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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

The powers of fire evocation are dangerous and hard to control, especially when starting out. Even masters of this art have some trouble controlling their conjured fire. Yet over the course of years, mastery of fire has come a great way, allowing mages to manipulate their fire to a much finer degree than before, as well as the conjuring of different colors for aesthetic effects.

Abbreviation Key:

N - Non-Combat

C - Combat

Conjure Fire

[N]

A fire evocationist has the power to conjure simple flames from the Void in order to manipulate it and form it into a certain shape. They may then use this fire to create many feats of magic, whether they be creating a simple butterfly of fire for a child’s entertainment, to creating fireworks for a marvelous display.

Mechanics

  • Fire in this form is very free and shapeless, unless formed into something more.
  • Upon reaching [T3], a mage may manipulate the color of their flame, albeit no change in heat. For example, a fire evocationist may create purple flame for non-combative purposes. The only exception to this rule is blue and white flame.
  • A fire evocationist can manipulate their fire in any way, shape, or form so long as it remains out of combat. At [T3] a mage can crudely shape their flames, but at [T5] a mage may have much greater control of their flame, able to make it almost smooth.

Redlines

  • White flame and black flame cannot be conjured at all, whether in or out of combat.
  • This may not be used in a combative or destructive manner whatsoever.
  • Any non-combat spell requires at least one emote of connection, and one emote of conjuring the actual flame. 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 pure fire rain upon a crop field, obviously it will take more than three emotes, likely closer to around six or seven.

Cauterize

[C] When in a controlled and less stressful area, a fire evocationist may burn other’s own wounds in order to temporarily seal them shut. While this is a very crude and painful method of temporarily sealing wounds, it’s better than bleeding to death or risking infection.

Mechanics

  • A fire evocationist may briefly seal the wounds of themselves or others by burning them shut. This method is excruciatingly painful, forming a dark red or even blackened scab around the wound itself.
  • Two-inch deep wounds require three emotes to seal [1 connect + 2 cast], three-inch deep wounds require four emotes to seal [1 connect + 3 cast]. Anything larger cannot be sealed by Cauterize.
  • The seal only remains for about one OOC hour and can easily be torn back open. Even after the seal fades, a burn will remain in the formerly sealed area.

Redlines

  • Cannot be used to treat fatal wounds.
  • Pain must be emoted.
  • A mage may use this on themselves, so long as they are standing still and there is very little distracting them, such as dodging or moving. They cannot cast anything else for up to [2] emotes after using Cauterize on themselves.

Flame Projectile

[C]

Allows a fire evocationist to cast simple projectiles composed completely of flame. While former fire evocationists could only create crude fireballs, modern magi are gifted greater control over their element, able to morph it into more specific and exact shapes for aesthetic purposes.

Mechanics

  • A fire evocationist may create baseball-sized projectiles to cast towards their target/s. While the size is fairly limited, the shape and detail of the projectile may be more complex than a mere ball of flame. For example, one may choose to create a small knife made of flame rather than just a fireball.
  • Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
  • Requires three emotes to cast [1 connect + 2 cast]. Additional projectiles require another emote to conjure, though no more than three may be charged at once. When firing multiple projectiles, they may be fired in a single direction so long as said directions remain within the mage’s line of sight. Multiple projectiles may be fired all at once or during different times (so long as the former is in only one direction at once), though sustaining them for long periods of time is very draining.
  • Combustive Flame Projectiles often have the force of a hard baseball throw directly at you if made combustive, creating an explosion of flame no greater than one foot in radius around the point of impact. It will also have the regular effects added on. Still leaves small flames to eat away at flesh/cloth.
  • Should any Flame Projectile make contact with any person or object, they will give them second degree burns upon touch. Should it be combustive, one will likely cause them to stumble back no more than a block, while two or three projectiles may cause them to be pushed back by up to three blocks should they all make contact.

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. For example, a fire knife cannot be sharp.
  • Fire projectiles are never solid unless combustion is added and will simply dissipate upon making contact, leaving several smaller ‘fires’ in the area which it touched.
  • If multiple projectiles are fired at the same time, they must all be fired at the same direction.

Flame Trail

[C]

Should a fire evocationist so wish, they may send a trail of flames spiraling or extending in any direction along the ground. Such a spell can be used for multiple things, such as making a wall of fire or creating a direct line of flame towards a target.

Mechanics

  • A fire evocationist may send a jet of fire along the ground in order to form various shapes which enable it to act as a formed barrier of some kind. It may either be directly shot out in front of the caster, around the caster, or around another target.
  • Not unlike fiery projectiles, Flame Trail will leave several smaller flames upon any surface that attempts to pass through it, slowly eating away and burning cloth, flesh, and other flammable materials.
  • Flame Trail requires four emotes of charging [1 connect + 3 cast] regardless of the shape. Shapes themselves are limited to direct lines or encasements. The flame itself can only reach about a meter in height, though may extend for up to five meters if used in a straight line. If used as a circular barrier, the ring may have a three block radius from the center, which is either the caster or the target.
  • The fire from flame trail is only severe enough to grant first degree burns with the occasional second, though the latter is more prominent if the spell is made combustive.
  • If made combustive, the fire will create a trail of small explosions which dash towards their target. The explosions themselves have enough force to break or dislocate a few minor bones, though nothing too severe and not exceeding about a block radius each.

