They also are able to form their water into more defined shapes as well as begin to conjure water, though most water shapes are still a bit liquidy and ice is very crude. Lasts five [OOC] weeks.
  
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier
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Spells Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave
  
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.
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Skill Level All non-combat water spells may have a maximum size/radius of fifteen square meters at, while all non-combat ice spells have a maximum rsize/radius of five square meters. The detail level of water is much more refined. The evocationist can now summon forth more adept spells of water, as well as begin their studying of ice. Their ice at this stage is crude, unable to be sharp or refined.
  
===Tier 4 - Expert===
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===T4 - 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.
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The mage now has near mastered their fluidic 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. Their ice capability has vastly improved as well, allowing them much more versatile attacks and more refined art. Lasts six [OOC] weeks.
  
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier, Earthen Dome, Boulders
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Spells Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave, Ice Shield
  
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.
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Skill Level All non-combat water spells may have a maximum size/radius of twenty-five square meters, while all non-combat ice spells may have a maximum size/radius of fifteen square meters. The detail level of water is very refined, practically mastered. The evocationist can make much more detailed ice as well. now able to make it more sharp and distinct.=
  
===Tier 5 - Mastery===
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===T5 - Master===
  
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.
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The mage has completely mastered their Voidal art, able to manipulate their water to a very fine degree as well as maintain a far greater concentration than before. They can use all the spells of water evocation, able to perform powerful feats of their art in both combat and non-combat.
  
Spells: Conjure Earth, Sand Blast, Pebble, Rocks/Spikes, Sandstorm, Earthen Barrier, Earthen Dome, Boulders, Earthen Cyclone
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Spells Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave, Ice Dome
  
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.  
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Skill Level All non-combat water spells may have a maximum size/radius of fifty square meters, while all non-combat ice spells may have a maximum size/radius of twenty-five square meters. The detail level of water is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist can now make very refined amounts of ice and in larger portions.
  
 
== 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.
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Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a mage may find themselves in. However, like water is often calmed and collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south.
  
*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.
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*Water makes wet whatever it touches, even after it vanishes back into the Void. Not unlike fire evocation, once it is soaked into something, it will not simply vanish back into the Void. If not soaked in, however, it will simply vanish.
*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.
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*With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something.
*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.  
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*Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight.
*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.
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*A mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water.
*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.
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*Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.
*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.
 
  
 
===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 water evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void.
 
*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.
 
*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.
*Earth evocation may not be used to lift things or support weight (i.e. conjuring stairs).
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*Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile comprised of water that appears in the shape of a bird.
*Once spells are fired, they may not be redirected.
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*Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. Steam and boiled water are not possible to be conjured either. For aesthetic purpose alone, a water evocationist may make their water feel a bit warmer or colder than normal, though this cannot cause any harm on its own.
*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.
 
::-''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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<noinclude>[[Category:Backbones]]</noinclude>
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<noinclude>[[Category:Magic]] [[Category:Void Magic]]</noinclude>

Revision as of 02:18, 17 April 2021

Water Evocation
water mage.jpg
Art by: Unknown
Classification: Evocation
Energy Source: The Void


Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.

History

Water, throughout history, has been crucial to the progress and development of life. Whether it be used to replenish a weary traveler wandering the harsh deserts, to supporting an entire peoples by means of transportation, it has always played an important role for descendants. Yet, as magic grew, so did the number of those who sought control over this vast power. And with that desire, the art of Water Evocation was born.

Learning & Teaching

In order for one to cast water evocation, they must first establish a connection to the Void, known as a Mana Anchor, picture the water within the Void, then pull it into the material realm and cast it. Yet, this connecting is no simple feat for any admiring scholar with a tome to perform, but actually requires years of dedicated practice and study. Even some of the brightest minds in the realm may find themselves struggling to grasp the basic concepts of Voidal connection.

Like any Voidal Evocation, the art of water takes years of repetitive study of its element, requiring the mage to know everything from how water moves, to how it feels, to how it vanishes. Another thing of note is that the water evocationist must have a master to teach them in the ways of the Void and water, one who has mastered their art to the tee.

Once one has learned to connect to the Void and studied true water in its regular state, they will be able to draw it from the Void, this applying similarly to ice. They must connect, picture the water or ice in the void, form it, then summon it from the Void and project it.