Redlines

  • The fire must always remain on the ground.
  • Cannot use Flame Trail over wet surfaces.
  • Cannot shrink flame if it is a ring.

Flame Blast

[C]

While Flame Projectiles are used for a quick and simpler attack, Flame Blast is a more powerful and devastating attack of a fire evocationist. These projectiles are much larger and more potent than the lesser ones, becoming quite deadly when made combustive.


Mechanics

  • A fire evocationist may charge a beach-ball sized blast of fire to expel towards their target/s. While the size is fairly limited, the shape and detail of the projectile may be more complex than a mere sphere of flame. For example, one may opt to form a sword out of fire and propel it at their enemies.
  • Upon contact, a non-combustive Flame Projectile will be stopped by any surface it touches, leaving several smaller flames left burning in the area. Over time it will slowly burn away the skin or any thin and flammable materials.
  • Requires four emotes to cast [1 connect + 3 cast]. Only one may be charged and cast at a time.
  • Combustive Flame Blasts often have the force of being thrown back by an orc-strength creature, creating an explosion of flame upon contact no greater than five-block radius in radius around the point of impact.
  • Should any Flame Blast make contact with any person or object, they will give them second to third degree burns upon touch. Should it be combustive, one will likely cause them to be thrown back up to seven blocks, probably breaking a few bones should they be thrown into a solid surface.

Redlines

  • Can be no greater than the size of a beach-ball. Can be any shape for aesthetic purposes only.
  • The shape of the projectile cannot change the effect of the spell. For example, a fire knife cannot be sharp.
  • Fire blasts are never solid unless combustion is added.

Flamethrower

[C] By concentrating their into a small area, a fire evocationist can then effectively project their attack in front of them in the form of a jet of pure fire. Such an attack can be devastating if maintained upon a target for long enough, doing enough damage to near charr their flesh.

Mechanics

  • A fire evocationist can concentrate on forming their fire into a small space, creating a very volatile spell which shoots forth flames towards a target in the form of a jet or flamethrower. This is a very concentration taxing spell, making focus crucial to its formation.
  • Upon contact with descendant flesh, Flamethrower will instantly offer a second degree burn upon the applied area, the damage worsening the longer the flame is exposed to its target. Like other attacks of fire evocation, it will leave several small flames in the area contacted which continue to slowly burn whatever they touch.
  • The attack itself only has a maximum range of seven blocks and a radius of one. The shape of the spell itself may be a really vague jet of flames which gushes forth , though the mage may add detail to this if they wish, making the flamethrower appear different for aesthetic purposes.
  • Requires four emotes to cast [1 connect + 3 cast]. The flamethrower itself may held back for up to two emotes before needing to be fired lest it explode. The attack can be sustained for up to four emotes assuming the mage has adequate concentration and mana.

Redlines

  • Cannot be made combustive.
  • Requires line of sight and cannot exceed stated range.

Blue Fire

[C] By infusing a greater amount of mana into their spell, a mage may create a new type of flame which is twice as hot as regular fire, though twice as costly, applying it to their spells and casts. Such flame is much more potent than average, causing devastating damage to descendant flesh and flammable objects alike.

Mechanics

  • Blue Fire still has the same effects as regular fire in terms of spreading, however, it is twice as hot, meaning that while one would only receive first to second degree burns from regular flame, blue fire can grant third degree burns easily - occasionally even charring the area applied.
  • Blue fire can be applied to any spell by adding [2] additional emotes to the beginning of the spell.
  • For aesthetic purposes, the flame may have any tint of blue, though this does not change the heat/effect.

Redlines

  • Does not change the effects of a spell beyond the level of heat and damage it can cause.
  • Can be used in conjunction with a combustive spell, but will be draining to such a degree that a mage may collapse from using them simultaneously.

Combustion

[C] Should a mage so choose, they may allow their fire to temporarily become solid and explode with moderate force. After being cast, the effect of combustion will fade along with the spell it was used on, having to be recharged again for any use in another spell.

Mechanics

  • Combustion allows for a fire evocationist to give their fire force, typically in the form of a projectile, in order to deal concussive damage to an area or target. Specifics for the effects of combustion on each spell are listed in the mechanics of said spell.
  • Should a mage lose significant focus while casting combustion, the spell will explode in their face, likely burning them if not killing them from the blast.
  • Requires one to add an additional emote to the spell they wish to make combustive. Whether or not the spell is combustive must be pointed out upon the second emote of charing. Examples of such a tell may be air sucked into the spell as it’s charging.


Redlines

  • Combustion only explodes on contact, creating a concussive blast which sends people back. It cannot have any other solid properties, such as sharpness.

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