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

Abilities

Water flows and is one of the easier evocations to control, as its nature is not necessarily chaotic. Water is more orderly, yet also strong and unyielding. In more recent years, users of water evocation only become more powerful in their art, able to use it in ways never imagined before.

Abbreviation Key:

N - Non-Combat

C - Combat

Conjure Water / Ice

[N]

A water evocationist can conjure water, and ice at later levels, from the Void and manipulate it into any shape that they so wish. This can be used very diversely for non-combative purposes - from simply washing dishes, to creating a mighty storm of aquatic or frozen fury.

Mechanics

  • Water in this form is rather shapeless, dripping from its own form unless conjured at a higher tier and shaped.
  • A water evocationist may manipulate their water in any way, shape, or form they see fit so long as it remains out of combat. At [T2] their water can be crudely shaped, albeit dripping a lot; at [T4] they can manipulate their water much more smoothly, hardly dripping; at [T5] they may manipulate their water extremely smoothly.
  • In the case of ice, which may not be conjured until the mage has reached [T3], their ice can only be crudely shaped when starting out, while at [T5] their ice can be incredibly smoother and more detailed, elbeit not razor thin.
  • All non-combat water spells may have a maximum size of one meter at [T1], five square meters [T2], fifteen square meters [T3], twenty-five square meters [T4], fifty square meters [T5]. Each tier the mage progresses, the details they may use in their water increase from [T1] rather shapeless, to [T2] being more moderate, to [T4] which is very refined, though cannot be razor thin.
  • All non-combat ice spells may have a maximum size of five square meters at [T3], fifteen square meters at [T4], and twenty-five square meters at [T5]. Each tier the mage progresses, the details they may use in their water increase from [T3] rather shapeless, to [T4] being more moderate, to [T5] which is very refined, though cannot be razor thin.

Redlines

  • Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual water. 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 giant tidal wave, obviously it will take more than three emotes, likely closer to around six or seven.

Water Blast

[C] By conjuring water and ejecting it in the form of a blast, a water evocationist can essentially send a jet or projectile of water directly towards an opponent, enough so to knock them back or cause them to topple over.

Mechanics

  • By conjuring forth a congregation of water, a water evocationist can send forth a jet or projectile of water to blast opponents backward. While not very physically damaging, it’s force is moderately strong possessing enough force to send one toppling backwards, though holding no more force than a descendant’s push, likely causing them to stumble back around [3] blocks if unprepared, or even cause them to fall over.
  • This spell can either appear as a ‘jet’ of water, or a sphere which may be cast towards an opponent. This may be modified aesthetically, though must remain in the general shape of a jet or globule of water.
  • Requires three emotes to cast [1 connect + 2 cast] regardless of shape. The water blast itself may be held back for up to two emotes before needing to be fired lest it simply dissolved. The attack can be sustained for up to [4] emotes assuming the mage has adequate concentration and mana.

Redlines

  • Has no solidarity in and of itself, but still possesses moderate force.

Water Shield

[C] A water evocationist may conjure a shield of water which swirls in front of the, creating a barrier which can deflect lesser projectiles and as well as other conventional purposes such as putting out fires.

Mechanics

  • A water evocationist may create a disc, wave, or shield of shifting water which can deflect some projectiles, such as arrows, and can also extinguish flaming projectiles, assuming they can be extinguished.
  • This spell requires three emotes to cast [1 connect + 2 form]. The water will appear to swirl about or rise upwards in a wave which will span no more than two meters in diameter. It may be sustained for up to [4] emotes before dissipating. This barrier will deflect projectiles traveling at the speed of an arrow or slower, as well as extinguishing flaming projectiles.
  • For aesthetic purposes, the shield may appear as a small wave, disc, or other barrier, so long as it holds no solidarity and offers no protection against melee attacks.

Redlines

  • The water shield will always be rather formless and lack solidarity, only providing protection against projectiles going at the speed of an arrow or lower. This means it cannot deflect spells such as crossbow bolts or other magical projectiles, with the exception of flame oriented attacks. It may, however, knock these projectiles off course.
  • The mage must dedicate their concentration to the shield. Performing other actions while maintaining the spell will cause it to drop.

Water Whip

[C]

A water evocationist may, after having learned to conjure ice, conjure forth a hybrid whip of both water and ice in which they may use like any regular whip. The whip is typically conjured next to the mage, following whatever movements the evocationist so wishes as long as their concentration is upon it.

Mechanics

  • A water evocationist who has learned to conjure ice can form a whip of water with spiked ice on the end. While being a [T3] spell, the ice will be rather crude and blunt, likely causing a few bruises should it hit. However, upon reaching [T4], a water evocationist may opt to make the ice more sharp, causing cuts, slashes, and even lacerations rather than providing blunt force.
  • Alternatively, a mage may create the whip out of pure water to lash at unprotected foes, leaving scratches and scrapes wherever it hit, as well as lashes.
  • The spell requires three emotes to cast [1 connect + 2 cast]. The whip itself will not extend beyond four blocks in length, the spikes on the end of it being no longer than four inches.

Redlines

  • Should the mage lose sight of the whip, it will vanish.
  • While more effective against skin when sharp, the whip will shatter when hitting plate, making it near useless against heavily armored foes.

Ice Projectile

[C]

Water Evocationist can create shards of ice which they may cast or project towards opponents. This ice can be as detailed or as crude as they wish, ranging from a small chunk of frozen water to a small and detailed dagger shape for aesthetic purposes.

Mechanics

  • A water evocationist who can conjure ice may form shards of ice which they can use to throw at a target, either as one or multiple different projectiles.
  • The projectile/s themselves are typically baseball-sized.The shards can be either sharp or blunt. Should it be sharp, it would be equivalent to a simple ferrum sword in terms of sharpness, though able to be shattered easily if it comes into contact with blunt force.
  • Blunt projectiles are less brittle, hitting at the force of a baseball going arrow speed, though typically do not shatter.
  • Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require an additional emote to conjure, no more than five able to be charged at once. The more projectiles charged at once, the more blunt all of them become while simultaneously charged.
  • One projectile charged may be around the sharpness of your average ferrum blade.
  • Ice spikes may be capable of piercing unarmoured foes just as a regular blade would, but will likely only dent heavy plate, instead leaving a mild bruise where it hit regardless of sharpness.
  • Multiple projectiles may be fired at once, however, they must all be within the mage’s line of sight at once and all be fired in the same direction if this is the case, lest they dematerialize.

Redlines

  • Can be no greater than the size of a baseball. Can be any shape for aesthetic purposes only.
  • The shape of the projectile cannot change the effect of the spell, besides blunt or sharp.
  • If multiple projectiles are fired at the same time, they must all be fired at the same direction.

Water Wave

[C]

By conjuring forth a large amount of water and sending it pushed forth, a Water Evocationist can create a wave of water that rushes towards the intended targets. The force of such an attack is great, picking up more momentum the further it moves, able to push back nearly anything in its path.

Mechanics

  • A water evocationist can conjure a large wave of water which they may push towards their targets in an effort to send them backward. The spell itself is very destructive, pushing back both people and objects alike in a small area.
  • The attack itself has a range of up to five blocks, though can travel for up to ten once cast. The wave has a width of one block, though a length of up to five, constantly pushing whatever comes into contact with force equivalent to that of an orc constantly shoving the person backwards for as long as it is sustained.
  • Requires five emotes to cast [1 connect + 3 form]. The wave can be maintained until it reaches its limit of ten blocks, though may disperse earlier if the mage’s concentration is disrupted.
  • The spell itself, aesthetic wise, can be very creative. For example, one could make it appear as if there were a horse in the water running along with the wave.

Redlines

  • The wave can only be maintained by line of sight. Should the mage be deprived of this, even when it is already cast, the wave will cease.

Ice Spikes

[C]

Water Evocationist can conjure force large spikes of ice which may act as an defensive offensive attack. Such an ability can be quite devastating if used against multiple opponents, making it great for crowd control.

Mechanics

  • A water evocationist who can conjure ice may create large spikes of ice to rise up from the ground and pierce or deter foes as a wall. The spikes are often large, ranging from 1 foot to two meters in length, and up to three meters in height, the sized typically varying in a single attack.
  • Ice Spike has a width of up to two, and a length of up to five blocks. has a ten black range.
  • Requires four emotes to cast [1 connect + 2 cast]. The spikes may be maintained for up to five emotes, though this time is shortened if the mage is distracted or breaks their connection.

Redlines

  • Ice Spike is not an instant trap. The spikes themselves must gradually grow from the ground in front of the mage.

Ice Shield

[C]

By conjuring a large amount of ice in front of them, water evocationist may create a shield or wall of ice which may be used as a barrier to protect against a variety of attacks, a testament to the versatility of an art such as water evocation.

Mechanics

  • A water evocationist may create a barrier of ice in front of them which may be no greater than [3] meters wide and [2]meters tall.This barrier may appear however the mage wishes for aesthetic purpose
  • The barrier itself can take about four blunt hits at maximum. Sharp attacks will chip away at it over a longer course of time, though will hardly be as effective as blunt force. Direct flame or heat can melt the shield easily in two emotes.
  • Requires three emotes to charge and cast [1 connect + 2 cast]. The shield may be maintained for up to [4] emotes, though will shatter if amount blunt force is applied, and will dissipate if the mage loses concentration.
  • Usable at [T3].

Redlines

  • So long as the shield is being sustained, the mage may not make sudden movements, only able to traverse half of what they could normally traverse in a single emote. Jumping out of the way or moving faster than at a light jogging pace will result in it vanishing.
  • The shield must be gradually formed over the course of emotes, not something that instantaneously appears.

Ice Dome

[C]

A greater feat of defensive water evocation which a water evocationist may perform, allowing them to create a large dome of ice to protect them and their allies should they so chose.

Mechanics

  • A water evocationist may create a large dome of ice around them and other people/objects. The dome itself has a three meter radius at maximum, with the mage being in the center.
  • Requires four emotes to cast [1 connect + 3 cast], and can be maintained for up to [6] emotes, assuming that it is not shattered by blunt force or melted by hot flame. Likewise, if the mage loses their connection or concentration, the spell will also fade.
  • The dome may hold its own against only [3] harsh blunt strikes before it is shattered. Shattering the dome will also stun the mage who is casting it for a minimum of [1] emote, preventing them from casting for that duration. The mage will need 1 emote to recupurate if they choose to end the spell themselves.

Redlines

  • The mage must be at the center of the dome to cast it.
  • Ice may be murky, though some movement can be seen from within the dome.
  • The dome must be gradually formed, not instantly conjured.
  • The mage must dedicate their concentration to the dome. Performing other actions while maintaining the spell will cause it to drop.

Hail Storm

[C]

A most devastating and powerful attack of a water evocationist, incorporating all which they have studied and learned into a single spell of unbridled fury of ice and water, laying waste to their foes if used in a proper manner.

Mechanics

  • A water evocationist who has mastered their evocation may conjure a flurry of ice and rain which may fall upon their foes. Snow is an optional aesthetic though offer no benefit beyond chill. The storm has a maximum diameter of ten blocks, able to be conjured upon to ten blocks away from the mage, the very end of the spell radius being the maximum point of distance where it can be conjured.
  • Requires six emotes to cast [1 connect + 3 charge + 1 cast], and can be maintained for up to [4] emotes, raining sharp fractals of ice, snow, and cold rain upon all within the stormcloud.
  • Hail is small, being no larger than a coin at most, able to cause painful bruising if direct contact is made. Fractals will be about the size of a grape, able to draw blood and make fine cuts, though will not pierce objects to a degree as to impale them. At most, those who stay in the storm will emerge fatigued and bruised, slightly bleeding, though on its own will never kill or incapacitate unless the individual is severely wounded and exhausted beforehand.
  • If the mage’s concentration is disrupted while they are charging or maintaining the spell, the storm will dissipate. Likewise if they are unable to see the storm, the spell will be rendered null. After they have conjured and sustained this storm, they will be heavily exhausted, barely able to cast for the rest of the encounter.
  • Usable at [T5].

Redlines

  • The mage must be able to see where they are conjuring the storm, as well as the storm itself the entire time the spell is being charged and active.
  • The storm cannot be moved once it is cast.
  • Once this spell is cast, the mage is barely able to cast the rest of the encounter.

Progression

T1 - Novice

The mage has just begun to connect, assuming they haven’t learned to already. Assuming this is the case, they will have trouble connecting for the first two tiers of their training. If they have already connected, they will only be able to conjure a few droplets of water before becoming exhausted. Lasts two [OOC] weeks.

Spells – Conjure Water, Water Blast

Skill Level – All non-combat spells may have a maximum size/radius of one square meter at [T1]. The detail level of water at this stage is practically nonexistent, as they may only conjure a few droplets before becoming exhausted. This stage is typically used for studying water 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 bubbles and orbs of water before becoming exhausted. They can form vague shapes, though nothing complex or large. Lasts three [OOC] weeks.

Spells – Conjure Water, Water Blast, Water Shield

Skill Level – All non-combat spells may have a maximum size/radius of five square meters at [T2]. The detail level of water at this stage is a bit more evident, albeit still crude. The evocationist may only conjure a bubbles or orbs of water and maintain them briefly before becoming exhausted.

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 water more easily and fluidly when in combat. They also are able to form their water into more defined shapes as well as begin to conjure water, though most water shapes are still a bit liquidy and ice is very crude. Lasts five [OOC] weeks.

Spells – Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave

Skill Level – All non-combat water spells may have a maximum size/radius of fifteen square meters at, while all non-combat ice spells have a maximum rsize/radius of five square meters. The detail level of water is much more refined. The evocationist can now summon forth more adept spells of water, as well as begin their studying of ice. Their ice at this stage is crude, unable to be sharp or refined.

T4 - Expert

The mage now has near mastered their fluidic 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. Their ice capability has vastly improved as well, allowing them much more versatile attacks and more refined art. Lasts six [OOC] weeks.

Spells – Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave, Ice Shield

Skill Level – All non-combat water spells may have a maximum size/radius of twenty-five square meters, while all non-combat ice spells may have a maximum size/radius of fifteen square meters. The detail level of water is very refined, practically mastered. The evocationist can make much more detailed ice as well. now able to make it more sharp and distinct.=

T5 - Master

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

Spells – Conjure Water, Water Blast, Water Shield, Conjure Ice, Ice Projectile, Water Wave, Ice Dome

Skill Level – All non-combat water spells may have a maximum size/radius of fifty square meters, while all non-combat ice spells may have a maximum size/radius of twenty-five square meters. The detail level of water is mastered both in and out of combat, able to be as refined as the mage wishes. The evocationist can now make very refined amounts of ice and in larger portions.

Limitations

Properties

Water is very diverse, possessing all sorts of properties that make it useful in nearly any situation a mage may find themselves in. However, like water is often calmed and collected and flowing, so too must a practitioner of such an art be patient and calm in their cast, lest they risk destruction like the tsunami’s of the south.

  • Water makes wet whatever it touches, even after it vanishes back into the Void. Not unlike fire evocation, once it is soaked into something, it will not simply vanish back into the Void. If not soaked in, however, it will simply vanish.
  • With a high enough heat intensity, water may vanish or evaporate more quickly than normal. For example, should one conjure water in a searing desert, it may vanish faster than one who conjures water within a lush forest. Water will also begin to freeze as well, though not as quickly as regular water unless soaked into something.
  • Water cannot be consumed nor provide any nutrients, due to the fact that it requires line of sight and maintenance from the caster. Should one attempt to ingest it, they will receive no benefit as the water would simply vanish the second it leaves the mage’s sight.
  • A mage may not boil their water, though they may make their water somewhat frigid or uncomfortably warm. They cannot form ice until [T3], and this must be studied akin to water.
  • Most ice is fairly fragile to blunt force and can be melted by fire or heat, though is not as weak to sharp attacks. However, if conjured in the form of a substantial barrier, and in a large enough quantity, it may perhaps be more durable.

Redlines

  • A water evocationist cannot manipulate real water, only control what they themselves have conjured forth from the Void.
  • 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.
  • Any aesthetic of any spell cannot change its mechanical function. For example, one could make a small bird out of water evocation as a projectile only, though not as a primordial conjuration, rather simply being a projectile comprised of water that appears in the shape of a bird.
  • Ice can only be conjured upon reaching [T3], and must be studied like any other part of an evocation. Steam and boiled water are not possible to be conjured either. For aesthetic purpose alone, a water evocationist may make their water feel a bit warmer or colder than normal, though this cannot cause any harm on its own.

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